[2630] | 1 |
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| 2 | // Written by Vlastimil Havran, December 2007
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| 3 |
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| 4 | // This macro allows to use the ray shooting written by
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| 5 | // Vlastimil Havran, 2007-2008
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| 6 |
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| 7 |
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| 8 | #include "VssRay.h"
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| 9 | #include "KdTree.h"
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| 10 | #include "Preprocessor.h"
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| 11 | #include "IntersectableWrapper.h"
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| 12 |
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| 13 | #ifdef USE_HAVRAN_RAYCASTER
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| 14 | #include "ktbconf.h"
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| 15 | #include "timer.h"
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| 16 | #include "ktball.h"
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| 17 | #include "ktb.h"
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| 18 | #ifdef _USE_HAVRAN_SSE
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| 19 |
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| 20 | #include "raypack.h"
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| 21 | #endif // _USE_HAVRAN_SSE
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[2655] | 22 | #endif // _USE_HAVRAN_RAYCASTER
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| 23 |
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[2630] | 24 | #include "HavranRayCaster.h"
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| 25 |
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| 26 | #define DEBUG_RAYCAST 0
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| 27 |
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| 28 | namespace GtpVisibilityPreprocessor {
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| 29 |
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| 30 | #ifdef _USE_HAVRAN_SSE
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| 31 | // static rays
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| 32 | GALIGN16 RayPacket2x2
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| 33 | HavranDynRayCaster::raypack_t;
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| 34 | #endif // _USE_HAVRAN_SSE
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| 35 |
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| 36 | HavranDynRayCaster::HavranDynRayCaster(const Preprocessor &preprocessor):
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| 37 | HavranRayCaster(preprocessor), mDynKtbtree(0),
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| 38 | dynobjects(0), dynamicFlag(false)
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| 39 | {
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| 40 | #ifdef USE_HAVRAN_RAYCASTER
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| 41 | #ifdef _USE_HAVRAN_SSE
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| 42 | if ( ((int)(&raypack_t)) & 0xf != 0) {
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| 43 | cerr << "The ray pack data type not aligned on 16 Bytes boundary" << endl;
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| 44 | cerr << "Address is " << (void*)(&raypack_t) << endl;
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| 45 | cerr << "Reorganize your data structure to make it aligned" << endl;
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| 46 | abort();
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| 47 | }
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| 48 | #endif
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| 49 | #endif
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| 50 | }
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| 51 |
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| 52 |
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| 53 | HavranDynRayCaster::~HavranDynRayCaster()
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| 54 | {
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| 55 | #ifdef USE_HAVRAN_RAYCASTER
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| 56 | DeleteDynamicObjects();
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| 57 | #endif // USE_HAVRAN_RAYCASTER
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| 58 | }
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| 59 |
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| 60 | void
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| 61 | HavranDynRayCaster::DeleteDynamicObjects()
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| 62 | {
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| 63 | #ifdef USE_HAVRAN_RAYCASTER
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| 64 | delete mDynKtbtree; mDynKtbtree = 0;
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| 65 | delete dynobjects; dynobjects = 0;
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| 66 | dynamicFlag = false;
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| 67 | #endif // USE_HAVRAN_RAYCASTER
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| 68 | }
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| 69 |
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| 70 | void
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| 71 | HavranDynRayCaster::AddDynamicObjecs(const ObjectContainer &objects, const Matrix4x4 &m)
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| 72 | {
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| 73 | #ifdef USE_HAVRAN_RAYCASTER
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| 74 | if (dynobjects)
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| 75 | DeleteDynamicObjects();
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| 76 |
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| 77 | dynamicFlag = false;
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| 78 |
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| 79 | if (objects.size()) {
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| 80 | dynamicFlag = true;
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| 81 | dynobjects = new ObjectContainer(objects);
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| 82 | assert(dynobjects);
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| 83 | // kd-tree built over the objects
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| 84 | mDynKtbtree = new CKTB;
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| 85 | mDynKtbtree->BuildUp(*dynobjects);
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| 86 |
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| 87 | // The matrix to transform the objects
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| 88 | UpdateDynamicObjects(m);
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| 89 | }
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| 90 | #endif // USE_HAVRAN_RAYCASTER
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| 91 | }
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| 92 |
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| 93 | void
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| 94 | HavranDynRayCaster::UpdateDynamicObjects(const Matrix4x4 &m)
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| 95 | {
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| 96 | #ifdef USE_HAVRAN_RAYCASTER
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| 97 | matTr = m;
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| 98 | matTr_inv = Invert(matTr);
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| 99 | #endif // USE_HAVRAN_RAYCASTER
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| 100 | }
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| 101 |
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| 102 | // Using packet of 4 rays supposing that these are coherent
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| 103 | // We give a box to which each ray is clipped to before the
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| 104 | // ray shooting is computed !
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| 105 | void HavranDynRayCaster::CastRaysPacket4(const Vector3 &minBox,
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| 106 | const Vector3 &maxBox,
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| 107 | const Vector3 origin4[],
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| 108 | const Vector3 direction4[],
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| 109 | int result4[],
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| 110 | float dist4[])
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| 111 | {
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| 112 | #ifdef USE_HAVRAN_RAYCASTER
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| 113 | #ifdef _USE_HAVRAN_SSE
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| 114 | for (int i = 0; i < 4; i++) {
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| 115 | result4[i] = -1;
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| 116 | result4_t[4] = -1;
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| 117 | raypack.SetLoc(i, origin4[i]);
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| 118 | raypack.SetDir(i, direction4[i]);
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| 119 | }
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| 120 |
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| 121 | // The same operations for packets of rays, if implemented by
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| 122 | // a particular ASDS, otherwise it is emulated by decomposition
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| 123 | // of a packet to individual rays and traced individually.
