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KDtree.cpp
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KDtree.cpp
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#include <numeric>
#include "KDtree.h"
#include "mesh.h"
#include "raytracing.h"
AccelTreeNode treeRoot;
int treeDepth = 0;
int treeNodes = 1;
// Set the tree accuracy (choose values like 10, 100, 1000).
// only lower this if building the tree is taking too much time.
float TREE_ACCURACY = 1000.0f;
// Build a KD tree and store the planes with the triangles in a vector of vectors
void buildKDtree()
{
std::cout << std::endl;
std::cout << "Building tree ..." << std::endl;
float xMin, xMax, yMin, yMax, zMin, zMax;
// Calculate the bounding box of the scene
std::vector<Triangle>::const_iterator it = MyMesh.triangles.begin();
xMin = MyMesh.vertices[(*it).v[0]].p[0];
xMax = MyMesh.vertices[(*it).v[0]].p[0];
yMin = MyMesh.vertices[(*it).v[0]].p[1];
yMax = MyMesh.vertices[(*it).v[0]].p[1];
zMin = MyMesh.vertices[(*it).v[0]].p[2];
zMax = MyMesh.vertices[(*it).v[0]].p[2];
// Get the smallest and largest x, y and z values of the triangles of the mesh
while (it != MyMesh.triangles.end()) {
for (int i = 0; i < 3; ++i)
{
// check x
if (MyMesh.vertices[(*it).v[i]].p[0] < xMin)
xMin = MyMesh.vertices[(*it).v[i]].p[0];
else if (MyMesh.vertices[(*it).v[i]].p[0]> xMax)
xMax = MyMesh.vertices[(*it).v[i]].p[0];
// check y
if (MyMesh.vertices[(*it).v[i]].p[1] < yMin)
yMin = MyMesh.vertices[(*it).v[i]].p[1];
else if (MyMesh.vertices[(*it).v[i]].p[1] > yMax)
yMax = MyMesh.vertices[(*it).v[i]].p[1];
// check z
if (MyMesh.vertices[(*it).v[i]].p[2] < zMin)
zMin = MyMesh.vertices[(*it).v[i]].p[2];
else if (MyMesh.vertices[(*it).v[i]].p[2] > zMax)
zMax = MyMesh.vertices[(*it).v[i]].p[2];
}
++it;
}
// Assign the found values to the kd tree (with a small margin)
// !!! IMPORTANT: NEED BETTER SOLUTION THAN INCREASING MARGIN TO ALLOW CAMERA TO BE OUTSIDE OF THE ROOT !!!
std::vector<int> indexlist(MyMesh.triangles.size());
std::iota(std::begin(indexlist), std::end(indexlist), 0); // Fill with 0, 1, ..., 99.
treeRoot = AccelTreeNode(indexlist, xMin - 5.1f, xMax + 5.1f, yMin - 5.1f, yMax + 5.1f, zMin - 5.1f, zMax + 5.1f);
// Add the root node to it's own parent list.
