[504] | 1 | #include "VssRay.h"
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[511] | 2 | #include "Beam.h"
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[540] | 3 | #include "Mesh.h"
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| 4 | #include "Polygon3.h"
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[504] | 5 |
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| 6 |
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| 7 | void
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[540] | 8 | Beam::Construct(const AxisAlignedBox3 &box, const AxisAlignedBox3 &dBox)
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[504] | 9 | {
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| 10 | // the frustum is defined by set of negative halfspace described by mPlanes
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| 11 |
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| 12 | // construct
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| 13 | Vector3 center = box.Center();
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| 14 | Vector3 dCenter = dBox.Center();
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| 15 |
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| 16 | // "back plane"
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| 17 | mPlanes.push_back(Plane3(-VssRay::GetDirection(dCenter.x, dCenter.y), center));
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[534] | 18 |
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[504] | 19 | Vector3 directions[4];
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| 20 | directions[0] = VssRay::GetDirection(dBox.Min().x, dBox.Min().y);
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| 21 | directions[1] = VssRay::GetDirection(dBox.Max().x, dBox.Min().y);
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| 22 | directions[2] = VssRay::GetDirection(dBox.Max().x, dBox.Max().y);
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| 23 | directions[3] = VssRay::GetDirection(dBox.Min().x, dBox.Max().y);
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| 24 |
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| 25 | // side planes
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[534] | 26 | mPlanes.push_back(Plane3(-CrossProd(directions[0], directions[1]), center));
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| 27 | mPlanes.push_back(Plane3(-CrossProd(directions[1], directions[2]), center));
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| 28 | mPlanes.push_back(Plane3(-CrossProd(directions[2], directions[3]), center));
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| 29 | mPlanes.push_back(Plane3(-CrossProd(directions[3], directions[0]), center));
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[504] | 30 |
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| 31 | // now make sure all planes contain the spatial box
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| 32 | int i, j;
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[535] | 33 | for (i=0; i < mPlanes.size(); i++)
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| 34 | {
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| 35 | float maxDist = 0;
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| 36 |
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| 37 | for (j=0; j < 8; j++)
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| 38 | {
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| 39 | float dist = mPlanes[i].Distance(box.GetVertex(j));
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| 40 |
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| 41 | if (dist > maxDist)
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| 42 | maxDist = dist;
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| 43 | }
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| 44 |
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| 45 | mPlanes[i].mD -= maxDist;
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[504] | 46 | }
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[507] | 47 |
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| 48 | mBox = box;
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| 49 | mDirBox = dBox;
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| 50 |
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| 51 | SetValid();
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[504] | 52 | }
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| 53 |
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| 54 | // conservative frustum box intersection
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| 55 | // returns
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| 56 | // 0 - box intersects the frustum
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| 57 | // -1 - box intersects the frustum and is fully inside
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| 58 | // 1 - box does not intersect the frustum
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| 59 |
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| 60 | int
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[512] | 61 | Beam::ComputeIntersection(const AxisAlignedBox3 &box)
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[504] | 62 | {
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| 63 | int i;
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| 64 | int result = -1;
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| 65 | for (i=0; i < mPlanes.size(); i++) {
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| 66 | int side = box.Side(mPlanes[i]);
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| 67 | if (side == 1)
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| 68 | return 1;
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| 69 | if (side > result)
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| 70 | result = side;
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| 71 | }
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| 72 | return result;
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[522] | 73 | }
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| 74 |
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| 75 |
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[542] | 76 | Beam::~Beam()
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| 77 | {
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| 78 | DEL_PTR(mMesh);
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| 79 | }
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| 80 |
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| 81 |
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[540] | 82 | void Beam::ComputePerspectiveFrustum(float &left, float &right,
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| 83 | float &bottom, float &top,
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| 84 | float &near, float &far,
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| 85 | const AxisAlignedBox3 &sceneBBox) const
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[522] | 86 | {
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| 87 | const float xDirRange = mDirBox.Max().x - mDirBox.Min().x;
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| 88 | const float yDirRange = mDirBox.Max().y - mDirBox.Min().y;
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[540] | 89 | //Debug << "xdir range: " << xDirRange << endl;
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| 90 | //Debug << "ydir range: " << yDirRange << endl;
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[522] | 91 |
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[531] | 92 | near = 0.1f; // NOTE: what is the best value for near and far plane?