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| 124 | mKtbtree->FindNearestI(raypack, minBox, maxBox);
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| 125 |
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| 126 | for (int i = 0; i < 4; i++) {
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| 127 | // if ray intersects an object, we set the pointer to
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| 128 | // this object
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| 129 | Intersectable* intersectable = raypack.GetObject(i);
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| 130 | if (intersectable) {
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| 131 | result4[i] = intersectable->mId;
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| 132 | dist4[i] = raypack.GetT(i);
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| 133 | }
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| 134 | }
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| 135 |
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| 136 | if (dynamicFlag) {
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| 137 | // The ray pack to be transformed
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| 138 | raypack_t = raypack;
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| 139 | raypack_t.ApplyTransform(matTr_inv);
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| 140 |
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| 141 | mDynKtbtree->FindNearestI(raypack_t, minBox, maxBox);
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| 142 |
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| 143 | for (int i = 0; i < 4; i++) {
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| 144 | // if ray intersects an object, we set the pointer to
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| 145 | // this object
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| 146 | Intersectable* intersectable = raypack_t.GetObject(i);
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| 147 | if (intersectable) {
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| 148 | float t = raypack_t.GetT(i);
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| 149 | if ( ( (result4[i] != -1) && (t < dist4[i]) ) ||
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| 150 | (result4[i] == -1) ) {
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| 151 | // update, dynamic object is closer
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| 152 | dist4[i] = t;
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| 153 | result4[i] = intersectable->mId;
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| 154 | }
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| 155 | }
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| 156 | } // for i
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| 157 | } // dynamic flag
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| 158 |
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| 159 | return;
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| 160 | #else // _USE_HAVRAN_SSE
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| 161 | // Compute the result ray by ray
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| 162 | SimpleRay sray;
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| 163 | for (int i = 0; i < 4; i++) {
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| 164 | result4[i] = -1; // no intersection
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| 165 | sray.mOrigin = origin4[i];
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| 166 | sray.mDirection = direction4[i];
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| 167 | mKtbtree->FindNearestI(sray, minBox, maxBox);
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| 168 | if (SimpleRay::IntersectionRes[0].intersectable) {
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| 169 | // This is object ID - is this the triangle index ???
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| 170 | result4[i] = SimpleRay::IntersectionRes[0].intersectable->mId;
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| 171 | dist4[i] = SimpleRay::IntersectionRes[0].tdist;
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| 172 | }
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| 173 |
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| 174 | if (dynamicFlag) {
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| 175 | // Now apply transform
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| 176 | ApplyTransform(sray);
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| 177 | mDynKtbtree->FindNearestI(sray, minBox, maxBox);
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| 178 | Intersectable *objdyn = SimpleRay::IntersectionRes[0].intersectable;
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| 179 | if (objdyn) {
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| 180 | float t = SimpleRay::IntersectionRes[0].tdist;
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| 181 | if ( ((result4[i] != -1) && (t < dist4[i])) ||
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| 182 | (result4[i] == -1) ) {
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| 183 | // = update, dynamic object is closer
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| 184 | dist4[i] = t;
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| 185 | result4[i] = objdyn->mId;
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| 186 | }
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| 187 | }
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| 188 | } // dynamic flag
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| 189 | } // for i;
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| 190 |
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| 191 | #endif // _USE_HAVRAN_SSE
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| 192 | #endif // USE_HAVRAN_RAYCASTER
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| 193 | }
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| 194 |
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| 195 |
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| 196 | int HavranDynRayCaster::CastRay(const SimpleRay &simpleRay,
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| 197 | VssRayContainer &vssRays,
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| 198 | const AxisAlignedBox3 &box,
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| 199 | const bool castDoubleRay,
