1 | #include "Ray.h"
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2 | #include "Plane3.h"
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3 | #include "VssRay.h"
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4 |
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5 | namespace GtpVisibilityPreprocessor {
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6 |
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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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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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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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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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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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40 | // invDir.SetValue(0.0, 0.0, 0.0);
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41 | SetId();
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42 | ComputeInvertedDir();
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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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56 | const float eps = 1e-6f;
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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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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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91 |
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92 | const float eps = 1e-6f;
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93 | const float invEps = 1e6f;
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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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105 | invDir.x = 1.0f / dir.x;
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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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114 | invDir.y = 1.0f / dir.y;
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115 |
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116 | if (fabs(dir.z) < eps) {
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117 | if (dir.z < 0.0f)
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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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123 | invDir.z = 1.0f / dir.z;
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124 |
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125 | return;
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126 | }
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127 |
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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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146 | void
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147 | PassingRaySet::AddRay2(const Ray &ray,
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148 | const int objects,
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149 | const int viewcells
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150 | )
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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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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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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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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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177 |
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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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183 | {
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184 | entP = Extrap(minT);
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185 | extP = Extrap(maxT);
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186 |
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187 | const int entSide = plane.Side(entP);
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188 | const int extSide = plane.Side(extP);
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189 |
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190 | if (entSide < 0)
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191 | {
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192 | if (extSide > 0)
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193 | {
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194 | return BACK_FRONT;
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195 | }
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196 | return BACK;
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197 | }
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198 | else if (entSide > 0)
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199 | {
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200 | if (extSide < 0)
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201 | return FRONT_BACK;
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202 |
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203 | return FRONT;
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204 | }
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205 | else if (entSide == 0)
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206 | {
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207 | if (extSide > 0)
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208 | return FRONT;
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209 | else if (extSide < 0)
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210 | return BACK;
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211 | }
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212 |
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213 | return COINCIDENT;
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214 | }
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215 |
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216 |
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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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225 | }
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226 |
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227 | void
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228 | Ray::Init(const VssRay &vssRay)
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229 | {
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230 | loc = vssRay.mOrigin;
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231 | sourceObject = Intersection(0, vssRay.GetDir(), vssRay.mOriginObject, 0);
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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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241 | intersections.clear();
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242 | if (vssRay.mTerminationObject)
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243 | intersections.push_back(Intersection(len, -vssRay.GetDir(), vssRay.mTerminationObject, 0));
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244 |
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245 |
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246 | Precompute();
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247 | }
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248 |
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249 | }
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