treeRoot.parentList.push_back(&treeRoot);
// Split the main node into smaller nodes
splitSpaces(treeRoot, 0);
std::cout << "... done building tree" << std::endl;
std::cout << "Tree depth: " << treeDepth << std::endl;
std::cout << "Amount of nodes: " << treeNodes << std::endl;
std::cout << "Amount of triangles: " << MyMesh.triangles.size() << std::endl;
std::cout << std::endl;
}
void splitSpaces(AccelTreeNode& tree, const int axis) {
if (axis > treeDepth)
++treeDepth;
// split the KDtreeCube into subspaces and recursevily recall on those subspaces
// stop if there are 10 or less triangles in the current level
if (tree.triangles.size() < 11)
{
tree.leftChild = nullptr;
tree.rightChild = nullptr;
return;
}
// stop if subspace axis which is being divided is smaller than 0.0001
if ((axis % 3 == 0 && tree.xEnd - tree.xStart < 0.0001) ||
(axis % 3 == 1 && tree.yEnd - tree.yStart < 0.0001) ||
(axis % 3 == 2 && tree.zEnd - tree.zStart < 0.0001))
{
tree.leftChild = nullptr;
tree.rightChild = nullptr;
return;
}
AccelTreeNode *left = new AccelTreeNode(), *right = new AccelTreeNode();
std::vector<int> *leftTri = new std::vector<int>(),
*rightTri = new std::vector<int>(),
*bothTri = new std::vector<int>();
float mid;
// calculate the best split out of 10 samples:
mid = calcBestSplit(tree, axis);
// split the space in 2 smaller subspaces and recursively call this function on those subspaces
if (axis % 3 == 0) {
//split x-axis
// split the space in half
(*left) = AccelTreeNode(tree.xStart, mid, tree.yStart, tree.yEnd, tree.zStart, tree.zEnd);
(*right) = AccelTreeNode(mid, tree.xEnd, tree.yStart, tree.yEnd, tree.zStart, tree.zEnd);
}
else if (axis % 3 == 1) {
//split y-axis
// split the space in half
(*left) = AccelTreeNode(tree.xStart, tree.xEnd, tree.yStart, mid, tree.zStart, tree.zEnd);
(*right) = AccelTreeNode(tree.xStart, tree.xEnd, mid, tree.yEnd, tree.zStart, tree.zEnd);
}
else { //if (axis % 3 == 2) {
//split z-axis
// split the space in half
(*left) = AccelTreeNode(tree.xStart, tree.xEnd, tree.yStart, tree.yEnd, tree.zStart, mid);
(*right) = AccelTreeNode(tree.xStart, tree.xEnd, tree.yStart, tree.yEnd, mid, tree.zEnd);
}
// calculate which triangles should be in the left, right, or both parts.
for (std::vector<int>::const_iterator it = tree.triangles.begin(); it < tree.triangles.end(); ++it)
{
Triangle t = MyMesh.triangles[(*it)];
if (MyMesh.vertices[t.v[0]].p[axis % 3] < mid && MyMesh.vertices[t.v[1]].p[axis % 3] < mid &&
MyMesh.vertices[t.v[2]].p[axis % 3] < mid)
(*leftTri).push_back(*it);
else if (MyMesh.vertices[t.v[0]].p[axis % 3] > mid && MyMesh.vertices[t.v[1]].p[axis % 3] > mid &&
MyMesh.vertices[t.v[2]].p[axis % 3] > mid)
(*rightTri).push_back(*it);
else
(*bothTri).push_back(*it);
}
// Assign the triangles to the right node
tree.triangles = *bothTri;
(*left).triangles = *leftTri;
(*right).triangles = *rightTri;
// Set the parent lists of the left/right child nodes
(*left).parentList = tree.parentList;
(*left).parentList.push_back(left);
(*right).parentList = tree.parentList;
(*right).parentList.push_back(right);
// Set left/right nodes as child nodes
tree.leftChild = left;
tree.rightChild = right;
// recursively calculate the KDtree subspaces of the two parts
splitSpaces((*left), axis + 1);
++treeNodes;
splitSpaces((*right), axis + 1);
++treeNodes;
}
float calcBestSplit(AccelTreeNode &tree, int axis)
{
float mid;
float result = 0;
float cost = std::numeric_limits<float>::max(), tempCost;
for (int i = 1; i < TREE_ACCURACY; ++i)
{
float leftSize, rightSize, totalSize;
if (axis % 3 == 0) {
//split x-axis
mid = ((tree.xEnd - tree.xStart) * i / TREE_ACCURACY) + tree.xStart;
leftSize = mid - tree.xStart;
rightSize = tree.xEnd - mid;
totalSize = tree.xEnd - tree.xStart;
}
else if (axis % 3 == 1) {
//split y-axis
mid = ((tree.yEnd - tree.yStart) * i / TREE_ACCURACY) + tree.yStart;
leftSize = mid - tree.yStart;
rightSize = tree.yEnd - mid;
totalSize = tree.yEnd - tree.yStart;
}
else { //if (axis % 3 == 2) {
//split z-axis
mid = ((tree.zEnd - tree.zStart) * i / TREE_ACCURACY) + tree.zStart;
leftSize = mid - tree.zStart;
rightSize = tree.zEnd - mid;
totalSize = tree.zEnd - tree.zStart;
}
std::vector<int> leftTri, rightTri, bothTri;
// calculate which triangles should be in the left, right, or both parts.