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| 200 | const bool pruneInvalidRays)
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| 201 | {
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| 202 | #ifdef USE_HAVRAN_RAYCASTER
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| 203 |
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| 204 | // rays forwards - TESTED 21/1/2008 VH (only for forward rays)
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| 205 |
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| 206 | int hits = 0;
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| 207 | Intersection hitA(simpleRay.mOrigin), hitB(simpleRay.mOrigin);
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| 208 |
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| 209 | // ray.mFlags &= ~Ray::CULL_BACKFACES;
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| 210 | bool result;
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| 211 | hitA.mObject = 0;
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| 212 | if ((result = mKtbtree->FindNearestI(simpleRay))) {
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| 213 | hitA.mObject = SimpleRay::IntersectionRes[0].intersectable;
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| 214 | tdist[0] = SimpleRay::IntersectionRes[0].tdist;
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| 215 | hitA.mPoint = simpleRay.Extrap(tdist[0]);
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| 216 | hitA.mNormal = SimpleRay::IntersectionRes[0].intersectable->GetNormal(0);
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| 217 | //hitA.mNormal = (dynamic_cast< TriangleIntersectable *>
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| 218 | // (hitA.mObject))->GetNormal(0);
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| 219 | }
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| 220 |
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| 221 | if (dynamicFlag) {
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| 222 | bool result2 = false;
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| 223 | // For a dynamic object
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| 224 | sray_t = simpleRay;
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| 225 | // Now apply transform
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| 226 | ApplyTransform(sray_t);
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| 227 | if (mDynKtbtree->FindNearestI(sray_t)) {
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| 228 | float t = SimpleRay::IntersectionRes[0].tdist;
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| 229 | if ( ((hitA.mObject) && (t < tdist[0])) ||
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| 230 | (!hitA.mObject) ) {
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| 231 | result = result2 = true; // dynamic object hit
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| 232 | // There is an intersection closer than the previous one
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| 233 | hitA.mObject = SimpleRay::IntersectionRes[0].intersectable;
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| 234 | tdist[0] = SimpleRay::IntersectionRes[0].tdist;
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| 235 | hitA.mPoint = simpleRay.Extrap(tdist[0]);
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| 236 | hitA.mNormal = hitA.mObject->GetNormal(0);
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| 237 | // We have to transform the normal
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| 238 | hitA.mNormal = TransformNormal(matTr_inv, hitA.mNormal);
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| 239 | }
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| 240 | }
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| 241 | if (result && (!result2)) {
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| 242 | // We put back the result from hitA.mObject for ray tracing
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| 243 | SimpleRay::IntersectionRes[0].intersectable = hitA.mObject;
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| 244 | SimpleRay::IntersectionRes[0].tdist = tdist[0];
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| 245 | }
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| 246 | }
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| 247 |
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| 248 | bool resultB = false;
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| 249 | if (castDoubleRay) {
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| 250 | bool result2 = false;
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| 251 | // casting rays backward
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| 252 | Vector3 *v = (Vector3*)(&simpleRay.mDirection);
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| 253 | *v = -(*v);
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| 254 | // ray.mFlags &= ~Ray::CULL_BACKFACES;
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| 255 | if (mKtbtree->FindNearestI(simpleRay)) {
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| 256 | resultB = true;
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| 257 | hitB.mObject = SimpleRay::IntersectionRes[0].intersectable;
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| 258 | assert(hitB.mObject);
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| 259 | float tdist = SimpleRay::IntersectionRes[0].tdist;
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| 260 | hitB.mPoint = simpleRay.Extrap(tdist);
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| 261 | hitB.mNormal = hitB.mObject->GetNormal(0);
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| 262 | }
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| 263 |
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| 264 | if (dynamicFlag) {
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| 265 | // For a dynamic object
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| 266 | sray_t = simpleRay;
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| 267 | // Now apply transform
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| 268 | ApplyTransform(sray_t);
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| 269 | bool result2;
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| 270 | if ( mDynKtbtree->FindNearestI(sray_t)) {
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| 271 | assert(SimpleRay::IntersectionRes[0].intersectable);
