Added some vegetation rendering optimizations
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parent
f990ec4032
commit
e2d03642f4
10 changed files with 96 additions and 59 deletions
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@ -4,13 +4,18 @@
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#include "PackStream.h"
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CappedCylinder::CappedCylinder(const Vector3 &base, const Vector3 &direction, double radius, double length)
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: InfiniteCylinder(InfiniteRay(base, direction), radius), length(length) {
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: InfiniteCylinder(InfiniteRay(base, direction), radius), length(length),
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container(base.add(direction.scale(length * 0.5)), length * 0.5) {
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}
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int CappedCylinder::checkRayIntersection(const InfiniteRay &ray, Vector3 *first_intersection,
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int CappedCylinder::findRayIntersection(const InfiniteRay &ray, Vector3 *first_intersection,
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Vector3 *second_intersection) const {
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if (not container.checkRayIntersection(ray)) {
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// We don't hit the containing sphere at all
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return 0;
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} else {
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// TODO Apply the caps
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int count = InfiniteCylinder::checkRayIntersection(ray, first_intersection, second_intersection);
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int count = InfiniteCylinder::findRayIntersection(ray, first_intersection, second_intersection);
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if (count == 0) {
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return 0;
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@ -37,6 +42,7 @@ int CappedCylinder::checkRayIntersection(const InfiniteRay &ray, Vector3 *first_
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return 0;
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}
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}
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}
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}
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bool CappedCylinder::checkPointProjection(Vector3 *point) const {
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@ -4,6 +4,7 @@
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#include "basics_global.h"
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#include "InfiniteCylinder.h"
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#include "Sphere.h"
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namespace paysages {
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namespace basics {
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@ -22,8 +23,10 @@ class BASICSSHARED_EXPORT CappedCylinder : public InfiniteCylinder {
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/**
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* Check the intersection between the cylinder and an infinite ray.
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*
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* Returns the number of intersections (0, 1 or 2) and fill the intersection points.
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*/
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int checkRayIntersection(const InfiniteRay &ray, Vector3 *first_intersection, Vector3 *second_intersection) const;
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int findRayIntersection(const InfiniteRay &ray, Vector3 *first_intersection, Vector3 *second_intersection) const;
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/**
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* Check if a point projects in the length of the finite cylinder.
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@ -35,6 +38,7 @@ class BASICSSHARED_EXPORT CappedCylinder : public InfiniteCylinder {
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private:
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double length;
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Sphere container;
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};
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}
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}
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@ -8,7 +8,7 @@ InfiniteCylinder::InfiniteCylinder(const InfiniteRay &axis, double radius) : axi
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validate();
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}
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int InfiniteCylinder::checkRayIntersection(const InfiniteRay &ray, Vector3 *first_intersection,
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int InfiniteCylinder::findRayIntersection(const InfiniteRay &ray, Vector3 *first_intersection,
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Vector3 *second_intersection) const {
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/*
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* Original algorithm has been altered, because it didn't work with non-(0,0,0) axis origin.
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@ -28,7 +28,7 @@ class BASICSSHARED_EXPORT InfiniteCylinder {
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*
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* Returns the number of intersections (0, 1 or 2) and fill the intersection points.
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*/
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int checkRayIntersection(const InfiniteRay &ray, Vector3 *first_intersection, Vector3 *second_intersection) const;
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int findRayIntersection(const InfiniteRay &ray, Vector3 *first_intersection, Vector3 *second_intersection) const;
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virtual void save(PackStream *stream) const;
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virtual void load(PackStream *stream);
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@ -7,7 +7,22 @@ Sphere::Sphere(const Vector3 ¢er, double radius) : center(center), radius(ra
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radius2 = radius * radius;
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}
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int Sphere::checkRayIntersection(const InfiniteRay &ray, Vector3 *first_intersection,
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int Sphere::checkRayIntersection(const InfiniteRay &ray) const {
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Vector3 L = ray.getOrigin().sub(center);
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double b = 2.0 * ray.getDirection().dotProduct(L);
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double c = L.dotProduct(L) - radius2;
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double discr = b * b - 4.0 * c;
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if (discr < 0) {
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return 0;
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} else if (discr == 0) {
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return 1;
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} else {
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return 2;
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}
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}
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int Sphere::findRayIntersection(const InfiniteRay &ray, Vector3 *first_intersection,
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Vector3 *second_intersection) const {
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Vector3 L = ray.getOrigin().sub(center);
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double b = 2.0 * ray.getDirection().dotProduct(L);
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@ -24,11 +24,18 @@ class BASICSSHARED_EXPORT Sphere {
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}
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/**
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* Check the intersection between the sphere and an infinite ray.
