Files
dorayme/source/worldoptimiser/bvhoptimisation.cpp
2020-03-17 00:44:58 +00:00

144 lines
3.9 KiB
C++

/*
* DoRayMe - a quick and dirty Raytracer
* BVH world optimiser implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <worldoptimiser.h>
#include <cube.h>
#include <objfile.h>
#include <transformation.h>
void BVHOptimisation::makeTree(Group *leaf, int depth)
{
/* Let's take the bounding box of the root */
BoundingBox rootBB = leaf->getBounds();
double dx = (rootBB.max.x - rootBB.min.x);
double dy = (rootBB.max.y - rootBB.min.y);
double dz = (rootBB.max.z - rootBB.min.z);
/* Take the mid value for each axes */
Tuple midMin = rootBB.min;
Tuple midMax = rootBB.max;
BoundingBox SlicesBB[2];
int sliceIdx;
Group *Slices[2];
double largestSide = max3(dx, dy, dz);
int i;
if (largestSide == dx)
{
midMin.x = rootBB.min.x + dx / 2.0;
midMax.x = rootBB.min.x + dx / 2.0;
}
else if (largestSide == dy)
{
midMin.y = rootBB.min.y + dy / 2.0;
midMax.y = rootBB.min.y + dy / 2.0;
}
else
{
midMin.z = rootBB.min.z + dx / 2.0;
midMax.z = rootBB.min.z + dx / 2.0;
}
/* Split the main bounding box into 8 boxes */
SlicesBB[0] | rootBB.min;
SlicesBB[0] | midMax;
SlicesBB[1] | rootBB.max;
SlicesBB[1] | midMin;
for (sliceIdx = 0 ; sliceIdx < 2 ; sliceIdx++)
{
Slices[sliceIdx] = nullptr;
}
for (i = 0 ; i < leaf->getObjectCount(); i++)
{
Shape *shp = leaf->getObject(i);
BoundingBox objBB = shp->getBounds();
for (sliceIdx = 0 ; sliceIdx < 2 ; sliceIdx++)
{
if (SlicesBB[sliceIdx].fitsIn(objBB))
{
if (Slices[sliceIdx] == nullptr)
{
char name[32];
snprintf(name, 32, "%d_Slice %d", depth, sliceIdx);
Slices[sliceIdx] = new Group(name);
Slices[sliceIdx]->setBounds(SlicesBB[sliceIdx]);
}
Slices[sliceIdx]->addObject(shp);
leaf->removeObject(shp);
i -= 1;
break;
}
}
if (shp->getType() == Shape::GROUP)
{
this->makeTree((Group *)shp, depth + 1);
}
else if (shp->getType() == Shape::OBJFILE)
{
this->makeTree((Group *)((OBJFile *)shp)->getBaseGroup(), depth + 1);
}
}
/* Now add the quadrant to the root and recurse in it */
for (sliceIdx = 0 ; sliceIdx < 2 ; sliceIdx++)
{
if (Slices[sliceIdx] != nullptr)
{
this->makeTree(Slices[sliceIdx], depth + 1);
Slices[sliceIdx]->updateBoundingBox();
leaf->addObject(Slices[sliceIdx]);
#if 0
Cube *cb = new Cube();
double sx = SlicesBB[sliceIdx].max.x - SlicesBB[sliceIdx].min.x;
double sy = SlicesBB[sliceIdx].max.y - SlicesBB[sliceIdx].min.y;
double sz = SlicesBB[sliceIdx].max.z - SlicesBB[sliceIdx].min.z;
cb->setTransform(translation(SlicesBB[sliceIdx].min.x, SlicesBB[sliceIdx].min.y,
SlicesBB[sliceIdx].min.z) * scaling(sx, sy, sz));
cb->material.colour = Colour(0.01, 0.01, 0);
cb->materialSet = true;
cb->dropShadow = false;
cb->material.ambient = 0.1;
cb->material.reflective = 0;
cb->material.transparency = 0.95;
cb->material.refractiveIndex = 1;
cb->material.specular = 0;
leaf->addObject(cb);
printf("%s: %d objs\n", Slices[sliceIdx]->getName(),
Slices[sliceIdx]->getObjectCount());
#endif
}
}
}
void BVHOptimisation::run()
{
/* First let's clear our hands */
this->moveInfiniteObjects();
/* Then let's have some fun! */
//this->moveAllObjects();
/* Now.. The fun start ! */
makeTree(this->root, 0);
}