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| 272 | float t = SimpleRay::IntersectionRes[0].tdist;
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| 273 | if ( ((hitB.mObject) && (t < tdist[0])) ||
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| 274 | (!hitB.mObject) ) {
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| 275 | // There is an intersection closer than the previous one
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| 276 | resultB = result2 = true; // dynamic object hit
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| 277 | hitB.mObject = SimpleRay::IntersectionRes[0].intersectable;
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| 278 | tdist[0] = SimpleRay::IntersectionRes[0].tdist;
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| 279 | hitB.mPoint = simpleRay.Extrap(tdist[0]);
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| 280 | hitB.mNormal = hitB.mObject->GetNormal(0);
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| 281 | // We have to transform the normal
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| 282 | hitB.mNormal = TransformNormal(matTr_inv, hitB.mNormal);
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| 283 | }
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| 284 | }
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| 285 | if ((resultB) && (!result2)) {
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| 286 | // For visualization
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| 287 | SimpleRay::IntersectionRes[0].intersectable = hitB.mObject;
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| 288 | SimpleRay::IntersectionRes[0].tdist = tdist[0];
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| 289 | }
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| 290 | } // dynamicFlag
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| 291 |
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| 292 | // restore the direction to the original
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| 293 | *v = -simpleRay.mDirection;
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| 294 | } // castDoubleRay
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| 295 |
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| 296 | #ifdef _PROCESS_RAY
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| 297 | // This code is also in IntelRayCaster.cpp
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| 298 | return ProcessRay(
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| 299 | simpleRay,
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| 300 | hitA,
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| 301 | hitB,
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| 302 | vssRays,
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| 303 | box,
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| 304 | castDoubleRay,
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| 305 | pruneInvalidRays
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| 306 | );
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| 307 | #else // _PROCESS_RAY
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| 308 | if (castDoubleRay)
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| 309 | return resultB;
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| 310 | return result;
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| 311 | #endif // _PROCESS_RAY
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| 312 |
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| 313 | #else
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| 314 | return 0;
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| 315 | #endif // USE_HAVRAN_RAYCASTER
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| 316 | }
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| 317 |
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| 318 | void HavranDynRayCaster::CastRays16(SimpleRayContainer &rays,
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| 319 | VssRayContainer &vssRays,
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| 320 | const AxisAlignedBox3 &sbox,
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| 321 | const bool castDoubleRay,
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| 322 | const bool pruneInvalidRays)
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| 323 | {
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| 324 | CastRays16(rays, 0, vssRays, sbox, castDoubleRay, pruneInvalidRays);
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| 325 | }
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| 326 |
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| 327 |
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| 328 | void HavranDynRayCaster::CastRays16(SimpleRayContainer &rays,
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| 329 | int offset,
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| 330 | VssRayContainer &vssRays,
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| 331 | const AxisAlignedBox3 &sbox,
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| 332 | const bool castDoubleRays,
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| 333 | const bool pruneInvalidRays)
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| 334 | {
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| 335 | #ifdef USE_HAVRAN_RAYCASTER
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| 336 |
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| 337 | #if DEBUG_RAYCAST
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| 338 | Debug << "C16 " << flush;
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| 339 | #endif
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| 340 |
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| 341 | // Use special algorithm for 16 rays at once
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| 342 | if (castDoubleRays) {
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| 343 | // Here we decompose shooting into two phases
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| 344 |
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| 345 | // First we delete the results from casting dynamic objects
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| 346 | if (dynamicFlag) {
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| 347 | for (int i = 0; i < 32; i++)
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| 348 | objI[i] = 0;
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| 349 | }
