[896] | 1 | #include "dxstdafx.h"
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| 2 | #include "trianglemesh.h"
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| 3 | #include "Radion.hpp"
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| 4 |
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| 5 | TriangleMesh::TriangleMesh(Material* material, unsigned short* indexBuffer, unsigned int nFaces,
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| 6 | D3DVERTEX* vertexBuffer, unsigned int nVertices)
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| 7 | {
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| 8 | this->material = material;
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| 9 | nMeshVertices = nVertices;
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| 10 | nMeshPatches = nFaces;
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| 11 |
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| 12 | meshVertices = new Vector[nMeshVertices];
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| 13 | normals = new Vector[nMeshVertices];
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| 14 | texCoords = new Vector[nMeshVertices];
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| 15 | for(int u=0; u < nMeshVertices; u++)
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| 16 | {
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| 17 | meshVertices[u] = vertexBuffer[u].pos;
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| 18 | normals[u] = vertexBuffer[u].normal;
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| 19 | texCoords[u] = vertexBuffer[u].tex0;
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| 20 | }
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| 21 |
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| 22 | meshPatches = new Patch[nMeshPatches];
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| 23 |
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| 24 | int pup = 0;
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| 25 | for(int p = 0; p < nMeshPatches; p++)
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| 26 | {
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| 27 | meshPatches[p].vertexIndices[0] = indexBuffer[pup++];
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| 28 | meshPatches[p].vertexIndices[1] = indexBuffer[pup++];
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| 29 | meshPatches[p].vertexIndices[2] = indexBuffer[pup++];
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| 30 | }
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| 31 | //calculate normals
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| 32 | for(p = 0; p < nMeshPatches; p++)
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| 33 | {
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| 34 | meshPatches[p].flatNormal = (
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| 35 | meshVertices[meshPatches[p].vertexIndices[0]] -
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| 36 | meshVertices[meshPatches[p].vertexIndices[1]]
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| 37 | )
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| 38 | &&
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| 39 | (
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| 40 | meshVertices[meshPatches[p].vertexIndices[0]] -
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| 41 | meshVertices[meshPatches[p].vertexIndices[2]]
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| 42 | );
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| 43 | meshPatches[p].flatNormal.normalize();
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| 44 | normals[meshPatches[p].vertexIndices[0]] += meshPatches[p].flatNormal;
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| 45 | normals[meshPatches[p].vertexIndices[1]] += meshPatches[p].flatNormal;
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| 46 | normals[meshPatches[p].vertexIndices[2]] += meshPatches[p].flatNormal;
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| 47 | meshPatches[p].hyperPlaneShiftOffset =
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| 48 | meshVertices[meshPatches[p].vertexIndices[0]] *
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| 49 | meshPatches[p].flatNormal;
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| 50 |
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| 51 | Vector A[3];
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| 52 | A[0] = meshVertices[meshPatches[p].vertexIndices[0]];
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| 53 | A[1] = meshVertices[meshPatches[p].vertexIndices[1]];
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| 54 | A[2] = meshVertices[meshPatches[p].vertexIndices[2]];
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| 55 | float t4 = A[0][0]*A[1][1];
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| 56 | float t6 = A[0][0]*A[1][2];
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| 57 | float t8 = A[0][1]*A[1][0];
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| 58 | float t10 = A[0][2]*A[1][0];
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| 59 | float t12 = A[0][1]*A[2][0];
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| 60 | float t14 = A[0][2]*A[2][0];
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| 61 | float t17 = 1/(t4*A[2][2]-t6*A[2][1]-t8*A[2][2]+t10*A[2][1]+t12*A[1][2]-t14*A[1][1]);
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| 62 |
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| 63 | // if(_isnan (t17) )
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| 64 | // AfxMessageBox("mtx inversion gbz");
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| 65 |
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| 66 | Vector* m = meshPatches[p].inverseVertexMatrix;
