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 |
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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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11 | AxisAlignedBox3 TriangleIntersectable::GetBox() const
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12 | {
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13 | return mItem.GetBoundingBox();
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14 | }
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15 |
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16 |
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17 | int TriangleIntersectable::CastRay(Ray &ray)
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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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25 |
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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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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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33 | nearestNormal,
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34 | this,
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35 | 0);
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36 | }
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37 | else {
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38 | ray.intersections.push_back(Ray::Intersection(nearestT,
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39 | nearestNormal,
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40 | this,
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41 | 0));
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42 | }
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43 |
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44 | return 1;
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45 | }
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46 |
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47 | return 0;
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48 | }
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49 |
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50 |
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51 | int TriangleIntersectable::NumberOfFaces() const
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52 | {
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53 | return 1;
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54 | }
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55 |
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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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62 |
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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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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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70 |
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71 | const float sum = a + b + c;
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72 |
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73 | // scale so we get vaccumated value of 1
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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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81 | //cout << "a: " << a << " b: " << b << " c: " << c << " sum: " << sum << endl;
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82 | point = mItem.mVertices[0] * a + mItem.mVertices[1] * b + mItem.mVertices[2] * c;
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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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88 |
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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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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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115 |
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116 |
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117 | int TriangleIntersectable::GetRandomEdgePoint(Vector3 &point,
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118 | Vector3 &normal)
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119 | {
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120 | const int edge = Random(3);
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121 |
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122 | const Vector3 a = mItem.mVertices[edge];
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123 | const Vector3 b = mItem.mVertices[(edge + 1) % 3];
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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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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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137 | mBox = box;
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138 | }
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139 | }
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