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Group.cc
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Group.cc
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#include "Group.h"
#include "BoundingBox.h"
#include "RenderContext.h"
#include <iostream>
using namespace std;
Group::Group(bool bottomUp) : _bottomUp(bottomUp)
{
}
Group::~Group()
{
}
void Group::addObject(Object* object)
{
if(object->isInfinite())
infiniteObjects.push_back(object);
else
objects.push_back(object);
}
void Group::preprocess(int maxTime)
{
for (Object *o : objects)
o->preprocess(maxTime);
for(Object *o : infiniteObjects)
o->preprocess(maxTime);
if(objects.size() > 2) //we want to calc a BVH here
{
groups.resize(maxTime+1);
_populateBVH(maxTime);
objects.clear();
}
_bounds.resize(maxTime+1);
RenderContext context(0, 0);
for(int time = 0; time <= maxTime; ++time)
{
context.setTime(time);
BoundingBox bbox;
for(Object *o : objects)
o->getBounds(bbox, context);
if(groups.size())
{
for(auto o : groups[time])
o->getBounds(bbox, context);
}
_bounds[time] = bbox;
}
}
void Group::_populateBVH(int maxTime)
{
if(_bottomUp)
_bottomUpBVH(maxTime);
else
_topDownBVH(maxTime);
}
void Group::_topDownBVH(int maxTime)
{
RenderContext context(0, 0);
for(int time = 0; time <= maxTime; time++)
{
context.setTime(time);
_sortObjects(objects, context);
std::vector<Object*> _groups = _divideObjects(objects, context, maxTime);
if(_groups.size() > 2 || _groups.size() < 0)
{
cerr << "this is an error!!!" << endl;
exit(1);
}
//at this point _groups.count() can only be 1 or 2
groups[time] = _groups;
}
}
void Group::_sortObjects(std::vector<Object*>& objs, RenderContext& context)
{
std::vector<BoundingBoxSorter> boxes;
for(auto o : objs)
{
BoundingBox bb;
o->getBounds(bb, context);
boxes.push_back(BoundingBoxSorter(bb, o));
}
sort(boxes.begin(), boxes.end());
objs.clear();
for(auto b : boxes)
objs.push_back(b.o);
}
std::vector<Object*> Group::_divideObjects(std::vector<Object*> objectsRemaining, RenderContext& context, int maxTime)
{
std::vector<Object*> _groups;
//Top down bvh creation:
//sort elements and put half in one group and another in a different group
Group *grp = new Group(objectsRemaining.size() < 5000 || _bottomUp);
unsigned i;
{
for(i = 0; i < objectsRemaining.size() / 2; ++i)
{
if(!objectsRemaining[i])
{
cerr << "Null object found! at " << i << endl;
exit(1);
}
grp->addObject(objectsRemaining[i]);
}
grp->preprocess(maxTime);
_groups.push_back(grp);
}
grp = new Group(objectsRemaining.size() < 5000 || _bottomUp);
{
for( ; i < objectsRemaining.size(); ++i)
{
if(!objectsRemaining[i])
{
cerr << "Null object found! at " << i << endl;
exit(1);
}
grp->addObject(objectsRemaining[i]);
}
grp->preprocess(maxTime);
_groups.push_back(grp);
}
return _groups;
}
void Group::_bottomUpBVH(int maxTime)
{
RenderContext context(0, 0);
for(int time = 0; time <= maxTime; time++)
{
context.setTime(time);
std::vector<Object*> _groups = _pairObjects(objects, context);
for(Object *o : _groups)
o->preprocess(maxTime);
//once all objects have pairs, pair up the pairs until only two pairs are left
while(_groups.size() > 2)
{
_groups = _pairObjects(_groups, context);
for(Object *o : _groups)
o->preprocess(maxTime);
}
groups[time] = _groups;
}
}
std::vector<Object*> Group::_pairObjects(std::vector<Object*> objectsRemaining, RenderContext& context)
{
std::vector<Object*> _groups;
//Bottom up bvh creation:
//find two objects that are the closest, pair them together.
while(objectsRemaining.size())
{
Object* at = objectsRemaining[0];
Group *pairs = new Group(_bottomUp);
if(objectsRemaining.size() > 1)
{
Object* closestObject = objectsRemaining[1]; //closest to first object in list
BoundingBox atBox, closestBox;
at->getBounds(atBox, context);
closestObject->getBounds(closestBox, context);
int indexOfClosest = 1;
if(objectsRemaining.size() > 2) //3 or more, so find closest
{
double closestDistance = atBox.distance(closestBox);
Object*const* begin = &objectsRemaining[2];
Object*const* end = &objectsRemaining[0]+objectsRemaining.size();
for (int index = 2; begin != end; ++index)
{
Object* _o = (*begin++);
BoundingBox objBox;
_o->getBounds(objBox, context);
double d = atBox.distance(objBox);
if(d < closestDistance)
{
indexOfClosest = index;
closestBox = objBox;
closestObject = _o;
closestDistance = d;
}
}
}
pairs->addObject(closestObject);
objectsRemaining.erase(objectsRemaining.begin() + indexOfClosest);
}
pairs->addObject(at);
_groups.push_back(pairs);
objectsRemaining.erase(objectsRemaining.begin());
}
return _groups;
}
void Group::getBounds(BoundingBox& bbox, const RenderContext& context) const
{
bbox.extend(_bounds[context.time()]);
}
void Group::intersect(HitRecord& hit, const RenderContext& context, const Ray& ray) const
{
if(infiniteObjects.size())
{
Object*const* begin = &infiniteObjects[0];
Object*const* end = &infiniteObjects[0]+infiniteObjects.size();
while (begin != end)
(*begin++)->intersect(hit, context, ray);
}
//comment out these three lines to disable the bvh optimization
double tmin, tmax;
if(!_bounds[context.time()].intersects(ray, tmin, tmax))
return;
if(objects.size())
{
Object*const* begin = &objects[0];
Object*const* end = &objects[0]+objects.size();
while (begin != end)
(*begin++)->intersect(hit, context, ray);
}
if(groups.size())
{
Object*const* begin = &groups[context.time()][0];
Object*const* end = &groups[context.time()][0]+groups[context.time()].size();
while (begin != end)
(*begin++)->intersect(hit, context, ray);
}
}