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Copy path复件 SimpleKD.cpp
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1181 lines (1118 loc) · 32.8 KB
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#include "StdAfx.h"
#include "SimpleKD.h"
WSimpleKD::WSimpleKD(void)
{
nodeMaxDepth = 0;
}
WSimpleKD::~WSimpleKD(void)
{
clearTree();
}
void WSimpleKD::buildTree( WScene&scene )
{
//获得场景三角形数组和包围盒
cout<<"begin to build KD"<<endl;
scene.getTriangleArray(triangles, totalTriangles);
cout<<"total triangles: "<<totalTriangles<<endl;
sceneBox = scene.getBBox();
// sceneBox.pMin += WVector3(WBoundingBox::delta);
// sceneBox.pMax -= WVector3(WBoundingBox::delta);
WClock timer;
timer.begin();
//新建bounding edge数组,用于基本体的排序
//由于KD树的划分平面在 XYZ 3个方向上,
//所以bounding edge数组有3个
vector<BoundingEdge> edgesX, edgesY, edgesZ;
edgesX.reserve(totalTriangles * 2);
edgesY.reserve(totalTriangles * 2);
edgesZ.reserve(totalTriangles * 2);
int* triangleMark = new int[totalTriangles];
//初始化bounding edge 和三角形索引
for (unsigned int nthTriangle = 0;
nthTriangle < totalTriangles;
nthTriangle++)
{
WBoundingBox triangleBox =
WBoundingBox(triangles[nthTriangle], false);
addEdge(edgesX, triangleBox.pMin.x, triangleBox.pMax.x, nthTriangle);
addEdge(edgesY, triangleBox.pMin.y, triangleBox.pMax.y, nthTriangle);
addEdge(edgesZ, triangleBox.pMin.z, triangleBox.pMax.z, nthTriangle);
}
//对bounding edge进行排序
sort(edgesX.begin(), edgesX.end());
sort(edgesY.begin(), edgesY.end());
sort(edgesZ.begin(), edgesZ.end());
//预留节点空间
nodes.reserve(totalTriangles * 6);
nodeBoxes.reserve(totalTriangles * 6);
//递归构建树
buildTreeKernel(edgesX, edgesY, edgesZ,
sceneBox, triangleMark, totalTriangles, 0);
//构建ropes
cout<<"nNodes: "<<nodes.size() << "depth" << nodeMaxDepth <<endl;
buildBasicRopes(0, -1, -1, -1, -1, -1, -1);
// buildExtendedRopes();
timer.end();
cout<<"build complete.Total time: "<<endl;
timer.display();
delete[] triangleMark;
}
void WSimpleKD::addEdge( vector<BoundingEdge>& edges,
float minT, float maxT,
int ithTriangle )
{
if (minT == maxT)
{
BoundingEdge planarEdge;
planarEdge.type = BoundingEdge::BE_PLANAR;
planarEdge.t = minT;
planarEdge.triangleID = ithTriangle;
edges.push_back(planarEdge);
}
else
{
BoundingEdge startEdge, endEdge;
startEdge.type = BoundingEdge::BE_START;
endEdge.type = BoundingEdge::BE_END;
startEdge.triangleID = endEdge.triangleID = ithTriangle;
startEdge.t = minT; endEdge.t = maxT;
edges.push_back(startEdge);
edges.push_back(endEdge);
}
}
void WSimpleKD::clearTree()
{
triangles = NULL;
vector<WSKDNode*>::iterator pNode;
for (pNode = nodes.begin(); pNode != nodes.end();
pNode++)
{
delete *pNode;
}
nodes.clear();
totalTriangles = 0;
nodeMaxDepth = 0;
}
void WSimpleKD::buildTreeKernel( vector<BoundingEdge>& edgesX,
vector<BoundingEdge>& edgesY,
vector<BoundingEdge>& edgesZ,
WBoundingBox bBox,
int* triangleMark, int nTriangles, int depth )
{
/* printf("\n\n##################################################################\nnthNode: %d\nnTriangles: %d\ndepth: %d\n",
nodes.size(), nTriangles, depth);*/
//记录树的最大深度
if (depth > nodeMaxDepth)
{
nodeMaxDepth = depth;
}
//若三角形数量少于规定值,新建叶节点
if (nTriangles <= WSKDNode::maxTrianglesPerLeaf)
{
buildLeaf(bBox, edgesX);
return;
}
//否则新建内部节点
//找出坐标范围最大的轴向分割
WVector3 deltaBox = bBox.pMax - bBox.pMin;
WSKDNode::NodeType splitType =
(deltaBox.x > deltaBox.y)?
