#include "all_includes.hh" Chose::Chose() : seed(initialSeed), children() { } // TODO : Est-ce vraiment nécessaire ? Chose::~Chose() { children.clear(); triangles.clear(); } void Chose::addChild(Chose* c) { children.push_back(c); } bool Chose::merge() { children.clear(); // triangles.clear(); return true; } void Chose::addGPUTriangle(Vertex left, Vertex top, Vertex right, char r, char g, char b) { triangles.push_back(new GPUTriangle(left, top, right, r, g, b)); } void Chose::addGPUTriangle(Triangle t, char r, char g, char b) { addGPUTriangle(t[LEFT], t[TOP], t[RIGHT], r, g, b); } void Chose::addGPUQuad(Vertex ne, Vertex se, Vertex sw, Vertex nw, char r, char g, char b) { this->addGPUTriangle(nw,ne,se,r,g,b); this->addGPUTriangle(se,sw,nw,r,g,b); } void Chose::addGPUQuad(Quad q, char r, char g, char b) { addGPUQuad(q[NE], q[SE], q[SW], q[NW], r, g, b); } void Chose::addGPUOcto(Vertex ne, Vertex se, Vertex sw, Vertex nw, Vertex neh, Vertex seh, Vertex swh, Vertex nwh, char r, char g, char b) { addGPUOcto(Quad(ne,se,sw,nw), Quad(neh,seh,swh,nwh), r, g, b); } void Chose::addGPUOcto(Quad q, Quad qh, char r, char g, char b) { this->addGPUQuad(q[NE], q[SE], q[SW], q[NW], r, g, b); this->addGPUQuad(qh[NE], qh[SE], qh[SW], qh[NW], r, g, b); for (int i = 0; i < 4; i++) this->addGPUQuad(q[NE+i], q[SE+i], qh[SE+i], qh[NE+i], r, g, b); } void Chose::display() { if (children.size() > 0) { std::vector::iterator it; for (it = children.begin(); it != children.end(); ++it) { (*it)->display(); } } else { std::vector::iterator it; for (it = triangles.begin(); it != triangles.end(); ++it) { (*it)->display(); } } } void Chose::displayNormals() { if (children.size() > 0) { std::vector::iterator it; for (it = children.begin(); it != children.end(); ++it) { (*it)->displayNormals(); } } else { std::vector::iterator it; for (it = triangles.begin(); it != triangles.end(); ++it) { (*it)->displayNormal(); } } } void Chose::addBBPoint(const Vertex v) { if (lod.firstBBPoint) { lod.firstBBPoint = false; lod.aabb[0] = v.x; lod.aabb[1] = v.x; lod.aabb[2] = v.y; lod.aabb[3] = v.y; lod.aabb[4] = v.z; lod.aabb[5] = v.z; } else { lod.aabb[0] = std::min(lod.aabb[0], v.x); lod.aabb[1] = std::max(lod.aabb[1], v.x); lod.aabb[2] = std::min(lod.aabb[2], v.y); lod.aabb[3] = std::max(lod.aabb[3], v.y); lod.aabb[4] = std::min(lod.aabb[4], v.z); lod.aabb[5] = std::max(lod.aabb[5], v.z); } } void Chose::addBBPoints(const Triangle t) { addBBPoint(t[LEFT]); addBBPoint(t[TOP]); addBBPoint(t[RIGHT]); } void Chose::addBBPoints(const Quad q) { addBBPoint(q[NE]); addBBPoint(q[SE]); addBBPoint(q[SW]); addBBPoint(q[NW]); } void Chose::updateAABB() { lod.firstBBPoint = true; getBoundingBoxPoints(); float dx = lod.aabb[1] - lod.aabb[0]; float dy = lod.aabb[3] - lod.aabb[2]; float dz = lod.aabb[5] - lod.aabb[4]; float volume = dx*dy*dz; float pseudoLength = std::max(1.f, std::pow(volume, 1.f/3.f) / 1000.f); float splitFactor = 24 * pseudoLength; float mergeFactor = 25 * pseudoLength; for (int i = 0; i < 3; i++) { float center = (lod.aabb[2*i] + lod.aabb[2*i+1]) / 2; lod.splitBox[2*i] = (lod.aabb[2*i] - center) * splitFactor + center; lod.splitBox[2*i+1] = (lod.aabb[2*i+1] - center) * splitFactor + center; lod.mergeBox[2*i] = (lod.aabb[2*i] - center) * mergeFactor + center; lod.mergeBox[2*i+1] = (lod.aabb[2*i+1] - center) * mergeFactor + center; } } // DEBUG void Chose::drawAABB() { addGPUOcto( Vertex(lod.splitBox[0], lod.splitBox[2], lod.splitBox[4]), Vertex(lod.splitBox[1], lod.splitBox[2], lod.splitBox[4]), Vertex(lod.splitBox[1], lod.splitBox[3], lod.splitBox[4]), Vertex(lod.splitBox[0], lod.splitBox[3], lod.splitBox[4]), Vertex(lod.splitBox[0], lod.splitBox[2], lod.splitBox[5]), Vertex(lod.splitBox[1], lod.splitBox[2], lod.splitBox[5]), Vertex(lod.splitBox[1], lod.splitBox[3], lod.splitBox[5]), Vertex(lod.splitBox[0], lod.splitBox[3], lod.splitBox[5]), hashInRange(seed, 42, 0, 256), hashInRange(seed, 43, 0, 256), hashInRange(seed, 44, 0, 256) ); } unsigned int Chose::initialSeed = 1417359759;//random_seed();