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 | FlexVertexArray& 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 | if(radion.radiance.norm2() < 0.00001)
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363 | bool mijafa = true;
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364 |
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365 | // radion.radiance.z = getSurfaceArea();
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366 | }
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367 |
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368 | Vector* TriangleMesh::Patch::meshVertices = 0x0;
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369 | Vector* TriangleMesh::Patch::meshNormals = 0x0;
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370 | Vector* TriangleMesh::Patch::meshTexCoords = 0x0;
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371 |
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372 | bool TriangleMesh::intersect (const Ray& ray, float& depth, float rayMin, float rayMax)
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373 | {
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374 | lastTestedRayId = ray.id;
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375 | lastTestedRayResult.isIntersect = false;
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376 | Patch::meshNormals = normals;
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377 | Patch::meshTexCoords = texCoords;
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378 | HitRec hitRec;
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379 | meshTree->traverse(ray, hitRec, rayMin, rayMax);
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380 | lastTestedRayResult = hitRec;
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381 | lastTestedRayResult.material = this->material;
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382 | depth = lastTestedRayResult.depth;
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383 | lastTestedRayResult.object = this;
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384 | return lastTestedRayResult.isIntersect;
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385 | }
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386 |
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387 | bool TriangleMesh::intersectBackSide (const Ray& ray, float& depth, float rayMin, float rayMax)
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388 | {
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389 | lastTestedRayId = ray.id;
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390 | lastTestedRayResult.isIntersect = false;
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391 | Patch::meshNormals = normals;
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392 | HitRec hitRec;
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393 | meshTree->traverseBackSide(ray, hitRec, rayMin, rayMax);
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394 | // meshTree->forbidden = hitRec.object;
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395 | lastTestedRayResult = hitRec;
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396 | lastTestedRayResult.material = this->material;
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397 | depth = lastTestedRayResult.depth;
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398 | lastTestedRayResult.object = this;
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399 | return lastTestedRayResult.isIntersect;
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400 | }
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401 |
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402 | TriangleMesh::~TriangleMesh(void)
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403 | {
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404 | delete [] areaTree;
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405 | delete meshTree;
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406 | delete meshVertices;
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407 | delete [] meshPatches;
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408 | delete normals;
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409 | delete texCoords;
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410 | }
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411 |
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412 |
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413 | double TriangleMesh::getPatchArea(unsigned int index)
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414 | {
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415 | if(index >= nMeshPatches)
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416 | return 0;
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417 | Vector a = meshVertices[meshPatches[index].vertexIndices[1]] -
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418 | meshVertices[meshPatches[index].vertexIndices[0]];
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419 | Vector b = meshVertices[meshPatches[index].vertexIndices[2]] -
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420 | meshVertices[meshPatches[index].vertexIndices[0]];
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421 | return (a && b).norm();
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422 | }
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423 |
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424 | double TriangleMesh::buildAreaTree(unsigned int u)
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425 | {
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426 | if(u >= nAreaTreeNodes)
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427 | {
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428 | u -= nAreaTreeNodes;
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429 | return getPatchArea(u);
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430 | }
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431 | areaTree[u] = buildAreaTree(u * 2 + 1) + buildAreaTree(u * 2 + 2);
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432 | return areaTree[u];
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433 | }
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434 |
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435 | void TriangleMesh::buildAreaTree()
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436 | {
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437 | nAreaTreeNodes = 1;
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438 | while(nAreaTreeNodes < nMeshPatches )
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439 | nAreaTreeNodes <<= 1;
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440 | nAreaTreeNodes--;
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441 | areaTree = new double[nAreaTreeNodes];
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442 | surfaceArea = buildAreaTree(0);
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443 | }
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444 |
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445 | void TriangleMesh::sampleSurface(unsigned int u, double rnd, Radion& radion)
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446 | {
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447 | if(u >= nAreaTreeNodes)
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448 | {
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449 | u -= nAreaTreeNodes;
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450 | if(u >= nMeshPatches)
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451 | u = 0;
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452 | meshPatches[u].sampleSurface(radion);
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453 | return;
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454 | }
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455 | float leftweight = 0.0f;
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456 | if(u * 2 + 1 >= nAreaTreeNodes)
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457 | leftweight = getPatchArea(u * 2 + 1 - nAreaTreeNodes);
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458 | else
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459 | leftweight = areaTree[u * 2 + 1];
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460 | if(rnd <= leftweight)
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461 | sampleSurface(u * 2 + 1, rnd, radion);
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462 | else
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463 | sampleSurface(u * 2 + 2, rnd - leftweight, radion);
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464 | }
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465 |
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466 | void TriangleMesh::sampleSurface(Radion& radion)
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467 | {
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468 | Patch::meshVertices = meshVertices;
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469 | Patch::meshNormals = normals;
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470 | Patch::meshTexCoords = texCoords;
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471 | double rnd = surfaceArea * (double)rand() / RAND_MAX;
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472 | sampleSurface(0, rnd, radion);
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473 | radion.radiance.z = surfaceArea;
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474 | }
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475 |
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476 | float TriangleMesh::getSurfaceArea()
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477 | {
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478 | return surfaceArea;
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479 | } |
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