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- /*
- * 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 <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 QuadrantBB[8];
- int quadrantIdx;
- Group *Quadrants[8];
- int i;
- if (leaf->getObjectCount() > 2)
- {
- /* Split the main bounding box into 8 boxes */
- QuadrantBB[0] | Point(rootBB.min.x, rootBB.min.y, rootBB.min.z);
- QuadrantBB[0] | Point(midX, midY, midZ);
- QuadrantBB[1] | Point(midX, rootBB.min.y, rootBB.min.z);
- QuadrantBB[1] | Point(rootBB.max.x, midY, midZ);
- QuadrantBB[2] | Point(rootBB.min.x, midY, rootBB.min.z);
- QuadrantBB[2] | Point(midX, rootBB.max.y, midZ);
- QuadrantBB[3] | Point(midX, midY, rootBB.min.z);
- QuadrantBB[3] | Point(rootBB.max.x, rootBB.max.y, midZ);
- QuadrantBB[4] | Point(rootBB.min.x, midY, midZ);
- QuadrantBB[4] | Point(midX, rootBB.max.y, rootBB.max.z);
- QuadrantBB[5] | Point(midX, midY, midZ);
- QuadrantBB[5] | Point(rootBB.max.x, rootBB.max.y, rootBB.max.z);
- QuadrantBB[6] | Point(rootBB.min.x, rootBB.min.y, midZ);
- QuadrantBB[6] | Point(midX, midY, rootBB.max.z);
- QuadrantBB[7] | Point(midX, rootBB.min.y, midZ);
- QuadrantBB[7] | Point(rootBB.max.x, midY, rootBB.max.z);
- for (quadrantIdx = 0 ; quadrantIdx < 8 ; quadrantIdx++)
- {
- Quadrants[quadrantIdx] = nullptr;
- }
- for (i = 0 ; i < leaf->getObjectCount(); i++)
- {
- Shape *shp = leaf->getObject(i);
- if ((shp->getType() != Shape::GROUP) && (shp->getType() != Shape::OBJFILE))
- {
- BoundingBox objBB = shp->getBounds();
- for (quadrantIdx = 0 ; quadrantIdx < 8 ; quadrantIdx++)
- {
- if (QuadrantBB[quadrantIdx].fitsIn(objBB))
- {
- if (Quadrants[quadrantIdx] == nullptr)
- {
- char name[32];
- snprintf(name, 32, "%d_Quadrant %d", depth, quadrantIdx);
- //for(int j=0; j < depth; j++) { printf(" "); }
- //printf("%s\n", name);
- Quadrants[quadrantIdx] = new Group(name);
- Quadrants[quadrantIdx]->setBounds(QuadrantBB[quadrantIdx]);
- }
- Quadrants[quadrantIdx]->addObject(shp);
- leaf->removeObject(shp);
- i -= 1;
- break;
- }
- }
- }
- else
- {
- leaf->removeObject(shp);
- /* No cleanup for now, it's bad, I know */
- //delete shp;
- i -= 1;
- }
- }
- //if (depth < 1)
- {
- /* Now add the quadrant to the root and recurse in it */
- for (quadrantIdx = 0 ; quadrantIdx < 8 ; quadrantIdx++)
- {
- if (Quadrants[quadrantIdx] != nullptr)
- {
- this->makeTree(Quadrants[quadrantIdx], depth + 1);
- Quadrants[quadrantIdx]->updateBoundingBox();
- leaf->addObject(Quadrants[quadrantIdx]);
- #if 0
- Cube *cb = new Cube();
- double sx = QuadrantBB[quadrantIdx].max.x - QuadrantBB[quadrantIdx].min.x;
- double sy = QuadrantBB[quadrantIdx].max.y - QuadrantBB[quadrantIdx].min.y;
- double sz = QuadrantBB[quadrantIdx].max.z - QuadrantBB[quadrantIdx].min.z;
- cb->setTransform(translation(QuadrantBB[quadrantIdx].min.x, QuadrantBB[quadrantIdx].min.y,
- QuadrantBB[quadrantIdx].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", Quadrants[quadrantIdx]->getName(),
- Quadrants[quadrantIdx]->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);
- }
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