[1315] | 1 | #include "IntersectableWrapper.h"
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[1328] | 2 | #include "Mesh.h"
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| 3 | #include "Triangle3.h"
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[1694] | 4 | #include "KdTree.h"
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[1737] | 5 | #include "BvHierarchy.h"
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[1199] | 6 |
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| 7 |
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| 8 | namespace GtpVisibilityPreprocessor {
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| 9 |
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| 10 |
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[1328] | 11 | AxisAlignedBox3 TriangleIntersectable::GetBox() const
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[1327] | 12 | {
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[1344] | 13 | return mItem.GetBoundingBox();
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[1327] | 14 | }
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[1199] | 15 |
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[1327] | 16 |
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[1328] | 17 | int TriangleIntersectable::CastRay(Ray &ray)
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[1344] | 18 | {
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| 19 | float nearestT = MAX_FLOAT;
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| 20 | float t;
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| 21 | Vector3 nearestNormal;
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| 22 |
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| 23 | if (ray.GetType() == Ray::LOCAL_RAY && !ray.intersections.empty())
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| 24 | nearestT = ray.intersections[0].mT;
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[1824] | 25 |
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[1344] | 26 | const int hitCode = mItem.CastRay(ray, t, nearestT, nearestNormal);
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| 27 |
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| 28 | nearestT = t;
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| 29 |
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[1824] | 30 | if (hitCode == Ray::INTERSECTION) {
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| 31 | if (ray.GetType() == Ray::LOCAL_RAY && !ray.intersections.empty()) {
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| 32 | ray.intersections[0] = Ray::Intersection(nearestT,
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[1867] | 33 | nearestNormal,
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| 34 | this,
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| 35 | 0);
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[1344] | 36 | }
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[1824] | 37 | else {
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| 38 | ray.intersections.push_back(Ray::Intersection(nearestT,
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[1867] | 39 | nearestNormal,
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| 40 | this,
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| 41 | 0));
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[1344] | 42 | }
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| 43 |
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| 44 | return 1;
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| 45 | }
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[1824] | 46 |
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[1327] | 47 | return 0;
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| 48 | }
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[1199] | 49 |
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[1327] | 50 |
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[1328] | 51 | int TriangleIntersectable::NumberOfFaces() const
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[1327] | 52 | {
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[1328] | 53 | return 1;
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[1327] | 54 | }
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| 55 |
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[1344] | 56 |
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| 57 | Vector3 TriangleIntersectable::GetNormal(const int idx) const
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| 58 | {
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| 59 | return mItem.GetNormal();
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| 60 | }
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| 61 |
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[1786] | 62 |
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[1586] | 63 | int
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| 64 | TriangleIntersectable::GetRandomSurfacePoint(Vector3 &point, Vector3 &normal)
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| 65 | {
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| 66 | // random barycentric coordinates
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[1765] | 67 | float a = RandomValue(0.0f, 1.0f);
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| 68 | float b = RandomValue(0.0f, 1.0f);
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| 69 | float c = RandomValue(0.0f, 1.0f);
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[1586] | 70 |
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[1587] | 71 | const float sum = a + b + c;
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| 72 |
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[1692] | 73 | // scale so we get vaccumated value of 1
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[1587] | 74 | if (sum)
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| 75 | {
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| 76 | a /= sum;
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| 77 | b /= sum;
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| 78 | c /= sum;
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| 79 | }
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| 80 |
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[1692] | 81 | //cout << "a: " << a << " b: " << b << " c: " << c << " sum: " << sum << endl;
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[1587] | 82 | point = mItem.mVertices[0] * a + mItem.mVertices[1] * b + mItem.mVertices[2] * c;
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[1586] | 83 | normal = mItem.GetNormal();
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| 84 |
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| 85 | return 0;
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| 86 | }
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| 87 |
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[1587] | 88 |
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[1877] | 89 | int
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| 90 | TriangleIntersectable::GetRandomSurfacePoint(const float u,
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| 91 | const float v,
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| 92 | Vector3 &point,
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| 93 | Vector3 &normal)
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| 94 | {
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| 95 | // random barycentric coordinates
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| 96 | float a = u;
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| 97 | float b = v;
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| 98 | float c = 1.0f - u - v;
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| 99 |
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| 100 | point = mItem.mVertices[0] * a + mItem.mVertices[1] * b + mItem.mVertices[2] * c;
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| 101 | normal = mItem.GetNormal();
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| 102 |
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| 103 | return 0;
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| 104 | }
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| 105 |
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| 106 |
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| 107 |
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[1587] | 108 | int TriangleIntersectable::GetRandomVisibleSurfacePoint(Vector3 &point,
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| 109 | Vector3 &normal,
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| 110 | const Vector3 &viewpoint,
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| 111 | const int maxTries)
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| 112 | {
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| 113 | return GetRandomSurfacePoint(point, normal);
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| 114 | }
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[1694] | 115 |
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| 116 |
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[1763] | 117 | int TriangleIntersectable::GetRandomEdgePoint(Vector3 &point,
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| 118 | Vector3 &normal)
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| 119 | {
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[1765] | 120 | const int edge = Random(3);
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[1763] | 121 |
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[1765] | 122 | const Vector3 a = mItem.mVertices[edge];
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| 123 | const Vector3 b = mItem.mVertices[(edge + 1) % 3];
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[1763] | 124 |
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| 125 | const float factor = RandomValue(0.0f, 1.0f);
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| 126 |
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| 127 | point = a * factor + b * factor;
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| 128 | normal = mItem.GetNormal();
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| 129 |
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| 130 | return edge;
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| 131 | }
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| 132 |
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| 133 |
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[1694] | 134 | KdIntersectable::KdIntersectable(KdNode *item, const AxisAlignedBox3 &box) :
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| 135 | IntersectableWrapper<KdNode *>(item)
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| 136 | {
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[1765] | 137 | mBox = box;
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[1694] | 138 | }
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| 139 | }
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