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#include "VoxelStepper.h"
using namespace SyntopiaCore::Math;
namespace SyntopiaCore {
namespace GLEngine {
VoxelStepper::VoxelStepper(Vector3f minPos, Vector3f maxPos, int steps)
: steps(steps), minPos(minPos), maxPos(maxPos), size(( maxPos - minPos)/(double)steps) {
currentT = 0;
copy = false;
grid = new QList<Object3D*>[steps*steps*steps];
for (int i = 0; i < steps*steps*steps; i++) grid[i] = QList<Object3D*>();
};
VoxelStepper::~VoxelStepper() { if (!copy) delete[] grid; };
void VoxelStepper::registerObject(Object3D* obj) {
// Simple method - check all cells intersecting the objects bounding boxes.
obj->prepareForRaytracing();
Vector3f from;
Vector3f to;
obj->getBoundingBox(from,to);
from = from - minPos;
to = to - minPos;
int xStart = floor(from.x()/size.x());
int xEnd = ceil(to.x()/size.x());
int yStart = floor(from.y()/size.y());
int yEnd = ceil(to.y()/size.y());
int zStart = floor(from.z()/size.z());
int zEnd = ceil(to.z()/size.z());
if (xStart < 0) xStart = 0;
if (yStart < 0) yStart = 0;
if (zStart < 0) zStart = 0;
if (xEnd > (int)steps) xEnd = steps;
if (yEnd > (int)steps) yEnd = steps;
if (zEnd > (int)steps) zEnd = steps;
for (unsigned int x = xStart; x < (unsigned int)xEnd; x++) {
for (unsigned int y = yStart; y < (unsigned int)yEnd; y++) {
for (unsigned int z = zStart; z < (unsigned int)zEnd; z++) {
if (obj->intersectsAABB(minPos + Vector3f(size.x()*x,size.y()*y,size.z()*z),minPos + Vector3f(size.x()*(x+1),size.y()*(y+1),size.z()*(z+1)) )) {
grid[x+y*steps+z*steps*steps].append(obj);
}
}
}
}
}
QList<Object3D*>* VoxelStepper::setupRay(Vector3f pos, Vector3f dir, double& maxT) {
this->pos = pos;
this->dir = dir;
currentT = 0;
const Vector3f ro = pos - minPos;
cx = floor(ro.x() / size.x());
cy = floor(ro.y() / size.y());
cz = floor(ro.z() / size.z());
if ((cx < 0 || cx >= steps) ||
(cy < 0 || cy >= steps) ||
(cz < 0 || cz >= steps)) {
// we are outside grid.
// advance ray to inside grid.
bool found = false;
double p;
if (dir.x() > 0) {
p = (minPos.x()-pos.x())/dir.x();
cx = 0;
} else {
p = (maxPos.x()-pos.x())/dir.x();
cx = steps-1;
}
Vector3f v = pos + dir*p - minPos;
cy = floor(v.y() / size.y());
cz = floor(v.z() / size.z());
if ((cy >= 0 && cy < steps) && (cz >= 0 && cz < steps)) {
found = true;
pos = v+minPos;
}
if (!found) {
if (dir.y() > 0) {
p = (minPos.y()-pos.y())/dir.y();
cy = 0;
} else {
p = (maxPos.y()-pos.y())/dir.y();
cy = steps-1;
}
Vector3f v = pos + dir*p - minPos;
cx = floor(v.x() / size.x());
cz = floor(v.z() / size.z());
if ((cx >= 0 && cx < steps) && (cz >= 0 && cz < steps)) {
pos = v+minPos;
found = true;
}
}
if (!found) {
if (dir.z() > 0) {
p = (minPos.z()-pos.z())/dir.z();
cz = 0;
} else {
p = (maxPos.z()-pos.z())/dir.z();
cz = steps-1;
}
Vector3f v = pos + dir*p - minPos;
cx = floor(v.x() / size.x());
cy = floor(v.y() / size.y());
if ((cy >= 0 && cy < steps) && (cx >= 0 && cx < steps)) {
pos = v+minPos;
found = true;
}
}
currentT = p;
// We do not intersect grid.
if (!found) return false;
}
stepX = (dir.x() > 0) ? 1 : -1;
stepY = (dir.y() > 0) ? 1 : -1;
stepZ = (dir.z() > 0) ? 1 : -1;
tDeltaX = stepX*size.x() / dir.x();
tDeltaY = stepY*size.y() / dir.y();
tDeltaZ = stepZ*size.z() / dir.z();
Vector3f orv = pos- (minPos + Vector3f(size.x()*cx, size.y()*cy, size.z()*cz));
tMaxX = stepX*orv.x()/dir.x();
if (stepX>0) tMaxX = tDeltaX - tMaxX;
tMaxY = stepY*orv.y()/dir.y();
if (stepY>0) tMaxY = tDeltaY - tMaxY;
tMaxZ = stepZ*orv.z()/dir.z();
if (stepZ>0) tMaxZ = tDeltaZ - tMaxZ;
// Now pos is advanced properly.
// cx,cy,cz contains current cell.
QList<Object3D*>* list = &grid[cx+cy*steps+cz*steps*steps];
if (list && (list->count() == 0)) {
list = advance(maxT);
} else {
maxT = currentT + minn(tMaxX, tMaxY, tMaxZ);
}
return list;
}
QList<Object3D*>* VoxelStepper::advance(double& maxT) {
QList<Object3D*>* list = 0;
do {
if(tMaxX < tMaxY) {
if(tMaxX < tMaxZ) {
cx += stepX;
if (cx >= steps || cx < 0) return 0;
tMaxX = tMaxX + tDeltaX;
} else {
cz += stepZ;
if (cz >= steps || cz < 0) return 0;
tMaxZ = tMaxZ + tDeltaZ;
}
} else {
if(tMaxY < tMaxZ) {
cy += stepY;
if (cy >= steps || cy < 0) return 0;
tMaxY = tMaxY + tDeltaY;
} else {
cz += stepZ;
if (cz >= steps || cz < 0) return 0;
tMaxZ = tMaxZ + tDeltaZ;
}
}
list = &grid[cx+cy*steps+cz*steps*steps];
if (list && (list->count() == 0)) list = 0; // Continue until we find an non-empty list.
} while(list == 0);
maxT = currentT + minn(tMaxX, tMaxY, tMaxZ);
return(list);
}
}
}
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