完善了线的绘制方案

dev-VirtualTexture
wuyize 2022-11-17 21:25:48 +08:00
parent aee5003475
commit c8cc72b0be
10 changed files with 406 additions and 174 deletions

View File

@ -108,6 +108,7 @@
<ClCompile Include="src\Renderer\Painting\CubicBezier.cpp" /> <ClCompile Include="src\Renderer\Painting\CubicBezier.cpp" />
<ClCompile Include="src\Renderer\Painting\CubicMonotonization.cpp" /> <ClCompile Include="src\Renderer\Painting\CubicMonotonization.cpp" />
<ClCompile Include="src\Renderer\Light.cpp" /> <ClCompile Include="src\Renderer\Light.cpp" />
<ClCompile Include="src\Renderer\Painting\Element.cpp" />
<ClCompile Include="src\Renderer\Painting\Line.cpp" /> <ClCompile Include="src\Renderer\Painting\Line.cpp" />
<ClCompile Include="src\Renderer\Mesh.cpp" /> <ClCompile Include="src\Renderer\Mesh.cpp" />
<ClCompile Include="src\Renderer\Model.cpp" /> <ClCompile Include="src\Renderer\Model.cpp" />
@ -149,6 +150,7 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<QtMoc Include="src\MainWindow.h" /> <QtMoc Include="src\MainWindow.h" />
<ClInclude Include="src\Renderer\Painting\Element.h" />
<ClInclude Include="src\Renderer\Painting\Painting.h" /> <ClInclude Include="src\Renderer\Painting\Painting.h" />
<ClInclude Include="src\SvgParser.h" /> <ClInclude Include="src\SvgParser.h" />
<QtMoc Include="src\TitleWidget.h" /> <QtMoc Include="src\TitleWidget.h" />

View File

@ -123,6 +123,9 @@
<ClCompile Include="src\Renderer\Painting\Line.cpp"> <ClCompile Include="src\Renderer\Painting\Line.cpp">
<Filter>Source Files\Renderer\Painting</Filter> <Filter>Source Files\Renderer\Painting</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="src\Renderer\Painting\Element.cpp">
<Filter>Source Files\Renderer\Painting</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<QtMoc Include="src\Renderer\RendererGLWidget.h"> <QtMoc Include="src\Renderer\RendererGLWidget.h">
@ -260,6 +263,9 @@
<ClInclude Include="src\Renderer\Painting\Painting.h"> <ClInclude Include="src\Renderer\Painting\Painting.h">
<Filter>Header Files\Renderer\Painting</Filter> <Filter>Header Files\Renderer\Painting</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="src\Renderer\Painting\Element.h">
<Filter>Header Files\Renderer\Painting</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<QtRcc Include="MainWindow.qrc"> <QtRcc Include="MainWindow.qrc">