(deltaBox.x > deltaBox.z? WSKDNode::KDN_XSPLIT:WSKDNode::KDN_ZSPLIT):
(deltaBox.y > deltaBox.z? WSKDNode::KDN_YSPLIT:WSKDNode::KDN_ZSPLIT);
int bestPosition, nTriangles_L, nTriangles_R;
float bestT;
bool isLeft;
WBoundingBox box_L = bBox, box_R = bBox;
vector<BoundingEdge> edgesX_L, edgesY_L, edgesZ_L,
edgesX_R, edgesY_R, edgesZ_R;
WSKDInterior* interior = new WSKDInterior;
float tmin, tmax;
// printf("---------------------------begin to compute split plane\n");
//计算分割平面的最佳位置
int ithTest;
for(ithTest = 0; ithTest < 3; ithTest++)
{
tmin = bBox.pMin.v[splitType];
tmax = bBox.pMax.v[splitType];
switch (splitType)
{
case WSKDNode::KDN_XSPLIT:
computeBestSplit(edgesX, splitType, bBox,
nTriangles, nTriangles_L, nTriangles_R,
bestPosition, isLeft, bestT);
break;
case WSKDNode::KDN_YSPLIT:
computeBestSplit(edgesY, splitType, bBox,
nTriangles, nTriangles_L, nTriangles_R,
bestPosition, isLeft, bestT);
break;
case WSKDNode::KDN_ZSPLIT:
computeBestSplit(edgesZ, splitType, bBox,
nTriangles, nTriangles_L, nTriangles_R,
bestPosition, isLeft, bestT);
}
// 以下为无效划分,换一个轴向
// 1. 分隔平面在bbox上面,且分隔后有一边三角形数目不变
// 2. 分隔后左右三角形数目都不减少
if((nTriangles_L == nTriangles && nTriangles_R ==nTriangles) ||
((bestT == tmin || bestT == tmax)&&
(nTriangles_L == nTriangles || nTriangles_R == nTriangles)))
{
// printf("----------next axis\n");
splitType = WSKDNode::NodeType((splitType + 1) % 3);
}
else
break;
}
//无满意划分,新建叶节点
if (ithTest == 3)
{
printf("no proper division.\n");
buildLeaf(bBox, edgesX);
return;
}
/*
printf("nTriangles_L: %d, nTriangles_R: %d\n",nTriangles_L,nTriangles_R);
printf("bestT: %1.3f\tbestBE:%d\tisLeft:%d\n",bestT,bestPosition,(int)isLeft);
printf("---------------------------begin to mark triangle\n");
*/
vector<int> middleTriangleID;
vector<BoundingEdge> middleEdgeX_L, middleEdgeY_L, middleEdgeZ_L,
middleEdgeX_R, middleEdgeY_R, middleEdgeZ_R;
//根据已有的分隔平面位置,标记三角形
//只在左节点的三角形对应标记为 2
//只在左节点的三角形对应标记为-2
//横跨分隔平面的三角形对应标记为 0
interior->type = splitType;
switch (splitType)
{
case WSKDNode::KDN_XSPLIT:
// printf("Xsplit\n");
markTriangles(edgesX, middleTriangleID, bestPosition,
nTriangles, triangleMark, isLeft);
break;
case WSKDNode::KDN_YSPLIT:
// printf("Ysplit\n");
markTriangles(edgesY, middleTriangleID, bestPosition,
nTriangles, triangleMark, isLeft);
break;
case WSKDNode::KDN_ZSPLIT:
// printf("Zsplit\n");
markTriangles(edgesZ, middleTriangleID, bestPosition,
nTriangles, triangleMark, isLeft);
}
box_L.pMax.v[splitType] = bestT;
box_R.pMin.v[splitType] = bestT;
/*
printf("overlapping triangles: %d\n",middleTriangleID.size());
printf("---------------------------begin to compute new BE\n");
*/
//创建新的BE,对于左右节点,新的BE数量都是一样的
getNewSortedBE(middleTriangleID, box_L, middleEdgeX_L, middleEdgeY_L, middleEdgeZ_L);
getNewSortedBE(middleTriangleID, box_R, middleEdgeX_R, middleEdgeY_R, middleEdgeZ_R);
/*
printf("middleEdgeX_L: %d\tmiddleEdgeY_L: %d\tmiddleEdgeZ_L: %d\n",
middleEdgeX_L.size(),middleEdgeY_L.size(),middleEdgeZ_L.size());
printf("middleEdgeX_R: %d\tmiddleEdgeY_R: %d\tmiddleEdgeZ_R: %d\n",
middleEdgeX_R.size(),middleEdgeY_R.size(),middleEdgeZ_R.size());
