From 21c0e9c6091fc0876ea01d66c9deb8faa49a3236 Mon Sep 17 00:00:00 2001 From: karl Date: Tue, 12 Jan 2021 18:44:53 +0100 Subject: [PATCH] Add KDTree::get_lines for visualizing the tree --- kdtree.h | 80 +++++++++++++++++++++++++++++++++++++++++++++++++++----- 1 file changed, 73 insertions(+), 7 deletions(-) diff --git a/kdtree.h b/kdtree.h index 3ba49a5..2765e01 100644 --- a/kdtree.h +++ b/kdtree.h @@ -1,3 +1,5 @@ +#pragma once + #include "geometry.h" #include #include @@ -11,7 +13,7 @@ class KDTree { ~KDTree() = default; // TODO: Delete all allocated Nodes - Triangle *intersect_ray(Ray ray) { return intersect_ray_recurse(ray, root, 1000.0); } + Triangle *intersect_ray(Ray ray) { return intersect_ray_recurse(ray, root, 1000.0, 0); } std::string to_string() { std::string str = ""; @@ -19,6 +21,16 @@ class KDTree { return str; } + std::vector get_lines() { + std::vector lines; + float mins[3] = {-1000, -1000, -1000}; + float maxs[3] = {1000, 1000, 1000}; + + get_lines_recursive(lines, root, mins, maxs); + + return lines; + } + private: Node *root; @@ -75,7 +87,7 @@ class KDTree { build(right_of_median, depth + 1)); } - Triangle *intersect_ray_recurse(Ray ray, Node *node, float max_distance) { + Triangle *intersect_ray_recurse(Ray ray, Node *node, float max_distance, int depth) { // Exit condition: There was no collision if (node == nullptr) { return nullptr; } @@ -84,9 +96,6 @@ class KDTree { ray.origin[node->axis] > node->point->pos[node->axis] ? node->right : node->left; Node *far = near == node->right ? node->left : node->right; - std::cout << "Checking " << node->point->pos[0] << ", " << node->point->pos[1] << ", " - << node->point->pos[2] << std::endl; - // Check for collisions in this order (stopping if an intersection is found): // 1. In the nearer section // 2. With the point in this current node @@ -98,7 +107,7 @@ class KDTree { ? (node->point->pos[node->axis] - ray.origin[node->axis]) / ray.direction[node->axis] : max_distance; - Triangle *near_result = intersect_ray_recurse(ray, near, t); + Triangle *near_result = intersect_ray_recurse(ray, near, t, depth + 1); // If the nearer segment had a collision, we're done! We're only interested in the closest // collision. @@ -117,7 +126,7 @@ class KDTree { // For this, calculate a new ray origin and continue towards that direction, but with // the new origin (we can leave behind what we already checked) return intersect_ray_recurse(Ray(ray.origin + ray.direction * t, ray.direction), far, - max_distance - t); + max_distance - t, depth + 1); } // If nothing worked, return a nullptr @@ -136,4 +145,61 @@ class KDTree { to_string_recurse(str, node->left, depth + 1); to_string_recurse(str, node->right, depth + 1); } + + void get_lines_recursive(std::vector &lines, Node *node, float mins[3], float maxs[3]) { + if (node == nullptr) return; + + int axis = node->axis; + + // Add lines for this node + // We add a whole bounding box, so we need 8 points -> 12 lines + lines.emplace_back(Vector(mins[0], mins[1], mins[2])); + lines.emplace_back(Vector(maxs[0], mins[1], mins[2])); + + lines.emplace_back(Vector(maxs[0], mins[1], mins[2])); + lines.emplace_back(Vector(maxs[0], maxs[1], mins[2])); + + lines.emplace_back(Vector(maxs[0], maxs[1], mins[2])); + lines.emplace_back(Vector(mins[0], maxs[1], mins[2])); + + lines.emplace_back(Vector(mins[0], maxs[1], mins[2])); + lines.emplace_back(Vector(mins[0], mins[1], mins[2])); + + lines.emplace_back(Vector(mins[0], mins[1], maxs[2])); + lines.emplace_back(Vector(maxs[0], mins[1], maxs[2])); + + lines.emplace_back(Vector(maxs[0], mins[1], maxs[2])); + lines.emplace_back(Vector(maxs[0], maxs[1], maxs[2])); + + lines.emplace_back(Vector(maxs[0], maxs[1], maxs[2])); + lines.emplace_back(Vector(mins[0], maxs[1], maxs[2])); + + lines.emplace_back(Vector(mins[0], maxs[1], maxs[2])); + lines.emplace_back(Vector(mins[0], mins[1], maxs[2])); + + lines.emplace_back(Vector(mins[0], mins[1], mins[2])); + lines.emplace_back(Vector(mins[0], mins[1], maxs[2])); + + lines.emplace_back(Vector(maxs[0], mins[1], mins[2])); + lines.emplace_back(Vector(maxs[0], mins[1], maxs[2])); + + lines.emplace_back(Vector(mins[0], maxs[1], mins[2])); + lines.emplace_back(Vector(mins[0], maxs[1], maxs[2])); + + lines.emplace_back(Vector(maxs[0], maxs[1], mins[2])); + lines.emplace_back(Vector(maxs[0], maxs[1], maxs[2])); + + // TODO: We don't actually have to add all as some are always going to overlap with the + // previous lines... + + // Recurse on the left + float new_maxs[3] = {maxs[0], maxs[1], maxs[2]}; // Copy initially + new_maxs[axis] = node->point->pos[axis]; + get_lines_recursive(lines, node->left, mins, new_maxs); + + // Recurse on the right + float new_mins[3] = {mins[0], mins[1], mins[2]}; // Copy initially + new_mins[axis] = node->point->pos[axis]; + get_lines_recursive(lines, node->right, new_mins, maxs); + } };