View File

@ -251,6 +251,42 @@ int cubic_bezier_int_test(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3)
return n_ints; return n_ints;
} }
bool cubic_bezier_sign_test(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3)
{
float cu = (-p0.y + 3. * p1.y - 3. * p2.y + p3.y);
float qu = (3. * p0.y - 6. * p1.y + 3. * p2.y);
float li = (-3. * p0.y + 3. * p1.y);
float co = p0.y - uv.y;
vec3 roots = vec3(1e38);
int n_roots = solve_cubic(vec3(co/cu,li/cu,qu/cu),roots);
int n_ints = 0;
for(int i=0;i<3;i++){
if(i < n_roots){
//if(roots[i] >= 0. && roots[i] <= 1.){
float x_pos = -p0.x + 3. * p1.x - 3. * p2.x + p3.x;
x_pos = x_pos * roots[i] + 3. * p0.x - 6. * p1.x + 3. * p2.x;
x_pos = x_pos * roots[i] + -3. * p0.x + 3. * p1.x;
x_pos = x_pos * roots[i] + p0.x;
if(x_pos < uv.x){
n_ints++;
}
//}
}
}
return n_ints%2==0;
// if(n_ints==0 || n_ints==2 || n_ints==4){
// return 1;
// }
// else{
// return 0;
// }
}
const float eps = .000005; const float eps = .000005;
const int halley_iterations = 8; const int halley_iterations = 8;
//lagrange positive real root upper bound //lagrange positive real root upper bound
@ -743,7 +779,7 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
// for(int i = 0; i<200;i++) // for(int i = 0; i<200;i++)
if (elementData[styleIndex] == 0.) //Ãæ if (elementData[styleIndex] == 0.) //Ãæ
{ {
uint contourIndex = leftChild - 0x80000000; uint contourIndex = linesOffset + leftChild - 0x80000000;
uint num_its = 0; uint num_its = 0;
@ -802,29 +838,40 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
else if (elementData[styleIndex] == 1) //Ïß else if (elementData[styleIndex] == 1) //Ïß
{ {
float strokeWidth = elementData[styleIndex+1]; float strokeWidth = elementData[styleIndex+1];
uint lineIndex = leftChild - 0x80000000; uint contourIndex = linesOffset + leftChild - 0x80000000;
uint p0Index = elementIndexs[linesOffset + 4 * lineIndex]; float d = 1e38;
uint p1Index = elementIndexs[linesOffset + 4 * lineIndex + 1]; uint signTmp=0;
uint p2Index = elementIndexs[linesOffset + 4 * lineIndex + 2]; uint lineCountTmp=0;
uint p3Index = elementIndexs[linesOffset + 4 * lineIndex + 3]; uint lastPIndex = -1;
uint lineCount = elementIndexs[contourIndex];
vec2 p0 = vec2(elementData[pointsOffset + 2 * p0Index], for ( uint contourIterator = contourIndex + 1;contourIterator < contourIndex + 1 + lineCount; contourIterator++)
elementData[pointsOffset + 2 * p0Index + 1]); {
vec2 p1 = vec2(elementData[pointsOffset + 2 * p1Index], uint lineIndex = elementIndexs[contourIterator];
elementData[pointsOffset + 2 * p1Index + 1]); bool reverse = false;
vec2 p2 = vec2(elementData[pointsOffset + 2 * p2Index], if(lineIndex>=0x80000000)
elementData[pointsOffset + 2 * p2Index + 1]); {
vec2 p3 = vec2(elementData[pointsOffset + 2 * p3Index], reverse = true;
elementData[pointsOffset + 2 * p3Index + 1]); lineIndex -= 0x80000000;
}
uint pLocation = linesOffset + 4 * lineIndex;
uvec4 pxIndex = uvec4(pointsOffset)+2*uvec4(elementIndexs[pLocation], elementIndexs[pLocation+1], elementIndexs[pLocation+2], elementIndexs[pLocation+3]);
uvec4 pyIndex = uvec4(1)+pxIndex;
mat4x2 p = mat4x2(elementData[pxIndex[0]], elementData[pyIndex[0]],
elementData[pxIndex[1]], elementData[pyIndex[1]],
elementData[pxIndex[2]],elementData[pyIndex[2]],
elementData[pxIndex[3]], elementData[pyIndex[3]]);
if(lastPIndex!=pxIndex[0])
{
float lineType = elementData[styleIndex+4]; float lineType = elementData[styleIndex+4];
/*if(cubic_bezier_dis(localUV, p0, p1, p2, p3, true)<=0.001) if(d<=0.001)
{ {
hitElement = true; hitElement = true;
elementColor = vec4(1); elementColor = vec4(0,0,0,1);
} }
else */if(cubic_bezier_dis(localUV, p0, p1, p2, p3, elementData[styleIndex+2]==0)<=strokeWidth else if(d<=strokeWidth && signTmp==lineCountTmp)
&&(lineType==2 ||cubic_bezier_int_test(localUV, p0, p1, p2, p3)==lineType))
{ {
hitElement = true; hitElement = true;
elementColor = vec4(1); elementColor = vec4(1);
@ -834,6 +881,74 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
metallicRoughness = vec2(elementData[styleIndex+10],elementData[styleIndex+11]); metallicRoughness = vec2(elementData[styleIndex+10],elementData[styleIndex+11]);
} }
} }
d = 1e38;
signTmp=0;
lineCountTmp = 0;
}
lastPIndex = pxIndex[3];
lineCountTmp++;
float lineType = elementData[styleIndex+4];
d = min(d, cubic_bezier_dis(localUV, p[0], p[1], p[2], p[3], elementData[styleIndex+2]==0));
if(lineType==2 || cubic_bezier_sign_test(localUV, p[0], p[1], p[2], p[3])==(reverse? lineType==0: lineType==1))
++signTmp;
}
float lineType = elementData[styleIndex+4];
if(d<=0.001)
{
hitElement = true;
elementColor = vec4(0,0,0,1);
}
else if(d<=strokeWidth && signTmp==lineCountTmp)
{
hitElement = true;
elementColor = vec4(1);
if(elementData[styleIndex+3]==0)
{
elementColor = vec4(elementData[styleIndex+7],elementData[styleIndex+8],elementData[styleIndex+9],1);
metallicRoughness = vec2(elementData[styleIndex+10],elementData[styleIndex+11]);
}
}
// float strokeWidth = elementData[styleIndex+1];
// uint lineIndex = leftChild - 0x80000000;
// uint p0Index = elementIndexs[linesOffset + 4 * lineIndex];
// uint p1Index = elementIndexs[linesOffset + 4 * lineIndex + 1];
// uint p2Index = elementIndexs[linesOffset + 4 * lineIndex + 2];
// uint p3Index = elementIndexs[linesOffset + 4 * lineIndex + 3];
// vec2 p0 = vec2(elementData[pointsOffset + 2 * p0Index],
// elementData[pointsOffset + 2 * p0Index + 1]);
// vec2 p1 = vec2(elementData[pointsOffset + 2 * p1Index],
// elementData[pointsOffset + 2 * p1Index + 1]);
// vec2 p2 = vec2(elementData[pointsOffset + 2 * p2Index],
// elementData[pointsOffset + 2 * p2Index + 1]);
// vec2 p3 = vec2(elementData[pointsOffset + 2 * p3Index],
// elementData[pointsOffset + 2 * p3Index + 1]);
// // if(p0.y==p3.y)
// // {
// // p2.y-=0.0000001;
// // p3.y-=0.0000001;
// // }
// float lineType = elementData[styleIndex+4];
// if(cubic_bezier_dis(localUV, p0, p1, p2, p3, true)<=0.001)
// {
// hitElement = true;
// elementColor = vec4(0,0,0,1);
// }
// else if(cubic_bezier_dis(localUV, p0, p1, p2, p3, elementData[styleIndex+2]==0)<=strokeWidth
// &&(lineType==2 || cubic_bezier_sign_test(localUV, p0, p1, p2, p3)==(lineType==1)))
// {
// hitElement = true;
// elementColor = vec4(1);
// if(elementData[styleIndex+3]==0)
// {
// elementColor = vec4(elementData[styleIndex+7],elementData[styleIndex+8],elementData[styleIndex+9],1);
// metallicRoughness = vec2(elementData[styleIndex+10],elementData[styleIndex+11]);
// }
// }
} }
elementBvhIndex = elementBvhLength; elementBvhIndex = elementBvhLength;