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| 350 | // Here we shoot first backward rays and forward ones
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| 351 | SimpleRayContainer::iterator sit = rays.begin() + offset;
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| 352 | SimpleRayContainer::const_iterator sit_end = rays.begin() + offset + 16;
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| 353 | for ( ; sit != sit_end; ++ sit)
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| 354 | {
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| 355 | (*sit).mDirection = - (*sit).mDirection;
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| 356 | }
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| 357 | // backward rays to be shot - saving with offset 16
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| 358 |
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| 359 | #ifdef _USE_HAVRAN_SSE
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| 360 | mKtbtree->SetOffset(0);
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| 361 | mKtbtree->FindNearestI_16oneDir(rays, offset, 16);
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| 362 | #else
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| 363 | mKtbtree->SetOffset(16);
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| 364 | mKtbtree->FindNearestI_16oneDirNoSSE(rays, offset);
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| 365 | #endif // _USE_HAVRAN_SSE
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| 366 |
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| 367 | if (dynamicFlag) {
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| 368 | for (int i = 0; i < 16; i++) {
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| 369 | // store the origin and direction of the ray
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| 370 | orig[i] = rays[offset+i].mOrigin;
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| 371 | dirs[i] = rays[offset+i].mDirection;
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| 372 |
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| 373 | objI[i+16] = SimpleRay::IntersectionRes[i+16].intersectable;
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| 374 | if (objI[i+16])
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| 375 | normal[i+16] = objI[i+16]->GetNormal(0);
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| 376 | tdist[i+16] = SimpleRay::IntersectionRes[i+16].tdist;
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| 377 | ApplyTransform(rays[offset+i]);
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| 378 | } // for
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| 379 | // Now shoot the ray with dynamic object
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| 380 | #ifdef _USE_HAVRAN_SSE
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| 381 | mDynKtbtree->SetOffset(0);
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| 382 | mDynKtbtree->FindNearestI_16oneDir(rays, offset, 16);
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| 383 | #else
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| 384 | mDynKtbtree->SetOffset(16);
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| 385 | mDynKtbtree->FindNearestI_16oneDirNoSSE(rays, offset);
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| 386 | #endif // _USE_HAVRAN_SSE
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| 387 | for (int i = 0; i < 16; i++) {
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| 388 | Intersectable *intersectable =
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| 389 | SimpleRay::IntersectionRes[i+16].intersectable;
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| 390 | if (intersectable) {
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| 391 | float t = SimpleRay::IntersectionRes[i+16].tdist;
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| 392 | if ( ((objI[i+16]) && (t < tdist[i+16])) ||
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| 393 | (!objI[i+16]) ) {
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| 394 | // There is an intersection closer than the previous one
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| 395 | objI[i+16] = intersectable;
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| 396 | tdist[i+16] = SimpleRay::IntersectionRes[i+16].tdist;
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| 397 | normal[i+16] = intersectable->GetNormal(0);
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| 398 | // We have to transform the normal
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| 399 | normal[i+16] = TransformNormal(matTr_inv, normal[i+16]);
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| 400 | } // if update
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| 401 | } // if intersected dynamic object
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| 402 | else {
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| 403 | // we copy back the static object - only for visualization
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| 404 | SimpleRay::IntersectionRes[i+16].intersectable = objI[i+16];
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| 405 | SimpleRay::IntersectionRes[i+16].tdist = tdist[i+16];
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| 406 | }
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| 407 | } // for
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| 408 | } // dynamic flag
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| 409 |
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| 410 | // set the ray direction to original direction
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| 411 | if (dynamicFlag) {
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| 412 | sit = rays.begin() + offset;
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| 413 | int i = 0;
|
---|
| 414 | for ( ; sit != sit_end; ++sit, ++i)
|
---|
| 415 | {
|
---|
| 416 | rays[offset+i].mOrigin = orig[i];
|
---|
| 417 | rays[offset+i].mDirection = -dirs[i];
|
---|
| 418 | }
|
---|
| 419 | }
|
---|
| 420 | else {
|
---|
| 421 | // no dynamic objects
|
---|
| 422 | sit = rays.begin() + offset;
|
---|
| 423 | for ( ; sit != sit_end; ++ sit)
|
---|
| 424 | {
|
---|
| 425 | (*sit).mDirection = - (*sit).mDirection;
|
---|
| 426 | }
|
---|
| 427 | }
|
---|
| 428 | // forward rays to be shot
|
---|
| 429 | #ifdef _USE_HAVRAN_SSE
|
---|
| 430 | mKtbtree->SetOffset(0);
|
---|
| 431 | mKtbtree->FindNearestI_16oneDir(rays, offset, 0);
|
---|
| 432 | #else
|
---|
| 433 | mKtbtree->SetOffset(0);