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| 67 |
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| 68 | m[0][0] = (A[1][1]*A[2][2]-A[1][2]*A[2][1])*t17;
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| 69 | m[1][0] = -(A[0][1]*A[2][2]-A[0][2]*A[2][1])*t17;
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| 70 | m[2][0] = -(-A[0][1]*A[1][2]+A[0][2]*A[1][1])*t17;
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| 71 | m[0][1] = -(A[1][0]*A[2][2]-A[1][2]*A[2][0])*t17;
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| 72 | m[1][1] = (A[0][0]*A[2][2]-t14)*t17;
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| 73 | m[2][1] = -(t6-t10)*t17;
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| 74 | m[0][2] = -(-A[1][0]*A[2][1]+A[1][1]*A[2][0])*t17;
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| 75 | m[1][2] = -(A[0][0]*A[2][1]-t12)*t17;
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| 76 | m[2][2] = (t4-t8)*t17;
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| 77 |
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| 78 | meshPatches[p].bbox.minPoint = meshVertices[meshPatches[p].vertexIndices[0]];
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| 79 | meshPatches[p].bbox.minPoint <= meshVertices[meshPatches[p].vertexIndices[1]];
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| 80 | meshPatches[p].bbox.minPoint <= meshVertices[meshPatches[p].vertexIndices[2]];
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| 81 |
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| 82 | meshPatches[p].bbox.maxPoint = meshVertices[meshPatches[p].vertexIndices[0]];
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| 83 | meshPatches[p].bbox.maxPoint >= meshVertices[meshPatches[p].vertexIndices[1]];
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| 84 | meshPatches[p].bbox.maxPoint >= meshVertices[meshPatches[p].vertexIndices[2]];
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| 85 | }
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| 86 | for(int n=0; n<nMeshVertices; n++)
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| 87 | {
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| 88 | normals[n].normalize();
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| 89 | }
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| 90 | Intersectable** objs = new Intersectable*[nMeshPatches];
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| 91 | for(int t=0; t<nMeshPatches; t++)
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| 92 | objs[t] = meshPatches + t;
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| 93 | meshTree = new KDTree(objs, nMeshPatches);
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| 94 | bbox = meshTree->getBoundingBox();
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| 95 | delete objs;
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| 96 |
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| 97 | buildAreaTree();
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| 98 | }
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| 99 |
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| 100 | TriangleMesh::TriangleMesh(std::istream& isc, Material** materialTable, int nMaterials)
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| 101 | {
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| 102 | char keyword[100];
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| 103 | isc >> keyword; //material
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| 104 | isc >> keyword;
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| 105 | for(int i=0; i < nMaterials; i++)
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| 106 | {
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| 107 | material = materialTable[i];
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| 108 | if(strcmp(keyword, material->getName()) == 0) break;
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| 109 | }
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| 110 | isc >> keyword;
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| 111 | isc >> nMeshVertices;
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| 112 | meshVertices = new Vector[nMeshVertices];
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| 113 | normals = new Vector[nMeshVertices];
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| 114 | for(int v=0; v<nMeshVertices; v++)
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| 115 | {
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| 116 | float a, b, c;
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| 117 | isc >> a >> b >> c;
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| 118 | // meshVertices[v] = Vector(a + (0.1f * (float)rand() / RAND_MAX),
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| 119 | // b + (0.1f * (float)rand() / RAND_MAX),
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| 120 | // c + (0.1f * (float)rand() / RAND_MAX));
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| 121 | meshVertices[v] = Vector(a , b, c);
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| 122 | normals[v].clear();
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| 123 | }
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| 124 | bbox.minPoint = meshVertices[0];
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| 125 | bbox.maxPoint = meshVertices[0];
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| 126 | for(int w=1; w<nMeshVertices; w++)
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| 127 | {
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| 128 | bbox.minPoint <= meshVertices[w];
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| 129 | bbox.maxPoint >= meshVertices[w];
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| 130 | }