printf("---------------------------begin to merge BE\n");
*/
//对三个方向的BE进行合并
//合并后对于每个子节点三个方向的BE数量都是一样的,
//实际上就是节点内部的三角形的包围盒坐标值
mergeBE(edgesX, middleEdgeX_L, middleEdgeX_R, edgesX_L, edgesX_R,
nTriangles_L, nTriangles_R, triangleMark);
mergeBE(edgesY, middleEdgeY_L, middleEdgeY_R, edgesY_L, edgesY_R,
nTriangles_L, nTriangles_R, triangleMark);
mergeBE(edgesZ, middleEdgeZ_L, middleEdgeZ_R, edgesZ_L, edgesZ_R,
nTriangles_L, nTriangles_R, triangleMark);
/*
edgesX.clear();
edgesY.clear();
edgesZ.clear();
middleEdgeX_L.clear();
middleEdgeX_R.clear();
middleEdgeY_L.clear();
middleEdgeY_R.clear();
middleEdgeZ_L.clear();
middleEdgeZ_R.clear();
middleTriangleID.clear();*/
/*
printf("bestPos: %d\nsplitT: %1.0f\n", bestPosition, bestT);
printf("edgesX_L: %d\tedgesY_L: %d\tedgesZ_L: %d\n",
edgesX_L.size(),edgesY_L.size(),edgesZ_L.size());
printf("edgesX_R: %d\tedgesY_R: %d\tedgesZ_R: %d\n",
edgesX_R.size(),edgesY_R.size(),edgesZ_R.size());
*/
interior->splitPlane = bestT;
nodes.push_back(interior);
nodeBoxes.push_back(bBox);
interior->leftChild = nodes.size();
buildTreeKernel(edgesX_L, edgesY_L, edgesZ_L,
box_L, triangleMark, nTriangles_L, depth+1);
interior->rightChild = nodes.size();
buildTreeKernel(edgesX_R, edgesY_R, edgesZ_R,
box_R, triangleMark, nTriangles_R, depth+1);
}
void WSimpleKD::computeBestSplit(
vector<BoundingEdge>& edges,
WSKDNode::NodeType splitType,
WBoundingBox& bBox,
int nTriangles,
int& nTriangles_L,
int& nTriangles_R,
int& bestPosition,
bool& isLeft,
float& bestT)
{
//分隔平面的范围
float tmin, tmax;
//根据splitType选择方向
tmin = bBox.pMin.v[splitType];
tmax = bBox.pMax.v[splitType];
//选择最佳的分隔平面位置
int nthBE = 0;
int bestBE = 0;
float emptyFactor, cost;
float bestcost = FLT_MAX;
//nBelow , nAbove代表两边的三角形数量
float nTempBelow = 0.0f, nAbove = (float)nTriangles, nBelow = 0.0f;
float lengthL, lengthR;
vector<BoundingEdge>::iterator pBE;
// printf("minT: %1.3f \t maxT:%1.3f\n",tmin,tmax);
for (pBE = edges.begin(); pBE != edges.end();
pBE++, nthBE++)
{
//计算分隔平面左右两侧的长度
lengthL = (pBE->t) - tmin;
lengthR = tmax - (pBE->t);
if(pBE->type != BoundingEdge::BE_PLANAR)
{
//计算分割平面两侧的三角形数量
//实际推算发现,实际的三角形数量应该是nTempBelow的上一个值
nBelow = nTempBelow;
if (pBE->type == BoundingEdge::BE_START)
nTempBelow++;
else
nAbove--;
//计算比例因数,开销函数
emptyFactor = computeEmptyFtr(nBelow, nAbove, nTriangles, pBE->t, tmin, tmax);
cost = computeCost(emptyFactor, lengthL, lengthR, nBelow, nAbove);
//如果找到更小的开销,更新相关参数
if (cost < bestcost)
{
/* printf("BE-t : %1.3f\t TriID: %d\t cost: %1.0f\t nthBE:%d\n",
pBE->t,pBE->triangleID, cost, nthBE);*/
updateBest(bestBE, nthBE, bestcost, cost,
nTriangles_L, nTriangles_R, (int)nBelow, (int)nAbove);
}
}
else
{
//对于 BE_PLANAR 类型的 BE, 分别计算所含三角形在分隔平面左边和右边的情况
//三角形在右边的情况,相当于遇到一个开始BE
nBelow = nTempBelow; nTempBelow++;
//计算比例因数,开销函数
emptyFactor = computeEmptyFtr(nBelow, nAbove, nTriangles, pBE->t, tmin, tmax);
cost = computeCost(emptyFactor, lengthL, lengthR, nBelow, nAbove);
//如果找到更小的开销,更新相关参数
if (cost < bestcost)
{
/* printf("BE-t : %1.3f\t TriID: %d\t cost: %1.0f\t nthBE:%d\n",
pBE->t,pBE->triangleID, cost, nthBE);*/