for (std::vector<int>::const_iterator it = tree.triangles.begin(); it < tree.triangles.end(); ++it)
{
Triangle t = MyMesh.triangles[(*it)];
if (MyMesh.vertices[t.v[0]].p[axis % 3] < mid && MyMesh.vertices[t.v[1]].p[axis % 3] < mid &&
MyMesh.vertices[t.v[2]].p[axis % 3] < mid)
leftTri.push_back(*it);
else if (MyMesh.vertices[t.v[0]].p[axis % 3] > mid && MyMesh.vertices[t.v[1]].p[axis % 3] > mid &&
MyMesh.vertices[t.v[2]].p[axis % 3] > mid)
rightTri.push_back(*it);
else
bothTri.push_back(*it);
}
tempCost = bothTri.size() * totalSize * 20.0f / axis + leftTri.size() * leftSize + rightTri.size() * rightSize;
if (tempCost < cost)
{
cost = tempCost;
result = mid;
}
}
return result;
}
// Recursively find in which child node of the given parent the given position is
// If you don't know a parent, use the treeRoot variable (it's the root of the tree) and use axis = 0
inline AccelTreeNode findChildNode(const AccelTreeNode &parent, int axis, const Vec3Df &position)
{
// if this node doesn't have any children, we found the right node
if (parent.leftChild == nullptr)
return parent;
// else continue looking
if (axis % 3 == 0)
{
// check x-axis
if ((*parent.leftChild).xEnd > position.p[0])
return findChildNode((*parent.leftChild), axis + 1, position);
else
return findChildNode((*parent.rightChild), axis + 1, position);
}
else if (axis % 3 == 1)
{
// check y-axis
if ((*parent.leftChild).yEnd > position.p[1])
return findChildNode((*parent.leftChild), axis + 1, position);
else
return findChildNode((*parent.rightChild), axis + 1, position);
}
else
{
// check z-axis
if ((*parent.leftChild).zEnd > position.p[2])
return findChildNode((*parent.leftChild), axis + 1, position);
else
return findChildNode((*parent.rightChild), axis + 1, position);
}
}
// Find the point where the ray hits the outside of the current node
inline AccelTreeNode findNextNode(const AccelTreeNode &curN, const Vec3Df &position, const Vec3Df &destination)
{
Vec3Df dir = destination - position;
float f, tempx, tempy, tempz;
AccelTreeNode node = treeRoot;
// Check the y-z faces of the space
if (dir.p[0] != 0)
{
if (dir.p[0] < 0)
{
// negative direction:
// check xStart
f = (curN.xStart - position.p[0]) / dir.p[0];
tempy = f * dir.p[1] + position.p[1];
tempz = f * dir.p[2] + position.p[2];
// check if succesful
if (tempy > curN.yStart && tempy < curN.yEnd && tempz > curN.zStart && tempz < curN.zEnd)
{
// return the root if we would otherwise go outside of the root.
if (curN.xStart == treeRoot.xStart)
return treeRoot;
// return the right node
for (int axis = 0;; ++axis)
{
if (axis % 3 == 0)
{
// check x-axis
if ((*node.leftChild).xEnd >= curN.xStart)
node = *node.leftChild;
else
node = *node.rightChild;
}
else if (axis % 3 == 1)
{
// check y-axis
if (tempy < (*node.leftChild).yEnd)
node = *node.leftChild;
else if (tempy > (*node.leftChild).yEnd || dir[1] > 0)
node = *node.rightChild;
else
node = *node.leftChild;
}
else
{
// check z-axis
if (tempz < (*node.leftChild).zEnd)
node = *node.leftChild;
else if (tempz > (*node.leftChild).zEnd || dir[2] > 0)
node = *node.rightChild;
else
node = *node.leftChild;
}
if (node.leftChild == nullptr)
return node;
}
}
}
else
{
// positive direction:
// check xEnd
f = (curN.xEnd - position.p[0]) / dir.p[0];
tempy = f * dir.p[1] + position.p[1];
tempz = f * dir.p[2] + position.p[2];
// check if succesful
if (tempy > curN.yStart && tempy < curN.yEnd && tempz > curN.zStart && tempz < curN.zEnd)
{
// return the root if we would otherwise go outside of the root.
