1 | #include "IntersectableWrapper.h"
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2 | #include "Mesh.h"
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3 | #include "Triangle3.h"
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4 | #include "KdTree.h"
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5 | #include "BvHierarchy.h"
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6 | #include "SimpleRay.h"
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7 |
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8 |
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9 | namespace GtpVisibilityPreprocessor {
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10 |
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11 |
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12 | AxisAlignedBox3 TriangleIntersectable::GetBox() const
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13 | {
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14 | return mItem.GetBoundingBox();
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15 | }
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16 |
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17 |
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18 | int
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19 | TriangleIntersectable::CastSimpleRay(const SimpleRay &ray)
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20 | {
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21 | static Vector3 nearestNormal;
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22 | // std::cout << "To be done - ray triangle intersection\n" << std::endl;
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23 | const int hitCode = mItem.CastSimpleRay(ray,
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24 | SimpleRay::IntersectionRes[0].tdist,
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25 | SimpleRay::IntersectionRes[0].maxt);
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26 | if (hitCode == Ray::INTERSECTION) {
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27 | SimpleRay::IntersectionRes[0].intersectable = this;
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28 | SimpleRay::IntersectionRes[0].maxt = SimpleRay::IntersectionRes[0].tdist;
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29 | return 1; // intersection occured
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30 | }
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31 | return 0; // no intersection
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32 | }
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33 |
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34 | int
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35 | TriangleIntersectable::CastSimpleRay(const SimpleRay &ray, int rayIndex)
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36 | {
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37 | const int hitCode =
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38 | mItem.CastSimpleRay(ray,
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39 | SimpleRay::IntersectionRes[rayIndex].tdist,
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40 | SimpleRay::IntersectionRes[rayIndex].maxt);
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41 | if (hitCode == Ray::INTERSECTION) {
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42 | SimpleRay::IntersectionRes[rayIndex].intersectable = this;
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43 | // we copy the closest distance so far - it prunes the search
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44 | // when more triangles in the same leaf and assures the
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45 | // correctness.
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46 | SimpleRay::IntersectionRes[rayIndex].maxt =
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47 | SimpleRay::IntersectionRes[rayIndex].tdist;
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48 | return 1; // intersection occured
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49 | }
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50 | return 0; // no intersection
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51 | }
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52 |
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53 |
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54 | int TriangleIntersectable::CastRay(Ray &ray)
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55 | {
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56 | float nearestT = MAX_FLOAT;
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57 | float t;
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58 | Vector3 nearestNormal;
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59 |
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60 | if (ray.GetType() == Ray::LOCAL_RAY && !ray.intersections.empty())
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61 | nearestT = ray.intersections[0].mT;
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62 |
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63 | const int hitCode = mItem.CastRay(ray, t, nearestT, nearestNormal);
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64 |
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65 | nearestT = t;
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66 |
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67 | if (hitCode == Ray::INTERSECTION) {
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68 | if (ray.GetType() == Ray::LOCAL_RAY && !ray.intersections.empty()) {
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69 | ray.intersections[0] = Ray::Intersection(nearestT,
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70 | nearestNormal,
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71 | this,
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72 | 0);
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73 | }
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74 | else {
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75 | ray.intersections.push_back(Ray::Intersection(nearestT,
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76 | nearestNormal,
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77 | this,
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78 | 0));
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79 | }
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80 |
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81 | return 1;
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82 | }
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83 |
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84 | return 0;
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85 | }
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86 |
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87 |
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88 | int TriangleIntersectable::NumberOfFaces() const
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89 | {
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90 | return 1;
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91 | }
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92 |
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93 |
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94 | Vector3
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95 | TriangleIntersectable::GetNormal(const int idx) const
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96 | {
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97 | return mItem.GetNormal();
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98 | }
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99 |
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100 |
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101 | int
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102 | TriangleIntersectable::GetRandomSurfacePoint(Vector3 &point, Vector3 &normal)
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103 | {
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104 | // random barycentric coordinates
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105 | float a = RandomValue(0.0f, 1.0f);
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106 | float b = RandomValue(0.0f, 1.0f);
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107 | float c = RandomValue(0.0f, 1.0f);
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108 |
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109 | const float sum = a + b + c;
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110 |
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111 | // scale so we get vaccumated value of 1
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112 | if (sum)
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113 | {
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114 | a /= sum;
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115 | b /= sum;