updateBest(bestBE, nthBE, bestcost, cost,
nTriangles_L, nTriangles_R, (int)nBelow, (int)nAbove);
isLeft = false;
}
//三角形在左边的情况,相当于遇到一个结束BE
nBelow = nTempBelow; nAbove--;
//计算比例因数,开销函数
emptyFactor = computeEmptyFtr(nBelow, nAbove, nTriangles, pBE->t, tmin, tmax);
cost = computeCost(emptyFactor, lengthL, lengthR, nBelow, nAbove);
//如果找到更小的开销,更新相关参数
if (cost < bestcost)
{
/* printf("BE-t : %1.3f\t TriID: %d\t cost: %1.0f\t nthBE:%d\n",
pBE->t,pBE->triangleID, cost, nthBE);*/
updateBest(bestBE, nthBE, bestcost, cost,
nTriangles_L, nTriangles_R, (int)nBelow, (int)nAbove);
isLeft = true;
}
}
}
// printf("bestBE: %d\n",bestBE);
bestPosition = bestBE;
bestT = edges[bestBE].t;
}
void WSimpleKD::markTriangles(
vector<BoundingEdge>& refEdges,
vector<int>& middleTriangleID,
int bestBE,
int nTriangles,
int* triangleMark,
bool isLeft)
{
//记录横跨两个子节点的三角形索引
middleTriangleID.reserve(nTriangles);
vector<BoundingEdge>::iterator pRefEdges,pTarEdges1,pTarEdges2;
BoundingEdge splitEdge = refEdges[bestBE];
//确定三角形会分到哪个节点里面
//同一个三角形的BE必然先出现start,再出现end
//循环后,
//只在左边的三角形对应标记为 2
//只在右边的三角形对应标记为-2
//横跨节点的三角形对应标记为 0
int ithEdge = 0;
for (pRefEdges = refEdges.begin();
pRefEdges != refEdges.end(); pRefEdges++, ithEdge++)
{
/* printf("triangleID: %d\tedgeType:%d\tT:%3.23f",pRefEdges->triangleID,pRefEdges->type,pRefEdges->t);*/
//对于开始边
if (pRefEdges->type == BoundingEdge::BE_START)
if (ithEdge < bestBE)
{
//在左边
// printf(" left\tbegin\n");
triangleMark[pRefEdges->triangleID] = 1;
}
else
{
// printf(" right\tbegin\n");
//在右边,说明整个三角形在分割平面的右边
triangleMark[pRefEdges->triangleID] = -1;
}
//对于结束边
else if (pRefEdges->type == BoundingEdge::BE_END)
if (ithEdge <= bestBE)
{
// printf(" left\tend\n");
//在左边, 说明整个三角形在分割平面的左边
triangleMark[pRefEdges->triangleID] += 1;
}
else
{
//在右边
// printf(" right\tend\n");
triangleMark[pRefEdges->triangleID] -= 1;
//把横跨节点的三角形记录下来
if (triangleMark[pRefEdges->triangleID] == 0)
middleTriangleID.push_back(pRefEdges->triangleID);
}
//对于平面边根据它的t参数以及isLeft就可以确定在分割平面的哪一边
else
{ //printf("\n");
if (ithEdge < bestBE)
triangleMark[pRefEdges->triangleID] = 2;
else if (ithEdge > bestBE)
triangleMark[pRefEdges->triangleID] = -2;
else
triangleMark[pRefEdges->triangleID] = isLeft ? 2 : -2;
}
}
for (pRefEdges = refEdges.begin();
pRefEdges != refEdges.end(); pRefEdges++)
{
//打印有问题的标记
if (triangleMark[pRefEdges->triangleID] != -2 &&
triangleMark[pRefEdges->triangleID] != 0 &&
triangleMark[pRefEdges->triangleID] != 2)
printf("***************wrong triangleMark: %d, triangleID: %d\n",
triangleMark[pRefEdges->triangleID],pRefEdges->triangleID);
}
/* for (int i = 0; i< middleTriangleID.size(); i++)
printf("overlapping ID: %d\n",middleTriangleID[i]);*/
}
void WSimpleKD::drawTree( unsigned int nthBox/*=0*/, float R /*= 0.7*/, float G /*= 0.7*/, float B /*= 0.7*/ )
{
// cout<<"\nnode size:"<<nodes.size()<<endl;
glColor3f(R, G, B);
drawTreeRecursive(0, sceneBox);
}
void WSimpleKD::drawTreeRecursive( int nthNode, const WBoundingBox& box )
{
box.draw();
if (!nodes.size())
return;
WBoundingBox leftBox, rightBox;
leftBox = rightBox = box;
WSKDNode* node = nodes[nthNode];
switch(node->type)
