[162] | 1 | #include "Ray.h"
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[327] | 2 | #include "Plane3.h"
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[426] | 3 | #include "VssRay.h"
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[162] | 4 |
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[863] | 5 | namespace GtpVisibilityPreprocessor {
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[860] | 6 |
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[162] | 7 | // =========================================================
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| 8 | // Ray .. static item used for generation of unique ID for
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| 9 | // each instantiated ray
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| 10 |
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| 11 | // it has to start from 1, since 0 is default and for the first
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| 12 | // ray initial value 0 will not work .. V.H.
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| 13 | // The value 0 is reserved for particular purpose - the rays
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| 14 | // that are converted to canonical space and thus the mailbox
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| 15 | // rayID identification does not work for them!
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[1867] | 16 | int
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| 17 | Ray::genID = 1;
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| 18 |
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| 19 |
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| 20 |
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[162] | 21 |
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| 22 | void
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| 23 | Ray::Init()
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| 24 | {
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| 25 | // if (mType == LOCAL_RAY)
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| 26 | // intersections.reserve(1);
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| 27 | // else
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| 28 | // intersections.reserve(10);
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| 29 |
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| 30 | // apply the standard precomputation
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[1584] | 31 | //Precompute();
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| 32 | // $$ JB precomputation will be applied only when the origin/dir valueas are set
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| 33 | SetId();
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[162] | 34 | }
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| 35 |
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| 36 | void
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| 37 | Ray::Precompute()
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| 38 | {
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| 39 | // initialize inverted dir
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[1584] | 40 | // invDir.SetValue(0.0, 0.0, 0.0);
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[328] | 41 | SetId();
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[1584] | 42 | ComputeInvertedDir();
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[162] | 43 | }
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| 44 |
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| 45 | void
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| 46 | Ray::SetLoc(const Vector3 &l)
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| 47 | {
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| 48 | loc = l;
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| 49 | }
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| 50 |
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| 51 | // make such operation to slightly change the ray direction
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| 52 | // in case any component of ray direction is zero.
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| 53 | void
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| 54 | Ray::CorrectZeroComponents()
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| 55 | {
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[485] | 56 | const float eps = 1e-6f;
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[162] | 57 |
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| 58 | // it does change the ray direction very slightly,
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| 59 | // but the size direction vector is not practically changed
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| 60 |
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| 61 | if (fabs(dir.x) < eps) {
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| 62 | if (dir.x < 0.0)
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| 63 | dir.x = -eps;
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| 64 | else
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| 65 | dir.x = eps;
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| 66 | }
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| 67 |
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| 68 | if (fabs(dir.y) < eps) {
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| 69 | if (dir.y < 0.0)
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| 70 | dir.y = -eps;
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| 71 | else
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| 72 | dir.y = eps;
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| 73 | }
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| 74 |
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| 75 | if (fabs(dir.z) < eps) {
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| 76 | if (dir.z < 0.0)
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| 77 | dir.z = -eps;
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| 78 | else
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| 79 | dir.z = eps;
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| 80 | }
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| 81 | }
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| 82 |
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| 83 |
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| 84 | void
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| 85 | Ray::ComputeInvertedDir() const
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| 86 | {
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[1584] | 87 | // if ( (invDir.x != 0.0) ||
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| 88 | // (invDir.y != 0.0) ||
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| 89 | // (invDir.z != 0.0) )
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| 90 | // return; // has been already precomputed
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[162] | 91 |
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[487] | 92 | const float eps = 1e-6f;
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| 93 | const float invEps = 1e6f;
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[162] | 94 |
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| 95 | // it does change the ray direction very slightly,
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| 96 | // but the size direction vector is not practically changed
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| 97 |
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| 98 | if (fabs(dir.x) < eps) {
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| 99 | if (dir.x < 0.0)
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| 100 | invDir.x = -invEps;
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| 101 | else
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| 102 | invDir.x = invEps;
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| 103 | }
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| 104 | else
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[485] | 105 | invDir.x = 1.0f / dir.x;
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[162] | 106 |
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| 107 | if (fabs(dir.y) < eps) {
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| 108 | if (dir.y < 0.0)
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| 109 | invDir.y = -invEps;
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| 110 | else
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| 111 | invDir.y = invEps;
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| 112 | }
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| 113 | else
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[485] | 114 | invDir.y = 1.0f / dir.y;
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[162] | 115 |
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| 116 | if (fabs(dir.z) < eps) {
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[485] | 117 | if (dir.z < 0.0f)
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[162] | 118 | invDir.z = -invEps;
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| 119 | else
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| 120 | invDir.z = invEps;
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| 121 | }
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| 122 | else
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[485] | 123 | invDir.z = 1.0f / dir.z;
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[162] | 124 |
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| 125 | return;
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| 126 | }
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| 127 |