View File

@ -206,172 +206,178 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
// {{-0.5,0.3}, {-0.420466,0.379534}, {-0.736743,0.6}, {-0.624264,0.6}}, // {{-0.5,0.3}, {-0.420466,0.379534}, {-0.736743,0.6}, {-0.624264,0.6}},
// {{-0.624264,0.6}, {-0.511785,0.6}, {-0.579534,0.979534}, {-0.5,0.9}} // {{-0.624264,0.6}, {-0.511785,0.6}, {-0.579534,0.979534}, {-0.5,0.9}}
//}; //};
vector<vector<Point>> lineSet = SvgParser("M377,459.61a11.26,11.26,0,0,1,11.27-11.27H696.12a11.27,11.27,0,0,0,11-8.62A359.84,359.84,0,0,0,708,280.56a11.26,11.26,0,0,0-11-8.73H388.27A11.26,11.26,0,0,1,377,260.57h0a11.26,11.26,0,0,1,11.27-11.26H683.71A11.32,11.32,0,0,0,694.28,234C649.8,113.69,542.57,23.85,412.3,4.12a11.22,11.22,0,0,0-12.76,11.17v158.9a11.26,11.26,0,0,0,11.26,11.27H583.12a11.32,11.32,0,0,0,9.26-17.75c-31.67-46.59-78.51-75.2-109.11-90.07a11.25,11.25,0,0,0-16.13,10.17V115.2a11.24,11.24,0,0,0,6.22,10.07l7.51,3.76a11.28,11.28,0,0,1,5,15.12h0a11.27,11.27,0,0,1-15.11,5l-20-10a11.27,11.27,0,0,1-6.22-10.07V54a11.27,11.27,0,0,1,14.62-10.75c5.11,1.59,125.66,40.35,172.24,149A11.27,11.27,0,0,1,621.11,208H388.27A11.26,11.26,0,0,1,377,196.73V11.36A11.32,11.32,0,0,0,365.89.08C363.34,0,360.79,0,358.22,0s-5.11,0-7.66.08a11.32,11.32,0,0,0-11.11,11.28V196.74A11.26,11.26,0,0,1,328.18,208H95.35A11.27,11.27,0,0,1,85,192.3c46.57-108.67,167.12-147.42,172.23-149A11.26,11.26,0,0,1,271.86,54v75.11a11.25,11.25,0,0,1-6.23,10.07l-20,10a11.27,11.27,0,0,1-15.11-5h0a11.26,11.26,0,0,1,5-15.11l7.52-3.76a11.27,11.27,0,0,0,6.22-10.07V87.82a11.25,11.25,0,0,0-16.14-10.16c-30.6,14.87-77.45,43.48-109.1,90.07a11.3,11.3,0,0,0,9.25,17.74H305.66a11.26,11.26,0,0,0,11.27-11.26V15.31A11.22,11.22,0,0,0,304.17,4.14C173.88,23.86,66.66,113.71,22.17,234a11.32,11.32,0,0,0,10.56,15.29H328.18a11.26,11.26,0,0,1,11.27,11.26v0a11.26,11.26,0,0,1-11.27,11.26H19.52a11.26,11.26,0,0,0-11,8.72,359.84,359.84,0,0,0,.83,159.16,11.26,11.26,0,0,0,11,8.61H328.18a11.26,11.26,0,0,1,11.27,11.27h0a11.26,11.26,0,0,1-11.27,11.26h-294a11.32,11.32,0,0,0-10.53,15.4C69,604.65,175.3,692.78,304.16,712.3a11.21,11.21,0,0,0,12.76-11.16V542.22A11.26,11.26,0,0,0,305.66,531h-166c-9.53,0-14.89,11.22-8.69,18.47,34.09,39.77,74.45,65.66,101.77,80.18a11.25,11.25,0,0,0,16.53-10V591a11.26,11.26,0,0,1,11.26-11.26h0A11.26,11.26,0,0,1,271.85,591v63.85A11.27,11.27,0,0,1,256.8,665.5c-4.45-1.59-109.58-40-171-139.9a11.27,11.27,0,0,1,9.59-17.17H328.18a11.26,11.26,0,0,1,11.27,11.26V705.08a11.32,11.32,0,0,0,11.11,11.28q3.82.07,7.66.08c2.57,0,5.12,0,7.67-.08A11.32,11.32,0,0,0,377,705.08V519.69a11.25,11.25,0,0,1,11.27-11.26H621.1a11.26,11.26,0,0,1,9.59,17.16c-61.46,99.87-166.59,138.3-171,139.9a11.27,11.27,0,0,1-15-10.61V591a11.26,11.26,0,0,1,11.26-11.26h0A11.26,11.26,0,0,1,467.14,591v28.6a11.25,11.25,0,0,0,16.53,10c27.33-14.53,67.68-40.42,101.77-80.19,6.2-7.23.85-18.46-8.69-18.46h-166a11.26,11.26,0,0,0-11.26,11.26V701.12a11.21,11.21,0,0,0,12.76,11.17c128.86-19.51,235.14-107.66,280.48-226a11.33,11.33,0,0,0-10.53-15.41h-294A11.25,11.25,0,0,1,377,459.61ZM35.27,399.53V316.9a11.26,11.26,0,0,1,11.27-11.26H669.92a11.25,11.25,0,0,1,11.26,11.26v82.63a11.25,11.25,0,0,1-11.26,11.26H46.54a11.27,11.27,0,0,1-11.27-11.26Z", 716.45, 716.44).parse(); /*vector<vector<Point>> lineSet = SvgParser("M377,459.61a11.26,11.26,0,0,1,11.27-11.27H696.12a11.27,11.27,0,0,0,11-8.62A359.84,359.84,0,0,0,708,280.56a11.26,11.26,0,0,0-11-8.73H388.27A11.26,11.26,0,0,1,377,260.57h0a11.26,11.26,0,0,1,11.27-11.26H683.71A11.32,11.32,0,0,0,694.28,234C649.8,113.69,542.57,23.85,412.3,4.12a11.22,11.22,0,0,0-12.76,11.17v158.9a11.26,11.26,0,0,0,11.26,11.27H583.12a11.32,11.32,0,0,0,9.26-17.75c-31.67-46.59-78.51-75.2-109.11-90.07a11.25,11.25,0,0,0-16.13,10.17V115.2a11.24,11.24,0,0,0,6.22,10.07l7.51,3.76a11.28,11.28,0,0,1,5,15.12h0a11.27,11.27,0,0,1-15.11,5l-20-10a11.27,11.27,0,0,1-6.22-10.