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[525] | 93 | far = 2.0f * Magnitude(sceneBBox.Diagonal());
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[540] | 94 |
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| 95 | right = fabs(near * tan(xDirRange * 0.5f));
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| 96 | left = -right;
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[522] | 97 |
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[540] | 98 | top = fabs(near * tan(yDirRange * 0.5f));
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| 99 | bottom = -top;
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| 100 | }
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[522] | 101 |
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[540] | 102 |
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| 103 | void Beam::ComputeOrthoFrustum(float &left, float &right,
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| 104 | float &bottom, float &top,
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| 105 | float &near, float &far,
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| 106 | const AxisAlignedBox3 &sceneBBox) const
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| 107 | {
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| 108 | const int vAxis = GetMainDirection().DrivingAxis();
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| 109 | const int axis2 = (vAxis + 1) % 3;
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| 110 | const int axis3 = (vAxis + 2) % 3;
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| 111 |
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| 112 | const float xDirRange = mBox.Max()[axis2] - mDirBox.Min()[axis2];
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| 113 | const float yDirRange = mDirBox.Max()[axis3] - mDirBox.Min()[axis3];
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| 114 |
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| 115 | near = 0.1f; // NOTE: what is the best value for near and far plane?
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| 116 | far = 2.0f * Magnitude(sceneBBox.Diagonal());
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| 117 |
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| 118 | right = xDirRange * 0.5f;
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| 119 | left = -right;
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| 120 |
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[704] | 121 | top = yDirRange * 0.5f;
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[540] | 122 | bottom = -top;
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[525] | 123 | }
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| 124 |
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[535] | 125 |
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[525] | 126 | Vector3 Beam::GetMainDirection() const
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| 127 | {
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[540] | 128 | return - mPlanes[0].mNormal;
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[531] | 129 | }
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| 130 |
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| 131 |
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| 132 | void BeamSampleStatistics::Print(ostream &app) const
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| 133 | {
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| 134 | app << "===== Beam sample statistics ===============\n";
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| 135 |
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| 136 | app << "#N_PVSSIZE ( size of pvs )\n" << pvsSize << "\n";
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| 137 |
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| 138 | app << "#N_RAYS ( Number of rays )\n" << rays << "\n";
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| 139 |
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| 140 | app << "#N_RAYCONTRIBUTIONS ( number of ray constributions )\n" <<
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| 141 | rayContributions << "\n";
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| 142 |
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| 143 | app << "#N_RAYLENGHTENTROPY ( Ray lenght entropy )\n" <<
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| 144 | rayLengthEntropy << "\n";
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| 145 |
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| 146 | app << "#N_IMPORTANCE ( importance )\n" <<
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| 147 | importance << "\n";
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| 148 |
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| 149 | app << "#N_CTIME ( Construction time [s] )\n"
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| 150 | << Time() << " \n";
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| 151 |
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| 152 | app << "===== END OF KdTree statistics ==========\n";
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| 153 |
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[534] | 154 | }
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| 155 |
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[540] | 156 |
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| 157 | void Beam::CreateMesh(const float zfar)
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| 158 | {
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| 159 | if (mMesh)
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| 160 | return;
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| 161 |
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| 162 | mMesh = new Mesh();
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| 163 |
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| 164 | // -- compute far plane
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| 165 |
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| 166 | // box should not never remove part of beam polygons
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[704] | 167 | Vector3 bmin = mBox.Min() - Vector3(zfar * 2.0f);
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| 168 | Vector3 bmax = mBox.Max() + Vector3(zfar * 2.0f);
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[540] | 169 |
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| 170 | AxisAlignedBox3 bbox(bmin, bmax);
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| 171 | Plane3 fplane;
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| 172 | fplane.mNormal = -mPlanes[0].mNormal;
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| 173 |
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| 174 | // NOTE: beam far plane must not not be culled by gl far plane
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| 175 | fplane.mD = mPlanes[0].mD - zfar - 1.0f;
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| 176 | mPlanes.push_back(fplane);
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| 177 |
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| 178 | for (int i = 0; i < mPlanes.size(); ++ i)
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| 179 | {
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| 180 | Polygon3 *poly = bbox.CrossSection(mPlanes[i]);
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| 181 |
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| 182 | if (!poly->Valid(Limits::Small))
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| 183 | DEL_PTR(poly);
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| 184 |
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| 185 | for (int j = 0; (j < mPlanes.size()) && poly; ++ j)
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| 186 | {
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| 187 | if (j != i)
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| 188 | {
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| 189 | Polygon3 *front = new Polygon3();
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| 190 | Polygon3 *back = new Polygon3();
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| 191 |
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| 192 | poly->Split(mPlanes[j], *front, *back, Limits::Small);
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| 193 | DEL_PTR(poly);
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| 194 | DEL_PTR(front);
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| 195 |
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| 196 | if (!back->Valid(Limits::Small))
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| 197 | DEL_PTR(back);
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| 198 | poly = back;
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| 199 | }
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| 200 | }
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| 201 |
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| 202 | if (poly)
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| 203 | {
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| 204 | poly->AddToMesh(*mMesh);
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| 205 | }
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| 206 | }
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| 207 |
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| 208 | // remove far plane
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| 209 | mPlanes.pop_back();
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| 210 | } |
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