/****************************************************************************** * Default Constructor *****************************************************************************/ ntlLightObject::ntlLightObject(ntlRenderGlobals *glob) : mpGlob( glob ), mActive( 1 ), mCastShadows( 1 ), mcColor( ntlColor(1.0) ), mvPosition( ntlVec3Gfx(0.0) ) { // nothing to do... }
/****************************************************************************** * init trafo matrix *****************************************************************************/ void ParticleTracer::initTrafoMatrix() { ntlVec3Gfx scale = ntlVec3Gfx( (mEnd[0]-mStart[0])/(mSimEnd[0]-mSimStart[0]), (mEnd[1]-mStart[1])/(mSimEnd[1]-mSimStart[1]), (mEnd[2]-mStart[2])/(mSimEnd[2]-mSimStart[2]) ); ntlVec3Gfx trans = mStart; if(!mpTrafo) mpTrafo = new ntlMat4Gfx(0.0); mpTrafo->initId(); for(int i=0; i<3; i++) { mpTrafo->value[i][i] = scale[i]; } for(int i=0; i<3; i++) { mpTrafo->value[i][3] = trans[i]; } }
/****************************************************************************** * Get triangles for rendering *****************************************************************************/ void ParticleTracer::getTriangles(double time, vector<ntlTriangle> *triangles, vector<ntlVec3Gfx> *vertices, vector<ntlVec3Gfx> *normals, int objectId ) { #ifdef ELBEEM_PLUGIN // suppress warnings... vertices = NULL; triangles = NULL; normals = NULL; objectId = 0; time = 0.; #else // ELBEEM_PLUGIN int pcnt = 0; // currently not used in blender objectId = 0; // remove, deprecated if(mDumpParts>1) { return; // only dump, no tri-gen } const bool debugParts = false; int tris = 0; int segments = mPartSegments; ntlVec3Gfx scale = ntlVec3Gfx( (mEnd[0]-mStart[0])/(mSimEnd[0]-mSimStart[0]), (mEnd[1]-mStart[1])/(mSimEnd[1]-mSimStart[1]), (mEnd[2]-mStart[2])/(mSimEnd[2]-mSimStart[2])); ntlVec3Gfx trans = mStart; time = 0.; // doesnt matter for(size_t t=0; t<mPrevs.size()+1; t++) { vector<ParticleObject> *dparts; if(t==0) { dparts = &mParts; } else { dparts = &mPrevs[t-1]; } //errMsg("TRAILT","prevs"<<t<<"/"<<mPrevs.size()<<" parts:"<<dparts->size() ); gfxReal partscale = mPartScale; if(t>1) { partscale *= (gfxReal)(mPrevs.size()+1-t) / (gfxReal)(mPrevs.size()+1); } gfxReal partNormSize = 0.01 * partscale; //for(size_t i=0; i<mParts.size(); i++) { for(size_t i=0; i<dparts->size(); i++) { ParticleObject *p = &( (*dparts)[i] ); // mParts[i]; if(mShowOnly!=10) { // 10=show only deleted if( p->getActive()==false ) continue; } else { if( p->getActive()==true ) continue; } int type = p->getType(); if(mShowOnly>0) { switch(mShowOnly) { case 1: if(!(type&PART_BUBBLE)) continue; break; case 2: if(!(type&PART_DROP)) continue; break; case 3: if(!(type&PART_INTER)) continue; break; case 4: if(!(type&PART_FLOAT)) continue; break; case 5: if(!