[162] | 1 | #ifndef __RAY_H__
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| 2 | #define __RAY_H__
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| 3 |
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| 4 | #include <vector>
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[1824] | 5 | #include <algorithm>
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[162] | 6 | #include "Matrix4x4.h"
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| 7 | #include "Vector3.h"
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| 8 |
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[1473] | 9 |
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[860] | 10 | namespace GtpVisibilityPreprocessor {
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| 11 |
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[162] | 12 | // forward declarations
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| 13 | class Plane3;
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| 14 | class Intersectable;
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| 15 | class KdLeaf;
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| 16 | class MeshInstance;
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[308] | 17 | class ViewCell;
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[362] | 18 | class BspLeaf;
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[426] | 19 | class VssRay;
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[162] | 20 |
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[448] | 21 |
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[162] | 22 | // -------------------------------------------------------------------
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| 23 | // CRay class. A ray is defined by a location and a direction.
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| 24 | // The direction is always normalized (length == 1).
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| 25 | // -------------------------------------------------------------------
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| 26 |
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| 27 | class Ray
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| 28 | {
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| 29 | public:
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[209] | 30 | enum RayType { LOCAL_RAY, GLOBAL_RAY, LINE_SEGMENT };
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[369] | 31 |
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[162] | 32 | enum { NO_INTERSECTION=0, INTERSECTION_OUT_OF_LIMITS, INTERSECTION };
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| 33 |
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[350] | 34 | /// if ray is on back (front) side of plane, or goes from the
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| 35 | /// front (back) to the back (front)
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[349] | 36 | enum {FRONT, BACK, BACK_FRONT, FRONT_BACK, COINCIDENT};
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[374] | 37 |
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[1528] | 38 | struct Intersection
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| 39 | {
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| 40 | /// the point of intersection
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| 41 | float mT;
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[176] | 42 |
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[1528] | 43 | /// the normal of the intersection
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| 44 | Vector3 mNormal;
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[448] | 45 |
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[1528] | 46 | /// can be either mesh or a viewcell
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| 47 | Intersectable *mObject;
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| 48 |
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[1824] | 49 | /// the face of the intersectable
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[1528] | 50 | int mFace;
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| 51 |
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| 52 | Intersection(const float t,
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[1824] | 53 | const Vector3 &normal,
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| 54 | Intersectable *object,
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| 55 | const int face):
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| 56 | mT(t), mNormal(normal), mObject(object), mFace(face)
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[1528] | 57 | {}
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[1824] | 58 |
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[1528] | 59 | Intersection(): mT(0), mNormal(0,0,0), mObject(NULL), mFace(0)
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| 60 | {}
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[1824] | 61 |
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[1528] | 62 | bool operator<(const Intersection &b) const
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| 63 | {
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| 64 | return mT < b.mT;
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| 65 | }
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[162] | 66 | };
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[366] | 67 |
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| 68 |
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[176] | 69 | // I should have some abstract cell data type !!! here
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| 70 | // corresponds to the spatial elementary cell
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| 71 | /** intersection with the source object if any */
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[191] | 72 | Intersection sourceObject;
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[176] | 73 |
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[191] | 74 | vector<Intersection> intersections;
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[475] | 75 | // vector<BspIntersection> bspIntersections;
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[362] | 76 | vector<KdLeaf *> kdLeaves;
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[374] | 77 | vector<Intersectable *> testedObjects;
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| 78 |
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[534] | 79 | // various flags
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| 80 | enum {STORE_KDLEAVES=1, STORE_BSP_INTERSECTIONS=2, STORE_TESTED_OBJECTS=4, CULL_BACKFACES=8};
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| 81 | int mFlags;
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[374] | 82 |
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| 83 |
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[162] | 84 | // constructors
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| 85 | Ray(const Vector3 &wherefrom,
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| 86 | const Vector3 &whichdir,
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[534] | 87 | const int _type):mFlags(CULL_BACKFACES) {
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[162] | 88 | loc = wherefrom;
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[209] | 89 | if (_type == LINE_SEGMENT)
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| 90 | dir = whichdir;
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| 91 | else
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| 92 | dir = Normalize(whichdir);
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[162] | 93 | mType = _type;
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| 94 | depth = 0;
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[374] | 95 | Init();
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[162] | 96 | }
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| 97 | // dummy constructor
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| 98 | Ray() {}
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[426] | 99 |
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| 100 | /** Construct ray from a vss ray.