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[191] | 128 | void
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| 129 | PassingRaySet::Reset()
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| 130 | {
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| 131 | for (int i=0; i < 3*Resolution*Resolution; i++)
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| 132 | mDirectionalContributions[i] = 0;
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| 133 | mRays = 0;
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| 134 | mContributions = 0;
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| 135 | }
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| 136 |
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| 137 | void
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| 138 | PassingRaySet::AddRay(const Ray &ray, const int contributions)
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| 139 | {
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| 140 | int i = GetEntryIndex(ray.GetDir());
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| 141 | mRays++;
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| 142 | mContributions += contributions;
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| 143 | mDirectionalContributions[i] += contributions;
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| 144 | }
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| 145 |
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[369] | 146 | void
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| 147 | PassingRaySet::AddRay2(const Ray &ray,
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[475] | 148 | const int objects,
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| 149 | const int viewcells
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| 150 | )
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[369] | 151 | {
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| 152 | int i = GetEntryIndex(ray.GetDir());
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| 153 | mRays++;
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| 154 | mContributions += objects*viewcells;
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| 155 | mDirectionalContributions[i] += objects*viewcells;
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| 156 | }
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| 157 |
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[191] | 158 | int
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| 159 | PassingRaySet::GetEntryIndex(const Vector3 &direction) const
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| 160 | {
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| 161 | // get face
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| 162 | int axis = direction.DrivingAxis();
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| 163 | Vector3 dir;
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| 164 | float k = direction[axis];
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| 165 | if ( k < 0.0f)
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| 166 | k = -k;
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| 167 |
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| 168 | dir = direction/k;
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| 169 | float x, y;
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| 170 | dir.ExtractVerts(&x, &y, axis);
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[485] | 171 | int ix = (int)((x + 1.0f)*0.5f*Resolution);
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| 172 | int iy = (int)((y + 1.0f)*0.5f*Resolution);
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[191] | 173 |
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| 174 | return Resolution*(Resolution*axis + iy) + ix;
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| 175 | }
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| 176 |
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[644] | 177 |
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[428] | 178 | int Ray::ClassifyPlane(const Plane3 &plane,
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| 179 | const float minT,
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| 180 | const float maxT,
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| 181 | Vector3 &entP,
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| 182 | Vector3 &extP) const
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[327] | 183 | {
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[406] | 184 | entP = Extrap(minT);
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| 185 | extP = Extrap(maxT);
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[328] | 186 |
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[406] | 187 | const int entSide = plane.Side(entP);
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| 188 | const int extSide = plane.Side(extP);
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[328] | 189 |
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[362] | 190 | if (entSide < 0)
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[406] | 191 | {
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[644] | 192 | if (extSide > 0)
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[362] | 193 | {
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[406] | 194 | return BACK_FRONT;
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[362] | 195 | }
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[406] | 196 | return BACK;
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| 197 | }
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[362] | 198 | else if (entSide > 0)
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[406] | 199 | {
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[644] | 200 | if (extSide < 0)
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[406] | 201 | return FRONT_BACK;
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[369] | 202 |
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[406] | 203 | return FRONT;
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| 204 | }
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[362] | 205 | else if (entSide == 0)
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[406] | 206 | {
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| 207 | if (extSide > 0)
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[644] | 208 | return FRONT;
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[406] | 209 | else if (extSide < 0)
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[644] | 210 | return BACK;
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[406] | 211 | }
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[327] | 212 |
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[362] | 213 | return COINCIDENT;
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[327] | 214 | }
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| 215 |
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[366] | 216 |
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[191] | 217 | ostream &
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| 218 | operator<<(ostream &s, const PassingRaySet &set)
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| 219 | {
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| 220 | s<<"Ray Set #rays="<<set.mRays<<" #contributions="<<set.mContributions<<endl;
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| 221 | for (int i=0; i < 3*sqr(PassingRaySet::Resolution); i++)
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| 222 | s<<set.mDirectionalContributions[i]<<" ";
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| 223 | s<<endl;
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| 224 | return s;
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[426] | 225 | }
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| 226 |
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[466] | 227 | void
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| 228 | Ray::Init(const VssRay &vssRay)
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[426] | 229 | {
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[466] | 230 | loc = vssRay.mOrigin;
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[1199] | 231 | sourceObject = Intersection(0, vssRay.GetDir(), vssRay.mOriginObject, 0);
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[466] | 232 | mType = LOCAL_RAY;
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| 233 |
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| 234 | float len = vssRay.Length();
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| 235 |
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| 236 | if (!len)
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| 237 | len = Limits::Small;
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| 238 |
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| 239 | dir = vssRay.GetDir() / len;
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| 240 |
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[564] | 241 | intersections.clear();
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[466] | 242 | if (vssRay.mTerminationObject)
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[1199] | 243 | intersections.push_back(Intersection(len, -vssRay.GetDir(), vssRay.mTerminationObject, 0));
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[1584] | 244 |
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[466] | 245 |
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| 246 | Precompute();
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| 247 | }
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[860] | 248 |
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[1199] | 249 | }
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