[162] | 1 | #include "Ray.h"
|
---|
[327] | 2 | #include "Plane3.h"
|
---|
[426] | 3 | #include "VssRay.h"
|
---|
[162] | 4 |
|
---|
[2176] | 5 | using namespace std;
|
---|
| 6 |
|
---|
[863] | 7 | namespace GtpVisibilityPreprocessor {
|
---|
[860] | 8 |
|
---|
[162] | 9 | // =========================================================
|
---|
| 10 | // Ray .. static item used for generation of unique ID for
|
---|
| 11 | // each instantiated ray
|
---|
| 12 |
|
---|
| 13 | // it has to start from 1, since 0 is default and for the first
|
---|
| 14 | // ray initial value 0 will not work .. V.H.
|
---|
| 15 | // The value 0 is reserved for particular purpose - the rays
|
---|
| 16 | // that are converted to canonical space and thus the mailbox
|
---|
| 17 | // rayID identification does not work for them!
|
---|
[1867] | 18 | int
|
---|
| 19 | Ray::genID = 1;
|
---|
| 20 |
|
---|
| 21 |
|
---|
| 22 |
|
---|
[162] | 23 |
|
---|
| 24 | void
|
---|
| 25 | Ray::Init()
|
---|
| 26 | {
|
---|
| 27 | // if (mType == LOCAL_RAY)
|
---|
| 28 | // intersections.reserve(1);
|
---|
| 29 | // else
|
---|
| 30 | // intersections.reserve(10);
|
---|
| 31 |
|
---|
| 32 | // apply the standard precomputation
|
---|
[1584] | 33 | //Precompute();
|
---|
| 34 | // $$ JB precomputation will be applied only when the origin/dir valueas are set
|
---|
| 35 | SetId();
|
---|
[162] | 36 | }
|
---|
| 37 |
|
---|
| 38 | void
|
---|
| 39 | Ray::Precompute()
|
---|
| 40 | {
|
---|
| 41 | // initialize inverted dir
|
---|
[1584] | 42 | // invDir.SetValue(0.0, 0.0, 0.0);
|
---|
[328] | 43 | SetId();
|
---|
[1584] | 44 | ComputeInvertedDir();
|
---|
[162] | 45 | }
|
---|
| 46 |
|
---|
| 47 | void
|
---|
| 48 | Ray::SetLoc(const Vector3 &l)
|
---|
| 49 | {
|
---|
| 50 | loc = l;
|
---|
| 51 | }
|
---|
| 52 |
|
---|
| 53 | // make such operation to slightly change the ray direction
|
---|
| 54 | // in case any component of ray direction is zero.
|
---|
| 55 | void
|
---|
| 56 | Ray::CorrectZeroComponents()
|
---|
| 57 | {
|
---|
[485] | 58 | const float eps = 1e-6f;
|
---|
[162] | 59 |
|
---|
| 60 | // it does change the ray direction very slightly,
|
---|
| 61 | // but the size direction vector is not practically changed
|
---|
| 62 |
|
---|
| 63 | if (fabs(dir.x) < eps) {
|
---|
| 64 | if (dir.x < 0.0)
|
---|
| 65 | dir.x = -eps;
|
---|
| 66 | else
|
---|
| 67 | dir.x = eps;
|
---|
| 68 | }
|
---|
| 69 |
|
---|
| 70 | if (fabs(dir.y) < eps) {
|
---|
| 71 | if (dir.y < 0.0)
|
---|
| 72 | dir.y = -eps;
|
---|
| 73 | else
|
---|
| 74 | dir.y = eps;
|
---|
| 75 | }
|
---|
| 76 |
|
---|
| 77 | if (fabs(dir.z) < eps) {
|
---|
| 78 | if (dir.z < 0.0)
|
---|
| 79 | dir.z = -eps;
|
---|
| 80 | else
|
---|
| 81 | dir.z = eps;
|
---|
| 82 | }
|
---|
| 83 | }
|
---|
| 84 |
|
---|
| 85 |
|
---|
| 86 | void
|