|
---|
| 434 | mKtbtree->FindNearestI_16oneDirNoSSE(rays, offset);
|
---|
| 435 | #endif // _USE_HAVRAN_SSE
|
---|
| 436 |
|
---|
| 437 | if (dynamicFlag) {
|
---|
| 438 | for (int i = 0; i < 16; i++) {
|
---|
| 439 | objI[i] = SimpleRay::IntersectionRes[i].intersectable;
|
---|
| 440 | if (objI[i])
|
---|
| 441 | normal[i] = objI[i]->GetNormal(0);
|
---|
| 442 | tdist[i] = SimpleRay::IntersectionRes[i].tdist;
|
---|
| 443 | ApplyTransform(rays[offset+i]);
|
---|
| 444 | } // for
|
---|
| 445 | // Now shoot the ray with dynamic object
|
---|
| 446 | #ifdef _USE_HAVRAN_SSE
|
---|
| 447 | mDynKtbtree->SetOffset(0);
|
---|
| 448 | mDynKtbtree->FindNearestI_16oneDir(rays, offset, 0);
|
---|
| 449 | #else
|
---|
| 450 | mDynKtbtree->SetOffset(0);
|
---|
| 451 | mDynKtbtree->FindNearestI_16oneDirNoSSE(rays, offset);
|
---|
| 452 | #endif // _USE_HAVRAN_SSE
|
---|
| 453 | for (int i = 0; i < 16; i++) {
|
---|
| 454 | Intersectable *intersectable
|
---|
| 455 | = SimpleRay::IntersectionRes[i].intersectable;
|
---|
| 456 | if (intersectable) {
|
---|
| 457 | float t = SimpleRay::IntersectionRes[i].tdist;
|
---|
| 458 | if ( ((objI[i]) && (t < tdist[i])) ||
|
---|
| 459 | (!objI[i]) ) {
|
---|
| 460 | // There is an intersection closer than the previous one
|
---|
| 461 | objI[i] = intersectable;
|
---|
| 462 | tdist[i] = SimpleRay::IntersectionRes[i].tdist;
|
---|
| 463 | normal[i] = objI[i]->GetNormal(0);
|
---|
| 464 | // We have to transform the normal
|
---|
| 465 | normal[i] = TransformNormal(matTr_inv, normal[i]);
|
---|
| 466 | } // update
|
---|
| 467 | } // intersection
|
---|
| 468 | // we have to recover the ray
|
---|
| 469 | rays[offset+i].mOrigin = orig[i];
|
---|
| 470 | rays[offset+i].mDirection = -dirs[i];
|
---|
| 471 | } // for i
|
---|
| 472 | } // dynamic flag
|
---|
| 473 | } // cast double rays
|
---|
| 474 | else {
|
---|
| 475 | // ONLY forward rays - TESTED 21/1/2007 VH
|
---|
| 476 |
|
---|
| 477 | // First we delete the results from casting dynamic objects
|
---|
| 478 | if (dynamicFlag) {
|
---|
| 479 | for (int i = 0; i < 16; i++) {
|
---|
| 480 | objI[i] = 0;
|
---|
| 481 | orig[i] = rays[offset+i].mOrigin;
|
---|
| 482 | dirs[i] = rays[offset+i].mDirection;
|
---|
| 483 | }
|
---|
| 484 | }
|
---|
| 485 |
|
---|
| 486 | // Shoot all 16 rays at the same time using a special algorithm
|
---|
| 487 | mKtbtree->SetOffset(0);
|
---|
| 488 | #ifdef _USE_HAVRAN_SSE
|
---|
| 489 | mKtbtree->FindNearestI_16oneDir(rays, offset, 0);
|
---|
| 490 | #else
|
---|
| 491 | mKtbtree->FindNearestI_16oneDirNoSSE(rays, offset);
|
---|
| 492 | #endif // _USE_HAVRAN_SSE
|
---|
| 493 |
|
---|
| 494 | // Here we must add dynamic objects
|
---|
| 495 | if (dynamicFlag) {
|
---|
| 496 | for (int i = 0; i < 16; i++) {
|
---|
| 497 | objI[i] = SimpleRay::IntersectionRes[i].intersectable;
|
---|
| 498 | if (objI[i])
|
---|
| 499 | normal[i] = objI[i]->GetNormal(0);
|
---|
| 500 | tdist[i] = SimpleRay::IntersectionRes[i].tdist;
|
---|
| 501 | ApplyTransform(rays[offset+i]);
|
---|
| 502 | } // for
|
---|
| 503 | // Now shoot the ray with dynamic object
|
---|
| 504 | #ifdef _USE_HAVRAN_SSE
|
---|
| 505 | mDynKtbtree->SetOffset(0);
|
---|
| 506 | mDynKtbtree->FindNearestI_16oneDir(rays, offset, 0);
|
---|
| 507 | #else
|
---|
| 508 | mDynKtbtree->SetOffset(0);
|
---|
| 509 | mDynKtbtree->FindNearestI_16oneDirNoSSE(rays, offset);
|
---|
| 510 | #endif // _USE_HAVRAN_SSE
|
---|
| 511 | for (int i = 0; i < 16; i++) {
|
---|
| 512 | Intersectable *intersectable
|
---|
| 513 | = SimpleRay::IntersectionRes[i].intersectable;
|
---|
| 514 | if (intersectable) {
|
---|
| 515 | float t = SimpleRay::IntersectionRes[i].tdist;
|
---|
| 516 | if ( ((objI[i]) && (t < tdist[i])) ||
|
---|
| 517 | (!objI[i]) ) {
|
---|
| 518 | // There is an intersection closer than the previous one
|
---|
| 519 | objI[i] = intersectable;
|
---|
| 520 | tdist[i] = SimpleRay::IntersectionRes[i].tdist;
|
---|
| 521 | normal[i] = objI[i]->GetNormal(0);
|
---|
| 522 | // We have to transform the normal
|
---|
| 523 | normal[i] = TransformNormal(matTr_inv, normal[i]);
|
---|
| 524 | } // update
|
---|
| 525 | } // intersection
|
---|
| 526 | // we have to recover the rays back
|
---|
| 527 | rays[offset+i].mOrigin = orig[i];
|
---|
| 528 | rays[offset+i].mDirection = dirs[i];
|
---|
| 529 | } // for i
|
---|
| 530 | } // dynamic flag
|
---|
| 531 | }
|
---|
| 532 |
|
---|
| 533 | if (dynamicFlag) {
|
---|
| 534 | for (int i=0, k=offset; i < 16; i++, k++)
|
---|
| 535 | {
|
---|
| 536 | Intersection hitA(rays[k].mOrigin), hitB(rays[k].mOrigin);
|
---|
| 537 |
|
---|
| 538 | #if DEBUG_RAYCAST
|
---|
| 539 | Debug<<"FH\n"<<flush;
|
---|
| 540 | #endif
|
---|
| 541 |
|
---|
| 542 | Intersectable *intersectable = objI[i];
|
---|
| 543 | // For visualization needs only - forward rays
|
---|
| 544 | SimpleRay::IntersectionRes[i].intersectable = objI[i];
|
---|
| 545 | SimpleRay::IntersectionRes[i].tdist = tdist[i];
|
---|
| 546 | if (intersectable)
|
---|
| 547 | {
|
---|
| 548 | hitA.mObject = intersectable;
|
---|
| 549 | // Get the normal of that face
|
---|
| 550 | hitA.mNormal = normal[i];
|
---|
| 551 |
|
---|
| 552 | //-rays[index+i].mDirection; // $$ temporary
|
---|
| 553 | hitA.mPoint = rays[k].Extrap(tdist[i]);
|
---|
| 554 | }
|
---|
| 555 |
|
---|
| 556 | #if DEBUG_RAYCAST
|
---|
| 557 | Debug<<"BH\n"<<flush;
|
---|
| 558 | #endif
|
---|
| 559 |
|
---|
| 560 | if (castDoubleRays)
|
---|
| 561 | {
|
---|
| 562 | Intersectable *intersectable = objI[i+16];
|
---|
| 563 |
|
---|
| 564 | if (intersectable)
|
---|
| 565 | {
|
---|
| 566 | hitB.mObject = intersectable;
|
---|
| 567 | hitB.mNormal = normal[i+16];
|
---|
| 568 | hitB.mPoint = rays[k].Extrap(-tdist[i+16]);
|
---|
| 569 | }
|
---|
| 570 | }
|
---|
| 571 |
|
---|
| 572 | #if DEBUG_RAYCAST
|
---|
| 573 | Debug<<"PR\n"<<flush;
|
---|
| 574 | #endif
|
---|
| 575 |
|
---|
| 576 | #ifdef _PROCESS_RAY
|
---|
| 577 | ProcessRay(rays[k],
|
---|
| 578 | hitA,
|
---|
| 579 | hitB,
|
---|
| 580 | vssRays,
|
---|
| 581 | sbox,
|
---|
| 582 | castDoubleRays,
|
---|
| 583 | pruneInvalidRays
|
---|
| 584 | );
|
---|
| 585 | #endif
|
---|
| 586 | } // for
|
---|
| 587 | }
|
---|
| 588 | else {
|
---|
| 589 | // no dynamic objects
|
---|
| 590 | for (int i=0, k=offset; i < 16; i++, k++)
|
---|
| 591 | {
|
---|
| 592 | Intersection hitA(rays[k].mOrigin), hitB(rays[k].mOrigin);
|
---|
| 593 |
|
---|
| 594 | #if DEBUG_RAYCAST
|
---|
| 595 | Debug<<"FH\n"<<flush;
|
---|
| 596 | #endif
|
---|
| 597 |
|
---|
| 598 | Intersectable *intersectable
|
---|