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| 131 | isc >> keyword;
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| 132 | isc >> nMeshPatches;
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| 133 | meshPatches = new Patch[nMeshPatches];
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| 134 | int p;
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| 135 | for(p = 0; p < nMeshPatches; p++)
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| 136 | {
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| 137 | signed int ai, bi, ci;
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| 138 | isc >> ai >> bi >> ci;
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| 139 | // if(di < 0)
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| 140 | {
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| 141 | meshPatches[p].vertexIndices[0] = ai;
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| 142 | meshPatches[p].vertexIndices[1] = bi;
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| 143 | meshPatches[p].vertexIndices[2] = ci;
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| 144 | }
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| 145 | /* else //quad, tessellate
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| 146 | {
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| 147 | meshPatches[p].vertexIndices[0] = ai;
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| 148 | meshPatches[p].vertexIndices[1] = bi;
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| 149 | meshPatches[p].vertexIndices[2] = ci;
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| 150 | p++;
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| 151 | meshPatches[p].vertexIndices[0] = ai;
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| 152 | meshPatches[p].vertexIndices[1] = ci;
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| 153 | meshPatches[p].vertexIndices[2] = di;
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| 154 | isc >> ai; //final -1
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| 155 | }*/
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| 156 | }
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| 157 | //calculate normals
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| 158 | for(p = 0; p < nMeshPatches; p++)
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| 159 | {
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| 160 | meshPatches[p].flatNormal = (
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| 161 | meshVertices[meshPatches[p].vertexIndices[0]] -
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| 162 | meshVertices[meshPatches[p].vertexIndices[1]]
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| 163 | )
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| 164 | &&
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| 165 | (
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| 166 | meshVertices[meshPatches[p].vertexIndices[0]] -
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| 167 | meshVertices[meshPatches[p].vertexIndices[2]]
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| 168 | );
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| 169 | meshPatches[p].flatNormal.normalize();
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| 170 | normals[meshPatches[p].vertexIndices[0]] += meshPatches[p].flatNormal;
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| 171 | normals[meshPatches[p].vertexIndices[1]] += meshPatches[p].flatNormal;
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| 172 | normals[meshPatches[p].vertexIndices[2]] += meshPatches[p].flatNormal;
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| 173 | meshPatches[p].hyperPlaneShiftOffset =
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| 174 | meshVertices[meshPatches[p].vertexIndices[0]] *
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| 175 | meshPatches[p].flatNormal;
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| 176 |
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| 177 | Vector A[3];
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| 178 | A[0] = meshVertices[meshPatches[p].vertexIndices[0]];
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| 179 | A[1] = meshVertices[meshPatches[p].vertexIndices[1]];
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| 180 | A[2] = meshVertices[meshPatches[p].vertexIndices[2]];
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| 181 | float t4 = A[0][0]*A[1][1];
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| 182 | float t6 = A[0][0]*A[1][2];
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| 183 | float t8 = A[0][1]*A[1][0];
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| 184 | float t10 = A[0][2]*A[1][0];
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| 185 | float t12 = A[0][1]*A[2][0];
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| 186 | float t14 = A[0][2]*A[2][0];
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| 187 | float t17 = 1/(t4*A[2][2]-t6*A[2][1]-t8*A[2][2]+t10*A[2][1]+t12*A[1][2]-t14*A[1][1]);
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| 188 |
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| 189 | // if(_isnan (t17) )
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| 190 | // AfxMessageBox("mtx inversion gbz");
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| 191 |
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| 192 | Vector* m = meshPatches[p].inverseVertexMatrix;
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| 193 |
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| 194 | m[0][0] = (A[1][1]*A[2][2]-A[1][2]*A[2][1])*t17;
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| 195 | m[1][0] = -(A[0][1]*A[2][2]-A[0][2]*A[2][1])*t17;
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| 196 | m[2][0] = -(-A[0][1]*A[1][2]+A[0][2]*A[1][1])*t17;