---|
| 87 | Ray::ComputeInvertedDir() const
|
---|
| 88 | {
|
---|
[1584] | 89 | // if ( (invDir.x != 0.0) ||
|
---|
| 90 | // (invDir.y != 0.0) ||
|
---|
| 91 | // (invDir.z != 0.0) )
|
---|
| 92 | // return; // has been already precomputed
|
---|
[162] | 93 |
|
---|
[487] | 94 | const float eps = 1e-6f;
|
---|
| 95 | const float invEps = 1e6f;
|
---|
[162] | 96 |
|
---|
| 97 | // it does change the ray direction very slightly,
|
---|
| 98 | // but the size direction vector is not practically changed
|
---|
| 99 |
|
---|
| 100 | if (fabs(dir.x) < eps) {
|
---|
| 101 | if (dir.x < 0.0)
|
---|
| 102 | invDir.x = -invEps;
|
---|
| 103 | else
|
---|
| 104 | invDir.x = invEps;
|
---|
| 105 | }
|
---|
| 106 | else
|
---|
[485] | 107 | invDir.x = 1.0f / dir.x;
|
---|
[162] | 108 |
|
---|
| 109 | if (fabs(dir.y) < eps) {
|
---|
| 110 | if (dir.y < 0.0)
|
---|
| 111 | invDir.y = -invEps;
|
---|
| 112 | else
|
---|
| 113 | invDir.y = invEps;
|
---|
| 114 | }
|
---|
| 115 | else
|
---|
[485] | 116 | invDir.y = 1.0f / dir.y;
|
---|
[162] | 117 |
|
---|
| 118 | if (fabs(dir.z) < eps) {
|
---|
[485] | 119 | if (dir.z < 0.0f)
|
---|
[162] | 120 | invDir.z = -invEps;
|
---|
| 121 | else
|
---|
| 122 | invDir.z = invEps;
|
---|
| 123 | }
|
---|
| 124 | else
|
---|
[485] | 125 | invDir.z = 1.0f / dir.z;
|
---|
[162] | 126 |
|
---|
| 127 | return;
|
---|
| 128 | }
|
---|
| 129 |
|
---|
[191] | 130 | void
|
---|
| 131 | PassingRaySet::Reset()
|
---|
| 132 | {
|
---|
| 133 | for (int i=0; i < 3*Resolution*Resolution; i++)
|
---|
| 134 | mDirectionalContributions[i] = 0;
|
---|
| 135 | mRays = 0;
|
---|
| 136 | mContributions = 0;
|
---|
| 137 | }
|
---|
| 138 |
|
---|
| 139 | void
|
---|
| 140 | PassingRaySet::AddRay(const Ray &ray, const int contributions)
|
---|
| 141 | {
|
---|
| 142 | int i = GetEntryIndex(ray.GetDir());
|
---|
| 143 | mRays++;
|
---|
| 144 | mContributions += contributions;
|
---|
| 145 | mDirectionalContributions[i] += contributions;
|
---|
| 146 | }
|
---|
| 147 |
|
---|
[369] | 148 | void
|
---|
| 149 | PassingRaySet::AddRay2(const Ray &ray,
|
---|
[475] | 150 | const int objects,
|
---|
| 151 | const int viewcells
|
---|
| 152 | )
|
---|
[369] | 153 | {
|
---|
| 154 | int i = GetEntryIndex(ray.GetDir());
|
---|
| 155 | mRays++;
|
---|
| 156 | mContributions += objects*viewcells;
|
---|
| 157 | mDirectionalContributions[i] += objects*viewcells;
|
---|
| 158 | }
|
---|
| 159 |
|
---|
[191] | 160 | int
|
---|
| 161 | PassingRaySet::GetEntryIndex(const Vector3 &direction) const
|
---|
| 162 | {
|
---|
| 163 | // get face
|
---|
| 164 | int axis = direction.DrivingAxis();
|
---|
| 165 | Vector3 dir;
|
---|
| 166 | float k = direction[axis];
|
---|
| 167 | if ( k < 0.0f)
|
---|
| 168 | k = -k;
|
---|
| 169 |
|
---|
| 170 | dir = direction/k;
|
---|