07V54a11.27,11.27,0,0,1,14.62-10.75c5.11,1.59,125.66,40.35,172.24,149A11.27,11.27,0,0,1,621.11,208H388.27A11.26,11.26,0,0,1,377,196.73V11.36A11.32,11.32,0,0,0,365.89.08C363.34,0,360.79,0,358.22,0s-5.11,0-7.66.08a11.32,11.32,0,0,0-11.11,11.28V196.74A11.26,11.26,0,0,1,328.18,208H95.35A11.27,11.27,0,0,1,85,192.3c46.57-108.67,167.12-147.42,172.23-149A11.26,11.26,0,0,1,271.86,54v75.11a11.25,11.25,0,0,1-6.23,10.07l-20,10a11.27,11.27,0,0,1-15.11-5h0a11.26,11.26,0,0,1,5-15.11l7.52-3.76a11.27,11.27,0,0,0,6.22-10.07V87.82a11.25,11.25,0,0,0-16.14-10.16c-30.6,14.87-77.45,43.48-109.1,90.07a11.3,11.3,0,0,0,9.25,17.74H305.66a11.26,11.26,0,0,0,11.27-11.26V15.31A11.22,11.22,0,0,0,304.17,4.14C173.88,23.86,66.66,113.71,22.17,234a11.32,11.32,0,0,0,10.56,15.29H328.18a11.26,11.26,0,0,1,11.27,11.26v0a11.26,11.26,0,0,1-11.27,11.26H19.52a11.26,11.26,0,0,0-11,8.72,359.84,359.84,0,0,0,.83,159.16,11.26,11.26,0,0,0,11,8.61H328.18a11.26,11.26,0,0,1,11.27,11.27h0a11.26,11.26,0,0,1-11.27,11.26h-294a11.32,11.32,0,0,0-10.53,15.4C69,604.65,175.3,692.78,304.16,712.3a11.21,11.21,0,0,0,12.76-11.16V542.22A11.26,11.26,0,0,0,305.66,531h-166c-9.53,0-14.89,11.22-8.69,18.47,34.09,39.77,74.45,65.66,101.77,80.18a11.25,11.25,0,0,0,16.53-10V591a11.26,11.26,0,0,1,11.26-11.26h0A11.26,11.26,0,0,1,271.85,591v63.85A11.27,11.27,0,0,1,256.8,665.5c-4.45-1.59-109.58-40-171-139.9a11.27,11.27,0,0,1,9.59-17.17H328.18a11.26,11.26,0,0,1,11.27,11.26V705.08a11.32,11.32,0,0,0,11.11,11.28q3.82.07,7.66.08c2.57,0,5.12,0,7.67-.08A11.32,11.32,0,0,0,377,705.08V519.69a11.25,11.25,0,0,1,11.27-11.26H621.1a11.26,11.26,0,0,1,9.59,17.16c-61.46,99.87-166.59,138.3-171,139.9a11.27,11.27,0,0,1-15-10.61V591a11.26,11.26,0,0,1,11.26-11.26h0A11.26,11.26,0,0,1,467.14,591v28.6a11.25,11.25,0,0,0,16.53,10c27.33-14.53,67.68-40.42,101.77-80.19,6.2-7.23.85-18.46-8.69-18.46h-166a11.26,11.26,0,0,0-11.26,11.26V701.12a11.21,11.21,0,0,0,12.76,11.17c128.86-19.51,235.14-107.66,280.48-226a11.33,11.33,0,0,0-10.53-15.41h-294A11.25,11.25,0,0,1,377,459.61ZM35.27,399.53V316.9a11.26,11.26,0,0,1,11.27-11.26H669.92a11.25,11.25,0,0,1,11.26,11.26v82.63a11.25,11.25,0,0,1-11.26,11.26H46.54a11.27,11.27,0,0,1-11.27-11.26Z", 716.45, 716.44).parse();
qDebug() << lineSet.size(); qDebug() << lineSet.size();
for (vector<Point>& line : lineSet) for (vector<Point>& line : lineSet)
{ {
for (Point& p : line) for (Point& p : line)
p.show(); p.show();
std::cout << std::endl; std::cout << std::endl;
}
//vector<vector<Point>> lineSet = { {Point{-1,-1}, Point{1,-1}},{Point{1,-1}, Point{1,1}}, {Point{1,1}, Point{-1,1}},{Point{-1,1}, Point{-1,-1}} };
//vector<vector<Point>> lineSet = { {Point{-1,-1}, Point{1,-1}},{Point{1,-1}, Point{1,1}}, {Point{1,1}, Point{-1,1}},{Point{-1,1}, Point{-1,-1}} };
ShortCutTree shortCutTree(20);
shortCutTree.buildShortCutTree(lineSet);
vector<float> pointVector;
vector<GLuint> lineVector;
vector<BvhTreeData> bvhTreeData = shortCutTree.getPointLineAndBvhTree(pointVector, lineVector);
qDebug() << "----------------------------------------------";
qDebug() << "element0CellNum: " << bvhTreeData.size();
//qDebug() << pointVector;
//qDebug() << lineVector;
/*for (BvhTreeData data : bvhTreeData)
{
data.show();
}*/ }*/
BvhTree element0Bvh;
element0Bvh.buildBvhTree(bvhTreeData.data(), bvhTreeData.size());
std::vector<GLuint> element0Children;
std::vector<QVector4D> element0Bounds;
element0Bvh.getBvhArray(element0Children, element0Bounds);
//qDebug() << element0Children;
//qDebug() << element0Bounds;
//std::vector<GLuint> bvhChildren = {
// //root
// 1,2,
// 3,4, 5,6,
// encodeChild(0),0, encodeChild(0),GLuint(30. / 360 * 65536 + 1 * 65536) /*右儿子用来表示旋转角度和zIndex*/, encodeChild(0),0, encodeChild(0),0
//};
//std::vector<QVector4D> bvhBounds = {
// //root
// QVector4D(-1,-1,1,1),
// QVector4D(-0.9,-0.9,-0.1,0.9), QVector4D(0.1, -0.9,0.9,0.9),