{
case WSKDNode::KDN_LEAF:
return;
case WSKDNode::KDN_XSPLIT:
leftBox.pMax.x = rightBox.pMin.x = ((WSKDInterior*)node)->splitPlane;
break;
case WSKDNode::KDN_YSPLIT:
leftBox.pMax.y = rightBox.pMin.y = ((WSKDInterior*)node)->splitPlane;
break;
case WSKDNode::KDN_ZSPLIT:
leftBox.pMax.z = rightBox.pMin.z = ((WSKDInterior*)node)->splitPlane;
break;
default:
return;
}
// cout<<"left child: "<<((WSKDInterior*)node)->leftChild<<'\n'
// <<"right child:"<<((WSKDInterior*)node)->rightChild<<endl;
drawTreeRecursive(((WSKDInterior*)node)->leftChild, leftBox);
drawTreeRecursive(((WSKDInterior*)node)->rightChild, rightBox);
}
void WSimpleKD::buildLeaf( WBoundingBox bBox, vector<BoundingEdge>& edges )
{
WSKDLeaf* leaf = new WSKDLeaf;
leaf->box[0] = bBox.pMin.x;
leaf->box[1] = bBox.pMin.y;
leaf->box[2] = bBox.pMin.z;
leaf->box[3] = bBox.pMax.x;
leaf->box[4] = bBox.pMax.y;
leaf->box[5] = bBox.pMax.z;
leaf->type = WSKDNode::KDN_LEAF;
int nthTriangle = 0;
for (unsigned int ithEdge = 0;
ithEdge<edges.size();
ithEdge++)
{
if (edges[ithEdge].type == BoundingEdge::BE_START ||
edges[ithEdge].type == BoundingEdge::BE_PLANAR)
{
// printf("leaf triangle ID: %d\n",edges[ithEdge].triangleID);
leaf->triangleIDs[nthTriangle] =
edges[ithEdge].triangleID;
nthTriangle = min(nthTriangle+1, WSKDNode::maxTrianglesPerLeaf-1);
}
}
leaf->nTriangles = nthTriangle;
nodes.push_back(leaf);
nodeBoxes.push_back(bBox);
}
void WSimpleKD::getNewSortedBE( vector<int>& middleTriangleID,
const WBoundingBox& clipBox,
vector<BoundingEdge>& middleBEX,
vector<BoundingEdge>& middleBEY,
vector<BoundingEdge>& middleBEZ )
{
//预留空间
int nNewEdges = middleTriangleID.size() * 2;
middleBEX.reserve(nNewEdges);
middleBEY.reserve(nNewEdges);
middleBEZ.reserve(nNewEdges);
//设置用于剪切的长方体
// clipBox.displayCoords();
WBoxClipper clipper(clipBox);
BoundingEdge startEdge, endEdge;
startEdge.type = BoundingEdge::BE_START;
endEdge.type = BoundingEdge::BE_END;
vector<int>::iterator pTriID;
for(pTriID = middleTriangleID.begin();
pTriID != middleTriangleID.end(); pTriID++)
{
WTriangle tri;
tri.point1 = triangles[*pTriID].point1;
tri.point2 = triangles[*pTriID].point2;
tri.point3 = triangles[*pTriID].point3;
//获得剪切后对应的包围盒
WBoundingBox box;
if (/*clipper.getClipTriangleBox(tri, box)*/1)
{
//若剪切还有剩余,新建一组BE
addEdge(middleBEX, box.pMin.x, box.pMax.x, *pTriID);
addEdge(middleBEY, box.pMin.y, box.pMax.y, *pTriID);
addEdge(middleBEZ, box.pMin.z, box.pMax.z, *pTriID);
}
else
{
//显示没有相交的情况
//正常情况下三角形都跟包围盒相交,不会有这种情况
cout<<"#####WTriangle#####"<<endl;
printf("TriangleID: %d\n",*pTriID);
tri.showVertexCoords();
clipBox.displayCoords();
}
}
//对边排序
sort(middleBEX.begin(), middleBEX.end());
sort(middleBEY.begin(), middleBEY.end());
sort(middleBEZ.begin(), middleBEZ.end());
}
void WSimpleKD::mergeBE( vector<BoundingEdge>& oldEdge,
vector<BoundingEdge>& middleEdge_L,
vector<BoundingEdge>& middleEdge_R,
vector<BoundingEdge>& newEdge_L,
vector<BoundingEdge>& newEdge_R,
int nTriangles_L, int nTriangles_R,
int* triangleMark )
{
newEdge_L.clear();newEdge_R.clear();
newEdge_L.reserve(nTriangles_L * 2);
newEdge_R.reserve(nTriangles_R * 2);