(type&PART_TRACER)) continue; break; } } else { // by default dont display inter if(type&PART_INTER) continue; } pcnt++; ntlVec3Gfx pnew = p->getPos(); if(type&PART_FLOAT) { // WARNING same handling for dump! if(p->getStatus()&PART_IN) { pnew[2] += 0.8; } // offset for display // add one gridcell offset //pnew[2] += 1.0; } #if LBMDIM==2 pnew[2] += 0.001; // DEBUG pnew[2] += 0.009; // DEBUG #endif ntlVec3Gfx pdir = p->getVel(); gfxReal plen = normalize( pdir ); if( plen < 1e-05) pdir = ntlVec3Gfx(-1.0 ,0.0 ,0.0); ntlVec3Gfx pos = (*mpTrafo) * pnew; gfxReal partsize = 0.0; if(debugParts) errMsg("DebugParts"," i"<<i<<" new"<<pnew<<" vel"<<pdir<<" pos="<<pos ); //if(i==0 &&(debugParts)) errMsg("DebugParts"," i"<<i<<" new"<<pnew[0]<<" pos="<<pos[0]<<" scale="<<scale[0]<<" t="<<trans[0] ); // value length scaling? if(mValueScale==1) { partsize = partscale * plen; } else if(mValueScale==2) { // cut off scaling if(plen > mValueCutoffTop) continue; if(plen < mValueCutoffBottom) continue; partsize = partscale * plen; } else { partsize = partscale; // no length scaling } //if(type&(PART_DROP|PART_BUBBLE)) partsize *= p->getSize()/5.0; ntlVec3Gfx pstart( mPartHeadDist *partsize, 0.0, 0.0 ); ntlVec3Gfx pend ( mPartTailDist *partsize, 0.0, 0.0 ); gfxReal phi = 0.0; gfxReal phiD = 2.0*M_PI / (gfxReal)segments; ntlMat4Gfx cvmat; cvmat.initId(); pdir *= -1.0; ntlVec3Gfx cv1 = pdir; ntlVec3Gfx cv2 = ntlVec3Gfx(pdir[1], -pdir[0], 0.0); ntlVec3Gfx cv3 = cross( cv1, cv2); //? for(int l=0; l<3; l++) { cvmat.value[l][0] = cv1[l]; cvmat.value[l][1] = cv2[l]; cvmat.value[l][2] = cv3[l]; } pstart = (cvmat * pstart); pend = (cvmat * pend); for(int s=0; s<segments; s++) { ntlVec3Gfx p1( 0.0 ); ntlVec3Gfx p2( 0.0 ); gfxReal radscale = partNormSize; radscale = (partsize+partNormSize)*0.5; p1[1] += cos(phi) * radscale; p1[2] += sin(phi) * radscale; p2[1] += cos(phi + phiD) * radscale; p2[2] += sin(phi + phiD) * radscale; ntlVec3Gfx n1 = ntlVec3Gfx( 0.0, cos(phi), sin(phi) ); ntlVec3Gfx n2 = ntlVec3Gfx( 0.0, cos(phi + phiD), sin(phi + phiD) ); ntlVec3Gfx ns = n1*0.5 + n2*0.5; p1 = (cvmat * p1); p2 = (cvmat * p2); sceneAddTriangle( pos+pstart, pos+p1, pos+p2, ns,n1,n2, ntlVec3Gfx(0.0), 1, triangles,vertices,normals ); sceneAddTriangle( pos+pend , pos+p2, pos+p1, ns,n2,n1, ntlVec3Gfx(0.0), 1, triangles,vertices,normals ); phi += phiD; tris += 2; } } } // t debMsgStd("ParticleTracer::getTriangles",DM_MSG,"Dumped "<<pcnt<<"/"<<mParts.size()<<" parts, tris:"<<tris<<", showonly:"<<mShowOnly,10); return; // DEBUG #endif // ELBEEM_PLUGIN }