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116 | c /= sum;
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117 | }
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118 |
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119 | //cout << "a: " << a << " b: " << b << " c: " << c << " sum: " << sum << endl;
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120 | point = mItem.mVertices[0] * a + mItem.mVertices[1] * b + mItem.mVertices[2] * c;
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121 | normal = mItem.GetNormal();
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122 |
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123 | return 0;
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124 | }
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125 |
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126 |
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127 | int
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128 | TriangleIntersectable::GetRandomSurfacePoint(const float u,
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129 | const float v,
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130 | Vector3 &point,
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131 | Vector3 &normal)
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132 | {
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133 | // random barycentric coordinates
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134 | float a = u;
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135 | float b = v;
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136 | float c = 1.0f - u - v;
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137 |
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138 | point = mItem.mVertices[0] * a + mItem.mVertices[1] * b + mItem.mVertices[2] * c;
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139 | normal = mItem.GetNormal();
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140 |
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141 | return 0;
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142 | }
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143 |
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144 |
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145 |
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146 | int TriangleIntersectable::GetRandomVisibleSurfacePoint(Vector3 &point,
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147 | Vector3 &normal,
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148 | const Vector3 &viewpoint,
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149 | const int maxTries)
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150 | {
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151 | return GetRandomSurfacePoint(point, normal);
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152 | }
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153 |
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154 |
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155 | int TriangleIntersectable::GetRandomEdgePoint(Vector3 &point, Vector3 &normal)
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156 | {
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157 | const int edge = Random(3);
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158 |
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159 | const Vector3 a = mItem.mVertices[edge];
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160 | const Vector3 b = mItem.mVertices[(edge + 1) % 3];
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161 |
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162 | const float factor = RandomValue(0.0f, 1.0f);
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163 |
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164 | point = a * factor + b * factor;
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165 | normal = mItem.GetNormal();
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166 |
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167 | return edge;
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168 | }
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169 |
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170 |
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171 | KdIntersectable::KdIntersectable(KdNode *item, const AxisAlignedBox3 &box) :
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172 | IntersectableWrapper<KdNode *>(item), mNumTriangles(-1), mBox(box), mGenericIdx(-1)
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173 | {
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174 | }
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175 |
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176 |
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177 | int KdIntersectable::ComputeNumTriangles()
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178 | {
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179 | Intersectable::NewMail();
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180 |
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181 | std::stack<KdNode *> tStack;
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182 | tStack.push(mItem);
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183 |
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184 | if (mNumTriangles != -1)
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185 | return mNumTriangles;
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186 |
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187 | mNumTriangles = 0;
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188 |
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189 | while (!tStack.empty())
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190 | {
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191 | KdNode *node = tStack.top();
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192 | tStack.pop();
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193 |
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194 | if (!node->IsLeaf())
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195 | {
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196 | KdInterior *kdInterior = static_cast<KdInterior *>(node);
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197 |
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198 | tStack.push(kdInterior->mBack);
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199 | tStack.push(kdInterior->mFront);
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200 | }
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201 | else
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202 | {
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203 | KdLeaf *leaf = static_cast<KdLeaf *>(node);
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204 |
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205 | int tri = 0;
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206 |
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207 | for (size_t i = 0; i < leaf->mObjects.size(); ++ i)
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208 | {
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209 | TriangleIntersectable *obj =
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210 | static_cast<TriangleIntersectable *>(leaf->mObjects[i]);
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211 |
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212 | // check if already rendered
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213 | if (!obj->Mailed())
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214 | {
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215 | obj->Mail();
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216 | ++ tri;
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217 | }
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218 | }
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219 |
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220 | mNumTriangles += tri;
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221 | }
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222 | }
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223 |
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224 | return mNumTriangles;
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225 | }
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226 |
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227 |
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228 | SceneGraphLeafIntersectable::SceneGraphLeafIntersectable(SceneGraphLeaf *item, const AxisAlignedBox3 &box):
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229 | IntersectableWrapper<SceneGraphLeaf *>(item), mBox(box)
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230 | {
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231 | }
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232 |
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233 | }
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