if (curN.xEnd == treeRoot.xEnd)
return treeRoot;
// return the right node
for (int axis = 0;; ++axis)
{
if (axis % 3 == 0)
{
// check x-axis
if ((*node.leftChild).xEnd <= curN.xEnd)
node = *node.rightChild;
else
node = *node.leftChild;
}
else if (axis % 3 == 1)
{
// check y-axis
if (tempy < (*node.leftChild).yEnd)
node = *node.leftChild;
else if (tempy > (*node.leftChild).yEnd || dir[1] > 0)
node = *node.rightChild;
else
node = *node.leftChild;
}
else
{
// check z-axis
if (tempz < (*node.leftChild).zEnd)
node = *node.leftChild;
else if (tempz > (*node.leftChild).zEnd || dir[2] > 0)
node = *node.rightChild;
else
node = *node.leftChild;
}
if (node.leftChild == nullptr)
return node;
}
}
}
}
// Check the x-z faces of the space
if (dir.p[1] != 0)
{
if (dir.p[1] < 0)
{
// negative direction:
// check yStart
f = (curN.yStart - position.p[1]) / dir.p[1];
tempx = f * dir.p[0] + position.p[0];
tempz = f * dir.p[2] + position.p[2];
// check if succesful
if (tempx > curN.xStart && tempx < curN.xEnd && tempz > curN.zStart && tempz < curN.zEnd)
{
// return the root if we would otherwise go outside of the root.
if (curN.yStart == treeRoot.yStart)
return treeRoot;
// return the right node
for (int axis = 0;; ++axis)
{
if (axis % 3 == 0)
{
// check x-axis
if (tempx < (*node.leftChild).xEnd)
node = *node.leftChild;
else if (tempx > (*node.leftChild).xEnd || dir[0] > 0)
node = *node.rightChild;
else
node = *node.leftChild;
}
else if (axis % 3 == 1)
{
// check y-axis
if ((*node.leftChild).yEnd >= curN.yStart)
node = *node.leftChild;
else
node = *node.rightChild;
}
else
{
// check z-axis
if (tempz < (*node.leftChild).zEnd)
node = *node.leftChild;
else if (tempz > (*node.leftChild).zEnd || dir[2] > 0)
node = *node.rightChild;
else
node = *node.leftChild;
}
if (node.leftChild == nullptr)
return node;
}
}
}
else
{
// positive direction:
// check yEnd
f = (curN.yEnd - position.p[1]) / dir.p[1];
tempx = f * dir.p[0] + position.p[0];
tempz = f * dir.p[2] + position.p[2];
// check if succesful
if (tempx > curN.xStart && tempx < curN.xEnd && tempz > curN.zStart && tempz < curN.zEnd)
{
// return the root if we would otherwise go outside of the root.