// QVector4D(-0.8,-0.8,-0.2,-0.1), QVector4D(-0.7,0.2,-0.2,0.7), QVector4D(0.2,-0.8,0.8,-0.1), QVector4D(0.2,0.1,0.8,0.8),
//};
std::vector<GLuint> bvhChildren;
std::vector<QVector4D> bvhBounds;
rootBvhTree.getBvhArray(bvhChildren, bvhBounds);
//qDebug() << bvhChildren;
bvhChildren.insert(bvhChildren.end(), element0Children.begin(), element0Children.end());
bvhBounds.insert(bvhBounds.end(), element0Bounds.begin(), element0Bounds.end());
std::vector<GLuint> elementOffset = {
//element0
rootBvhTree.getBvhNodeNum(), //elementBvhRoot
(GLuint)element0Bounds.size(), //elementBvhLength
0, //pointsOffset
0, //linesOffset
};
std::vector<GLuint> elementIndex = lineVector;
std::vector<GLfloat> elementData = {
//fillStyle
//fill
0,
//fillType
0, //单色
//fillColorMetallicRoughness
240/255.,220/255.,160/255., 0.996,0.18,
};
elementData.insert(elementData.begin(), pointVector.begin(), pointVector.end());
//qDebug() << elementIndex;
//qDebug() << elementData;
//std::vector<GLuint> bvhChildren0 = { //ShortCutTree shortCutTree(20);
// //root //shortCutTree.buildShortCutTree(lineSet);
// 1,2, //vector<GLfloat> pointVector;
// 3,4, 5,6, //vector<GLuint> lineVector;
// encodeChild(0),0, encodeChild(0),GLuint(30. / 360 * 65536 + 1 * 65536) /*右儿子用来表示旋转角度和zIndex*/, encodeChild(1),0, encodeChild(0),0, //vector<BvhTreeData> bvhTreeData = shortCutTree.getPointLineAndBvhTree(pointVector, lineVector);
// //elememt0 //for (auto& data : bvhTreeData)
// 1,2, // data.rightSon = 0;
// encodeChild(20)/*contour索引由于contour不定长这里需要给到contour在elementIndex中位置*/,14/*style索引在elementData中位置*/, encodeChild(24), 14, //qDebug() << "----------------------------------------------";
// //elememt1 //qDebug() << "element0CellNum: " << bvhTreeData.size();
// encodeChild(0)/*line索引element中第几条*/, 27 ////qDebug() << pointVector;
////qDebug() << lineVector;
///*for (BvhTreeData data : bvhTreeData)
//{
// data.show();
//}*/
//BvhTree element0Bvh;
//element0Bvh.buildBvhTree(bvhTreeData.data(), bvhTreeData.size());
//std::vector<GLuint> element0Children;
//std::vector<QVector4D> element0Bounds;
//element0Bvh.getBvhArray(element0Children, element0Bounds);
////qDebug() << element0Children;
////qDebug() << element0Bounds;
//}; ////std::vector<GLuint> bvhChildren = {
//std::vector<QVector4D> bvhBounds0 = { //// //root
// //root //// 1,2,
// QVector4D(-1,-1,1,1), //// 3,4, 5,6,
// QVector4D(-0.9,-0.9,-0.1,0.9), QVector4D(0.1, -0.9,0.9,0.9), //// encodeChild(0),0, encodeChild(0),GLuint(30. / 360 * 65536 + 1 * 65536) /*右儿子用来表示旋转角度和zIndex*/, encodeChild(0),0, encodeChild(0),0
// QVector4D(-0.8,-0.8,-0.2,-0.1), QVector4D(-0.7,0.2,-0.2,0.7), QVector4D(0.2,-0.8,0.8,-0.1), QVector4D(0.2,0.1,0.8,0.8), ////};
// //elememt0 ////std::vector<QVector4D> bvhBounds = {
// QVector4D(-1,-1,1,1), //// //root
// QVector4D(-1,-1,-0.2,1), QVector4D(-0.2,-1,1,1), //// QVector4D(-1,-1,1,1),
// //elememt1 //// QVector4D(-0.9,-0.9,-0.1,0.9), QVector4D(0.1, -0.9,0.9,0.9),
// QVector4D(-1,-1,1,1) //// QVector4D(-0.8,-0.8,-0.2,-0.1), QVector4D(-0.7,0.2,-0.2,0.7), QVector4D(0.2,-0.8,0.8,-0.1), QVector4D(0.2,0.1,0.8,0.8),
//}; ////};
//std::vector<GLuint> elementOffset0 = { //std::vector<GLuint> bvhChildren;
// //element0 //std::vector<QVector4D> bvhBounds;
// 7, //elementBvhRoot //rootBvhTree.getBvhArray(bvhChildren, bvhBounds);
// 3, //elementBvhLength //
// 0, //pointsOffset ////qDebug() << bvhChildren;
// 0, //linesOffset //bvhChildren.insert(bvhChildren.end(), element0Children.begin(), element0Children.end());
// //element1 //bvhBounds.insert(bvhBounds.end(), element0Bounds.begin(), element0Bounds.end());
// 10, //elementBvhRoot
// 1, //elementBvhLength
// 21, //pointsOffset
// 28, //linesOffset
//};
//std::vector<GLuint> elementIndex0 = {
// //element0
// //lines, 全部当作三阶贝塞尔, 每条线四个点索引
// 0,1,1,2,
// 0,0,3,3,
