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No commits in common. "44f0699ab6a8f670748a33a6fa3ea6df2d4e474b" and "c72dde9b8477979b42810ce45feecb003d0a10b8" have entirely different histories.

2 changed files with 7 additions and 68 deletions

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@ -1,6 +1,5 @@
#include <algorithm>
#include <glm/glm.hpp>
#include <iostream>
#include <string>
#include <vector>
@ -33,19 +32,6 @@ struct Point {
Point(float coordinates[3], 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;
Triangle *triangle;
@ -65,7 +51,7 @@ class KDTree {
~KDTree() = default; // TODO: Delete all allocated Nodes
Point *intersect_ray(Ray ray) { return intersect_ray_recurse(ray, root, 1000.0); }
Point *intersect_ray(Ray ray) { return intersect_ray_recurse(ray, root); }
std::string to_string() {
std::string str = "";
@ -129,56 +115,12 @@ class KDTree {
build(right_of_median, depth + 1));
}
Point *intersect_ray_recurse(Ray ray, Node *node, float max_distance) {
// Exit condition: There was no collision
if (node == nullptr) { return nullptr; }
Point *intersect_ray_recurse(Ray ray, Node *node) {
// Intersect ray with the point's splitting plane
// If there is an intersection: Recurse to both children (but the nearer one first)
// Otherwise: Recurse only to the nearer one
// 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;
// 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
// 3. In the further section
// If the axes are not parallel, our max_distance decreases, since we've already covered
// some area. `t` represents the distance from this node to the splitting plane.
float t = ray.direction[node->axis] != 0.0
? (node->point->coordinates[node->axis] - ray.origin[node->axis]) /
ray.direction[node->axis]
: max_distance;
Point *near_result = intersect_ray_recurse(ray, near, t);
// If the nearer segment had a collision, we're done! We're only interested in the closest
// collision.
if (near_result != nullptr) { return near_result; }
// No collision in the nearer side, so check for a collision directly here
Point *collision_here = nullptr;
// TODO: Ray-triangle-intersection here
// No collision here either. Does it make sense to also check the far node?
// Only if the axes are not parallel and if that area is not behind us
if (ray.direction[node->axis] != 0.0 && t >= 0.0) {
// It does make sense to check the far node.
// 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, max_distance - t);
}
// If nothing worked, return a nullptr
return nullptr;
return node->point; // TODO
}
void to_string_recurse(std::string &str, Node *node, int depth) {

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@ -8,14 +8,11 @@ int main() {
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, 2.0, 3.0}, 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)};
new Point(new float[3]{1.0, 0.0, 4.0}, nullptr)};
KDTree tree = KDTree(points);
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;
}