| 599 | = SimpleRay::IntersectionRes[i].intersectable;
|
---|
| 600 |
|
---|
| 601 | if (intersectable)
|
---|
| 602 | {
|
---|
| 603 | hitA.mObject = intersectable;
|
---|
| 604 | // Get the normal of that face
|
---|
| 605 | hitA.mNormal = intersectable->GetNormal(0);
|
---|
| 606 |
|
---|
| 607 | //-rays[index+i].mDirection; // $$ temporary
|
---|
| 608 | float tdist = SimpleRay::IntersectionRes[i].tdist;
|
---|
| 609 | hitA.mPoint = rays[k].Extrap(tdist);
|
---|
| 610 | }
|
---|
| 611 |
|
---|
| 612 | #if DEBUG_RAYCAST
|
---|
| 613 | Debug<<"BH\n"<<flush;
|
---|
| 614 | #endif
|
---|
| 615 |
|
---|
| 616 | if (castDoubleRays)
|
---|
| 617 | {
|
---|
| 618 | Intersectable *intersectable =
|
---|
| 619 | SimpleRay::IntersectionRes[i+16].intersectable;
|
---|
| 620 |
|
---|
| 621 | if (intersectable)
|
---|
| 622 | {
|
---|
| 623 | hitB.mObject = intersectable;
|
---|
| 624 | hitB.mNormal = intersectable->GetNormal(0);;
|
---|
| 625 | float tdist = SimpleRay::IntersectionRes[16+i].tdist;
|
---|
| 626 | hitB.mPoint = rays[k].Extrap(-tdist);
|
---|
| 627 | }
|
---|
| 628 | }
|
---|
| 629 |
|
---|
| 630 | #if DEBUG_RAYCAST
|
---|
| 631 | Debug<<"PR\n"<<flush;
|
---|
| 632 | #endif
|
---|
| 633 |
|
---|
| 634 | #ifdef _PROCESS_RAY
|
---|
| 635 | ProcessRay(rays[k],
|
---|
| 636 | hitA,
|
---|
| 637 | hitB,
|
---|
| 638 | vssRays,
|
---|
| 639 | sbox,
|
---|
| 640 | castDoubleRays,
|
---|
| 641 | pruneInvalidRays
|
---|
| 642 | );
|
---|
| 643 | #endif
|
---|
| 644 | } // for
|
---|
| 645 | } // dynamic objects
|
---|
| 646 |
|
---|
| 647 |
|
---|
| 648 | #if DEBUG_RAYCAST
|
---|
| 649 | Debug<<"C16F\n"<<flush;
|
---|
| 650 | #endif
|
---|
| 651 |
|
---|
| 652 | #endif // USE_HAVRAN_RAYCASTER
|
---|
| 653 | }
|
---|
| 654 |
|
---|
| 655 |
|
---|
| 656 |
|
---|
| 657 | void
|
---|
| 658 | HavranDynRayCaster::CastSimpleForwardRays(
|
---|
| 659 | SimpleRayContainer &rays,
|
---|
| 660 | const AxisAlignedBox3 &sbox
|
---|
| 661 | )
|
---|
| 662 | {
|
---|
[2655] | 663 | #ifdef USE_HAVRAN_RAYCASTER
|
---|
| 664 |
|
---|
[2682] | 665 | //int hit_triangles[16];
|
---|
| 666 | //float dist[16];
|
---|
[2630] | 667 | Vector3 normals[16];
|
---|
| 668 | Vector3 min = sbox.Min();
|
---|
| 669 | Vector3 max = sbox.Max();
|
---|
| 670 |
|
---|
[2682] | 671 | int packets = (int)rays.size() / 16;
|
---|
[2630] | 672 |
|
---|
[2682] | 673 | int i, k = 0;
|
---|
[2630] | 674 | Vector3 dir;
|
---|
| 675 |
|
---|
| 676 | // By groups of rays
|
---|
| 677 | for (i=0; i < packets; i++) {
|
---|
| 678 | int offset = i * 16;
|
---|
| 679 | mKtbtree->FindNearestI_16oneDir(rays, offset, 0);
|
---|
| 680 |
|
---|
| 681 | if (dynamicFlag) {
|
---|
| 682 | for (int i = 0; i < 16; i++) {
|
---|
| 683 | orig[i] = rays[i].mOrigin;
|
---|
| 684 | dirs[i] = rays[i].mDirection;
|
---|
| 685 |
|
---|
| 686 | tdist[i] = SimpleRay::IntersectionRes[i].tdist;
|
---|
| 687 | objI[i] = SimpleRay::IntersectionRes[i].intersectable;
|
---|
| 688 | // for dynamic objects
|
---|
| 689 | ApplyTransform(rays[i]);
|
---|
| 690 | } // for
|
---|
| 691 |
|
---|
| 692 | // shoot the rays against dynamic objects
|
---|
| 693 | mDynKtbtree->FindNearestI_16oneDir(rays, offset, 0);
|
---|
| 694 | // and combine the results
|
---|
| 695 | for (int i = 0; i < 16; i++) {
|
---|
| 696 | float t = SimpleRay::IntersectionRes[i].tdist;
|
---|
| 697 | if (SimpleRay::IntersectionRes[i].intersectable) {
|
---|
| 698 | if ( ((objI[i]) && (t < tdist[i])) ||
|
---|
| 699 | (!objI[i]) ) {
|
---|
| 700 | // There is an intersection closer than the previous one
|
---|
| 701 | objI[i] = SimpleRay::IntersectionRes[i].intersectable;
|
---|
| 702 | tdist[i] = SimpleRay::IntersectionRes[i].tdist;
|
---|
| 703 | } // update
|
---|
| 704 | } // intersection
|
---|
| 705 | else {
|
---|
| 706 | // Only for visualization
|
---|
| 707 | SimpleRay::IntersectionRes[i].intersectable = objI[i];
|
---|
| 708 | SimpleRay::IntersectionRes[i].tdist = tdist[i];
|
---|
| 709 | }
|
---|
| 710 | // recover ray origin and direction
|
---|
| 711 | rays[i].mOrigin = orig[i];
|
---|
| 712 | rays[i].mDirection = dirs[i];
|
---|
| 713 | } // for
|
---|
| 714 |
|
---|
| 715 | } // dynamic objects
|
---|
| 716 |
|
---|
| 717 | // ??? What to do with the results ? These are
|
---|
| 718 | // not used at the moment also in IntelRayCaster.cpp
|
---|
| 719 | } // for
|
---|
| 720 |
|
---|
| 721 |
|
---|
| 722 | i = 0;
|
---|
| 723 | int k2 = k;
|
---|
| 724 | for (; k < rays.size(); k++, i++) {
|
---|
[2682] | 725 | //double normal[3];
|
---|
[2630] | 726 | // Intersect with the static scene
|
---|
| 727 | bool result = mKtbtree->FindNearestI(rays[k]);
|
---|
| 728 | tdist[i] = SimpleRay::IntersectionRes[0].tdist;
|
---|
| 729 | objI[i] = SimpleRay::IntersectionRes[0].intersectable;
|
---|
| 730 |
|
---|
| 731 | if (dynamicFlag) {
|
---|
| 732 | orig[i] = rays[k].mOrigin;
|
---|
| 733 | dirs[i] = rays[k].mDirection;
|
---|
| 734 |
|
---|
| 735 | // Intersect with the dynamic object
|
---|
| 736 | ApplyTransform(rays[k]);
|
---|
| 737 | bool result2 = false;
|
---|
| 738 | if (mDynKtbtree->FindNearestI(rays[k])) {
|
---|
| 739 | float t = SimpleRay::IntersectionRes[0].tdist;
|
---|
| 740 | if ( ((objI[i]) && (t < tdist[i])) ||
|
---|
| 741 | (!objI[i]) ) {
|
---|
| 742 | // There is an intersection closer than the previous one
|
---|
| 743 | result2 = true;
|
---|
| 744 | objI[i] = SimpleRay::IntersectionRes[0].intersectable;
|
---|
| 745 | tdist[i] = t;
|
---|
| 746 | }
|
---|
| 747 | }
|
---|
| 748 |
|
---|
| 749 | // recover ray origin and direction
|
---|
| 750 | rays[k].mOrigin = orig[i];
|
---|
| 751 | rays[k].mDirection = dirs[i];
|
---|
| 752 | } // dynamic objects
|
---|
| 753 |
|
---|
| 754 | // ??? What to do with the results ? These are
|
---|
| 755 | // not used at the moment also in IntelRayCaster.cpp
|
---|
| 756 | }
|
---|
| 757 | // The result will be in the array
|
---|
| 758 | i = 0;
|
---|
| 759 | for (; k2 < rays.size(); k2++, i++) {
|
---|
| 760 | SimpleRay::IntersectionRes[i].intersectable = objI[i];
|
---|
| 761 | SimpleRay::IntersectionRes[i].tdist = tdist[i];
|
---|
| 762 | }
|
---|
[2655] | 763 | #endif // USE_HAVRAN_RAYCASTER
|
---|
[2630] | 764 |
|
---|
| 765 | return;
|
---|
| 766 | }
|
---|
| 767 |
|
---|
| 768 | void HavranDynRayCaster::CastRays(
|
---|
| 769 | SimpleRayContainer &rays,
|
---|
| 770 | VssRayContainer &vssRays,
|
---|
| 771 | const AxisAlignedBox3 &sbox,
|
---|
| 772 | const bool castDoubleRay,
|
---|
| 773 | const bool pruneInvalidRays )
|
---|
| 774 | {
|
---|
[2682] | 775 | int buckets = (int)rays.size()/16;
|
---|
[2630] | 776 | int offset = 0;
