141 lines
4.4 KiB
C++
141 lines
4.4 KiB
C++
/*
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* DoRayMe - a quick and dirty Raytracer
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* Octree world optimiser implementation
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#include <worldoptimiser.h>
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#include <cube.h>
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#include <objfile.h>
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#include <transformation.h>
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void OctreeOptimisation::makeTree(Group *leaf, int depth)
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{
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/* Let's take the bounding box of the root */
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BoundingBox rootBB = leaf->getBounds();
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/* Take the mid value for each axes */
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double midX = (rootBB.max.x - rootBB.min.x) / 2.0 + rootBB.min.x;
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double midY = (rootBB.max.y - rootBB.min.y) / 2.0 + rootBB.min.y;
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double midZ = (rootBB.max.z - rootBB.min.z) / 2.0 + rootBB.min.z;
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BoundingBox octantBB[8];
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int octantIdx;
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Group *octants[8];
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int i;
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/* Split the main bounding box into 8 boxes */
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octantBB[0] | Point(rootBB.min.x, rootBB.min.y, rootBB.min.z);
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octantBB[0] | Point(midX, midY, midZ);
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octantBB[1] | Point(midX, rootBB.min.y, rootBB.min.z);
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octantBB[1] | Point(rootBB.max.x, midY, midZ);
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octantBB[2] | Point(rootBB.min.x, midY, rootBB.min.z);
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octantBB[2] | Point(midX, rootBB.max.y, midZ);
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octantBB[3] | Point(midX, midY, rootBB.min.z);
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octantBB[3] | Point(rootBB.max.x, rootBB.max.y, midZ);
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octantBB[4] | Point(rootBB.min.x, midY, midZ);
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octantBB[4] | Point(midX, rootBB.max.y, rootBB.max.z);
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octantBB[5] | Point(midX, midY, midZ);
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octantBB[5] | Point(rootBB.max.x, rootBB.max.y, rootBB.max.z);
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octantBB[6] | Point(rootBB.min.x, rootBB.min.y, midZ);
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octantBB[6] | Point(midX, midY, rootBB.max.z);
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octantBB[7] | Point(midX, rootBB.min.y, midZ);
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octantBB[7] | Point(rootBB.max.x, midY, rootBB.max.z);
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for (octantIdx = 0 ; octantIdx < 8 ; octantIdx++)
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{
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octants[octantIdx] = nullptr;
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}
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for (i = 0 ; i < leaf->getObjectCount(); i++)
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{
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Shape *shp = leaf->getObject(i);
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BoundingBox objBB = shp->getBounds();
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//if ((shp->getType() != Shape::GROUP) && (shp->getType() != Shape::OBJFILE))
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for (octantIdx = 0 ; octantIdx < 8 ; octantIdx++)
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{
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if (octantBB[octantIdx].fitsIn(objBB))
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{
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if (octants[octantIdx] == nullptr)
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{
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char name[32];
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snprintf(name, 32, "%d_Quadrant %d", depth, octantIdx);
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octants[octantIdx] = new Group(name);
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octants[octantIdx]->setBounds(octantBB[octantIdx]);
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}
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octants[octantIdx]->addObject(shp);
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leaf->removeObject(shp);
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i -= 1;
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break;
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}
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}
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if (shp->getType() == Shape::GROUP)
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{
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this->makeTree((Group *)shp, depth + 1);
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}
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if (shp->getType() == Shape::OBJFILE)
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{
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this->makeTree((Group *)((OBJFile *)shp)->getBaseGroup(), depth + 1);
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}
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}
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/* Now add the quadrant to the root and recurse in it */
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for (octantIdx = 0 ; octantIdx < 8 ; octantIdx++)
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{
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if (octants[octantIdx] != nullptr)
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{
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this->makeTree(octants[octantIdx], depth + 1);
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octants[octantIdx]->updateBoundingBox();
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leaf->addObject(octants[octantIdx]);
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#if 0
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Cube *cb = new Cube();
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double sx = octantBB[octantIdx].max.x - octantBB[octantIdx].min.x;
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double sy = octantBB[octantIdx].max.y - octantBB[octantIdx].min.y;
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double sz = octantBB[octantIdx].max.z - octantBB[octantIdx].min.z;
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cb->setTransform(translation(octantBB[octantIdx].min.x, octantBB[octantIdx].min.y,
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octantBB[octantIdx].min.z) * scaling(sx, sy, sz));
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cb->material.colour = Colour(0.01, 0.01, 0);
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cb->materialSet = true;
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cb->dropShadow = false;
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cb->material.ambient = 0.1;
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cb->material.reflective = 0;
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cb->material.transparency = 0.95;
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cb->material.refractiveIndex = 1;
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cb->material.specular = 0;
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leaf->addObject(cb);
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printf("%s: %d objs\n", octants[octantIdx]->getName(),
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octants[octantIdx]->getObjectCount());
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#endif
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}
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}
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}
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void OctreeOptimisation::run()
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{
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/* First let's clear our hands */
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this->moveInfiniteObjects();
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/* Then let's have some fun! */
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//this->moveAllObjects();
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/* Now.. The fun start ! */
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makeTree(this->root, 0);
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} |