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| 197 | m[0][1] = -(A[1][0]*A[2][2]-A[1][2]*A[2][0])*t17;
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| 198 | m[1][1] = (A[0][0]*A[2][2]-t14)*t17;
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| 199 | m[2][1] = -(t6-t10)*t17;
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| 200 | m[0][2] = -(-A[1][0]*A[2][1]+A[1][1]*A[2][0])*t17;
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| 201 | m[1][2] = -(A[0][0]*A[2][1]-t12)*t17;
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| 202 | m[2][2] = (t4-t8)*t17;
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| 203 |
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| 204 | meshPatches[p].bbox.minPoint = meshVertices[meshPatches[p].vertexIndices[0]];
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| 205 | meshPatches[p].bbox.minPoint <= meshVertices[meshPatches[p].vertexIndices[1]];
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| 206 | meshPatches[p].bbox.minPoint <= meshVertices[meshPatches[p].vertexIndices[2]];
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| 207 |
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| 208 | meshPatches[p].bbox.maxPoint = meshVertices[meshPatches[p].vertexIndices[0]];
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| 209 | meshPatches[p].bbox.maxPoint >= meshVertices[meshPatches[p].vertexIndices[1]];
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| 210 | meshPatches[p].bbox.maxPoint >= meshVertices[meshPatches[p].vertexIndices[2]];
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| 211 | }
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| 212 | for(int n=0; n<nMeshVertices; n++)
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| 213 | {
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| 214 | normals[n].normalize();
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| 215 | }
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| 216 | Intersectable** objs = new Intersectable*[nMeshPatches];
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| 217 | for(int t=0; t<nMeshPatches; t++)
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| 218 | objs[t] = meshPatches + t;
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| 219 | meshTree = new KDTree(objs, nMeshPatches);
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| 220 | bbox = meshTree->getBoundingBox();
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| 221 | delete objs;
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| 222 | }
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| 223 |
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| 224 | void TriangleMesh::getTransformedBoundingBox(const Transformation& tf, BoundingBox& bb)
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| 225 | {
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| 226 | Vector tfdvec;
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| 227 | tf.transformPoint(meshVertices[0], tfdvec);
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| 228 | bb.minPoint = tfdvec;
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| 229 | bb.maxPoint = tfdvec;
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| 230 | for(int w=1; w<nMeshVertices; w++)
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| 231 | {
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| 232 | tf.transformPoint(meshVertices[w], tfdvec);
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| 233 | bb.minPoint <= tfdvec;
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| 234 | bb.maxPoint >= tfdvec;
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| 235 | }
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| 236 | bb.minPoint.x -= 0.01;
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| 237 | bb.minPoint.y -= 0.01;
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| 238 | bb.minPoint.z -= 0.01;
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| 239 | bb.maxPoint.x += 0.01;
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| 240 | bb.maxPoint.y += 0.01;
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| 241 | bb.maxPoint.z += 0.01;
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| 242 | }
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| 243 |
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| 244 | bool TriangleMesh::Patch::intersectBackSide (const Ray& ray, float& depth, float rayMin, float rayMax)
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| 245 | {
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| 246 | lastTestedRayId = ray.id;
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| 247 | lastTestedRayResult.isIntersect = false;
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| 248 |
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| 249 | float cosa = flatNormal * ray.dir;
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| 250 | if (cosa < 0.00001f) // front facing triangle
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| 251 | return false;
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| 252 |
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| 253 | float originDistOnNormal = -(flatNormal * ray.origin);
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| 254 | depth = (hyperPlaneShiftOffset + originDistOnNormal) / cosa;
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| 255 | if (depth < 0.01f)
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| 256 | return false;
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| 257 |
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| 258 | Vector hitPoint = ray.origin;
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| 259 | hitPoint.addScaled(depth, ray.dir);
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| 260 |
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| 261 | float baryA = hitPoint * inverseVertexMatrix[0];
