/* * DoRayMe - a quick and dirty Raytracer * Octree world optimiser implementation * * Created by Manoƫl Trapier * Copyright (c) 2020 986-Studio. * */ #include #include #include #include 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; /* 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); } } /* 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); }