vector<BoundingEdge>::iterator pOldEdge, pMiddleEdge_L, pMiddleEdge_R,
pNewEdge_L, pNewEdge_R;
pOldEdge = oldEdge.begin();
pMiddleEdge_L = middleEdge_L.begin();
pMiddleEdge_R = middleEdge_R.begin();
bool isOldTerminated ,isLeftTerminated, isRightTerminated;
isOldTerminated = isLeftTerminated = isRightTerminated = false;
if (middleEdge_L.size() == 0)
isLeftTerminated = true;
if (middleEdge_R.size() == 0)
isRightTerminated = true;
if (oldEdge.size() == 0)
isOldTerminated = true;
//合并新创建的边(middleEdge)和原有的边(oldEdge)
//对于分隔轴向,在按顺序访问原来的BE时,
//必然是先出现对应三角形标记为2的BE,再出现标记为-2的BE
//但是对于其他轴线,则没有这个规律,在左节点的BE可能由于t值较大排在在右节点的BE后面
//因此,对于左右节点都需要对原来的BE从头到尾扫描
//创建左节点的BE
for (int nthLeftEdge = 0; nthLeftEdge < nTriangles_L * 2; nthLeftEdge++)
{
//跳过无用的节点
if(!isOldTerminated)
{
while (triangleMark[pOldEdge->triangleID] != 2 )
{
// printf("triangleMark: %d\n",triangleMark[pOldEdge->triangleID]);
if (pOldEdge + 1 != oldEdge.end())
++pOldEdge;
else
{
isOldTerminated = true;
break;
}
}
}
//如果oldEdge和middleEdge都没有终止,加入较小的一个
if (!isOldTerminated && !isLeftTerminated)
if(*pOldEdge < *pMiddleEdge_L)
{
newEdge_L.push_back(*pOldEdge);
if (pOldEdge + 1 != oldEdge.end())
++pOldEdge;
else
isOldTerminated = true;
}
else
{
newEdge_L.push_back(*pMiddleEdge_L);
if (pMiddleEdge_L + 1 != middleEdge_L.end())
++pMiddleEdge_L;
else
isLeftTerminated = true;
}
//如果middleEdge终止了,但是oldEdge没终止,加入oldEdge
else if (!isOldTerminated)
{
newEdge_L.push_back(*pOldEdge);
if (pOldEdge + 1 != oldEdge.end())
++pOldEdge;
else
isOldTerminated = true;
}
//如果oldEdge终止了,但是middleEdge没终止,加入middleEdge
else if (!isLeftTerminated)
{
newEdge_L.push_back(*pMiddleEdge_L);
if (pMiddleEdge_L + 1 != middleEdge_L.end())
++pMiddleEdge_L;
else
isLeftTerminated = true;
}
}
//创建右节点的BE
pOldEdge = oldEdge.begin();
isOldTerminated = false;
if (oldEdge.size() == 0)
isOldTerminated = true;
for (int nthRightEdge = 0; nthRightEdge < nTriangles_R * 2; nthRightEdge++)
{
//跳过无用的节点
if (!isOldTerminated)
{
while (triangleMark[pOldEdge->triangleID] != -2 )
{
if (pOldEdge + 1 != oldEdge.end())
++pOldEdge;
else
{
isOldTerminated = true;
break;
}
}
}
//如果oldEdge和middleEdge都没有终止,加入较小的一个
if (!isOldTerminated && !isRightTerminated)
if(*pOldEdge < *pMiddleEdge_R)
{
newEdge_R.push_back(*pOldEdge);
if (pOldEdge + 1 != oldEdge.end())
++pOldEdge;
else
isOldTerminated = true;
}
else
{
newEdge_R.push_back(*pMiddleEdge_R);
if (pMiddleEdge_R + 1 != middleEdge_R.end())
++pMiddleEdge_R;
else
isRightTerminated = true;
}
//如果middleEdge终止了,但是oldEdge没终止,加入oldEdge
else if (!isOldTerminated)
{
newEdge_R.push_back(*pOldEdge);
if (pOldEdge + 1 != oldEdge.end())
++pOldEdge;
else
isOldTerminated = true;
}
//如果oldEdge终止了,但是middleEdge没终止,加入middleEdge
else if (!isRightTerminated)
{
newEdge_R.push_back(*pMiddleEdge_R);
if (pMiddleEdge_R + 1 != middleEdge_R.end())
++pMiddleEdge_R;
else
isRightTerminated = true;
}
}
/* printf("###########################\n");
for (pOldEdge = oldEdge.begin();
pOldEdge != oldEdge.end(); pOldEdge++)
{
printf(" triangleOldID: %d\t triangleMark:%d\n",pOldEdge->triangleID,triangleMark[pOldEdge->triangleID]);