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| 262 | if(baryA < -0.0001f) return false;
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| 263 | float baryB = hitPoint * inverseVertexMatrix[1];
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| 264 | if(baryB < -0.0001f) return false;
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| 265 | float baryC = hitPoint * inverseVertexMatrix[2];
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| 266 | if(baryC < -0.0001f) return false;
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| 267 |
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| 268 | if(ray.isShadowRay)
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| 269 | {
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| 270 | //faster way to tell
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| 271 | lastTestedRayResult.isIntersect = true;
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| 272 | lastTestedRayResult.depth = depth;
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| 273 | return true;
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| 274 | }
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| 275 |
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| 276 | lastTestedRayResult.normal.setScaled(baryA, meshNormals[vertexIndices[0]]);
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| 277 | lastTestedRayResult.normal.addScaled(baryB, meshNormals[vertexIndices[1]]);
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| 278 | lastTestedRayResult.normal.addScaled(baryC, meshNormals[vertexIndices[2]]);
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| 279 |
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| 280 | lastTestedRayResult.texUV.setScaled(baryA, meshTexCoords[vertexIndices[0]]);
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| 281 | lastTestedRayResult.texUV.addScaled(baryB, meshTexCoords[vertexIndices[1]]);
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| 282 | lastTestedRayResult.texUV.addScaled(baryC, meshTexCoords[vertexIndices[2]]);
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| 283 |
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| 284 | lastTestedRayResult.isIntersect = true;
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| 285 | lastTestedRayResult.depth = depth;
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| 286 | lastTestedRayResult.point = hitPoint;
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| 287 | lastTestedRayResult.object = this;
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| 288 | return true;
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| 289 | }
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| 290 |
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| 291 | bool TriangleMesh::Patch::intersect (const Ray& ray, float& depth, float rayMin, float rayMax)
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| 292 | {
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| 293 | lastTestedRayId = ray.id;
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| 294 | lastTestedRayResult.isIntersect = false;
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| 295 |
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| 296 | float cosa = flatNormal * ray.dir;
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| 297 | if (cosa > -0.00001f) // back facing triangle
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| 298 | return false;
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| 299 |
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| 300 | float originDistOnNormal = -(flatNormal * ray.origin);
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| 301 | depth = (hyperPlaneShiftOffset + originDistOnNormal) / cosa;
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| 302 | if (depth < 0.0f)
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| 303 | return false;
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| 304 |
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| 305 | Vector hitPoint = ray.origin;
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| 306 | hitPoint.addScaled(depth, ray.dir);
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| 307 |
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| 308 | float baryA = hitPoint * inverseVertexMatrix[0];
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| 309 | if(baryA < -0.1f) return false;
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| 310 | float baryB = hitPoint * inverseVertexMatrix[1];
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| 311 | if(baryB < -0.1f) return false;
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| 312 | float baryC = hitPoint * inverseVertexMatrix[2];
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| 313 | if(baryC < -0.1f) return false;
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| 314 |
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| 315 | if(ray.isShadowRay)
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| 316 | {
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| 317 | //faster way to tell
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| 318 | lastTestedRayResult.isIntersect = true;
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| 319 | lastTestedRayResult.depth = depth;
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| 320 | return true;
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| 321 | }
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| 322 |
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| 323 | lastTestedRayResult.normal.setScaled(baryA, meshNormals[vertexIndices[0]]);
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| 324 | lastTestedRayResult.normal.addScaled(baryB, meshNormals[vertexIndices[1]]);