// 3,4,4,5,
// 2,2,5,5,
// 5,5,6,6,
// //contours, 第一个元素为线数,后面为轮廓线索引
// 3, 1,2,4,
// 3, 0,2,3,
// //element1
// //lines
// 0,1,1,2
//};
//std::vector<GLfloat> elementData0 = { //std::vector<GLuint> elementIndex = lineVector;
// //element0 //std::vector<GLfloat> elementData = {
// //points
// -0.2,1, -0.2,-0.2, 1,-0.2, -1,1, -1,-1, 1,-1, 1,1,
// //fillStyle // //fillStyle
// //fill // //fill
// 0, // 0,
// //fillType // //fillType
// 0, //µ¥É« // 0, //µ¥É«
// //fillColorMetallicRoughness // //fillColorMetallicRoughness
// 1,1,0, 0,0.8, // 240/255.,220/255.,160/255., 0.996,0.18,
// //element1
// //points
// 0,0.8, 1,0, 0,-0.8,
// //strokeStyle
// //stroke
// 1,
// //strokeWidth
// 0.02,
// //strokeEndType
// 0, //圆角
// //strokeFillType
// 0, //单色
// //线类型
// 1, //左侧
// //线外描边宽度
// 0,
// //线外描边方式
// 0, //单色
// //strokeFillColorMetallicRoughness
// 1,0,1, 0,0.8
//}; //};
//std::vector<GLuint> elementOffset = {
// //element0
// rootBvhTree.getBvhNodeNum(), //elementBvhRoot
// (GLuint)element0Bounds.size(), //elementBvhLength
// (GLuint)elementData.size(), //pointsOffset
// 0, //linesOffset
//};
//elementData.insert(elementData.end(), pointVector.begin(), pointVector.end());
////qDebug() << elementIndex;
////qDebug() << elementData;
std::vector<GLuint> bvhChildren0 = {
//root
1,2,
3,4, 5,6,
encodeChild(0),0, encodeChild(0),GLuint(30. / 360 * 65536 + 1 * 65536) /*右儿子用来表示旋转角度和zIndex*/, encodeChild(1),0, encodeChild(0),0,
//elememt0
1,2,
encodeChild(20)/*contour索引由于contour不定长这里需要给到contour在elementIndex中位置*/,14/*style索引在elementData中位置*/, encodeChild(24), 14,
//elememt1
encodeChild(12)/*contour索引*/, 35
};
std::vector<QVector4D> bvhBounds0 = {
//root
QVector4D(-1,-1,1,1),
QVector4D(-0.9,-0.9,-0.1,0.9), QVector4D(0.1, -0.9,0.9,0.9),
QVector4D(-0.8,-0.8,-0.2,-0.1), QVector4D(-0.7,0.2,-0.2,0.7), QVector4D(0.2,-0.8,0.8,-0.1), QVector4D(0.2,0.1,0.8,0.8),
//elememt0
QVector4D(-1,-1,1,1),
QVector4D(-1,-1,-0.2,1), QVector4D(-0.2,-1,1,1),
//elememt1
QVector4D(-1,-1,1,1)
};
std::vector<GLuint> elementOffset0 = {
//element0
7, //elementBvhRoot
3, //elementBvhLength
0, //pointsOffset
0, //linesOffset
//element1
10, //elementBvhRoot
1, //elementBvhLength
21, //pointsOffset
28, //linesOffset
};
std::vector<GLuint> elementIndex0 = {
//element0
//lines, 全部当作三阶贝塞尔, 每条线四个点索引
0,1,1,2,
0,0,3,3,
3,4,4,5,
2,2,5,5,
5,5,6,6,
//contours, 第一个元素为线数,后面为轮廓线索引
3, 1,2,4,
3, 0,2,3,
//element1
//lines
0,0,1,1,
1,2,3,4,
5,5,6,6,
//contours
3, 0+ 0x80000000 ,1,2
};
std::vector<GLfloat> elementData0 = {
//element0
//points
-0.2,1, -0.2,-0.2, 1,-0.2, -1,1, -1,-1, 1,-1, 1,1,
//fillStyle
//fill
0,
//fillType
0, //单色
//fillColorMetallicRoughness
1,1,0, 0,0.8,
//element1
//points
-0.5,-0.5, -0.5,0.5, 0.2,0.5, 0.5,0.2, 0.5,-0.5, -0.8,-0.5, -0.8,0.5,
//strokeStyle
//stroke
1,
//strokeWidth
0.02,
//strokeEndType
0, //圆角
//strokeFillType
0, //单色
//线类型
1, //左侧
//线外描边宽度
0,
//线外描边方式
0, //单色
//strokeFillColorMetallicRoughness
1,0,1, 0,0.8
};
//m_mesh->paintingIndex = paintingHelper->addPainting(bounds.size(), std::vector<GLuint>(children.begin()+2, children.end()), bounds, //m_mesh->paintingIndex = paintingHelper->addPainting(bounds.size(), std::vector<GLuint>(children.begin()+2, children.end()), bounds,
// elementOffset, elementIndex, elementData); // elementOffset, elementIndex, elementData);
m_mesh->paintingIndex = paintingHelper->addPainting(rootBvhTree.getBvhNodeNum(), bvhChildren, bvhBounds, //m_mesh->paintingIndex = paintingHelper->addPainting(rootBvhTree.getBvhNodeNum(), bvhChildren, bvhBounds,
elementOffset, elementIndex, elementData); // elementOffset, elementIndex, elementData);
m_mesh->paintingIndex = paintingHelper->addPainting(7, bvhChildren0, bvhBounds0,
elementOffset0, elementIndex0, elementData0);
m_mesh->setupMesh(); m_mesh->setupMesh();
return m_mesh; return m_mesh;
} }