if (curN.yEnd == treeRoot.yEnd)
return treeRoot;
// return the right node
for (int axis = 0;; ++axis)
{
if (axis % 3 == 0)
{
// check x-axis
if (tempx < (*node.leftChild).xEnd)
node = *node.leftChild;
else if (tempx > (*node.leftChild).xEnd || dir[0] > 0)
node = *node.rightChild;
else
node = *node.leftChild;
}
else if (axis % 3 == 1)
{
// check y-axis
if ((*node.leftChild).yEnd <= curN.yEnd)
node = *node.rightChild;
else
node = *node.leftChild;
}
else
{
// check z-axis
if (tempz < (*node.leftChild).zEnd)
node = *node.leftChild;
else if (tempz > (*node.leftChild).zEnd || dir[2] > 0)
node = *node.rightChild;
else
node = *node.leftChild;
}
if (node.leftChild == nullptr)
return node;
}
}
}
}
// Check the x-y faces of the space
if (dir.p[2] != 0)
{
if (dir.p[2] < 0)
{
// negative direction:
// check yStart
f = (curN.zStart - position.p[2]) / dir.p[2];
tempx = f * dir.p[0] + position.p[0];
tempy = f * dir.p[1] + position.p[1];
// return the root if we would otherwise go outside of the root.
if (curN.zStart == treeRoot.zStart)
return treeRoot;
// return the right node
for (int axis = 0;; ++axis)
{
if (axis % 3 == 0)
{
// check x-axis
if (tempx < (*node.leftChild).xEnd)
node = *node.leftChild;
else if(tempx > (*node.leftChild).xEnd || dir[0] > 0)
node = *node.rightChild;
else
node = *node.leftChild;
}
else if (axis % 3 == 1)
{
// check y-axis
if (tempy < (*node.leftChild).yEnd)
node = *node.leftChild;
else if (tempy > (*node.leftChild).yEnd || dir[1] > 0)
node = *node.rightChild;
else
node = *node.leftChild;
}
else
{
// check z-axis
if ((*node.leftChild).zEnd >= curN.zStart)
node = *node.leftChild;
else
node = *node.rightChild;
}
if (node.leftChild == nullptr)
return node;
}
}
else
{
// positive direction:
// check yEnd
f = (curN.zEnd - position.p[2]) / dir.p[2];
tempx = f * dir.p[0] + position.p[0];
tempy = f * dir.p[1] + position.p[1];
// return the root if we would otherwise go outside of the root.
if (curN.zEnd == treeRoot.zEnd)
return treeRoot;
// return the right node
for (int axis = 0;; ++axis)
{
if (axis % 3 == 0)
{
// check x-axis
if (tempx < (*node.leftChild).xEnd)
node = *node.leftChild;
else if (tempx > (*node.leftChild).xEnd || dir[0] > 0)
node = *node.rightChild;
else
node = *node.leftChild;
}
else if (axis % 3 == 1)
{
// check y-axis
if (tempy < (*node.leftChild).yEnd)
node = *node.leftChild;
else if (tempy > (*node.leftChild).yEnd || dir[1] > 0)
node = *node.rightChild;
else
node = *node.leftChild;
}
else
{
// check z-axis
if ((*node.leftChild).zEnd <= curN.zEnd)
node = *node.rightChild;
else
node = *node.leftChild;
}
if (node.leftChild == nullptr)
return node;
}
}
}
return treeRoot;
}
inline bool contains(const std::vector<AccelTreeNode*> &vec, const AccelTreeNode &element)
{
for (std::vector<AccelTreeNode*>::const_iterator it = vec.begin(); it != vec.end(); ++it)
if ((**it).xStart == element.xStart &&
(**it).yStart == element.yStart &&
(**it).zStart == element.zStart &&
(**it).xEnd == element.xEnd &&
(**it).yEnd == element.yEnd &&
(**it).zEnd == element.zEnd)
{
return true;
}
return false;
}
inline void projectOriginOnRoot(Vec3Df &origin, Vec3Df &dest)
{
Vec3Df hitRoot = calculateProjectionOnRoot(origin, dest);
// avoid floating point error
// !!! NEEDS BETTER SOLUTION !!!
hitRoot += (dest / 1000.f);
dest += hitRoot - origin;
origin = hitRoot;
}
// If the camera is outside of the root, use this to move the origin inside of the root.
