generated from karl/cpp-template
Rough cout implementation of ray intersection order
The order in which nodes are checked seems to be correct
This commit is contained in:
parent
c72dde9b84
commit
71841766f1
63
kdtree.h
63
kdtree.h
@ -1,5 +1,6 @@
|
|||||||
#include <algorithm>
|
#include <algorithm>
|
||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
|
#include <iostream>
|
||||||
#include <string>
|
#include <string>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|
||||||
@ -32,6 +33,19 @@ struct Point {
|
|||||||
Point(float coordinates[3], Triangle *triangle)
|
Point(float coordinates[3], Triangle *triangle)
|
||||||
: coordinates(coordinates), triangle(triangle) {}
|
: coordinates(coordinates), triangle(triangle) {}
|
||||||
|
|
||||||
|
Point operator+(const Point &other) const {
|
||||||
|
return Point(new float[3]{coordinates[0] + other.coordinates[0],
|
||||||
|
coordinates[1] + other.coordinates[1],
|
||||||
|
coordinates[2] + other.coordinates[2]},
|
||||||
|
nullptr);
|
||||||
|
}
|
||||||
|
|
||||||
|
Point operator*(float scalar) const {
|
||||||
|
return Point(
|
||||||
|
new float[3]{coordinates[0] * scalar, coordinates[1] * scalar, coordinates[2] * scalar},
|
||||||
|
nullptr);
|
||||||
|
}
|
||||||
|
|
||||||
float *coordinates;
|
float *coordinates;
|
||||||
|
|
||||||
Triangle *triangle;
|
Triangle *triangle;
|
||||||
@ -116,11 +130,52 @@ class KDTree {
|
|||||||
}
|
}
|
||||||
|
|
||||||
Point *intersect_ray_recurse(Ray ray, Node *node) {
|
Point *intersect_ray_recurse(Ray ray, Node *node) {
|
||||||
// Intersect ray with the point's splitting plane
|
// Exit condition: There was no collision
|
||||||
// If there is an intersection: Recurse to both children (but the nearer one first)
|
if (node == nullptr) { return nullptr; }
|
||||||
// Otherwise: Recurse only to the nearer one
|
|
||||||
|
|
||||||
return node->point; // TODO
|
// Is the left or right child node closer to this point?
|
||||||
|
Node *near = ray.origin[node->axis] > node->point->coordinates[node->axis] ? node->right
|
||||||
|
: node->left;
|
||||||
|
Node *far = near == node->right ? node->left : node->right;
|
||||||
|
|
||||||
|
std::cout << "Checking " << node->point->coordinates[0] << ", "
|
||||||
|
<< node->point->coordinates[1] << ", " << node->point->coordinates[2] << ", "
|
||||||
|
<< std::endl;
|
||||||
|
|
||||||
|
// Intersect ray with the point's splitting plane
|
||||||
|
|
||||||
|
// Are they parallel? If so, recurse only to the nearer side
|
||||||
|
if (ray.direction[node->axis] == 0.0) {
|
||||||
|
return intersect_ray_recurse(ray, near);
|
||||||
|
} else {
|
||||||
|
// They are not parallel, so check where the intersection occurs
|
||||||
|
float t = (node->point->coordinates[node->axis] - ray.origin[node->axis]) /
|
||||||
|
ray.direction[node->axis];
|
||||||
|
|
||||||
|
if (t >= 0.0) {
|
||||||
|
// t is positive, so we need to recurse to both children if the nearer one does not
|
||||||
|
// result in a collision
|
||||||
|
Point *first_attempt = intersect_ray_recurse(ray, near);
|
||||||
|
|
||||||
|
if (first_attempt != nullptr) {
|
||||||
|
return first_attempt;
|
||||||
|
} else {
|
||||||
|
// The first attempt did not work, so recurse to the other side too.
|
||||||
|
// For this, calculate a new ray origin ...
|
||||||
|
float new_origin[3]{ray.origin[0] + t * ray.direction[0],
|
||||||
|
ray.origin[1] + t * ray.direction[1],
|
||||||
|
ray.origin[2] + t * ray.direction[2]};
|
||||||
|
|
||||||
|
// ... and continue towards that direction, but with the new origin (we can
|
||||||
|
// leave behind what we already checked)
|
||||||
|
return intersect_ray_recurse(Ray(new_origin, ray.direction), far);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// We only have to check the nearer one, as the other side can't be reached by the
|
||||||
|
// ray
|
||||||
|
return intersect_ray_recurse(ray, near);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void to_string_recurse(std::string &str, Node *node, int depth) {
|
void to_string_recurse(std::string &str, Node *node, int depth) {
|
||||||
|
5
main.cpp
5
main.cpp
@ -8,11 +8,14 @@ int main() {
|
|||||||
std::vector<Point *> points{new Point(new float[3]{0.0, 0.0, 0.0}, nullptr),
|
std::vector<Point *> points{new Point(new float[3]{0.0, 0.0, 0.0}, nullptr),
|
||||||
new Point(new float[3]{0.0, 1.0, 0.0}, nullptr),
|
new Point(new float[3]{0.0, 1.0, 0.0}, nullptr),
|
||||||
new Point(new float[3]{0.0, 2.0, 3.0}, nullptr),
|
new Point(new float[3]{0.0, 2.0, 3.0}, nullptr),
|
||||||
new Point(new float[3]{1.0, 0.0, 4.0}, nullptr)};
|
new Point(new float[3]{1.0, 0.0, 4.0}, nullptr),
|
||||||
|
new Point(new float[3]{1.0, -1.0, 8.0}, nullptr)};
|
||||||
|
|
||||||
KDTree tree = KDTree(points);
|
KDTree tree = KDTree(points);
|
||||||
|
|
||||||
std::cout << tree.to_string();
|
std::cout << tree.to_string();
|
||||||
|
|
||||||
|
tree.intersect_ray(Ray(new float[3]{0.0, 0.0, 5.0}, new float[3]{0.0, 0.0, -1.0}));
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
Loading…
x
Reference in New Issue
Block a user