#pragma once #include "TriangleMesh.h" #include <cassert> #include <sstream> #include <string> #include "../tools/ObjectLoader.h" namespace shapes { // Only a test constructor. Can not be used for actual rendering TriangleMesh::TriangleMesh(std::vector<Triangle> triangles) : triangles(triangles), material(nullptr), hierarchy({}) { } TriangleMesh::TriangleMesh(std::istream& in, const std::shared_ptr<material::Material>& mat) : material(mat), hierarchy({}) { triangles = util::loadObj(in, material); hierarchy.push_back({initBB(), -1, -1, -1, -1}); std::vector<std::shared_ptr<Triangle>> v; for (auto tri : triangles) v.push_back(std::make_shared<Triangle>(tri)); hierarch(0, v); } std::optional<cam::Hit> TriangleMesh::intersect(const cam::Ray& r) const { return std::nullopt; } util::AxisAlignedBoundingBox TriangleMesh::bounds() const { return hierarchy[0].bb; } util::SurfacePoint TriangleMesh::sampleLight() const { return util::SurfacePoint(util::Vec3(), 0, material); } util::Vec3 TriangleMesh::calculateLightEmission(const util::SurfacePoint& p, const util::Vec3& d) const { return util::Vec3(); } util::AxisAlignedBoundingBox TriangleMesh::initBB() { util::AxisAlignedBoundingBox init = triangles[0].bounds(); for (auto tri : triangles) init = init + tri.bounds(); return init; } void TriangleMesh::hierarch(size_t i, std::vector<std::shared_ptr<Triangle>> v) { if (v.empty()) return; auto bb_pair = util::splitAABB(hierarchy[i].bb); TriMeshNode left({bb_pair[0], -1, -1, -1, -1}); TriMeshNode right({bb_pair[1], -1, -1, -1, -1}); std::vector<std::shared_ptr<Triangle>> left_non_leaves; std::vector<std::shared_ptr<Triangle>> right_non_leaves; std::vector<std::shared_ptr<Triangle>> middle; for (auto tri_ptr : v) { if (left.bb.contains(tri_ptr->bounds())) { left_non_leaves.push_back(tri_ptr); } else if (right.bb.contains(tri_ptr->bounds())) { right_non_leaves.push_back(tri_ptr); } else { assert(left.bb.partiallyContains(tri_ptr->bounds())); assert(right.bb.partiallyContains(tri_ptr->bounds())); middle.push_back(tri_ptr); } } // std::cout << depth << " Left: " << left.shapeList.size() << std::endl; // std::cout << depth << " Right: " << right.shapeList.size() << std::endl; // std::cout << depth << " Middle: " << group.shapeList.size() << std::endl; // Handle middle leaves hierarchy[i].leaves_i = leaves.size(); hierarchy[i].leaves_size = middle.size(); for (auto tri_ptr : middle) leaves.push_back(*tri_ptr); // Handle left box hierarchy.push_back(left); std::cout << i << std::endl; hierarchy[i].left = hierarchy.size(); // Handle right box hierarchy.push_back(right); hierarchy[i].right = hierarchy.size(); // Handle recursion hierarch(hierarchy.size() - 2, left_non_leaves); hierarch(hierarchy.size() - 1, right_non_leaves); /*size_t hierarch_min_cluster_size = 1; if (left.shapeList.size() >= hierarch_min_cluster_size) { group.add(left); hierarch(left, left_non_leaves, depth - 1); } if (right.shapeList.size() >= hierarch_min_cluster_size) { group.add(right); hierarch(right, right_non_leaves, depth - 1); }*/ } } // namespace shapes