| 171 | float x, y;
|
---|
| 172 | dir.ExtractVerts(&x, &y, axis);
|
---|
[485] | 173 | int ix = (int)((x + 1.0f)*0.5f*Resolution);
|
---|
| 174 | int iy = (int)((y + 1.0f)*0.5f*Resolution);
|
---|
[191] | 175 |
|
---|
| 176 | return Resolution*(Resolution*axis + iy) + ix;
|
---|
| 177 | }
|
---|
| 178 |
|
---|
[644] | 179 |
|
---|
[428] | 180 | int Ray::ClassifyPlane(const Plane3 &plane,
|
---|
| 181 | const float minT,
|
---|
| 182 | const float maxT,
|
---|
| 183 | Vector3 &entP,
|
---|
| 184 | Vector3 &extP) const
|
---|
[327] | 185 | {
|
---|
[406] | 186 | entP = Extrap(minT);
|
---|
| 187 | extP = Extrap(maxT);
|
---|
[328] | 188 |
|
---|
[406] | 189 | const int entSide = plane.Side(entP);
|
---|
| 190 | const int extSide = plane.Side(extP);
|
---|
[328] | 191 |
|
---|
[362] | 192 | if (entSide < 0)
|
---|
[406] | 193 | {
|
---|
[644] | 194 | if (extSide > 0)
|
---|
[362] | 195 | {
|
---|
[406] | 196 | return BACK_FRONT;
|
---|
[362] | 197 | }
|
---|
[406] | 198 | return BACK;
|
---|
| 199 | }
|
---|
[362] | 200 | else if (entSide > 0)
|
---|
[406] | 201 | {
|
---|
[644] | 202 | if (extSide < 0)
|
---|
[406] | 203 | return FRONT_BACK;
|
---|
[369] | 204 |
|
---|
[406] | 205 | return FRONT;
|
---|
| 206 | }
|
---|
[362] | 207 | else if (entSide == 0)
|
---|
[406] | 208 | {
|
---|
| 209 | if (extSide > 0)
|
---|
[644] | 210 | return FRONT;
|
---|
[406] | 211 | else if (extSide < 0)
|
---|
[644] | 212 | return BACK;
|
---|
[406] | 213 | }
|
---|
[327] | 214 |
|
---|
[362] | 215 | return COINCIDENT;
|
---|
[327] | 216 | }
|
---|
| 217 |
|
---|
[366] | 218 |
|
---|
[191] | 219 | ostream &
|
---|
| 220 | operator<<(ostream &s, const PassingRaySet &set)
|
---|
| 221 | {
|
---|
| 222 | s<<"Ray Set #rays="<<set.mRays<<" #contributions="<<set.mContributions<<endl;
|
---|
| 223 | for (int i=0; i < 3*sqr(PassingRaySet::Resolution); i++)
|
---|
| 224 | s<<set.mDirectionalContributions[i]<<" ";
|
---|
| 225 | s<<endl;
|
---|
| 226 | return s;
|
---|
[426] | 227 | }
|
---|
| 228 |
|
---|
[2609] | 229 |
|
---|
| 230 | void Ray::Init(const VssRay &vssRay)
|
---|
[426] | 231 | {
|
---|
[2609] | 232 | loc = vssRay.mOrigin;
|
---|
| 233 | sourceObject = Intersection(0, vssRay.GetDir(), vssRay.mOriginObject, 0);
|
---|
| 234 | mType = LOCAL_RAY;
|
---|
[1584] | 235 |
|
---|
[2609] | 236 | float len = vssRay.Length();
|
---|
| 237 |
|
---|
| 238 | if (!len)
|
---|
| 239 | len = Limits::Small;
|
---|
| 240 |
|
---|
| 241 | dir = vssRay.GetDir() / len;
|
---|
| 242 |
|
---|
| 243 | intersections.clear();
|
---|
| 244 |
|
---|
| 245 | if (vssRay.mTerminationObject)
|
---|
| 246 | intersections.push_back(Intersection(len, -vssRay.GetDir(), vssRay.mTerminationObject, 0));
|
---|
| 247 |
|
---|
| 248 | Precompute();
|
---|
[466] | 249 | }
|
---|
[860] | 250 |
|
---|
[1199] | 251 | }
|
---|