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| 325 | lastTestedRayResult.normal.addScaled(baryC, meshNormals[vertexIndices[2]]);
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| 326 | // lastTestedRayResult.normal = flatNormal;
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| 327 |
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| 328 | lastTestedRayResult.texUV.setScaled(baryA, meshTexCoords[vertexIndices[0]]);
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| 329 | lastTestedRayResult.texUV.addScaled(baryB, meshTexCoords[vertexIndices[1]]);
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| 330 | lastTestedRayResult.texUV.addScaled(baryC, meshTexCoords[vertexIndices[2]]);
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| 331 |
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| 332 | lastTestedRayResult.isIntersect = true;
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| 333 | lastTestedRayResult.depth = depth;
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| 334 | lastTestedRayResult.point = hitPoint;
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| 335 | return true;
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| 336 | }
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| 337 |
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| 338 | void TriangleMesh::Patch::sampleSurface(Radion& radion)
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| 339 | {
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| 340 | Vector u = meshVertices[vertexIndices[1]] - meshVertices[vertexIndices[0]];
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| 341 | Vector v = meshVertices[vertexIndices[2]] - meshVertices[vertexIndices[0]];
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| 342 | double r1 = (double)rand() / RAND_MAX;
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| 343 | double r2 = (double)rand() / RAND_MAX;
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| 344 | if(r1 + r2 > 1.0)
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| 345 | {
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| 346 | r1 = 1.0 - r1;
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| 347 | r2 = 1.0 - r2;
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| 348 | }
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| 349 | radion.position = meshVertices[vertexIndices[0]] + u * r1 + v * r2;
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| 350 | float baryA = (r1 + r2) * 0.5f;
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| 351 | float baryB = (1.0f - r1) * 0.5f;
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| 352 | float baryC = (1.0f - r2) * 0.5f;
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| 353 |
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| 354 | radion.normal.setScaled(baryA, meshNormals[vertexIndices[0]]);
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| 355 | radion.normal.addScaled(baryB, meshNormals[vertexIndices[1]]);
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| 356 | radion.normal.addScaled(baryC, meshNormals[vertexIndices[2]]);
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| 357 |
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| 358 | radion.radiance.setScaled(baryA, meshTexCoords[vertexIndices[0]]);
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| 359 | radion.radiance.addScaled(baryB, meshTexCoords[vertexIndices[1]]);
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| 360 | radion.radiance.addScaled(baryC, meshTexCoords[vertexIndices[2]]);
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| 361 |
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| 362 | // radion.radiance.z = getSurfaceArea();
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| 363 | }
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| 364 |
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| 365 | Vector* TriangleMesh::Patch::meshVertices = 0x0;
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| 366 | Vector* TriangleMesh::Patch::meshNormals = 0x0;
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| 367 | Vector* TriangleMesh::Patch::meshTexCoords = 0x0;
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| 368 |
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| 369 | bool TriangleMesh::intersect (const Ray& ray, float& depth, float rayMin, float rayMax)
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| 370 | {
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| 371 | lastTestedRayId = ray.id;
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| 372 | lastTestedRayResult.isIntersect = false;
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| 373 | Patch::meshNormals = normals;
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| 374 | Patch::meshTexCoords = texCoords;
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| 375 | HitRec hitRec;
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| 376 | meshTree->traverse(ray, hitRec, rayMin, rayMax);
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| 377 | lastTestedRayResult = hitRec;
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| 378 | lastTestedRayResult.material = this->material;
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| 379 | depth = lastTestedRayResult.depth;
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| 380 | lastTestedRayResult.object = this;
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| 381 | return lastTestedRayResult.isIntersect;
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| 382 | }
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| 383 |
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| 384 | bool TriangleMesh::intersectBackSide (const Ray& ray, float& depth, float rayMin, float rayMax)
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| 385 | {
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| 386 | lastTestedRayId = ray.id;
