celestia/src/celengine/dsooctree.cpp

175 lines
6.4 KiB
C++

//
// C++ Implementation: dsooctree
//
// Description:
//
//
// Author: Toti <root@totibox>, (C) 2005
//
// Copyright: See COPYING file that comes with this distribution
//
//
#include <celengine/dsooctree.h>
// The octree node into which a dso is placed is dependent on two properties:
// its obsPosition and its luminosity--the fainter the dso, the deeper the node
// in which it will reside. Each node stores an absolute magnitude; no child
// of the node is allowed contain a dso brighter than this value, making it
// possible to determine quickly whether or not to cull subtrees.
bool dsoAbsoluteMagnitudePredicate(DeepSkyObject* const & _dso, const float absMag)
{
return _dso->getAbsoluteMagnitude() <= absMag;
}
bool dsoStraddlesNodesPredicate(const Point3d& cellCenterPos, DeepSkyObject* const & _dso, const float)
{
//checks if this dso's radius straddles child nodes
float dsoRadius = _dso->getBoundingSphereRadius();
Point3d dsoPos = _dso->getPosition();
return abs(dsoPos.x - cellCenterPos.x) < dsoRadius ||
abs(dsoPos.y - cellCenterPos.y) < dsoRadius ||
abs(dsoPos.z - cellCenterPos.z) < dsoRadius;
}
double dsoAbsoluteMagnitudeDecayFunction(const double excludingFactor)
{
return excludingFactor + 0.5f;
}
template <>
DynamicDSOOctree* DynamicDSOOctree::getChild(DeepSkyObject* const & _obj, const Point3d& cellCenterPos)
{
Point3d objPos = _obj->getPosition();
int child = 0;
child |= objPos.x < cellCenterPos.x ? 0 : XPos;
child |= objPos.y < cellCenterPos.y ? 0 : YPos;
child |= objPos.z < cellCenterPos.z ? 0 : ZPos;
return _children[child];
}
template<> unsigned int DynamicDSOOctree::SPLIT_THRESHOLD = 10;
template<> DynamicDSOOctree::LimitingFactorPredicate*
DynamicDSOOctree::limitingFactorPredicate = dsoAbsoluteMagnitudePredicate;
template<> DynamicDSOOctree::StraddlingPredicate*
DynamicDSOOctree::straddlingPredicate = dsoStraddlesNodesPredicate;
template<> DynamicDSOOctree::ExclusionFactorDecayFunction*
DynamicDSOOctree::decayFunction = dsoAbsoluteMagnitudeDecayFunction;
// total specialization of the StaticOctree template process*() methods for DSOs:
template<>
void DSOOctree::processVisibleObjects(DSOHandler& processor,
const Point3d& obsPosition,
const Planed* frustumPlanes,
float limitingFactor,
double scale) const
{
// See if this node lies within the view frustum
// Test the cubic octree node against each one of the five
// planes that define the infinite view frustum.
for (int i = 0; i < 5; ++i)
{
const Planed* plane = frustumPlanes + i;
double r = scale * (abs(plane->normal.x) +
abs(plane->normal.y) +
abs(plane->normal.z));
if (plane->normal * Vec3d(cellCenterPos.x, cellCenterPos.y, cellCenterPos.z) - plane->d < -r)
return;
}
// Compute the distance to node; this is equal to the distance to
// the cellCenterPos of the node minus the boundingRadius of the node, scale * SQRT3.
double minDistance = (obsPosition - cellCenterPos).length() - scale * DSOOctree::SQRT3;
// Process the objects in this node
double dimmest = minDistance > 0.0 ? astro::appToAbsMag((double) limitingFactor, minDistance) : 1000.0;
for (unsigned int i=0; i<nObjects; ++i)
{
DeepSkyObject* _obj = _firstObject[i];
float absMag = _obj->getAbsoluteMagnitude();
if (absMag < dimmest)
{
double distance = obsPosition.distanceTo(_obj->getPosition()) - _obj->getBoundingSphereRadius();
float appMag = (float) ((distance >= 32.6167) ? astro::absToAppMag((double) absMag, distance) : absMag);
if ( appMag < limitingFactor)
processor.process(_obj, distance, absMag);
}
}
// See if any of the objects in child nodes are potentially included
// that we need to recurse deeper.
if (minDistance <= 0.0 || astro::absToAppMag((double) exclusionFactor, minDistance) <= limitingFactor)
// Recurse into the child nodes
if (_children != NULL)
for (int i=0; i<8; ++i)
{
_children[i]->processVisibleObjects(processor,
obsPosition,
frustumPlanes,
limitingFactor,
scale * 0.5f);
}
}
template<>
void DSOOctree::processCloseObjects(DSOHandler& processor,
const Point3d& obsPosition,
double boundingRadius,
double scale) const
{
// Compute the distance to node; this is equal to the distance to
// the cellCenterPos of the node minus the boundingRadius of the node, scale * SQRT3.
double nodeDistance = (obsPosition - cellCenterPos).length() - scale * DSOOctree::SQRT3; //
if (nodeDistance > boundingRadius)
return;
// At this point, we've determined that the cellCenterPos of the node is
// close enough that we must check individual objects for proximity.
// Compute distance squared to avoid having to sqrt for distance
// comparison.
double radiusSquared = boundingRadius * boundingRadius; //
// Check all the objects in the node.
for (unsigned int i=0; i<nObjects; ++i)
{
DeepSkyObject* _obj = _firstObject[i]; //
if (obsPosition.distanceToSquared(_obj->getPosition()) < radiusSquared) //
{
float absMag = _obj->getAbsoluteMagnitude();
double distance = obsPosition.distanceTo(_obj->getPosition()) - _obj->getBoundingSphereRadius();
processor.process(_obj, distance, absMag);
}
}
// Recurse into the child nodes
if (_children != NULL)
{
for (int i = 0; i < 8; ++i)
{
_children[i]->processCloseObjects(processor,
obsPosition,
boundingRadius,
scale * 0.5f);
}
}
}