// this function looks a lot like the findNodeBoxHitPoint function
inline Vec3Df calculateProjectionOnRoot(Vec3Df &origin, Vec3Df &dest)
{
float i, tempx, tempy, tempz;
// check y-z faces of the root
if (origin.p[0] != dest.p[0] && !(origin.p[0] > treeRoot.xStart && origin.p[0] < treeRoot.xEnd))
{
if (std::abs(treeRoot.xStart - origin.p[0]) < std::abs(treeRoot.xEnd - origin.p[0]))
{
// closer to xStart
tempx = treeRoot.xStart - origin.p[0];
i = tempx / (dest.p[0] - origin.p[0]);
tempy = i * (dest.p[1] - origin.p[1]) + origin.p[1];
tempz = i * (dest.p[2] - origin.p[2]) + origin.p[2];
// check if succesful
if (tempy > treeRoot.yStart && tempy < treeRoot.yEnd && tempz > treeRoot.zStart && tempz < treeRoot.zEnd)
return Vec3Df(treeRoot.xStart, tempy, tempz);
}
else
{
// closer to xEnd
tempx = treeRoot.xEnd - origin.p[0];
i = tempx / (dest.p[0] - origin.p[0]);
tempy = i * (dest.p[1] - origin.p[1]) + origin.p[1];
tempz = i * (dest.p[2] - origin.p[2]) + origin.p[2];
// check if succesful
if (tempy > treeRoot.yStart && tempy < treeRoot.yEnd && tempz > treeRoot.zStart && tempz < treeRoot.zEnd)
return Vec3Df(treeRoot.xEnd, tempy, tempz);
}
}
// check x-z faces of the root
if (origin.p[1] != dest.p[1] && !(origin.p[1] > treeRoot.yStart && origin.p[1] < treeRoot.yEnd))
{
if (std::abs(treeRoot.yStart - origin.p[1]) < std::abs(treeRoot.yEnd - origin.p[1]))
{
// closer to yStart
tempy = treeRoot.yStart - origin.p[1];
i = tempy / (dest.p[1] - origin.p[1]);
tempx = i * (dest.p[0] - origin.p[0]) + origin.p[0];
tempz = i * (dest.p[2] - origin.p[2]) + origin.p[2];
// check if succesful
if (tempx > treeRoot.xStart && tempx < treeRoot.xEnd && tempz > treeRoot.zStart && tempz < treeRoot.zEnd)
return Vec3Df(tempx, treeRoot.yStart, tempz);
}
else
{
// closer to yEnd
tempy = treeRoot.yEnd - origin.p[1];
i = tempy / (dest.p[1] - origin.p[1]);
tempx = i * (dest.p[0] - origin.p[0]) + origin.p[0];
tempz = i * (dest.p[2] - origin.p[2]) + origin.p[2];
// check if succesful
if (tempx > treeRoot.xStart && tempx < treeRoot.xEnd && tempz > treeRoot.zStart && tempz < treeRoot.zEnd)
return Vec3Df(tempx, treeRoot.yEnd, tempz);
}
}
// check x-y faces of the root
if (origin.p[2] != dest.p[2] && !(origin.p[2] > treeRoot.zStart && origin.p[2] < treeRoot.zEnd))
{
if (std::abs(treeRoot.zStart - origin.p[2]) < std::abs(treeRoot.zEnd - origin.p[2]))
{
// closer to zStart
tempz = treeRoot.zStart - origin.p[2];
i = tempz / (dest.p[2] - origin.p[2]);
if (tempx > treeRoot.xStart && tempx < treeRoot.xEnd && tempy > treeRoot.yStart && tempy < treeRoot.yEnd)
return Vec3Df(tempx, tempy, treeRoot.zStart);
}
else
{
// closer to zEnd
tempz = treeRoot.zEnd - origin.p[2];
i = tempz / (dest.p[2] - origin.p[2]);
tempx = i * (dest.p[0] - origin.p[0]) + origin.p[0];
tempy = i * (dest.p[1] - origin.p[1]) + origin.p[1];
if (tempx > treeRoot.xStart && tempx < treeRoot.xEnd && tempy > treeRoot.yStart && tempy < treeRoot.yEnd)
return Vec3Df(tempx, tempy, treeRoot.zEnd);
}
}
return origin;
}