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