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@ -0,0 +1 @@
#include "Element.h"

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@ -0,0 +1,18 @@
#pragma once
#include <vector>
#include <QOpenGLFunctions_4_5_Compatibility>
#include "Line.h"
namespace Renderer
{
class Element
{
public:
std::vector<GLuint> bvhChildren;
std::vector<QVector4D> bvhBound;
std::vector<GLuint> elementIndex;
std::vector<GLfloat> points;
Element(std::vector<std::vector<Point>> lines);
};
}

View File

@ -1,8 +1,64 @@
#include "Painting.h" #include "Painting.h"
#include "../../SvgParser.h"
#include "ShortCutTree.h"
using namespace Renderer; using namespace Renderer;
Painting::Painting() Painting::Painting()
{ {
Contour contour = SvgParser("M377,459.61a11.26,11.26,0,0,1,11.27-11.27H696.12a11.27,11.27,0,0,0,11-8.62A359.84,359.84,0,0,0,708,280.56a11.26,11.26,0,0,0-11-8.73H388.27A11.26,11.26,0,0,1,377,260.57h0a11.26,11.26,0,0,1,11.27-11.26H683.71A11.32,11.32,0,0,0,694.28,234C649.8,113.69,542.57,23.85,412.3,4.12a11.22,11.22,0,0,0-12.76,11.17v158.9a11.26,11.26,0,0,0,11.26,11.27H583.12a11.32,11.32,0,0,0,9.26-17.75c-31.67-46.59-78.51-75.2-109.11-90.07a11.25,11.25,0,0,0-16.13,10.17V115.2a11.24,11.24,0,0,0,6.22,10.07l7.51,3.76a11.28,11.28,0,0,1,5,15.12h0a11.27,11.27,0,0,1-15.11,5l-20-10a11.27,11.27,0,0,1-6.22-10.07V54a11.27,11.27,0,0,1,14.62-10.75c5.11,1.59,125.66,40.35,172.24,149A11.27,11.27,0,0,1,621.11,208H388.27A11.26,11.26,0,0,1,377,196.73V11.36A11.32,11.32,0,0,0,365.89.08C363.34,0,360.79,0,358.22,0s-5.11,0-7.66.08a11.32,11.32,0,0,0-11.11,11.28V196.74A11.26,11.26,0,0,1,328.18,208H95.35A11.27,11.27,0,0,1,85,192.3c46.57-108.67,167.12-147.42,172.23-149A11.26,11.26,0,0,1,271.86,54v75.11a11.25,11.25,0,0,1-6.23,10.07l-20,10a11.27,11.27,0,0,1-15.11-5h0a11.26,11.26,0,0,1,5-15.11l7.52-3.76a11.27,11.27,0,0,0,6.22-10.07V87.82a11.25,11.25,0,0,0-16.14-10.16c-30.6,14.87-77.45,43.48-109.1,90.07a11.3,11.3,0,0,0,9.25,17.74H305.66a11.26,11.26,0,0,0,11.27-11.26V15.31A11.22,11.22,0,0,0,304.17,4.14C173.88,23.86,66.66,113.71,22.17,234a11.32,11.32,0,0,0,10.56,15.29H328.18a11.26,11.26,0,0,1,11.27,11.26v0a11.26,11.26,0,0,1-11.27,11.26H19.52a11.26,11.26,0,0,0-11,8.72,359.84,359.84,0,0,0,.83,159.16,11.26,11.26,0,0,0,11,8.61H328.18a11.26,11.26,0,0,1,11.27,11.27h0a11.26,11.26,0,0,1-11.27,11.26h-294a11.32,11.32,0,0,0-10.53,15.4C69,604.65,175.3,692.78,304.16,712.3a11.21,11.21,0,0,0,12.76-11.16V542.22A11.26,11.26,0,0,0,305.66,531h-166c-9.53,0-14.89,11.22-8.69,18.47,34.09,39.77,74.45,65.66,101.77,80.18a11.25,11.25,0,0,0,16.53-10V591a11.26,11.26,0,0,1,11.26-11.26h0A11.26,11.26,0,0,1,271.85,591v63.85A11.27,11.27,0,0,1,256.8,665.5c-4.45-1.59-109.58-40-171-139.9a11.27,11.27,0,0,1,9.59-17.17H328.18a11.26,11.26,0,0,1,11.27,11.26V705.08a11.32,11.32,0,0,0,11.11,11.28q3.82.07,7.66.08c2.57,0,5.12,0,7.67-.08A11.32,11.32,0,0,0,377,705.08V519.69a11.25,11.25,0,0,1,11.27-11.26H621.1a11.26,11.26,0,0,1,9.59,17.16c-61.46,99.87-166.59,138.3-171,139.9a11.27,11.27,0,0,1-15-10.61V591a11.26,11.26,0,0,1,11.26-11.26h0A11.26,11.26,0,0,1,467.14,591v28.6a11.25,11.25,0,0,0,16.53,10c27.33-14.53,67.68-40.42,101.77-80.19,6.2-7.23.85-18.46-8.69-18.46h-166a11.26,11.26,0,0,0-11.26,11.26V701.12a11.21,11.21,0,0,0,12.76,11.17c128.86-19.51,235.14-107.66,280.48-226a11.33,11.33,0,0,0-10.53-15.41h-294A11.25,11.25,0,0,1,377,459.61ZM35.27,399.53V316.9a11.26,11.26,0,0,1,11.27-11.26H669.92a11.25,11.25,0,0,1,11.26,11.26v82.63a11.25,11.25,0,0,1-11.26,11.26H46.54a11.27,11.27,0,0,1-11.27-11.26Z", 716.45, 716.44).parse();
std::shared_ptr<Contour> contourPtr = std::make_shared<Contour>(contour);
contourPool.insert({ contourPtr, {nullptr, nullptr} });
std::vector<GLfloat> style = {
//fillStyle
//fill
0,
//fillType
0, //µ¥É«
//fillColorMetallicRoughness
240 / 255.,220 / 255.,160 / 255., 0.996,0.18,
};
Element element{ contourPtr, style, QVector4D(-0.8,-0.8,-0.2,-0.1), 0, 0 };
elements.push_back(element);
if (style[0] == 0 && contourPool[contourPtr].first == nullptr)
{
ShortCutTree shortCutTree(20);
shortCutTree.buildShortCutTree(*contourPtr);
ElementBuffer elementBuffer;
elementBuffer.bvhLeaves = shortCutTree.getPointLineAndBvhTree(elementBuffer.pointBuffer, elementBuffer.lineBuffer);
contourPool[contourPtr].first = std::make_shared<ElementBuffer>(elementBuffer);
}
} }
GLuint encodeZIndexRotation(GLuint zIndex, float rotation)
{
return GLuint(rotation / 360 * 0x10000 + zIndex * 0x10000);
}
//void Painting::addElement(Contour contour, std::vector<GLfloat> style, QVector4D bound, float rotation, int zIndex)
//{
// BvhTreeData(bound, 0, encodeZIndexRotation(zIndex, rotation));
//
// std::shared_ptr<Element> element = nullptr;
// auto iterator = elementMap.find(lines);
// if (iterator != elementMap.end())
// element = iterator->second;
// else
// {
// element = std::make_shared<Element>(lines);
// elementMap.insert({ lines, element });
// }
//
//}
void Painting::generateBuffers()
{
//std::unordered_map < std::shared_ptr<Contour>, int>
for (auto& iter : contourPool)
{
elementData.insert(elementData.end(), iter.second.first->pointBuffer.begin(), iter.second.first->pointBuffer.end());
}
}