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* Check for intersections between the sphere and an infinite ray.
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*
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* Returns the number of intersections (0, 1 or 2).
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*/
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int checkRayIntersection(const InfiniteRay &ray) const;
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/**
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* Get the intersections between the sphere and an infinite ray.
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*
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* Returns the number of intersections (0, 1 or 2) and fill the intersection points.
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*/
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int checkRayIntersection(const InfiniteRay &ray, Vector3 *first_intersection, Vector3 *second_intersection) const;
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int findRayIntersection(const InfiniteRay &ray, Vector3 *first_intersection, Vector3 *second_intersection) const;
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void save(PackStream *stream) const;
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void load(PackStream *stream);
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@ -30,7 +30,7 @@ VegetationResult VegetationModelRenderer::getResult(const SpaceSegment &segment,
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for (const auto &branch : model->getSolidVolumes()) {
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Vector3 near, far;
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if (branch.checkRayIntersection(ray, &near, &far)) {
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if (branch.findRayIntersection(ray, &near, &far)) {
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distance = ray.getCursor(near);
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if (distance >= 0.0 and distance <= maximal) {
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// Got a branch hit
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@ -54,8 +54,7 @@ VegetationResult VegetationModelRenderer::getResult(const SpaceSegment &segment,
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}
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for (const auto &foliage : model->getFoliageGroups()) {
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Vector3 near, far;
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intersections = foliage.checkRayIntersection(ray, &near, &far);
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intersections = foliage.checkRayIntersection(ray);
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if (intersections == 2) {
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InfiniteRay subray(ray.getOrigin().sub(foliage.getCenter()).scale(1.0 / foliage.getRadius()),
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ray.getDirection());
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@ -63,19 +62,19 @@ VegetationResult VegetationModelRenderer::getResult(const SpaceSegment &segment,
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for (const auto &leaf : model->getFoliageItems()) {
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Sphere leafcap(leaf.getPoint(), leaf.getRadius() * leaf.getRadius() / foliage.getRadius());
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// TODO Add cap intersection to Sphere class
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Vector3 capnear, capfar;
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if (leafcap.checkRayIntersection(subray, &capnear, &capfar) == 2) {
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if (capnear.sub(leaf.getPoint()).normalize().dotProduct(leaf.getNormal()) < 0.5) {
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if (capfar.sub(leaf.getPoint()).normalize().dotProduct(leaf.getNormal()) < 0.5) {
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Vector3 near, far;
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if (leafcap.findRayIntersection(subray, &near, &far) == 2) {
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if (near.sub(leaf.getPoint()).normalize().dotProduct(leaf.getNormal()) < 0.5) {
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if (far.sub(leaf.getPoint()).normalize().dotProduct(leaf.getNormal()) < 0.5) {
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continue;
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} else {
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capnear = capfar;
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near = far;
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}
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}
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Vector3 capnormal = capnear.sub(leaf.getPoint()).normalize();
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capnear = capnear.scale(foliage.getRadius()).add(foliage.getCenter());
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distance = ray.getCursor(capnear);
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Vector3 capnormal = near.sub(leaf.getPoint()).normalize();
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near = near.scale(foliage.getRadius()).add(foliage.getCenter());
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distance = ray.getCursor(near);
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if (distance >= 0.0 and distance <= maximal) {
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// Got a foliage hit
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@ -88,7 +87,7 @@ VegetationResult VegetationModelRenderer::getResult(const SpaceSegment &segment,
