Files
dorayme/source/worldoptimiser/octreeoptimisation.cpp
Godzil aacd4f6c9e Make BVH and Octree to not flatten the world before parsing
It may help a lot on some scene that already use groups.

So each exiting group have their own BVH or Octree in.

It does help a lot on already organised scene like the Christmas balls.
2020-03-13 01:07:28 +00:00

146 lines
4.9 KiB
C++

/*
* DoRayMe - a quick and dirty Raytracer
* Octree 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 OctreeOptimisation::makeTree(Group *leaf, int depth)
{
/* Let's take the bounding box of the root */
BoundingBox rootBB = leaf->getBounds();
/* Take the mid value for each axes */
double midX = (rootBB.max.x - rootBB.min.x) / 2.0 + rootBB.min.x;
double midY = (rootBB.max.y - rootBB.min.y) / 2.0 + rootBB.min.y;
double midZ = (rootBB.max.z - rootBB.min.z) / 2.0 + rootBB.min.z;
BoundingBox octantBB[8];
int octantIdx;
Group *octants[8];
int i;
//if (leaf->getObjectCount() > 2)
{
/* Split the main bounding box into 8 boxes */
octantBB[0] | Point(rootBB.min.x, rootBB.min.y, rootBB.min.z);
octantBB[0] | Point(midX, midY, midZ);
octantBB[1] | Point(midX, rootBB.min.y, rootBB.min.z);
octantBB[1] | Point(rootBB.max.x, midY, midZ);
octantBB[2] | Point(rootBB.min.x, midY, rootBB.min.z);
octantBB[2] | Point(midX, rootBB.max.y, midZ);
octantBB[3] | Point(midX, midY, rootBB.min.z);
octantBB[3] | Point(rootBB.max.x, rootBB.max.y, midZ);
octantBB[4] | Point(rootBB.min.x, midY, midZ);
octantBB[4] | Point(midX, rootBB.max.y, rootBB.max.z);
octantBB[5] | Point(midX, midY, midZ);
octantBB[5] | Point(rootBB.max.x, rootBB.max.y, rootBB.max.z);
octantBB[6] | Point(rootBB.min.x, rootBB.min.y, midZ);
octantBB[6] | Point(midX, midY, rootBB.max.z);
octantBB[7] | Point(midX, rootBB.min.y, midZ);
octantBB[7] | Point(rootBB.max.x, midY, rootBB.max.z);
for (octantIdx = 0 ; octantIdx < 8 ; octantIdx++)
{
octants[octantIdx] = nullptr;
}
for (i = 0 ; i < leaf->getObjectCount(); i++)
{
Shape *shp = leaf->getObject(i);
BoundingBox objBB = shp->getBounds();
//if ((shp->getType() != Shape::GROUP) && (shp->getType() != Shape::OBJFILE))
for (octantIdx = 0 ; octantIdx < 8 ; octantIdx++)
{
if (octantBB[octantIdx].fitsIn(objBB))
{
if (octants[octantIdx] == nullptr)
{
char name[32];
snprintf(name, 32, "%d_Quadrant %d", depth, octantIdx);
octants[octantIdx] = new Group(name);
octants[octantIdx]->setBounds(octantBB[octantIdx]);
}
octants[octantIdx]->addObject(shp);
leaf->removeObject(shp);
i -= 1;
break;
}
}
if (shp->getType() == Shape::GROUP)
{
this->makeTree((Group *)shp, depth + 1);
}
if (shp->getType() == Shape::OBJFILE)
{
this->makeTree((Group *)((OBJFile *)shp)->getBaseGroup(), depth + 1);
}
}
//if (depth < 1)
{
/* Now add the quadrant to the root and recurse in it */
for (octantIdx = 0 ; octantIdx < 8 ; octantIdx++)
{
if (octants[octantIdx] != nullptr)
{
this->makeTree(octants[octantIdx], depth + 1);
octants[octantIdx]->updateBoundingBox();
leaf->addObject(octants[octantIdx]);
#if 0
Cube *cb = new Cube();
double sx = octantBB[octantIdx].max.x - octantBB[octantIdx].min.x;
double sy = octantBB[octantIdx].max.y - octantBB[octantIdx].min.y;
double sz = octantBB[octantIdx].max.z - octantBB[octantIdx].min.z;
cb->setTransform(translation(octantBB[octantIdx].min.x, octantBB[octantIdx].min.y,
octantBB[octantIdx].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", octants[octantIdx]->getName(),
octants[octantIdx]->getObjectCount());
#endif
}
}
}
}
}
void OctreeOptimisation::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);
}