octreeoptimisation.cpp 5.1 KB

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  1. /*
  2. * DoRayMe - a quick and dirty Raytracer
  3. * Octree world optimiser implementation
  4. *
  5. * Created by Manoël Trapier
  6. * Copyright (c) 2020 986-Studio.
  7. *
  8. */
  9. #include <worldoptimiser.h>
  10. #include <cube.h>
  11. #include <transformation.h>
  12. void OctreeOptimisation::makeTree(Group *leaf, int depth)
  13. {
  14. /* Let's take the bounding box of the root */
  15. BoundingBox rootBB = leaf->getBounds();
  16. /* Take the mid value for each axes */
  17. double midX = (rootBB.max.x - rootBB.min.x) / 2.0 + rootBB.min.x;
  18. double midY = (rootBB.max.y - rootBB.min.y) / 2.0 + rootBB.min.y;
  19. double midZ = (rootBB.max.z - rootBB.min.z) / 2.0 + rootBB.min.z;
  20. BoundingBox QuadrantBB[8];
  21. int quadrantIdx;
  22. Group *Quadrants[8];
  23. int i;
  24. if (leaf->getObjectCount() > 2)
  25. {
  26. /* Split the main bounding box into 8 boxes */
  27. QuadrantBB[0] | Point(rootBB.min.x, rootBB.min.y, rootBB.min.z);
  28. QuadrantBB[0] | Point(midX, midY, midZ);
  29. QuadrantBB[1] | Point(midX, rootBB.min.y, rootBB.min.z);
  30. QuadrantBB[1] | Point(rootBB.max.x, midY, midZ);
  31. QuadrantBB[2] | Point(rootBB.min.x, midY, rootBB.min.z);
  32. QuadrantBB[2] | Point(midX, rootBB.max.y, midZ);
  33. QuadrantBB[3] | Point(midX, midY, rootBB.min.z);
  34. QuadrantBB[3] | Point(rootBB.max.x, rootBB.max.y, midZ);
  35. QuadrantBB[4] | Point(rootBB.min.x, midY, midZ);
  36. QuadrantBB[4] | Point(midX, rootBB.max.y, rootBB.max.z);
  37. QuadrantBB[5] | Point(midX, midY, midZ);
  38. QuadrantBB[5] | Point(rootBB.max.x, rootBB.max.y, rootBB.max.z);
  39. QuadrantBB[6] | Point(rootBB.min.x, rootBB.min.y, midZ);
  40. QuadrantBB[6] | Point(midX, midY, rootBB.max.z);
  41. QuadrantBB[7] | Point(midX, rootBB.min.y, midZ);
  42. QuadrantBB[7] | Point(rootBB.max.x, midY, rootBB.max.z);
  43. for (quadrantIdx = 0 ; quadrantIdx < 8 ; quadrantIdx++)
  44. {
  45. Quadrants[quadrantIdx] = nullptr;
  46. }
  47. for (i = 0 ; i < leaf->getObjectCount(); i++)
  48. {
  49. Shape *shp = leaf->getObject(i);
  50. if ((shp->getType() != Shape::GROUP) && (shp->getType() != Shape::OBJFILE))
  51. {
  52. BoundingBox objBB = shp->getBounds();
  53. for (quadrantIdx = 0 ; quadrantIdx < 8 ; quadrantIdx++)
  54. {
  55. if (QuadrantBB[quadrantIdx].fitsIn(objBB))
  56. {
  57. if (Quadrants[quadrantIdx] == nullptr)
  58. {
  59. char name[32];
  60. snprintf(name, 32, "%d_Quadrant %d", depth, quadrantIdx);
  61. //for(int j=0; j < depth; j++) { printf(" "); }
  62. //printf("%s\n", name);
  63. Quadrants[quadrantIdx] = new Group(name);
  64. Quadrants[quadrantIdx]->setBounds(QuadrantBB[quadrantIdx]);
  65. }
  66. Quadrants[quadrantIdx]->addObject(shp);
  67. leaf->removeObject(shp);
  68. i -= 1;
  69. break;
  70. }
  71. }
  72. }
  73. else
  74. {
  75. leaf->removeObject(shp);
  76. /* No cleanup for now, it's bad, I know */
  77. //delete shp;
  78. i -= 1;
  79. }
  80. }
  81. //if (depth < 1)
  82. {
  83. /* Now add the quadrant to the root and recurse in it */
  84. for (quadrantIdx = 0 ; quadrantIdx < 8 ; quadrantIdx++)
  85. {
  86. if (Quadrants[quadrantIdx] != nullptr)
  87. {
  88. this->makeTree(Quadrants[quadrantIdx], depth + 1);
  89. Quadrants[quadrantIdx]->updateBoundingBox();
  90. leaf->addObject(Quadrants[quadrantIdx]);
  91. #if 0
  92. Cube *cb = new Cube();
  93. double sx = QuadrantBB[quadrantIdx].max.x - QuadrantBB[quadrantIdx].min.x;
  94. double sy = QuadrantBB[quadrantIdx].max.y - QuadrantBB[quadrantIdx].min.y;
  95. double sz = QuadrantBB[quadrantIdx].max.z - QuadrantBB[quadrantIdx].min.z;
  96. cb->setTransform(translation(QuadrantBB[quadrantIdx].min.x, QuadrantBB[quadrantIdx].min.y,
  97. QuadrantBB[quadrantIdx].min.z) * scaling(sx, sy, sz));
  98. cb->material.colour = Colour(0.01, 0.01, 0);
  99. cb->materialSet = true;
  100. cb->dropShadow = false;
  101. cb->material.ambient = 0.1;
  102. cb->material.reflective = 0;
  103. cb->material.transparency = 0.95;
  104. cb->material.refractiveIndex = 1;
  105. cb->material.specular = 0;
  106. leaf->addObject(cb);
  107. printf("%s: %d objs\n", Quadrants[quadrantIdx]->getName(),
  108. Quadrants[quadrantIdx]->getObjectCount());
  109. #endif
  110. }
  111. }
  112. }
  113. }
  114. }
  115. void OctreeOptimisation::run()
  116. {
  117. /* First let's clear our hands */
  118. this->moveInfiniteObjects();
  119. /* Then let's have some fun! */
  120. this->moveAllObjects();
  121. /* Now.. The fun start ! */
  122. makeTree(this->root, 0);
  123. }