mirror of
https://github.com/overte-org/overte.git
synced 2025-07-23 11:44:09 +02:00
cleanup some unneeded class
This commit is contained in:
parent
89b6a79f68
commit
f1bd06cfa0
2 changed files with 24 additions and 58 deletions
|
@ -42,7 +42,7 @@ bool TriangleSet::findRayIntersection(const glm::vec3& origin, const glm::vec3&
|
||||||
|
|
||||||
int trianglesTouched = 0;
|
int trianglesTouched = 0;
|
||||||
auto result = _triangleOctree.findRayIntersection(origin, direction, distance, face, surfaceNormal, precision, trianglesTouched);
|
auto result = _triangleOctree.findRayIntersection(origin, direction, distance, face, surfaceNormal, precision, trianglesTouched);
|
||||||
//qDebug() << "trianglesTouched :" << trianglesTouched << "out of:" << _triangleOctree._population;
|
qDebug() << "trianglesTouched :" << trianglesTouched << "out of:" << _triangleOctree._population;
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -82,29 +82,13 @@ void TriangleSet::balanceOctree() {
|
||||||
|
|
||||||
_isBalanced = true;
|
_isBalanced = true;
|
||||||
|
|
||||||
//debugDump();
|
debugDump();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void InternalTriangleSet::insert(int triangleIndex) {
|
|
||||||
auto& triangle = _allTriangles[triangleIndex];
|
|
||||||
|
|
||||||
_triangleIndices.push_back(triangleIndex);
|
|
||||||
|
|
||||||
_bounds += triangle.v0;
|
|
||||||
_bounds += triangle.v1;
|
|
||||||
_bounds += triangle.v2;
|
|
||||||
}
|
|
||||||
|
|
||||||
void InternalTriangleSet::clear() {
|
|
||||||
_triangleIndices.clear();
|
|
||||||
_bounds.clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Determine of the given ray (origin/direction) in model space intersects with any triangles
|
// Determine of the given ray (origin/direction) in model space intersects with any triangles
|
||||||
// in the set. If an intersection occurs, the distance and surface normal will be provided.
|
// in the set. If an intersection occurs, the distance and surface normal will be provided.
|
||||||
bool InternalTriangleSet::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
bool TriangleOctreeCell::findRayIntersectionInternal(const glm::vec3& origin, const glm::vec3& direction,
|
||||||
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched) {
|
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched) {
|
||||||
|
|
||||||
bool intersectedSomething = false;
|
bool intersectedSomething = false;
|
||||||
|
@ -146,20 +130,20 @@ static const int MAX_DEPTH = 3; // for now
|
||||||
static const int MAX_CHILDREN = 8;
|
static const int MAX_CHILDREN = 8;
|
||||||
|
|
||||||
TriangleOctreeCell::TriangleOctreeCell(std::vector<Triangle>& allTriangles, const AABox& bounds, int depth) :
|
TriangleOctreeCell::TriangleOctreeCell(std::vector<Triangle>& allTriangles, const AABox& bounds, int depth) :
|
||||||
_allTriangles(allTriangles),
|
_allTriangles(allTriangles)
|
||||||
_triangleSet(allTriangles)
|
|
||||||
{
|
{
|
||||||
reset(bounds, depth);
|
reset(bounds, depth);
|
||||||
}
|
}
|
||||||
|
|
||||||
void TriangleOctreeCell::clear() {
|
void TriangleOctreeCell::clear() {
|
||||||
_triangleSet.clear();
|
|
||||||
_population = 0;
|
_population = 0;
|
||||||
|
_triangleIndices.clear();
|
||||||
|
_bounds.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
void TriangleOctreeCell::reset(const AABox& bounds, int depth) {
|
void TriangleOctreeCell::reset(const AABox& bounds, int depth) {
|
||||||
clear();
|
clear();
|
||||||
_triangleSet._bounds = bounds;
|
_bounds = bounds;
|
||||||
_depth = depth;
|
_depth = depth;
|
||||||
if (depth <= MAX_DEPTH) {
|
if (depth <= MAX_DEPTH) {
|
||||||
int childDepth = depth + 1;
|
int childDepth = depth + 1;
|
||||||
|
@ -172,7 +156,7 @@ void TriangleOctreeCell::debugDump() {
|
||||||
qDebug() << "bounds:" << getBounds();
|
qDebug() << "bounds:" << getBounds();
|
||||||
qDebug() << "depth:" << _depth;
|
qDebug() << "depth:" << _depth;
|
||||||
qDebug() << "population:" << _population << "this level or below";
|
qDebug() << "population:" << _population << "this level or below";
|
||||||
qDebug() << "triangleSet:" << _triangleSet.size() << "in this cell";
|
qDebug() << "triangleIndices:" << _triangleIndices.size() << "in this cell";
|
||||||
qDebug() << "child cells:" << _children.size();
|
qDebug() << "child cells:" << _children.size();
|
||||||
if (_depth < MAX_DEPTH) {
|
if (_depth < MAX_DEPTH) {
|
||||||
int childNum = 0;
|
int childNum = 0;
|
||||||
|
@ -216,7 +200,13 @@ void TriangleOctreeCell::insert(int triangleIndex) {
|
||||||
}
|
}
|
||||||
// either we're at max depth, or the triangle doesn't fit in one of our
