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/* algo de construction des boxes */
void DrawBoxes(bvh *father_bvh, box *father_box) {
#ifdef DEBUG
printf("-- MARK --");
#endif
int i,j,k;
bvh leftchild_bvh;
box leftchild_box;
bvh rightchild_bvh;
box rightchild_box;
leftchild_bvh.isALeaf = 0;
rightchild_bvh.isALeaf = 0;
father_bvh->leftTree = &leftchild_bvh;
father_bvh->rightTree = &rightchild_bvh;
/* axe a = 0 -> axe x, a = 1 -> axe y, a = 2 -> axe z */
static int a = 0;
float ga;
float mediane_a[3];
int left_nbtriangle;
int right_nbtraingle;
/* 0 : on recupere les valeurs min et max */
float minx = points[father_bvh->indixTriangle[0]];
float maxx = points[father_bvh->indixTriangle[0]];
float miny = points[father_bvh->indixTriangle[0] + 1];
float maxy = points[father_bvh->indixTriangle[0] + 1];
float minz = points[father_bvh->indixTriangle[0] + 2];
float maxz = points[father_bvh->indixTriangle[0] + 2];
for(i=0 ; i < father_bvh->nbTriangle ; i++) {
/* X Values */
if(minx > points[father_bvh->indixTriangle[i]])
minx = points[father_bvh->indixTriangle[i]];
if(maxx < points[father_bvh->indixTriangle[i]])
maxx = points[father_bvh->indixTriangle[i]];
/* Y Values */
if(miny > points[father_bvh->indixTriangle[i] + 1])
miny = points[father_bvh->indixTriangle[i] + 1];
if(maxy < points[father_bvh->indixTriangle[i] + 1])
maxy = points[father_bvh->indixTriangle[i] + 1];
/* Z Values */
if(minz > points[father_bvh->indixTriangle[i] + 2])
minz = points[father_bvh->indixTriangle[i] + 2];
if(maxz < points[father_bvh->indixTriangle[i] + 2])
maxz = points[father_bvh->indixTriangle[i] + 2];
}
/* 1 : on remplit la structure box */
father_box->xMin = minx;
father_box->xMax = maxx;
father_box->yMin = miny;
father_box->yMax = maxy;
father_box->zMin = minz;
father_box->zMax = maxz;
SaveBVHInfos(*father_bvh, *father_box);
/* 2 : calcul des longeurs en x, en y, en z */
float x = maxx - minx;
float y = maxy - miny;
float z = maxz - minz;
/* 3 : calcul des medianes */
mediane_a[0] = (x / 2) + minx;
mediane_a[1] = (y / 2) + miny;
mediane_a[2] = (z / 2) + minz;
/* 4 : on initialise la memoire */
leftchild_bvh.indixTriangle = (int *)malloc(sizeof(int));
rightchild_bvh.indixTriangle = (int *)malloc(sizeof(int));
leftchild_bvh.nbTriangle = 0;
rightchild_bvh.nbTriangle = 0;
/* 5 : on fabrique les boxes et on decompte les triangles */
for(i=0, j=0, k=0 ; i < father_bvh->nbTriangle ; i++) {
// t'es sur que c'est bon -> ???
// doit faire un saut pour choper les x, y et z ...
ga = (points[father_bvh->indixTriangle[i]+a] +
points[father_bvh->indixTriangle[i+1]+a] +
points[father_bvh->indixTriangle[i+2]+a]) / 3;
if(ga < mediane_a[a]) {
leftchild_bvh.indixTriangle = (int *)realloc(leftchild_bvh.indixTriangle, (sizeof(int)*(j+1+1)));
leftchild_bvh.nbTriangle++;
leftchild_bvh.indixTriangle[j] = father_bvh->indixTriangle[i];
j++;
}
else {
rightchild_bvh.indixTriangle = (int *)realloc(rightchild_bvh.indixTriangle, (sizeof(int)*(k+1+1)));
rightchild_bvh.nbTriangle++;
rightchild_bvh.indixTriangle[k] = father_bvh->indixTriangle[i];
k++;
}
}
/* 6 : reste */
if(leftchild_bvh.nbTriangle <= BOX_MIN_TRIANGLE_NBR)
leftchild_bvh.isALeaf = 1;
if(rightchild_bvh.nbTriangle <= BOX_MIN_TRIANGLE_NBR)
rightchild_bvh.isALeaf = 1;
leftchild_bvh.depth = father_bvh->depth + 1;
rightchild_bvh.depth = father_bvh->depth + 1;
/* rotation d'axe */
a++;
a = a % 3;
/* fils gauche */
if((!leftchild_bvh.isALeaf) && (leftchild_bvh.depth <= BVH_MAX_TREE_DEPTH)) {
#ifdef DEBUG
printf("\n<<<<<<<< LEFT CHILD <<<<<<<<<< (leaf:%d)\n",leftchild_bvh.isALeaf);
printf("\nLEFT\n");
printf("Is a Leaf : %d\n",leftchild_bvh.isALeaf);
printf("Depth : %d\n",leftchild_bvh.depth);
printf("Nomber of triangle : %d\n",leftchild_bvh.nbTriangle);
//for(i = 0 ; i < j ; i++)
// printf("%d\n",leftchild_bvh.indixTriangle[i]);
#endif
DrawBoxes(&leftchild_bvh, &leftchild_box);
}
if((!rightchild_bvh.isALeaf) && (rightchild_bvh.depth <= BVH_MAX_TREE_DEPTH)) {
#ifdef DEBUG
printf("\n<<<<<<<< RIGHT CHILD <<<<<<<<< (leaf:%d)\n",rightchild_bvh.isALeaf);
printf("\nRIGHT\n");
printf("Is a Leaf : %d\n",rightchild_bvh.isALeaf);
printf("Depth : %d\n",rightchild_bvh.depth);
printf("Number of triangle : %d\n",rightchild_bvh.nbTriangle);
//for(i = 0 ; i < k ; i++)
// printf("%d\n",rightchild_bvh.indixTriangle[i]);
#endif
DrawBoxes(&rightchild_bvh, &rightchild_box);
}
} |
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