|
---|
| 777 |
|
---|
| 778 | #if 0
|
---|
| 779 | int time = GetTime();
|
---|
| 780 | CastSimpleForwardRays(rays, sbox);
|
---|
| 781 | cout<<1e-3*2*rays.size()/TimeDiff(time, GetTime())<<" Mrays/sec"<<endl;
|
---|
| 782 | #endif
|
---|
| 783 |
|
---|
| 784 | // Cast only by 16 rays at once
|
---|
| 785 | for (int i=0; i < buckets; i++, offset+=16) {
|
---|
| 786 | CastRays16(rays, offset, vssRays, sbox,
|
---|
| 787 | castDoubleRay, pruneInvalidRays);
|
---|
| 788 |
|
---|
| 789 | if ((int)rays.size() > 100000 && i % (100000/16) == 0)
|
---|
| 790 | cout<<"\r"<<offset<<"/"<<(int)rays.size()<<"\r";
|
---|
| 791 | }
|
---|
| 792 |
|
---|
| 793 | // Cast the rest of the rays
|
---|
| 794 | for (; offset < (int)rays.size(); offset++)
|
---|
| 795 | CastRay(rays[offset], vssRays, sbox, castDoubleRay, pruneInvalidRays);
|
---|
| 796 |
|
---|
| 797 | return;
|
---|
| 798 | }
|
---|
| 799 |
|
---|
| 800 | #ifdef _USE_HAVRAN_SSE
|
---|
| 801 | // BUG1 41579 196948 1064111
|
---|
| 802 | // BUG2 254 1672 10869
|
---|
| 803 |
|
---|
| 804 | // Just for testing concept
|
---|
| 805 | void
|
---|
| 806 | HavranDynRayCaster::CastRaysPacket2x2(RayPacket2x2 &raysPack,
|
---|
[2655] | 807 | bool castDoubleRay,
|
---|
| 808 | const bool pruneInvalidRays)
|
---|
[2630] | 809 | {
|
---|
| 810 | #ifdef USE_HAVRAN_RAYCASTER
|
---|
| 811 |
|
---|
| 812 | if (castDoubleRay) {
|
---|
| 813 | // cast forward rays
|
---|
| 814 | mKtbtree->FindNearestI(raysPack);
|
---|
| 815 |
|
---|
| 816 | if (dynamicFlag) {
|
---|
| 817 | // The ray pack to be transformed
|
---|
| 818 | raypack_t = raysPack;
|
---|
| 819 | raypack.ApplyTransform(matTr_inv);
|
---|
| 820 |
|
---|
| 821 | mDynKtbtree->FindNearestI(raypack_t);
|
---|
| 822 |
|
---|
| 823 | for (int i = 0; i < 4; i++) {
|
---|
| 824 | // if ray intersects an object, we set the pointer to
|
---|
| 825 | // this object
|
---|
| 826 | Intersectable* intersectable = raypack_t.GetObject(i);
|
---|
| 827 | if (intersectable) {
|
---|
| 828 | Intersectable *o = raysPack.GetObject(i);
|
---|
| 829 | if ( ((o) && (raypack_t.GetT(i) < tdist[i])) ||
|
---|
| 830 | (!o) ) {
|
---|
| 831 | // update, dynamic object is closer
|
---|
| 832 | raysPack.SetT(i, raypack_t.GetT(i));
|
---|
| 833 | raysPack.SetObject(i, raypack_t.GetObject(i));
|
---|
| 834 | } // if update is required
|
---|
| 835 | } // if intersectable
|
---|
| 836 | } // for i
|
---|
| 837 | } // dynamic object
|
---|
| 838 |
|
---|
| 839 | // Double (=opposite) direction
|
---|
| 840 | for (int i = 0; i < 4; i++)
|
---|
| 841 | raysPack.SetDir(i, -raysPack.GetDir(i));
|
---|
| 842 | // cast backward rays
|
---|
| 843 | mKtbtree->FindNearestI(raysPack);
|
---|
| 844 |
|
---|
| 845 | if (dynamicFlag) {
|
---|
| 846 |
|
---|
| 847 | // The ray pack to be transformed
|
---|
| 848 | raypack_t = raysPack;
|
---|
| 849 | raypack_t.ApplyTransform(matTr_inv);
|
---|
| 850 |
|
---|
| 851 | mDynKtbtree->FindNearestI(raypack_t);
|
---|
| 852 |
|
---|
| 853 | for (int i = 0; i < 4; i++) {
|
---|
| 854 | // if ray intersects an object, we set the pointer to
|
---|
| 855 | // this object
|
---|
| 856 | Intersectable* intersectable = raypack_t.GetObject(i);
|
---|
| 857 | if (intersectable) {
|
---|
| 858 | Intersectable *o = raysPack.GetObject(i);
|
---|
| 859 | if ( ((o) && (raypack_t.GetT(i) < tdist[i])) ||
|
---|
| 860 | (!o) ) {
|
---|
| 861 | // update, dynamic object is closer
|
---|
| 862 | raysPack.SetT(i, raypack_t.GetT(i));
|
---|
| 863 | raysPack.SetObject(i, raypack_t.GetObject(i));
|
---|
| 864 | } // if update is required
|
---|
| 865 | } // if intersectable
|
---|
| 866 | } // for i
|
---|
| 867 | } // dynamic object
|
---|
| 868 |
|
---|
| 869 | // reverse the rays back
|
---|
| 870 | for (int i = 0; i < 4; i++)
|
---|
| 871 | raysPack.SetDir(i, -raysPack.GetDir(i));
|
---|
| 872 | }
|
---|
| 873 | else {
|
---|
| 874 | // ONLY forward rays - TESTED 21/1/2007 VH
|
---|
| 875 |
|
---|
| 876 | mKtbtree->FindNearestI(raysPack);
|
---|
| 877 |
|
---|
| 878 | if (dynamicFlag) {
|
---|
| 879 | // The ray pack to be transformed
|
---|
| 880 | raypack_t = raysPack;
|
---|
| 881 | raypack_t.ApplyTransform(matTr_inv);
|
---|
| 882 |
|
---|
| 883 | mDynKtbtree->FindNearestI(raypack_t);
|
---|
| 884 |
|
---|
| 885 | for (int i = 0; i < 4; i++) {
|
---|
| 886 | // if ray intersects an object, we set the pointer to
|
---|
| 887 | // this object
|
---|
| 888 | Intersectable* intersectable = raypack_t.GetObject(i);
|
---|
| 889 | if (intersectable) {
|
---|
| 890 | Intersectable *o = raysPack.GetObject(i);
|
---|
| 891 | if ( ((o) && (raypack_t.GetT(i) < tdist[i])) ||
|
---|
| 892 | (!o) ) {
|
---|
| 893 | // update, dynamic object is closer
|
---|
| 894 | raysPack.SetT(i, raypack_t.GetT(i));
|
---|
| 895 | raysPack.SetObject(i, raypack_t.GetObject(i));
|
---|
| 896 | } // if update is required
|
---|
| 897 | } // if intersectable
|
---|
| 898 | } // for i
|
---|
| 899 | } // dynamic object
|
---|
| 900 |
|
---|
| 901 | #if 0
|
---|
| 902 | // Only verification of correctness by casting single rays
|
---|
| 903 | static int cntBugs = 0;
|
---|
| 904 | SimpleRay ray;
|
---|
| 905 | int cntErrors = 0, cntDistErrors = 0;
|
---|
| 906 | bool newBug = false;
|
---|
| 907 | for (int i = 0; i < 4; i++) {
|
---|
| 908 | ray.mOrigin = raysPack.GetLoc(i);
|
---|
| 909 | ray.mDirection = raysPack.GetDir(i);
|
---|
| 910 | mKtbtree->FindNearestI(ray);
|
---|
| 911 | if (raysPack.GetObject(i) != SimpleRay::IntersectionRes[0].intersectable) {
|
---|
| 912 | float dist = (raysPack.GetT(i) - SimpleRay::IntersectionRes[0].tdist);
|
---|
| 913 | if (fabs(dist) > 0.001f) {
|
---|
| 914 | cntErrors++; newBug = true;
|
---|
| 915 | cntBugs++;
|
---|
| 916 | cout << " BUG1 d= " << dist;
|
---|
| 917 | }
|
---|
| 918 | }
|
---|
| 919 | else {
|
---|
| 920 | float dist = 0.f;
|
---|
| 921 | if (raysPack.GetObject(i) && SimpleRay::IntersectionRes[0].intersectable)
|
---|
| 922 | if (fabs((dist=(fabs (raysPack.GetT(i) - SimpleRay::IntersectionRes[0].tdist)))) > 1.f) {
|
---|
| 923 | cntDistErrors++; newBug = true; cntBugs++;
|
---|
| 924 | cout << " BUG2 distdf= " << dist ;
|
---|
| 925 | }
|
---|
| 926 | }
|
---|
| 927 | } // for
|
---|
| 928 | if (newBug) cout << " CB= " << cntBugs << "\n";
|
---|
| 929 | #endif
|
---|
| 930 | }
|
---|
| 931 |
|
---|
| 932 | return;
|
---|
[2655] | 933 |
|
---|
[2630] | 934 | #endif // USE_HAVRAN_RAYCASTER
|
---|
[2655] | 935 |
|
---|
[2630] | 936 | }
|
---|
| 937 | #endif // _USE_HAVRAN_SSE
|
---|
| 938 |
|
---|
[2655] | 939 |
|
---|
| 940 | } // the namespace
|
---|
[2630] | 941 |
|
---|