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+/*
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+ * DoRayMe - a quick and dirty Raytracer
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+ * BVH 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 <transformation.h>
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+
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+void BVHOptimisation::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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+
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+ double dx = (rootBB.max.x - rootBB.min.x);
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+ double dy = (rootBB.max.y - rootBB.min.y);
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+ double dz = (rootBB.max.z - rootBB.min.z);
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+ /* Take the mid value for each axes */
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+ Tuple midMin = rootBB.min;
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+ Tuple midMax = rootBB.max;
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+
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+ BoundingBox SlicesBB[2];
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+ int sliceIdx;
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+ Group *Slices[2];
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+
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+ double largestSide = max3(dx, dy, dz);
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+
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+ int i;
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+
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+ if (largestSide == dx)
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+ {
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+ midMin.x = rootBB.min.x + dx / 2.0;
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+ midMax.x = rootBB.min.x + dx / 2.0;
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+ }
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+ else if (largestSide == dy)
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+ {
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+ midMin.y = rootBB.min.y + dy / 2.0;
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+ midMax.y = rootBB.min.y + dy / 2.0;
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+ }
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+ else
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+ {
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+ midMin.z = rootBB.min.z + dx / 2.0;
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+ midMax.z = rootBB.min.z + dx / 2.0;
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+ }
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+
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+
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+ /* Split the main bounding box into 8 boxes */
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+ SlicesBB[0] | rootBB.min;
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+ SlicesBB[0] | midMax;
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+
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+ SlicesBB[1] | rootBB.max;
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+ SlicesBB[1] | midMin;
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+
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+
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+ for (sliceIdx = 0 ; sliceIdx < 2 ; sliceIdx++)
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+ {
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+ Slices[sliceIdx] = nullptr;
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+ }
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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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+ if ((shp->getType() != Shape::GROUP) && (shp->getType() != Shape::OBJFILE))
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+ {
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+ BoundingBox objBB = shp->getBounds();
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+
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+ for (sliceIdx = 0 ; sliceIdx < 2 ; sliceIdx++)
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+ {
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+ if (SlicesBB[sliceIdx].fitsIn(objBB))
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+ {
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+ if (Slices[sliceIdx] == nullptr)
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+ {
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+ char name[32];
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+ snprintf(name, 32, "%d_Slice %d", depth, sliceIdx);
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+ //for(int j=0; j < depth; j++) { printf(" "); }
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+ //printf("%s\n", name);
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+ Slices[sliceIdx] = new Group(name);
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+
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+ Slices[sliceIdx]->setBounds(SlicesBB[sliceIdx]);
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+ }
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+
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+ Slices[sliceIdx]->addObject(shp);
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+ leaf->removeObject(shp);
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+
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+ i -= 1;
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+ break;
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+ }
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+ }
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+ }
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+ else
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+ {
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+ leaf->removeObject(shp);
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+ i -= 1;
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+ }
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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 (sliceIdx = 0 ; sliceIdx < 2 ; sliceIdx++)
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+ {
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+ if (Slices[sliceIdx] != nullptr)
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+ {
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+ this->makeTree(Slices[sliceIdx], depth + 1);
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+
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+ Slices[sliceIdx]->updateBoundingBox();
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+
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+ leaf->addObject(Slices[sliceIdx]);
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+#if 0
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+ Cube *cb = new Cube();
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+ double sx = SlicesBB[sliceIdx].max.x - SlicesBB[sliceIdx].min.x;
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+ double sy = SlicesBB[sliceIdx].max.y - SlicesBB[sliceIdx].min.y;
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+ double sz = SlicesBB[sliceIdx].max.z - SlicesBB[sliceIdx].min.z;
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+
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+ cb->setTransform(translation(SlicesBB[sliceIdx].min.x, SlicesBB[sliceIdx].min.y,
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+ SlicesBB[sliceIdx].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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+
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+ printf("%s: %d objs\n", Slices[sliceIdx]->getName(),
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+ Slices[sliceIdx]->getObjectCount());
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+#endif
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+ }
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+ }
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+}
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+
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+void BVHOptimisation::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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+
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+ /* Then let's have some fun! */
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+ this->moveAllObjects();
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+
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+ /* Now.. The fun start ! */
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+ makeTree(this->root, 0);
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+}
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