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@ -2,20 +2,48 @@
#include <vector> #include <vector>
#include <QOpenGLFunctions_4_5_Compatibility> #include <QOpenGLFunctions_4_5_Compatibility>
#include "Line.h" #include "Line.h"
#include "BvhTree.h"
//#include "Element.h"
namespace Renderer namespace Renderer
{ {
using Contour = std::vector<std::vector<Point>>;
struct Element
{
std::shared_ptr<Contour> contour;
std::vector<GLfloat> style;
QVector4D bound;
float rotation;
int zIndex;
};
struct ElementBuffer
{
std::vector<GLfloat> pointBuffer;
std::vector<GLuint> lineBuffer;
std::vector<BvhTreeData> bvhLeaves;
};
class Painting class Painting
{ {
std::vector<GLuint> paintingOffsets; public:
std::vector<GLuint> bvhChildren; std::vector<GLuint> bvhChildren;
std::vector<QVector4D> bvhBound; std::vector<QVector4D> bvhBound;
std::vector<GLuint> elementOffset; std::vector<GLuint> elementOffset;
std::vector<GLuint> elementIndex; std::vector<GLuint> elementIndex;
std::vector<GLfloat> elementData; std::vector<GLfloat> elementData;
int paintingId = 0; int paintingId = 0;
public:
Painting(); Painting();
//void addElement(Contour contour, std::vector<GLfloat> style, QVector4D bound, float rotation, int zIndex);
void generateBuffers();
private:
std::vector<BvhTreeData> bvhLeaves;
std::unordered_map< std::shared_ptr<Contour>, std::pair<std::shared_ptr<ElementBuffer>, std::shared_ptr<ElementBuffer>>> contourPool;
//std::vector<std::shared_ptr<Contour>> contourPool;
std::vector<Element> elements;
//std::unordered_map<std::vector<std::vector<Point>>, std::shared_ptr<Element>> elementMap;
}; };
} }

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@ -24,34 +24,34 @@ void PaintingHelper::allocateBuffers()
{ {
glFunc->glGenBuffers(1, &paintingOffsetsSSBO); glFunc->glGenBuffers(1, &paintingOffsetsSSBO);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, paintingOffsetsSSBO); glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, paintingOffsetsSSBO);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, paintingOffsets.size() * sizeof(GLuint), paintingOffsets.data(), GL_DYNAMIC_DRAW); glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, paintingOffsets.size() * sizeof(GLuint), paintingOffsets.data(), GL_STATIC_READ);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glFunc->glGenBuffers(1, &bvhSSBO); glFunc->glGenBuffers(1, &bvhSSBO);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvhSSBO); glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvhSSBO);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, bvhChildren.size() * sizeof(GLuint), bvhChildren.data(), GL_DYNAMIC_DRAW); glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, bvhChildren.size() * sizeof(GLuint), bvhChildren.data(), GL_STATIC_READ);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glFunc->glGenBuffers(1, &bvhBoundSSBO); glFunc->glGenBuffers(1, &bvhBoundSSBO);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvhBoundSSBO); glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvhBoundSSBO);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, bvhBound.size() * sizeof(QVector4D), bvhBound.data(), GL_DYNAMIC_DRAW); glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, bvhBound.size() * sizeof(QVector4D), bvhBound.data(), GL_STATIC_READ);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glFunc->glGenBuffers(1, &elementOffsetSSBO); glFunc->glGenBuffers(1, &elementOffsetSSBO);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, elementOffsetSSBO); glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, elementOffsetSSBO);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, elementOffset.size() * sizeof(GLuint), elementOffset.data(), GL_DYNAMIC_DRAW); glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, elementOffset.size() * sizeof(GLuint), elementOffset.data(), GL_STATIC_READ);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glFunc->glGenBuffers(1, &elementIndexSSBO); glFunc->glGenBuffers(1, &elementIndexSSBO);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, elementIndexSSBO); glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, elementIndexSSBO);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, elementIndex.size() * sizeof(GLuint), elementIndex.data(), GL_DYNAMIC_DRAW); glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, elementIndex.size() * sizeof(GLuint), elementIndex.data(), GL_STATIC_READ);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glFunc->glGenBuffers(1, &elementDataSSBO); glFunc->glGenBuffers(1, &elementDataSSBO);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, elementDataSSBO); glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, elementDataSSBO);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, elementData.size() * sizeof(GLfloat), elementData.data(), GL_DYNAMIC_DRAW); glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, elementData.size() * sizeof(GLfloat), elementData.data(), GL_STATIC_READ);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
} }

View File

@ -294,7 +294,7 @@ vector<BvhTreeData> ShortCutTree::getPointLineAndBvhTree(vector<float>& resPoint
for (auto& nowTreeNode : restOfTreeNodes) { for (auto& nowTreeNode : restOfTreeNodes) {
BvhTreeData oneData; BvhTreeData oneData;
oneData.leftSon = resLines.size(); oneData.leftSon = resLines.size();
oneData.rightSon = resPoints.size(); //oneData.rightSon = rightSon;
oneData.bound = nowTreeNode.bound; oneData.bound = nowTreeNode.bound;
std::cout << nowTreeNode.lineSet.size() << ' '; std::cout << nowTreeNode.lineSet.size() << ' ';
resLines.push_back(nowTreeNode.lineSet.size()); resLines.push_back(nowTreeNode.lineSet.size());