}*/
/*
for (pNewEdge_L = newEdge_L.begin();
pNewEdge_L != newEdge_L.end(); pNewEdge_L++)
{
printf(" triangleID_L: %d\t triangleMark:%d\t edgeType:%d\n",
pNewEdge_L->triangleID,triangleMark[pNewEdge_L->triangleID],
(int)pNewEdge_L->type);
}
for (pNewEdge_R = newEdge_R.begin();
pNewEdge_R != newEdge_R.end(); pNewEdge_R++)
{
printf(" triangleID_R: %d\t triangleMark:%d\t edgeType:%d\n",
pNewEdge_R->triangleID,triangleMark[pNewEdge_R->triangleID],
(int)pNewEdge_R->type);
}*/
}
void WSimpleKD::buildBasicRopes(int ithNode,
int ropeX_P, int ropeX_N,
int ropeY_P, int ropeY_N,
int ropeZ_P, int ropeZ_N)
{
WSKDNode* pNode = nodes[ithNode];
if (pNode->type == WSKDNode::KDN_LEAF)
{
WSKDLeaf* pLeaf = (WSKDLeaf*)pNode;
pLeaf->ropes[0] = ropeX_P;
pLeaf->ropes[1] = ropeX_N;
pLeaf->ropes[2] = ropeY_P;
pLeaf->ropes[3] = ropeY_N;
pLeaf->ropes[4] = ropeZ_P;
pLeaf->ropes[5] = ropeZ_N;
}
else if(pNode->type == WSKDLeaf::KDN_XSPLIT)
{
WSKDInterior* pInterior = (WSKDInterior*)pNode;
buildBasicRopes(pInterior->leftChild,
pInterior->rightChild, ropeX_N, ropeY_P, ropeY_N, ropeZ_P, ropeZ_N);
buildBasicRopes(pInterior->rightChild,
ropeX_P, pInterior->leftChild, ropeY_P, ropeY_N, ropeZ_P, ropeZ_N);
}
else if(pNode->type == WSKDLeaf::KDN_YSPLIT)
{
WSKDInterior* pInterior = (WSKDInterior*)pNode;
buildBasicRopes(pInterior->leftChild,
ropeX_P, ropeX_N, pInterior->rightChild, ropeY_N, ropeZ_P, ropeZ_N);
buildBasicRopes(pInterior->rightChild,
ropeX_P, ropeX_N, ropeY_P, pInterior->leftChild, ropeZ_P, ropeZ_N);
}
else if(pNode->type == WSKDLeaf::KDN_ZSPLIT)
{
WSKDInterior* pInterior = (WSKDInterior*)pNode;
buildBasicRopes(pInterior->leftChild,
ropeX_P, ropeX_N, ropeY_P, ropeY_N, pInterior->rightChild, ropeZ_N);
buildBasicRopes(pInterior->rightChild,
ropeX_P, ropeX_N, ropeY_P, ropeY_N, ropeZ_P, pInterior->leftChild);
}
}
bool WSimpleKD::BoundingEdge::operator<( const BoundingEdge&e ) const
{
//不同位置, t值较小的较前
if (t < e.t)
return true;
if (t > e.t)
return false;
//以下为 t 相等时候的情况
//两个 t 相等时,确保 planar类型的最前,start类型的较前, end 类型的较后
//这样做确保在标记三角形的时候先遇到
//一个三角形的start边,再遇到end边
if (type < e.type)
return true;
if (type > e.type)
return false;
//两个 t 相等, 类型相等的BE
//按照triangleID排序
return triangleID < e.triangleID;
}
bool WSimpleKD::isIntersect( WRay& r, int beginNode)
{
// printf("************************\n");
WVector3 entryPoint;
// beginNode = 0;
for (int i = 0; i < 3; i++)
{
//去除-0.0f的可能
r.direction.v[i] = r.direction.v[i] == 0.0f ? 0.0f : r.direction.v[i];
}
if (sceneBox.isInBoxInclusive(r.point))
entryPoint = r.point;
else
{
float tMin, tMax;
if (sceneBox.isIntersect(r, tMin, tMax))
{
//找到与场景包围盒的交点
entryPoint = r.point + tMin* r.direction;
}
//与场景包围盒不相交,直接返回
else
return false;
}
int currNodeID = beginNode, bestTriID = -1;
while (currNodeID != -1)
{
// cout<<"currNodeID:" <<currNodeID<<endl;
//内部节点
/* glBegin(GL_POINTS);
glColor3f(0,0,0);
glVertex3f(entryPoint.x, entryPoint.y, entryPoint.z);
glEnd();*/
if (nodes[currNodeID]->type != WSKDNode::KDN_LEAF)
{
WSKDInterior interior = *((WSKDInterior*)nodes[currNodeID]);
currNodeID =
entryPoint.v[interior.type] < interior.splitPlane ?