|
// either we're at max depth, or the triangle doesn't fit in one of our
|
||||||
// children and so we want to just record it here
|
// children and so we want to just record it here
|
||||||
_triangleSet.insert(triangleIndex);
|
_triangleIndices.push_back(triangleIndex);
|
||||||
|
|
||||||
|
/*
|
||||||
|
_bounds += triangle.v0;
|
||||||
|
_bounds += triangle.v1;
|
||||||
|
_bounds += triangle.v2;
|
||||||
|
*/
|
||||||
}
|
}
|
||||||
|
|
||||||
bool TriangleOctreeCell::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
bool TriangleOctreeCell::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||||
|
@ -263,7 +253,7 @@ bool TriangleOctreeCell::findRayIntersection(const glm::vec3& origin, const glm:
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// also check our local triangle set
|
// also check our local triangle set
|
||||||
if (_triangleSet.findRayIntersection(origin, direction, childDistance, childFace, childNormal, precision, trianglesTouched)) {
|
if (findRayIntersectionInternal(origin, direction, childDistance, childFace, childNormal, precision, trianglesTouched)) {
|
||||||
if (childDistance < bestLocalDistance) {
|
if (childDistance < bestLocalDistance) {
|
||||||
bestLocalDistance = childDistance;
|
bestLocalDistance = childDistance;
|
||||||
bestLocalFace = childFace;
|
bestLocalFace = childFace;
|
||||||
|
|
|
@ -16,38 +16,10 @@
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
class InternalTriangleSet {
|
|
||||||
public:
|
|
||||||
InternalTriangleSet(std::vector<Triangle>& allTriangles) :
|
|
||||||
_allTriangles(allTriangles)
|
|
||||||
{ }
|
|
||||||
|
|
||||||
virtual void insert(int triangleIndex);
|
|
||||||
void clear();
|
|
||||||
|
|
||||||
// Determine if the given ray (origin/direction) in model space intersects with any triangles in the set. If an
|
|
||||||
// intersection occurs, the distance and surface normal will be provided.
|
|
||||||
// note: this might side-effect internal structures
|
|
||||||
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
|
||||||
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched);
|
|
||||||
|
|
||||||
const AABox& getBounds() const { return _bounds; }
|
|
||||||
|
|
||||||
size_t size() const { return _triangleIndices.size(); }
|
|
||||||
|
|
||||||
protected:
|
|
||||||
std::vector<Triangle>& _allTriangles;
|
|
||||||
std::vector<int> _triangleIndices;
|
|
||||||
AABox _bounds;
|
|
||||||
|
|
||||||
friend class TriangleOctreeCell;
|
|
||||||
};
|
|
||||||
|
|
||||||
class TriangleOctreeCell {
|
class TriangleOctreeCell {
|
||||||
public:
|
public:
|
||||||
TriangleOctreeCell(std::vector<Triangle>& allTriangles) :
|
TriangleOctreeCell(std::vector<Triangle>& allTriangles) :
|
||||||
_allTriangles(allTriangles),
|
_allTriangles(allTriangles)
|
||||||
_triangleSet(allTriangles)
|
|
||||||
{ }
|
{ }
|
||||||
|
|
||||||
|
|
||||||
|
@ -60,24 +32,28 @@ public:
|
||||||
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||||
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched);
|
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched);
|
||||||
|
|
||||||
const AABox& getBounds() const { return _triangleSet.getBounds(); }
|
const AABox& getBounds() const { return _bounds; }
|
||||||
|
|
||||||
void debugDump();
|
void debugDump();
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
TriangleOctreeCell(std::vector<Triangle>& allTriangles, const AABox& bounds, int depth);
|
TriangleOctreeCell(std::vector<Triangle>& allTriangles, const AABox& bounds, int depth);
|
||||||
|
|
||||||
|
// checks our internal list of triangles
|
||||||
|
bool findRayIntersectionInternal(const glm::vec3& origin, const glm::vec3& direction,
|
||||||
|
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched);
|
||||||
|
|
||||||
std::vector<Triangle>& _allTriangles;
|
std::vector<Triangle>& _allTriangles;
|
||||||
InternalTriangleSet _triangleSet;
|
|
||||||
std::vector<TriangleOctreeCell> _children;
|
std::vector<TriangleOctreeCell> _children;
|
||||||
int _depth { 0 };
|
int _depth { 0 };
|
||||||
int _population { 0 };
|
int _population { 0 };
|
||||||
|
AABox _bounds;
|
||||||
|
std::vector<int> _triangleIndices;
|
||||||
|
|
||||||
friend class TriangleSet;
|
friend class TriangleSet;
|
||||||
};
|
};
|
||||||
|
|
||||||
class TriangleSet {
|
class TriangleSet {
|
||||||
// pass through public implementation all the features of InternalTriangleSet
|
|
||||||
public:
|
public:
|
||||||
TriangleSet() :
|
TriangleSet() :
|
||||||
_triangleOctree(_triangles)
|
_triangleOctree(_triangles)
|
||||||
|
|
Loading…
Reference in a new issue