int ntlWorld::addDomain(elbeemSimulationSettings *settings) { // create domain obj SimulationObject *sim = new SimulationObject(); char simname[100]; snprintf(simname,100,"domain%04d",globalDomainCounter); globalDomainCounter++; sim->setName(string(simname)); mpGlob->getSims()->push_back( sim ); // important - add to both, only render scene objects are free'd mpGlob->getRenderScene()->addGeoClass( sim ); mpGlob->getSimScene()->addGeoClass( sim ); sim->setGeoStart(ntlVec3Gfx(settings->geoStart[0],settings->geoStart[1],settings->geoStart[2])); sim->setGeoEnd(ntlVec3Gfx( settings->geoStart[0]+settings->geoSize[0], settings->geoStart[1]+settings->geoSize[1], settings->geoStart[2]+settings->geoSize[2] )); // further init in postGeoConstrInit/initializeLbmSimulation of SimulationObject sim->copyElbeemSettings(settings); Parametrizer *param = sim->getParametrizer(); param->setSize( settings->resolutionxyz ); param->setDomainSize( settings->realsize ); param->setAniStart( settings->animStart ); param->setNormalizedGStar( settings->gstar ); // init domain channels vector<ParamFloat> valf; vector<ParamVec> valv; vector<double> time; #define INIT_CHANNEL_FLOAT(channel,size) \ valf.clear(); time.clear(); elbeemSimplifyChannelFloat(channel,&size); \ for(int i=0; i<size; i++) { valf.push_back( channel[2*i+0] ); time.push_back( channel[2*i+1] ); } #define INIT_CHANNEL_VEC(channel,size) \ valv.clear(); time.clear(); elbeemSimplifyChannelVec3(channel,&size); \ for(int i=0; i<size; i++) { valv.push_back( ParamVec(channel[4*i+0],channel[4*i+1],channel[4*i+2]) ); time.push_back( channel[4*i+3] ); } param->setViscosity( settings->viscosity ); if((settings->channelViscosity)&&(settings->channelSizeViscosity>0)) { INIT_CHANNEL_FLOAT(settings->channelViscosity, settings->channelSizeViscosity); param->initViscosityChannel(valf,time); } param->setGravity( ParamVec(settings->gravity[0], settings->gravity[1], settings->gravity[2]) ); if((settings->channelGravity)&&(settings->channelSizeGravity>0)) { INIT_CHANNEL_VEC(settings->channelGravity, settings->channelSizeGravity); param->initGravityChannel(valv,time); } param->setAniFrameTimeChannel( settings->aniFrameTime ); if((settings->channelFrameTime)&&(settings->channelSizeFrameTime>0)) { INIT_CHANNEL_FLOAT(settings->channelFrameTime, settings->channelSizeFrameTime); param->initAniFrameTimeChannel(valf,time); } #undef INIT_CHANNEL_FLOAT #undef INIT_CHANNEL_VEC // might be set by previous domain if(mpGlob->getAniFrames() < settings->noOfFrames) mpGlob->setAniFrames( settings->noOfFrames ); // set additionally to SimulationObject->mOutFilename mpGlob->setOutFilename( settings->outputPath ); return 0; }
/****************************************************************************** * Render the current scene * uses the global variables from the parser *****************************************************************************/ int ntlWorld::renderScene( void ) { #ifndef ELBEEM_PLUGIN char nrStr[5]; // nr conversion std::ostringstream outfn_conv(""); // converted ppm with other suffix ntlRenderGlobals *glob; // storage for global rendering parameters myTime_t timeStart,totalStart,timeEnd; // measure user running time myTime_t rendStart,rendEnd; // measure user rendering time glob = mpGlob; // deactivate for all with index!