Beispiel #1
0
        public static Octree BuildTree(Vect3 center, IList <I3DObject> objects)
        {
            double maxQuadDist = 0;

            Log.Debug("Building octree... ");

            foreach (I3DObject o in objects)
            {
                Sphere s = o.GetBoundingSphere();
                if (s != null)
                {
                    Vect3  dist  = center - s.Position;
                    double qdist = s.Radius;
                    if (double.IsInfinity(qdist) || Double.IsNaN(qdist))
                    {
                        throw new Exception("Invalid BoundingSphere: " + s + " from " + o);
                    }
                    qdist = qdist * qdist + dist.QuadLength();
                    if (maxQuadDist < qdist)
                    {
                        maxQuadDist = qdist;
                    }
                }
            }

            /**
             * Workaround: *2.1 instead of *2, because rays must always start inside an octree for RayPath.
             * To fix this problem, a RayPath should allow ray-origins outside the octree, but this would need
             * an additional ray-cube intersection test which is currently not implemented. Another downside of
             * this is that the camera must always be located inside the octree - it must not be moved outside.
             */
            double sizeHint = System.Math.Sqrt(maxQuadDist) * 2.1;

            Sw.Restart();
            Octree t;

            while (true)
            {
                t = new Octree(center, sizeHint);
                foreach (I3DObject o in objects)
                {
                    if (!t.Root.Insert(o, o.GetBoundingSphere()))
                    {
                        sizeHint *= 2;
                        Log.Warn("Warning - resize needed!");
                        goto cont;
                    }
                }
                break;

cont:
                {
                }
            }

            t.GetRoot().Compress();
            Sw.Stop();

            Log.Debug(string.Format("{0} ms\n", Sw.ElapsedMilliseconds));
            Log.Debug(string.Format(" - contains {0} of {1} elements ({2:0.##}%)",
                                    t.GetRoot().GetSize(), objects.Count,
                                    t.GetRoot().GetSize() / (float)objects.Count * 100));
            Log.Debug(" - avg depth: " + t.GetAverageObjectDepth());
            Log.Debug(" - node count: " + t.GetRoot().GetNodeCount());
            Log.Debug(" - objects per node: " + t.GetRoot().GetSize() / (float)t.GetRoot().GetNodeCount());

            return(t);
        }