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 | using namespace std;
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6 |
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7 | namespace GtpVisibilityPreprocessor {
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8 |
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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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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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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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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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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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42 | // invDir.SetValue(0.0, 0.0, 0.0);
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43 | SetId();
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44 | ComputeInvertedDir();
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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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58 | const float eps = 1e-6f;
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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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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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93 |
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94 | const float eps = 1e-6f;
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95 | const float invEps = 1e6f;
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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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107 | invDir.x = 1.0f / dir.x;
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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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116 | invDir.y = 1.0f / dir.y;
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117 |
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118 | if (fabs(dir.z) < eps) {
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119 | if (dir.z < 0.0f)
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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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125 | invDir.z = 1.0f / dir.z;
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126 |
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127 | return;
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128 | }
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129 |
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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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148 | void
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149 | PassingRaySet::AddRay2(const Ray &ray,
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150 | const int objects,
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151 | const int viewcells
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152 | )
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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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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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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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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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179 |
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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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185 | {
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186 | entP = Extrap(minT);
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187 | extP = Extrap(maxT);
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188 |
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189 | const int entSide = plane.Side(entP);
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190 | const int extSide = plane.Side(extP);
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191 |
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192 | if (entSide < 0)
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193 | {
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194 | if (extSide > 0)
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195 | {
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196 | return BACK_FRONT;
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197 | }
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198 | return BACK;
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199 | }
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200 | else if (entSide > 0)
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201 | {
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202 | if (extSide < 0)
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203 | return FRONT_BACK;
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204 |
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205 | return FRONT;
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206 | }
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207 | else if (entSide == 0)
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208 | {
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209 | if (extSide > 0)
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210 | return FRONT;
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211 | else if (extSide < 0)
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212 | return BACK;
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213 | }
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214 |
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215 | return COINCIDENT;
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216 | }
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217 |
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218 |
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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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227 | }
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228 |
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229 | void
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230 | Ray::Init(const VssRay &vssRay)
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231 | {
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232 | loc = vssRay.mOrigin;
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233 | sourceObject = Intersection(0, vssRay.GetDir(), vssRay.mOriginObject, 0);
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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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243 | intersections.clear();
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244 | if (vssRay.mTerminationObject)
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245 | intersections.push_back(Intersection(len, -vssRay.GetDir(), vssRay.mTerminationObject, 0));
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246 |
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247 |
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248 | Precompute();
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249 | }
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250 |
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251 | }
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