[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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[2176] | 5 | using namespace std;
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| 6 |
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[863] | 7 | namespace GtpVisibilityPreprocessor {
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[860] | 8 |
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[162] | 9 | // =========================================================
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| 10 | // Ray .. static item used for generation of unique ID for
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| 11 | // each instantiated ray
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| 12 |
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| 13 | // it has to start from 1, since 0 is default and for the first
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| 14 | // ray initial value 0 will not work .. V.H.
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| 15 | // The value 0 is reserved for particular purpose - the rays
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| 16 | // that are converted to canonical space and thus the mailbox
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| 17 | // rayID identification does not work for them!
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[1867] | 18 | int
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| 19 | Ray::genID = 1;
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| 20 |
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| 21 |
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| 22 |
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[162] | 23 |
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| 24 | void
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| 25 | Ray::Init()
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| 26 | {
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| 27 | // if (mType == LOCAL_RAY)
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| 28 | // intersections.reserve(1);
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| 29 | // else
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| 30 | // intersections.reserve(10);
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| 31 |
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| 32 | // apply the standard precomputation
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[1584] | 33 | //Precompute();
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| 34 | // $$ JB precomputation will be applied only when the origin/dir valueas are set
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| 35 | SetId();
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[162] | 36 | }
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| 37 |
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| 38 | void
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| 39 | Ray::Precompute()
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| 40 | {
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| 41 | // initialize inverted dir
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[1584] | 42 | // invDir.SetValue(0.0, 0.0, 0.0);
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[328] | 43 | SetId();
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[1584] | 44 | ComputeInvertedDir();
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[162] | 45 | }
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| 46 |
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| 47 | void
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| 48 | Ray::SetLoc(const Vector3 &l)
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| 49 | {
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| 50 | loc = l;
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| 51 | }
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| 52 |
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| 53 | // make such operation to slightly change the ray direction
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| 54 | // in case any component of ray direction is zero.
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| 55 | void
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| 56 | Ray::CorrectZeroComponents()
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| 57 | {
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[485] | 58 | const float eps = 1e-6f;
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[162] | 59 |
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| 60 | // it does change the ray direction very slightly,
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| 61 | // but the size direction vector is not practically changed
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| 62 |
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| 63 | if (fabs(dir.x) < eps) {
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| 64 | if (dir.x < 0.0)
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| 65 | dir.x = -eps;
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| 66 | else
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| 67 | dir.x = eps;
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| 68 | }
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| 69 |
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| 70 | if (fabs(dir.y) < eps) {
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| 71 | if (dir.y < 0.0)
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| 72 | dir.y = -eps;
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| 73 | else
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| 74 | dir.y = eps;
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| 75 | }
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| 76 |
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| 77 | if (fabs(dir.z) < eps) {
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| 78 | if (dir.z < 0.0)
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| 79 | dir.z = -eps;
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| 80 | else
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| 81 | dir.z = eps;
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| 82 | }
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| 83 | }
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| 84 |
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| 85 |
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| 86 | void
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| 87 | Ray::ComputeInvertedDir() const
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| 88 | {
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[1584] | 89 | // if ( (invDir.x != 0.0) ||
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| 90 | // (invDir.y != 0.0) ||
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| 91 | // (invDir.z != 0.0) )
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| 92 | // return; // has been already precomputed
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[162] | 93 |
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[487] | 94 | const float eps = 1e-6f;
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| 95 | const float invEps = 1e6f;
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[162] | 96 |
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| 97 | // it does change the ray direction very slightly,
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| 98 | // but the size direction vector is not practically changed
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| 99 |
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| 100 | if (fabs(dir.x) < eps) {
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| 101 | if (dir.x < 0.0)
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| 102 | invDir.x = -invEps;
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| 103 | else
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| 104 | invDir.x = invEps;
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| 105 | }
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| 106 | else
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[485] | 107 | invDir.x = 1.0f / dir.x;
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[162] | 108 |
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| 109 | if (fabs(dir.y) < eps) {
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| 110 | if (dir.y < 0.0)
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| 111 | invDir.y = -invEps;
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| 112 | else
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| 113 | invDir.y = invEps;
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| 114 | }
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| 115 | else
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[485] | 116 | invDir.y = 1.0f / dir.y;
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[162] | 117 |
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| 118 | if (fabs(dir.z) < eps) {
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[485] | 119 | if (dir.z < 0.0f)
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[162] | 120 | invDir.z = -invEps;
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| 121 | else
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| 122 | invDir.z = invEps;
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| 123 | }
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| 124 | else
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[485] | 125 | invDir.z = 1.0f / dir.z;
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[162] | 126 |
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| 127 | return;
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| 128 | }
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| 129 |