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nearest = distance;
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hit = true;
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location = capnear;
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location = near;
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normal = capnormal;
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if (normal.dotProduct(location.sub(segment.getStart())) > 0.0) {
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@ -2,43 +2,43 @@
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#include "CappedCylinder.h"
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TEST(CappedCylinder, checkRayIntersection) {
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TEST(CappedCylinder, findRayIntersection) {
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CappedCylinder cylinder(VECTOR_DOWN, VECTOR_UP, 1.0, 2.0);
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int intersect_count;
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Vector3 p1, p2;
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intersect_count =
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cylinder.checkRayIntersection(InfiniteRay(Vector3(1.5, 0.0, 0.0), Vector3(0.0, 0.0, 1.0)), &p1, &p2);
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cylinder.findRayIntersection(InfiniteRay(Vector3(1.5, 0.0, 0.0), Vector3(0.0, 0.0, 1.0)), &p1, &p2);
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EXPECT_EQ(0, intersect_count);
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intersect_count =
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cylinder.checkRayIntersection(InfiniteRay(Vector3(1.0, 0.0, 0.0), Vector3(0.0, 0.0, 1.0)), &p1, &p2);
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cylinder.findRayIntersection(InfiniteRay(Vector3(1.0, 0.0, 0.0), Vector3(0.0, 0.0, 1.0)), &p1, &p2);
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EXPECT_EQ(1, intersect_count);
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EXPECT_VECTOR3_COORDS(p1, 1.0, 0.0, 0.0);
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intersect_count =
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cylinder.checkRayIntersection(InfiniteRay(Vector3(0.5, 0.0, 0.0), Vector3(0.0, 0.0, 1.0)), &p1, &p2);
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cylinder.findRayIntersection(InfiniteRay(Vector3(0.5, 0.0, 0.0), Vector3(0.0, 0.0, 1.0)), &p1, &p2);
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EXPECT_EQ(2, intersect_count);
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EXPECT_VECTOR3_COORDS(p1, 0.5, 0.0, -cos(asin(0.5)));
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EXPECT_VECTOR3_COORDS(p2, 0.5, 0.0, cos(asin(0.5)));
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intersect_count =
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cylinder.checkRayIntersection(InfiniteRay(Vector3(0.5, -2.1, 0.0), Vector3(0.0, 0.0, 1.0)), &p1, &p2);
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cylinder.findRayIntersection(InfiniteRay(Vector3(0.5, -2.1, 0.0), Vector3(0.0, 0.0, 1.0)), &p1, &p2);
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EXPECT_EQ(0, intersect_count);
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intersect_count =
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cylinder.checkRayIntersection(InfiniteRay(Vector3(0.5, 2.1, 0.0), Vector3(0.0, 0.0, 1.0)), &p1, &p2);
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cylinder.findRayIntersection(InfiniteRay(Vector3(0.5, 2.1, 0.0), Vector3(0.0, 0.0, 1.0)), &p1, &p2);
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EXPECT_EQ(0, intersect_count);
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// diagonal cases (through a cap)
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intersect_count =
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cylinder.checkRayIntersection(InfiniteRay(Vector3(-2.0, -1.0, 0.0), Vector3(1.0, 1.0, 0.0)), &p1, &p2);
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cylinder.findRayIntersection(InfiniteRay(Vector3(-2.0, -1.0, 0.0), Vector3(1.0, 1.0, 0.0)), &p1, &p2);
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EXPECT_EQ(1, intersect_count);
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EXPECT_VECTOR3_COORDS(p1, -1.0, 0.0, 0.0);
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intersect_count =
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cylinder.checkRayIntersection(InfiniteRay(Vector3(-2.0, 3.0, 0.0), Vector3(1.0, -1.0, 0.0)), &p1, &p2);
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cylinder.findRayIntersection(InfiniteRay(Vector3(-2.0, 3.0, 0.0), Vector3(1.0, -1.0, 0.0)), &p1, &p2);
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EXPECT_EQ(1, intersect_count);
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EXPECT_VECTOR3_COORDS(p1, 1.0, 0.0, 0.0);
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}
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@ -4,7 +4,7 @@
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#include "InfiniteCylinder.h"
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#include <cmath>
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TEST(InfiniteCylinder, checkRayIntersection) {
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TEST(InfiniteCylinder, findRayIntersection) {
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InfiniteRay ray(VECTOR_ZERO, VECTOR_UP);
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InfiniteCylinder cylinder(ray, 1.0);
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@ -12,29 +12,29 @@ TEST(InfiniteCylinder, checkRayIntersection) {
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Vector3 p1, p2;
