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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 <objfile.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 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);
- }
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