worked on 2D/3D raytracing

adjusted BVH
improved 2D/3D BVH
new bounding volumes
new test cases
renamed some test-cases for grouping reasons
made GPC header-only using slight adjustments
This commit is contained in:
2017-09-13 08:08:00 +02:00
parent c19d18a3a6
commit 686151b511
38 changed files with 1257 additions and 253 deletions

View File

@@ -4,29 +4,36 @@
#include <vector>
#include <functional>
#include "../Ray2.h"
#include "../Ray3.h"
#include "BoundingVolume.h"
#include "BoundingVolumeAABB.h"
#include "BoundingVolumeSphere.h"
#include "BoundingVolumeAABB2.h"
#include "BoundingVolumeCircle2.h"
#include "BoundingVolumeAABB3.h"
#include "BoundingVolumeSphere3.h"
template <typename Element, typename Volume, typename Wrapper> class BVH {
template <typename Element, typename Ray, typename Point, typename Volume, typename Wrapper> class BVH {
protected:
/** one node within the tree */
struct BVHNode {
bool isLeaf = true;
bool isLeaf;
bool check;
Volume boundingVolume;
std::vector<BVHNode*> childNodes;
BVHNode(bool isLeaf = false) : isLeaf(isLeaf) {;}
BVHNode(bool isLeaf = false, bool check = true) : isLeaf(isLeaf), check(check) {;}
};
/** one leaf within the tree */
struct BVHLeaf : public BVHNode {
Element element;
BVHLeaf(const Element& e) : BVHNode(true), element(e) {;}
BVHLeaf(const Element& e, const bool check) : BVHNode(true, check), element(e) {;}
};
/** the tree's root */
@@ -40,10 +47,10 @@ public:
}
/** add a new volume to the tree */
void add(const Element& element) {
void add(const Element& element, const bool leafCheck = true) {
// create a new leaf for this element
BVHLeaf* leaf = new BVHLeaf(element);
BVHLeaf* leaf = new BVHLeaf(element, leafCheck);
// get the element's boundin volume
leaf->boundingVolume = getBoundingVolume(element);
@@ -63,17 +70,17 @@ public:
return max;
}
void getHits(const Ray3 ray, std::function<void(const Element&)> func) const {
//int tests = 0; int leafs = 0;
void getHits(const Ray& ray, const std::function<void(const Element&)>& func) const {
getHits(ray, &root, func);
//std::cout << tests << " " << leafs << std::endl;
}
void getHits(const Ray3 ray, const BVHNode* node, std::function<void(const Element&)> func) const {
// this one has to be as fast as possible!
static void getHits(const Ray& ray, const BVHNode* node, const std::function<void(const Element&)>& func) {
for (const BVHNode* sub : node->childNodes) {
if (sub->boundingVolume.intersects(ray)) {
if (!sub->check || sub->boundingVolume.intersects(ray)) {
if (sub->isLeaf) {
BVHLeaf* leaf = (BVHLeaf*)(sub); // TODO: cast
const BVHLeaf* leaf = static_cast<const BVHLeaf*>(sub);
func(leaf->element);
} else {
getHits(ray, sub, func);
@@ -82,8 +89,50 @@ public:
}
}
/** get the tree's depth */
int getDepth() const {
return getDepth(&root, 1);
}
private:
/** call the given function for each leaf within the given subtree */
void forEachLeaf(const BVHNode* n, std::function<void(const BVHNode*)> func) const {
if (n->isLeaf) {
func(n);
} else {
for (BVHNode* child : n->childNodes) {
forEachLeaf(child, func);
}
}
}
/** determine/approximate a new bounding volume around n1+n2 */
Volume getVolAround(const BVHNode* n1, const BVHNode* n2) const {
//return getVolAroundExact(n1, n2);
return getVolAroundAPX(n1, n2);
}
/** determine the bounding-volume around n1 and n2 by (slowly) calculating a new, exact volume based on all leaf-elements */
Volume getVolAroundExact(const BVHNode* n1, const BVHNode* n2) const {
std::vector<Point> verts;
auto onLeaf = [&] (const BVHNode* n) {
BVHLeaf* leaf = (BVHLeaf*) n;
std::vector<Point> subVerts = Wrapper::getVertices(leaf->element);
verts.insert(verts.end(), subVerts.begin(), subVerts.end());
};
forEachLeaf(n1, onLeaf);
forEachLeaf(n2, onLeaf);
return Volume::fromVertices(verts);
}
/** approximate the bounding-volume around n1 and n2 by (quickly) joining their current volumes. the result might be unnecessarily large */
Volume getVolAroundAPX(const BVHNode* n1, const BVHNode* n2) const {
return Volume::join(n1->boundingVolume, n2->boundingVolume);
}
bool combineBest() {
// nothing to do?
@@ -104,7 +153,7 @@ private:
BVHNode* n1 = root.childNodes[i];
BVHNode* n2 = root.childNodes[j];
const Volume newVol = Volume::join(n1->boundingVolume, n2->boundingVolume);
const Volume newVol = getVolAround(n1,n2);
const float newVolSize = newVol.getVolumeSize();
if (newVolSize < best.volSize) {
best.vol = newVol;
@@ -226,13 +275,32 @@ private:
}
int getDepth(const BVHNode* node, const int cur) const {
if (node->isLeaf) {
return cur;
} else {
int res = cur;
for (const BVHNode* sub : node->childNodes) {
const int subDepth = getDepth(sub, cur+1);
if (subDepth > res) {res = subDepth;}
}
return res;
}
}
/** get a bounding-volume for the given element */
Volume getBoundingVolume(const Element& element) {
const std::vector<Point3> verts = Wrapper::getVertices(element);
const std::vector<Point> verts = Wrapper::getVertices(element);
return Volume::fromVertices(verts);
}
};
template <typename Element, typename Volume, typename Wrapper> class BVH3 : public BVH<Element, Ray3, Point3, Volume, Wrapper> {
};
template <typename Element, typename Volume, typename Wrapper> class BVH2 : public BVH<Element, Ray2, Point2, Volume, Wrapper> {
};