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| 387 | lastTestedRayResult.isIntersect = false;
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| 388 | Patch::meshNormals = normals;
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| 389 | HitRec hitRec;
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| 390 | meshTree->traverseBackSide(ray, hitRec, rayMin, rayMax);
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| 391 | // meshTree->forbidden = hitRec.object;
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| 392 | lastTestedRayResult = hitRec;
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| 393 | lastTestedRayResult.material = this->material;
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| 394 | depth = lastTestedRayResult.depth;
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| 395 | lastTestedRayResult.object = this;
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| 396 | return lastTestedRayResult.isIntersect;
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| 397 | }
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| 398 |
|
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| 399 | TriangleMesh::~TriangleMesh(void)
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| 400 | {
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| 401 | delete [] areaTree;
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| 402 | delete meshTree;
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| 403 | delete meshVertices;
|
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| 404 | delete [] meshPatches;
|
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| 405 | delete normals;
|
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| 406 | delete texCoords;
|
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| 407 | }
|
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| 408 |
|
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| 409 |
|
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| 410 | double TriangleMesh::getPatchArea(unsigned int index)
|
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| 411 | {
|
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| 412 | if(index >= nMeshPatches)
|
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| 413 | return 0;
|
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| 414 | Vector a = meshVertices[meshPatches[index].vertexIndices[1]] -
|
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| 415 | meshVertices[meshPatches[index].vertexIndices[0]];
|
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| 416 | Vector b = meshVertices[meshPatches[index].vertexIndices[2]] -
|
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| 417 | meshVertices[meshPatches[index].vertexIndices[0]];
|
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| 418 | return (a && b).norm();
|
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| 419 | }
|
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| 420 |
|
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| 421 | double TriangleMesh::buildAreaTree(unsigned int u)
|
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| 422 | {
|
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| 423 | if(u >= nAreaTreeNodes)
|
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| 424 | {
|
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| 425 | u -= nAreaTreeNodes;
|
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| 426 | return getPatchArea(u);
|
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| 427 | }
|
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| 428 | areaTree[u] = buildAreaTree(u * 2 + 1) + buildAreaTree(u * 2 + 2);
|
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| 429 | return areaTree[u];
|
---|
| 430 | }
|
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| 431 |
|
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| 432 | void TriangleMesh::buildAreaTree()
|
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| 433 | {
|
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| 434 | nAreaTreeNodes = 1;
|
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| 435 | while(nAreaTreeNodes < nMeshPatches - 1)
|
---|
| 436 | nAreaTreeNodes <<= 1;
|
---|
| 437 | nAreaTreeNodes--;
|
---|
| 438 | areaTree = new double[nAreaTreeNodes];
|
---|
| 439 | surfaceArea = buildAreaTree(0);
|
---|
| 440 | }
|
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| 441 |
|
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| 442 | void TriangleMesh::sampleSurface(unsigned int u, double rnd, Radion& radion)
|
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| 443 | {
|
---|
| 444 | if(u >= nAreaTreeNodes)
|
---|
| 445 | {
|
---|
| 446 | u -= nAreaTreeNodes;
|
---|
| 447 | if(u >= nMeshPatches)
|
---|
| 448 | u = 0;
|
---|
| 449 | meshPatches[u].sampleSurface(radion);
|
---|
| 450 | return;
|
---|
| 451 | }
|
---|
| 452 | float leftweight = 0.0f;
|
---|
| 453 | if(u * 2 + 1 >= nAreaTreeNodes)
|
---|
| 454 | leftweight = getPatchArea(u * 2 + 1 - nAreaTreeNodes);
|
---|
| 455 | else
|
---|
| 456 | leftweight = areaTree[u * 2 + 1];
|
---|
| 457 | if(rnd <= leftweight)
|
---|
| 458 | sampleSurface(u * 2 + 1, rnd, radion);
|
---|
| 459 | else
|
---|
| 460 | sampleSurface(u * 2 + 2, rnd - leftweight, radion);
|
---|
| 461 | }
|
---|
| 462 |
|
---|
| 463 | void TriangleMesh::sampleSurface(Radion& radion)
|
---|
| 464 | {
|
---|
| 465 | Patch::meshVertices = meshVertices;
|
---|
| 466 | Patch::meshNormals = normals;
|
---|
| 467 | Patch::meshTexCoords = texCoords;
|
---|
| 468 | double rnd = surfaceArea * (double)rand() / RAND_MAX;
|
---|
| 469 | sampleSurface(0, rnd, radion);
|
---|
| 470 | radion.radiance.z = surfaceArea;
|
---|
| 471 | }
|
---|
| 472 |
|
---|
| 473 | float TriangleMesh::getSurfaceArea()
|
---|
| 474 | {
|
---|
| 475 | return surfaceArea;
|
---|
| 476 | } |
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