interior.leftChild : interior.rightChild;
}
//叶节点
else
{
float farT;
WSKDLeaf& leaf = *((WSKDLeaf*)nodes[currNodeID]);
int nextNodeID = computeExitFace(leaf, r, entryPoint, farT);
//找出节点内最近的三角形
for (int ithTri = 0; ithTri < leaf.nTriangles; ithTri++)
{
// cout<<"leaf triangleID "<<leaf.triangleIDs[ithTri]<<endl;
// triangles[pNode->triangleIDs[ithTri]].showVertexCoords();
float currT = triangles[leaf.triangleIDs[ithTri]].intersectTest(r);/*
glColor3f(rand()/32767.0f, 1.0f,1.0f);
triangles[leaf.triangleIDs[ithTri]].draw(false,true);*/
if (currT <= r.tMax && currT > r.tMin)
{
// triangles[leaf.triangleIDs[ithTri]].draw(false,true);
return true;
// cout<<"update triangleID:"<<bestTriID<<endl;
}
}
//如果没有交点,通过rope进入下一个节点
currNodeID = nextNodeID;
}
}
return false;
}
bool WSimpleKD::intersect( WRay& r,WDifferentialGeometry& DG,
int* endNode, int beginNode)
{
// printf("************************\n");
// beginNode = 0;
WVector3 entryPoint;
//去除-0.0f的可能
r.direction.v[0] = r.direction.v[0] == 0.0f ? 0.0f : r.direction.v[0];
r.direction.v[1] = r.direction.v[1] == 0.0f ? 0.0f : r.direction.v[1];
r.direction.v[2] = r.direction.v[2] == 0.0f ? 0.0f : r.direction.v[2];
if (sceneBox.isInBoxInclusive(r.point))
entryPoint = r.point;
else
{
float tMin, tMax;
if (sceneBox.isIntersect(r, tMin, tMax))
{
//找到与场景包围盒的交点
// tMin = max(tMin, 0.0f);
entryPoint = r.point + tMin* r.direction;
}
//与场景包围盒不相交,直接返回
else
return false;
}
int currNodeID = beginNode, bestTriID = -1;
float bestT = M_INF_BIG;
while (currNodeID != -1)
{
// cout<<"currNodeID:" <<currNodeID<<endl;
//内部节点
/*
glBegin(GL_POINTS);
glColor3f(0,0,0);
glVertex3f(entryPoint.x, entryPoint.y, entryPoint.z);
glEnd();*/
if (nodes[currNodeID]->type != WSKDNode::KDN_LEAF)
{
WSKDInterior interior = *((WSKDInterior*)nodes[currNodeID]);
currNodeID =
entryPoint.v[interior.type] < interior.splitPlane ?
interior.leftChild : interior.rightChild;
}
//叶节点
else
{
WSKDLeaf& leaf = *((WSKDLeaf*)nodes[currNodeID]);
float farT;
int nextNodeID = computeExitFace(leaf, r, entryPoint, farT);
//找出节点内最近的三角形
for (int ithTri = 0; ithTri < leaf.nTriangles; ithTri++)
{
// cout<<"leaf triangleID "<<leaf.triangleIDs[ithTri]<<endl;
// triangles[pNode->triangleIDs[ithTri]].showVertexCoords();
float currT = triangles[leaf.triangleIDs[ithTri]].intersectTest(r);
/* glColor3f(rand()/32767.0f, 1.0f,1.0f);
triangles[leaf.triangleIDs[ithTri]].draw(false,true);*/
if (currT < bestT)
{
// triangles[leaf.triangleIDs[ithTri]].draw(false,true);
bestT = currT;
bestTriID = leaf.triangleIDs[ithTri];
// cout<<"update triangleID:"<<bestTriID<<endl;
}
}
//如果交点在节点内部,求交成功
if (bestT <= farT)
{
if (endNode)
*endNode = currNodeID;
goto INTERSECT_END;
}
//如果交点在节点外,或者没有交点,通过rope进入下一个节点
else
{
currNodeID = nextNodeID;
}
}
}
INTERSECT_END:
if (bestTriID == -1)
{
return false;
}
else
{
// cout<<"bestTriID:"<<bestTriID<<endl;
triangles[bestTriID].intersect(r,DG);
return true;
}
}
int WSimpleKD::computeExitFace( WSKDLeaf& node, const WRay& r, WVector3& exitPoint, float& farT)
{
float tFar[3];
//当光线方向分量为0.0f(之前已经将-0.0f转换掉)时,确保对应求出的t值为正无穷
tFar[0] = (node.box[(r.direction.x >= 0.0f) * 3] - r.point.x) /
r.direction.x;
tFar[1] = (node.box[(r.direction.y >= 0.0f) * 3 + 1] - r.point.y) /
r.direction.y;
tFar[2] = (node.box[(r.direction.z >= 0.0f) * 3 + 2] - r.point.z) /
r.direction.z;
//找出最近的轴向
int bestAxis = tFar[0] < tFar[1] ?
(tFar[0] < tFar[2] ? 0 : 2) :
(tFar[1] < tFar[2] ? 1 : 2);
farT = tFar[bestAxis];
exitPoint = r.point + farT * r.direction;
exitPoint.v[bestAxis] = node.box[(r.direction.v[bestAxis] >= 0.0f) * 3 + bestAxis];
return node.ropes[bestAxis * 2 + (r.direction.v[bestAxis] < 0.0f)];
/*
//在box有体积的情况下
WVector3 invDir = 1.0f / r.direction;
float bestT;
if (box.pMin.x < box.pMax.x && box.pMin.y < box.pMax.y &&
box.pMin.z < box.pMax.z)