generated from karl/cpp-template
The implementation should be finished aside from the actual ray-triangle-intersection.
198 lines
6.8 KiB
C++
198 lines
6.8 KiB
C++
#include <algorithm>
|
|
#include <glm/glm.hpp>
|
|
#include <iostream>
|
|
#include <string>
|
|
#include <vector>
|
|
|
|
// Forward declarations
|
|
struct Node;
|
|
struct Point;
|
|
struct Triangle;
|
|
|
|
struct Node {
|
|
Node(int axis, Point *point, Node *left, Node *right)
|
|
: axis(axis), point(point), left(left), right(right) {}
|
|
|
|
int axis;
|
|
|
|
Point *point;
|
|
|
|
Node *left;
|
|
Node *right;
|
|
};
|
|
|
|
struct Triangle {
|
|
Triangle(Point *p1, Point *p2, Point *p3) : p1(p1), p2(p2), p3(p3) {}
|
|
|
|
Point *p1;
|
|
Point *p2;
|
|
Point *p3;
|
|
};
|
|
|
|
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;
|
|
};
|
|
|
|
struct Ray {
|
|
Ray(float origin[3], float direction[3]) : origin(origin), direction(direction) {}
|
|
|
|
float *origin;
|
|
|
|
float *direction;
|
|
};
|
|
|
|
class KDTree {
|
|
public:
|
|
KDTree(std::vector<Point *> points) { root = build(points, 0); }
|
|
|
|
~KDTree() = default; // TODO: Delete all allocated Nodes
|
|
|
|
Point *intersect_ray(Ray ray) { return intersect_ray_recurse(ray, root, 1000.0); }
|
|
|
|
std::string to_string() {
|
|
std::string str = "";
|
|
to_string_recurse(str, root, 0);
|
|
return str;
|
|
}
|
|
|
|
private:
|
|
Node *root;
|
|
|
|
int MAX_DEPTH = 500;
|
|
|
|
// Returns a comparator lambda for assessing which of the two points has a
|
|
// greater coordinate in the given axis.
|
|
auto get_point_comparator(int axis) {
|
|
return [axis](Point *p1, Point *p2) {
|
|
return p1->coordinates[axis] < p2->coordinates[axis];
|
|
};
|
|
}
|
|
|
|
Node *build(std::vector<Point *> points, int depth) {
|
|
// Exit conditions
|
|
if (points.empty() || depth > MAX_DEPTH) { return nullptr; }
|
|
|
|
// Select axis by choosing the one with maximal extent
|
|
float max_extent = 0;
|
|
int axis = 0;
|
|
|
|
for (int it_axis = 0; it_axis < 3; it_axis++) {
|
|
// Get extent along this axis
|
|
auto comparator = get_point_comparator(it_axis);
|
|
|
|
Point *min = *std::min_element(points.begin(), points.end(), comparator);
|
|
Point *max = *std::max_element(points.begin(), points.end(), comparator);
|
|
|
|
float extent = max->coordinates[it_axis] - min->coordinates[it_axis];
|
|
|
|
// Is it greater than max_extent?
|
|
if (extent > max_extent) {
|
|
// If so, make this the splitting axis
|
|
max_extent = extent;
|
|
axis = it_axis;
|
|
}
|
|
}
|
|
|
|
// Choose the median as the pivot and sort the points into
|
|
// left-of-median and right-of-median using nth_element
|
|
int middle = points.size() / 2;
|
|
|
|
std::nth_element(points.begin(), points.begin() + middle, points.end(),
|
|
get_point_comparator(axis));
|
|
|
|
Point *median = points[middle];
|
|
|
|
// TODO: This copies. Can we split the vector into two without copying?
|
|
std::vector<Point *> left_of_median(points.begin(), points.begin() + middle);
|
|
std::vector<Point *> right_of_median(points.begin() + middle + 1, points.end());
|
|
|
|
// Create node, recursively call to construct subtree
|
|
return new Node(axis, median, build(left_of_median, depth + 1),
|
|
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; }
|
|
|
|
// 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;
|
|
}
|
|
|
|
void to_string_recurse(std::string &str, Node *node, int depth) {
|
|
if (node == nullptr) { return; }
|
|
|
|
Point *point = node->point;
|
|
|
|
str += std::string(depth, '-') + std::to_string(point->coordinates[0]) + ", " +
|
|
std::to_string(point->coordinates[1]) + ", " +
|
|
std::to_string(point->coordinates[2]) + " with axis " + std::to_string(node->axis) +
|
|
"\n";
|
|
|
|
to_string_recurse(str, node->left, depth + 1);
|
|
to_string_recurse(str, node->right, depth + 1);
|
|
}
|
|
};
|