=0 if((glob_mpactive)&&(glob_mpindex>0)) return(0); /* check if picture already exists... */ if(!glob->getSingleFrameMode() ) { snprintf(nrStr, 5, "%04d", glob->getAniCount() ); if(glob_mpactive) { outfn_conv << glob->getOutFilename() <<"_"<<glob_mpindex<<"_" << nrStr << ".png"; /// DEBUG! } else { // ORG outfn_conv << glob->getOutFilename() <<"_" << nrStr << ".png"; } //if((mpGlob->getDisplayMode() == DM_RAY)&&(mpGlob->getFrameSkip())) { if(mpGlob->getFrameSkip()) { struct stat statBuf; if(stat(outfn_conv.str().c_str(),&statBuf) == 0) { errorOut("ntlWorld::renderscene Warning: file "<<outfn_conv.str()<<" already exists - skipping frame..."); glob->setAniCount( glob->getAniCount() +1 ); return(2); } } // RAY mode } else { // single frame rendering, overwrite if necessary... outfn_conv << glob->getSingleFrameFilename(); } /* start program */ timeStart = getTime(); /* build scene geometry, calls buildScene(t,false) */ glob->getRenderScene()->prepareScene(mSimulationTime); /* start program */ totalStart = getTime(); /* view parameters are currently not animated */ /* calculate rays through projection plane */ ntlVec3Gfx direction = glob->getLookat() - glob->getEye(); /* calculate width of screen using perpendicular triangle diven by * viewing direction and screen plane */ gfxReal screenWidth = norm(direction)*tan( (glob->getFovy()*0.5/180.0)*M_PI ); /* calculate vector orthogonal to up and viewing direction */ ntlVec3Gfx upVec = glob->getUpVec(); ntlVec3Gfx rightVec( cross(upVec,direction) ); normalize(rightVec); /* calculate screen plane up vector, perpendicular to viewdir and right vec */ upVec = ntlVec3Gfx( cross(rightVec,direction) ); normalize(upVec); /* check if vectors are valid */ if( (equal(upVec,ntlVec3Gfx(0.0))) || (equal(rightVec,ntlVec3Gfx(0.0))) ) { errMsg("ntlWorld::renderScene","Invalid viewpoint vectors! up="<<upVec<<" right="<<rightVec); return(1); } /* length from center to border of screen plane */ rightVec *= (screenWidth*glob->getAspect() * -1.0); upVec *= (screenWidth * -1.0); /* screen traversal variables */ ntlVec3Gfx screenPos; /* current position on virtual screen */ int Xres = glob->getResX(); /* X resolution */ int Yres = glob->getResY(); /* Y resolution */ ntlVec3Gfx rightStep = (rightVec/(Xres/2.0)); /* one step right for a pixel */ ntlVec3Gfx upStep = (upVec/(Yres/2.0)); /* one step up for a pixel */ /* anti alias init */ char showAAPic = 0; int aaDepth = glob->getAADepth(); int aaLength; if(aaDepth>=0) aaLength = (2<<aaDepth); else aaLength = 0; float aaSensRed = 0.1; float aaSensGreen = 0.1; float aaSensBlue = 0.1; int aaArrayX = aaLength*Xres+1; int aaArrayY = ( aaLength+1 ); ntlColor *aaCol = new ntlColor[ aaArrayX*aaArrayY ]; char *aaUse = new char[ aaArrayX*aaArrayY ]; /* picture