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[191] | 130 | void
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| 131 | PassingRaySet::Reset()
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| 132 | {
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| 133 | for (int i=0; i < 3*Resolution*Resolution; i++)
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| 134 | mDirectionalContributions[i] = 0;
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| 135 | mRays = 0;
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| 136 | mContributions = 0;
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| 137 | }
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| 138 |
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| 139 | void
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| 140 | PassingRaySet::AddRay(const Ray &ray, const int contributions)
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| 141 | {
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| 142 | int i = GetEntryIndex(ray.GetDir());
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| 143 | mRays++;
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| 144 | mContributions += contributions;
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| 145 | mDirectionalContributions[i] += contributions;
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| 146 | }
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| 147 |
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[369] | 148 | void
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| 149 | PassingRaySet::AddRay2(const Ray &ray,
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[475] | 150 | const int objects,
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| 151 | const int viewcells
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| 152 | )
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[369] | 153 | {
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| 154 | int i = GetEntryIndex(ray.GetDir());
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| 155 | mRays++;
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| 156 | mContributions += objects*viewcells;
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| 157 | mDirectionalContributions[i] += objects*viewcells;
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| 158 | }
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| 159 |
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[191] | 160 | int
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| 161 | PassingRaySet::GetEntryIndex(const Vector3 &direction) const
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| 162 | {
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| 163 | // get face
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| 164 | int axis = direction.DrivingAxis();
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| 165 | Vector3 dir;
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| 166 | float k = direction[axis];
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| 167 | if ( k < 0.0f)
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| 168 | k = -k;
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| 169 |
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| 170 | dir = direction/k;
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| 171 | float x, y;
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| 172 | dir.ExtractVerts(&x, &y, axis);
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[485] | 173 | int ix = (int)((x + 1.0f)*0.5f*Resolution);
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| 174 | int iy = (int)((y + 1.0f)*0.5f*Resolution);
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[191] | 175 |
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| 176 | return Resolution*(Resolution*axis + iy) + ix;
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| 177 | }
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| 178 |
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[644] | 179 |
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[428] | 180 | int Ray::ClassifyPlane(const Plane3 &plane,
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| 181 | const float minT,
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| 182 | const float maxT,
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| 183 | Vector3 &entP,
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| 184 | Vector3 &extP) const
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[327] | 185 | {
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[406] | 186 | entP = Extrap(minT);
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| 187 | extP = Extrap(maxT);
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[328] | 188 |
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[406] | 189 | const int entSide = plane.Side(entP);
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| 190 | const int extSide = plane.Side(extP);
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[328] | 191 |
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[362] | 192 | if (entSide < 0)
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[406] | 193 | {
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[644] | 194 | if (extSide > 0)
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[362] | 195 | {
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[406] | 196 | return BACK_FRONT;
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[362] | 197 | }
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[406] | 198 | return BACK;
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| 199 | }
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[362] | 200 | else if (entSide > 0)
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[406] | 201 | {
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[644] | 202 | if (extSide < 0)
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[406] | 203 | return FRONT_BACK;
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[369] | 204 |
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[406] | 205 | return FRONT;
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| 206 | }
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[362] | 207 | else if (entSide == 0)
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[406] | 208 | {
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| 209 | if (extSide > 0)
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[644] | 210 | return FRONT;
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[406] | 211 | else if (extSide < 0)
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[644] | 212 | return BACK;
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[406] | 213 | }
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[327] | 214 |
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[362] | 215 | return COINCIDENT;
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[327] | 216 | }
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| 217 |
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[366] | 218 |
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[191] | 219 | ostream &
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| 220 | operator<<(ostream &s, const PassingRaySet &set)
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| 221 | {
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| 222 | s<<"Ray Set #rays="<<set.mRays<<" #contributions="<<set.mContributions<<endl;
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| 223 | for (int i=0; i < 3*sqr(PassingRaySet::Resolution); i++)
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| 224 | s<<set.mDirectionalContributions[i]<<" ";
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| 225 | s<<endl;
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| 226 | return s;
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[426] | 227 | }
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| 228 |
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[466] | 229 | void
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| 230 | Ray::Init(const VssRay &vssRay)
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[426] | 231 | {
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[466] | 232 | loc = vssRay.mOrigin;
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[1199] | 233 | sourceObject = Intersection(0, vssRay.GetDir(), vssRay.mOriginObject, 0);
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[466] | 234 | mType = LOCAL_RAY;
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| 235 |
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| 236 | float len = vssRay.Length();
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| 237 |
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| 238 | if (!len)
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| 239 | len = Limits::Small;
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| 240 |
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| 241 | dir = vssRay.GetDir() / len;
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| 242 |
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[564] | 243 | intersections.clear();
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[466] | 244 | if (vssRay.mTerminationObject)
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[1199] | 245 | intersections.push_back(Intersection(len, -vssRay.GetDir(), vssRay.mTerminationObject, 0));
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[1584] | 246 |
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[466] | 247 |
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| 248 | Precompute();
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| 249 | }
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[860] | 250 |
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[1199] | 251 | }
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