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intersect_count =
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cylinder.checkRayIntersection(InfiniteRay(Vector3(1.5, 0.0, 0.0), Vector3(0.0, 0.0, 1.0)), &p1, &p2);
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cylinder.findRayIntersection(InfiniteRay(Vector3(1.5, 0.0, 0.0), Vector3(0.0, 0.0, 1.0)), &p1, &p2);
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EXPECT_EQ(0, intersect_count);
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intersect_count =
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cylinder.checkRayIntersection(InfiniteRay(Vector3(1.0, 0.0, 0.0), Vector3(0.0, 0.0, 1.0)), &p1, &p2);
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cylinder.findRayIntersection(InfiniteRay(Vector3(1.0, 0.0, 0.0), Vector3(0.0, 0.0, 1.0)), &p1, &p2);
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EXPECT_EQ(1, intersect_count);
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EXPECT_VECTOR3_COORDS(p1, 1.0, 0.0, 0.0);
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intersect_count =
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cylinder.checkRayIntersection(InfiniteRay(Vector3(0.5, 0.0, 0.0), Vector3(0.0, 0.0, 1.0)), &p1, &p2);
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cylinder.findRayIntersection(InfiniteRay(Vector3(0.5, 0.0, 0.0), Vector3(0.0, 0.0, 1.0)), &p1, &p2);
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EXPECT_EQ(2, intersect_count);
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EXPECT_VECTOR3_COORDS(p1, 0.5, 0.0, -cos(asin(0.5)));
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EXPECT_VECTOR3_COORDS(p2, 0.5, 0.0, cos(asin(0.5)));
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}
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TEST(InfiniteCylinder, checkRayIntersection2) {
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TEST(InfiniteCylinder, getRayIntersection2) {
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InfiniteRay ray(Vector3(-1.4, 1.5, 1.0), Vector3(1.0, 0.0, 0.0));
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InfiniteCylinder cylinder(ray, 0.5);
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int intersect_count;
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Vector3 p1, p2;
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intersect_count = cylinder.checkRayIntersection(
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intersect_count = cylinder.findRayIntersection(
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InfiniteRay::fromPoints(Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.5, 2.0)), &p1, &p2);
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EXPECT_EQ(2, intersect_count);
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EXPECT_VECTOR3_COORDS(p1, 0.0, 1.5, 0.5);
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#include "InfiniteRay.h"
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#include "Sphere.h"
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TEST(Sphere, checkRayIntersection) {
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TEST(Sphere, findRayIntersection) {
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Sphere sphere(Vector3(2.0, 1.0, 1.0), 0.5);
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int intersect_count;
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Vector3 p1, p2;
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intersect_count = sphere.checkRayIntersection(InfiniteRay(Vector3(0.0, 0.0, 0.0), VECTOR_SOUTH), &p1, &p2);
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ASSERT_EQ(0, intersect_count);
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intersect_count = sphere.checkRayIntersection(InfiniteRay(Vector3(0.0, 0.0, 0.0), VECTOR_SOUTH));
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EXPECT_EQ(0, intersect_count);
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intersect_count = sphere.findRayIntersection(InfiniteRay(Vector3(0.0, 0.0, 0.0), VECTOR_SOUTH), &p1, &p2);
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EXPECT_EQ(0, intersect_count);
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intersect_count = sphere.checkRayIntersection(InfiniteRay(Vector3(1.5, 1.0, 0.0), VECTOR_SOUTH), &p1, &p2);
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intersect_count = sphere.checkRayIntersection(InfiniteRay(Vector3(1.5, 1.0, 0.0), VECTOR_SOUTH));
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EXPECT_EQ(1, intersect_count);
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intersect_count = sphere.findRayIntersection(InfiniteRay(Vector3(1.5, 1.0, 0.0), VECTOR_SOUTH), &p1, &p2);
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ASSERT_EQ(1, intersect_count);
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EXPECT_VECTOR3_COORDS(p1, 1.5, 1.0, 1.0);
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intersect_count = sphere.checkRayIntersection(InfiniteRay(Vector3(2.0, 1.0, 0.0), VECTOR_SOUTH), &p1, &p2);
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intersect_count = sphere.checkRayIntersection(InfiniteRay(Vector3(2.0, 1.0, 0.0), VECTOR_SOUTH));
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EXPECT_EQ(2, intersect_count);
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intersect_count = sphere.findRayIntersection(InfiniteRay(Vector3(2.0, 1.0, 0.0), VECTOR_SOUTH), &p1, &p2);
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ASSERT_EQ(2, intersect_count);
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EXPECT_VECTOR3_COORDS(p1, 2.0, 1.0, 0.5);
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EXPECT_VECTOR3_COORDS(p2, 2.0, 1.0, 1.5);
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