storage */ int picX = Xres; int picY = Yres; if(showAAPic) { picX = Xres *aaLength+1; picY = Yres *aaLength+1; } ntlColor *finalPic = new ntlColor[picX * picY]; /* reset picture vars */ for(int j=0;j<aaArrayY;j++) { for(int i=0;i<aaArrayX;i++) { aaCol[j*aaArrayX+i] = ntlColor(0.0, 0.0, 0.0); aaUse[j*aaArrayX+i] = 0; } } for(int j=0;j<picY;j++) { for(int i=0;i<picX;i++) { finalPic[j*picX+i] = ntlColor(0.0, 0.0, 0.0); } } /* loop over all y lines in screen, from bottom to top because * ppm format wants 0,0 top left */ rendStart = getTime(); glob->setCounterShades(0); glob->setCounterSceneInter(0); for (int scanline=Yres ; scanline > 0 ; --scanline) { debugOutInter( "ntlWorld::renderScene: Line "<<scanline<< " ("<< ((Yres-scanline)*100/Yres) <<"%) ", 2, 2000 ); screenPos = glob->getLookat() + upVec*((2.0*scanline-Yres)/Yres) - rightVec; /* loop over all pixels in line */ for (int sx=0 ; sx < Xres ; ++sx) { if((sx==glob->getDebugPixelX())&&(scanline==(Yres-glob->getDebugPixelY()) )) { // DEBUG!!! glob->setDebugOut(10); } else glob->setDebugOut(0); /* compute ray from eye through current pixel into scene... */ ntlColor col; if(aaDepth<0) { ntlVec3Gfx dir(screenPos - glob->getEye()); ntlRay the_ray(glob->getEye(), getNormalized(dir), 0, 1.0, glob ); /* ...and trace it */ col = the_ray.shade(); } else { /* anti alias */ int ai,aj; /* position in grid */ int aOrg = sx*aaLength; /* grid offset x */ int currStep = aaLength; /* step size */ char colDiff = 1; /* do colors still differ too much? */ ntlColor minCol,maxCol; /* minimum and maximum Color Values */ minCol = ntlColor(1.0,1.0,1.0); maxCol = ntlColor(0.0,0.0,0.0); while((colDiff) && (currStep>0)) { colDiff = 0; for(aj = 0;aj<=aaLength;aj+= currStep) { for(ai = 0;ai<=aaLength;ai+= currStep) { /* shade pixel if not done */ if(aaUse[aj*aaArrayX +ai +aOrg] == 0) { aaUse[aj*aaArrayX +ai +aOrg] = 1; ntlVec3Gfx aaPos( screenPos + (rightStep * (ai- aaLength/2)/(gfxReal)aaLength ) + (upStep * (aj- aaLength/2)/(gfxReal)aaLength ) ); ntlVec3Gfx dir(aaPos - glob->getEye()); ntlRay the_ray(glob->getEye(), getNormalized(dir), 0, 1.0, glob ); /* ...and trace it */ ntlColor newCol= the_ray.shade(); aaCol[aj*aaArrayX +ai +aOrg]= newCol; } /* not used? */ } } /* check color differences */ for(aj = 0;aj<aaLength;aj+= currStep) { for(ai = 0;ai<aaLength;ai+= currStep) { char thisColDiff = 0; if( (fabs(aaCol[aj*aaArrayX +ai +aOrg][0] - aaCol[(aj+0)*aaArrayX +(ai+currStep) +aOrg][0])> aaSensRed ) || (fabs(aaCol[aj*aaArrayX +ai +aOrg][1] - aaCol[(aj+0)*aaArrayX +(ai+currStep) +aOrg][1])> aaSensGreen ) || (fabs(aaCol[aj*aaArrayX +ai +aOrg][2] - aaCol[(aj+0)*aaArrayX +(ai+currStep) +aOrg][2])> aaSensBlue ) ) { thisColDiff = 1; } else if( (fabs(aaCol[aj*aaArrayX +ai +aOrg][0] - aaCol[(aj+currStep)*aaArrayX +(ai+0) +aOrg][0])> aaSensRed ) || (fabs(aaCol[aj*aaArrayX +ai +aOrg][1] - aaCol[(aj+currStep)*aaArrayX +(ai+0) +aOrg][1])> aaSensGreen ) || (fabs(aaCol[aj*aaArrayX +ai +aOrg][2] - aaCol[(aj+currStep)*aaArrayX +(ai+0) +aOrg][2])> aaSensBlue ) ) { thisColDiff = 1; } else if( (fabs(aaCol[aj*aaArrayX +ai +aOrg][0] - aaCol[(aj+currStep)*aaArrayX +(ai+currStep) +aOrg][0])> aaSensRed ) || (fabs(aaCol[aj*aaArrayX +ai +aOrg][1] - aaCol[(aj+currStep)*aaArrayX +(ai+currStep) +aOrg][1])> aaSensGreen ) || (fabs(aaCol[aj*aaArrayX +ai +aOrg][2] - aaCol[(aj+currStep)*aaArrayX +(ai+currStep) +aOrg][2])> aaSensBlue ) ) { thisColDiff = 1; } //colDiff =1; if(thisColDiff) { /* set diff flag */ colDiff = thisColDiff; for(int bj=aj;bj<=aj+currStep;bj++) { for(int bi=ai;bi<=ai+currStep;bi++) { if(aaUse[bj*aaArrayX +bi +aOrg]==2) { //if(showAAPic) aaUse[bj*aaArrayX +bi +aOrg] = 0; } } } } else { /* set all values */ ntlColor avgCol = ( aaCol[(aj+0 )*aaArrayX +(ai+0 ) +aOrg] + aaCol[(aj+0 )*aaArrayX +(ai+currStep) +aOrg] + aaCol[(aj+currStep)*aaArrayX +(ai+0 ) +aOrg] + aaCol[(aj+currStep)*aaArrayX +(ai+currStep) +aOrg] ) *0.25; for(int bj=aj;bj<=aj+currStep;bj++) { for(int bi=ai;bi<=ai+currStep;bi++) { if(aaUse[bj*aaArrayX +bi +aOrg]==0) { aaCol[bj*aaArrayX +bi +aOrg] = avgCol; aaUse[bj*aaArrayX +bi +aOrg] = 2; } } } } /* smaller values set */ } } /* half step size */ currStep /= 2; } /* repeat until diff not too big */ /* get average color */ gfxReal colNum = 0.0; col = ntlColor(0.0, 0.0, 0.0); for(aj = 0;aj<=aaLength;aj++) { for(ai = 0;ai<=aaLength;ai++) { col += aaCol[aj*aaArrayX +ai +aOrg]; colNum += 1.0; } } col /= colNum; } /* mark pixels with debugging */ if( glob->getDebugOut() > 0) col = ntlColor(0,1,0); /* store pixel */ if(!showAAPic) { finalPic[(scanline-1)*picX+sx] = col; } screenPos += rightStep; } /* foreach x */ /* init aa array */ if(showAAPic) { for(int j=0;j<=aaArrayY-1;j++) { for(int i=0;i<=aaArrayX-1;i++) { if(aaUse[j*aaArrayX +i]==1) finalPic[((scanline-1)*aaLength +j)*picX+i][0] = 1.0; } } } for(int i=0;i<aaArrayX;i++) { aaCol[(aaArrayY-1)*aaArrayX+i] = aaCol[0*aaArrayX+i]; aaUse[(aaArrayY-1)*aaArrayX+i] = aaUse[0*aaArrayX+i]; } for(int j=0;j<aaArrayY-1;j++) { for(int i=0;i<aaArrayX;i++) { aaCol[j*aaArrayX+i] = ntlColor(0.0, 0.0, 0.0); aaUse[j*aaArrayX+i] = 0; } } } /* foreach y */ rendEnd = getTime(); /* write png file */ { int w = picX; int h = picY; unsigned rowbytes = w*4; unsigned char *screenbuf, **rows; screenbuf = (unsigned char*)malloc( h*rowbytes ); rows = (unsigned char**)malloc( h*sizeof(unsigned char*) ); unsigned char *filler = screenbuf; // cutoff color values 0..1 for(int j=0;j<h;j++) { for(int i=0;i<w;i++) { ntlColor col = finalPic[j*w+i]; for (unsigned int cc=0; cc<3; cc++) { if(col[cc] <= 0.0) col[cc] = 0.0; if(col[cc] >= 1.0) col[cc] = 1.0; } *filler = (unsigned char)( col[0]*255.0 ); filler++; *filler = (unsigned char)( col[1]*255.0 ); filler++; *filler = (unsigned char)( col[2]*255.0 ); filler++; *filler = (unsigned char)( 255.0 ); filler++; // alpha channel } } for(int i = 0; i < h; i++) rows[i] = &screenbuf[ (h - i - 1)*rowbytes ]; writePng(outfn_conv.str().c_str(), rows, w, h); } // next frame glob->setAniCount( glob->getAniCount() +1 ); // done timeEnd = getTime(); char resout[1024]; snprintf(resout,1024, "NTL Done %s, frame %d/%d (took %s scene, %s raytracing, %s total, %d shades, %d i.s.'s)!\n", outfn_conv.str().c_str(), (glob->getAniCount()), (glob->getAniFrames()+1), getTimeString(totalStart-timeStart).c_str(), getTimeString(rendEnd-rendStart).c_str(), getTimeString(timeEnd-timeStart).c_str(), glob->getCounterShades(), glob->getCounterSceneInter() ); debMsgStd("ntlWorld::renderScene",DM_MSG, resout, 1 ); /* clean stuff up */ delete [] aaCol; delete [] aaUse; delete [] finalPic; glob->getRenderScene()->cleanupScene(); if(mpGlob->getSingleFrameMode() ) { debMsgStd("ntlWorld::renderScene",DM_NOTIFY, "Single frame mode done...", 1 ); return 1; } #endif // ELBEEM_PLUGIN return 0; }
//ntlTree::ntlTree(int depth, int objnum, vector<ntlVec3Gfx> *vertices, vector<ntlVec3Gfx> *normals, vector<ntlTriangle> *trilist) : ntlTree::ntlTree(int depth, int objnum, ntlScene *scene, int triFlagMask) : mStart(0.0), mEnd(0.0), mMaxDepth( depth ), mMaxListLength( objnum ), mpRoot( NULL) , mpNodeStack( NULL), mpTBB( NULL ), mTriangleMask( 0xFFFF ), mCurrentDepth(0), mCurrentNodes(0), mTriDoubles(0) { // init scene data pointers mpVertices = scene->getVertexPointer(); mpVertNormals = scene->getVertexNormalPointer(); mpTriangles = scene->getTrianglePointer(); mTriangleMask = triFlagMask; if(mpTriangles == NULL) { errFatal( "ntlTree Cons","no triangle list!\n",SIMWORLD_INITERROR); return; } if(mpTriangles->size() == 0) { warnMsg( "ntlTree::ntlTree","No triangles ("<< mpTriangles->size() <<")!\n"); mStart = mEnd = ntlVec3Gfx(0,0,0); return; } if(depth>=BSP_STACK_SIZE) { errFatal( "ntlTree::ntlTree","Depth to high ("<< mMaxDepth <<")!\n", SIMWORLD_INITERROR ); return; } /* check triangles (a bit inefficient, but we dont know which vertices belong to this tree), and generate bounding boxes */ mppTriangles = new vector<ntlTriangle *>; int noOfTriangles = mpTriangles->size(); mpTBB = new TriangleBBox[ noOfTriangles ]; int bbCount = 0; mStart = mEnd = (*mpVertices)[ mpTriangles->front().getPoints()[0] ]; //errMsg("TreeDebug","Start"); for (vector<ntlTriangle>::iterator iter = mpTriangles->begin(); iter != mpTriangles->end(); iter++ ) { //errorOut(" d "<< convertFlags2String((int)(*iter).getFlags()) <<" "<< convertFlags2String( (int)mTriangleMask)<<" add? "<<( ((int)(*iter).getFlags() & (int)mTriangleMask) != 0 ) ); // discard triangles that dont match mask if( ((int)(*iter).getFlags() & (int)mTriangleMask) == 0 ) { continue; } // test? TODO ntlVec3Gfx tnormal = (*mpVertNormals)[ (*iter).getPoints()[0] ]+ (*mpVertNormals)[ (*iter).getPoints()[1] ]+ (*mpVertNormals)[ (*iter).getPoints()[2] ]; ntlVec3Gfx triangleNormal = (*iter).getNormal(); if( equal(triangleNormal, ntlVec3Gfx(0.0)) ) continue; if( equal( tnormal, ntlVec3Gfx(0.0)) ) continue; // */ ntlVec3Gfx bbs, bbe; //errMsg("TreeDebug","Triangle"); for(int i=0;i<3;i++) { int index = (*iter).getPoints()[i]; ntlVec3Gfx tp = (*mpVertices)[ index ]; //errMsg("TreeDebug"," Point "<<i<<" = "<<tp<<" "); if(tp[0] < mStart[0]) mStart[0]= tp[0]; if(tp[0] > mEnd[0]) mEnd[0]= tp[0]; if(tp[1] < mStart[1]) mStart[1]= tp[1]; if(tp[1] > mEnd[1]) mEnd[1]= tp[1]; if(tp[2] < mStart[2]) mStart[2]= tp[2]; if(tp[2] > mEnd[2]) mEnd[2]= tp[2]; if(i==0) { bbs = bbe = tp; } else { if( tp[0] < bbs[0] ) bbs[0] = tp[0]; if( tp[0] > bbe[0] ) bbe[0] = tp[0]; if( tp[1] < bbs[1] ) bbs[1] = tp[1]; if( tp[1] > bbe[1] ) bbe[1] = tp[1]; if( tp[2] < bbs[2] ) bbs[2] = tp[2]; if( tp[2] > bbe[2] ) bbe[2] = tp[2]; } } mppTriangles->push_back( &(*iter) ); //errMsg("TreeDebug","Triangle "<<(*mpVertices)[(*iter).getPoints()[0]]<<" "<<(*mpVertices)[(*iter).getPoints()[1]]<<" "<<(*mpVertices)[(*iter).getPoints()[2]]<<" "); // add BB mpTBB[ bbCount ].start = bbs; mpTBB[ bbCount ].end = bbe; (*iter).setBBoxId( bbCount ); bbCount++; } /* slighlty enlarge bounding tolerance for tree to avoid problems with triangles paralell to slabs */ mStart -= ntlVec3Gfx( getVecEpsilon() ); mEnd += ntlVec3Gfx( getVecEpsilon() ); /* init root node and stack */ mpNodeStack = new BSPStack; mpRoot = new BSPNode; mpRoot->min = mStart; mpRoot->max = mEnd; mpRoot->axis = AXIS_X; mpRoot->members = mppTriangles; mpRoot->child[0] = mpRoot->child[1] = NULL; mpRoot->cloneVec = 0; globalSortingPoints = mpVertices; mpTriDist = new char[ mppTriangles->size() ]; mNumNodes = 1; mAbortSubdiv = 0; /* create tree */ debugOutInter( "Generating BSP Tree... (Nodes "<< mCurrentNodes << ", Depth "<<mCurrentDepth<< ") ", 2, 2000 ); subdivide(mpRoot, 0, AXIS_X); debMsgStd("ntlTree::ntlTree",DM_MSG,"Generated Tree: Nodes "<< mCurrentNodes << ", Depth "<<mCurrentDepth<< " with "<<noOfTriangles<<" triangles", 2 ); delete [] mpTriDist; delete [] mpTBB; mpTriDist = NULL; mpTBB = NULL; /* calculate some stats about tree */ int noLeafs = 0; gfxReal avgDepth = 0.0; gfxReal triPerLeaf = 0.0; int totalTris = 0; calcStats(mpRoot,0, noLeafs, avgDepth, triPerLeaf, totalTris); avgDepth /= (gfxReal)noLeafs; triPerLeaf /= (gfxReal)noLeafs; debMsgStd("ntlTree::ntlTree",DM_MSG,"Tree ("<<doSort<<","<<chooseAxis<<") Stats: Leafs:"<<noLeafs<<", avgDepth:"<<avgDepth<< ", triPerLeaf:"<<triPerLeaf<<", triDoubles:"<<mTriDoubles<<", totalTris:"<<totalTris <<" nodes:"<<mNumNodes //<<" T"<< (totalTris%3) // 0=ich, 1=f, 2=a , 2 ); if(mAbortSubdiv) { errMsg("ntlTree::ntlTree","Aborted... "<<mNumNodes); deleteNode(mpRoot); mpRoot = NULL; } }