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| 101 | */
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[466] | 102 | Ray(const VssRay &vssRay) {
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| 103 | Init(vssRay);
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[534] | 104 | mFlags |= CULL_BACKFACES;
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[466] | 105 | }
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| 106 |
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| 107 | void Clear() {
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| 108 | intersections.clear();
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| 109 | kdLeaves.clear();
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| 110 | testedObjects.clear();
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| 111 | // bspIntersections.clear();
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| 112 | }
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| 113 |
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| 114 | void Init(const VssRay &vssRay);
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| 115 |
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[1824] | 116 | void SortIntersections() {
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| 117 | sort(intersections.begin(), intersections.end());
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| 118 | }
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| 119 |
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[191] | 120 | Intersectable *GetIntersectionObject(const int i) const {
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| 121 | return intersections[i].mObject;
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| 122 | }
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[162] | 123 |
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[191] | 124 | Vector3 GetIntersectionPoint(const int i) const {
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| 125 | return Extrap(intersections[i].mT);
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| 126 | }
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| 127 |
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[162] | 128 | // Inititalize the ray again when already constructed
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[245] | 129 | void Init(const Vector3 &wherefrom,
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[392] | 130 | const Vector3 &whichdir,
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| 131 | const int _type,
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| 132 | bool dirNormalized = false) {
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[162] | 133 | loc = wherefrom;
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[245] | 134 | dir = (dirNormalized || _type == LINE_SEGMENT) ? whichdir: Normalize(whichdir) ;
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[162] | 135 | mType = _type;
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| 136 | depth = 0;
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| 137 | Init();
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[1584] | 138 | Precompute();
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[162] | 139 | }
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| 140 |
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| 141 | // --------------------------------------------------------
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| 142 | // Extrapolate ray given a signed distance, returns a point
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| 143 | // --------------------------------------------------------
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| 144 | Vector3 Extrap(float t) const {
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| 145 | return loc + dir * t;
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| 146 | }
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| 147 |
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| 148 | // -----------------------------------
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| 149 | // Return parameter given point on ray
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| 150 | // -----------------------------------
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| 151 | float Interp(Vector3 &x) const {
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| 152 | for (int i = 0; i < 3; i++)
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| 153 | if (Abs(dir[i]) > Limits::Small)
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| 154 | return (x[i] - loc[i]) / dir[i];
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| 155 | return 0;
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| 156 | }
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| 157 |
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| 158 | // -----------------------------------
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| 159 | // Reflects direction of reflection for the ray,
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| 160 | // given the normal to the surface.
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| 161 | // -----------------------------------
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| 162 | Vector3 ReflectRay(const Vector3 &N) const {
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| 163 | return N * 2.0 * DotProd(N, -dir) + dir;
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| 164 | }
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| 165 | void ReflectRay(Vector3 &result, const Vector3 &N) const {
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| 166 | result = N * 2.0 * DotProd(N, -dir) + dir;
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| 167 | }
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| 168 |
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| 169 | // Computes the inverted direction of the ray, used optionally by
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| 170 | // a ray traversal algorithm.
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| 171 | void ComputeInvertedDir() const;
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| 172 |
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| 173 | // Given the matrix 4x4, transforms the ray to another space
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| 174 | void ApplyTransform(const Matrix4x4 &tform) {
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| 175 | loc = tform * loc;
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| 176 | dir = RotateOnly(tform, dir);
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| 177 | // note that normalization to the unit size of the direction
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| 178 | // is NOT computed -- this is what we want.
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| 179 | Precompute();
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| 180 | }
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| 181 |
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| 182 | // returns ID of this ray (use for mailboxes)
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[328] | 183 | int GetId() const { return ID; }
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[162] | 184 |
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| 185 | // returns the transfrom ID of the ray (use for ray transformations)
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| 186 | int GetTransformID() const { return transfID; }
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| 187 |
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| 188 | // copy the transform ID from an input ray
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| 189 | void CopyTransformID(const Ray &ray) { transfID = ray.transfID; }
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| 190 |
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| 191 | // set unique ID for a given ray - always avoid setting to zero
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[328] | 192 | void SetId() {
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[162] | 193 | if ((ID = ++genID) == 0)
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| 194 | ID = ++genID;
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| 195 | transfID = ID;
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| 196 | }
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| 197 | // set ID to explicit value - it can be even 0 for rays transformed
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| 198 | // to the canonical object space to supress the mailbox failure.
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[328] | 199 | void SetId(int newID) {
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[162] | 200 | ID = newID;
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| 201 | // note that transfID is not changed!
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| 202 | }
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| 203 |
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| 204 |
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| 205 | // the object on which the ray starts at
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[191] | 206 | const Intersection* GetStartObject() const { return &intersections[0]; }
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| 207 | const Intersection* GetStopObject() const { return &intersections[intersections.size()-1]; }
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[162] | 208 |
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| 209 |
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| 210 | void SetLoc(const Vector3 &l);
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| 211 | Vector3& GetLoc() { return loc; }
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| 212 | Vector3 GetLoc() const { return loc; }
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| 213 |
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| 214 | float GetLoc(const int axis) const { return loc[axis]; }
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| 215 |
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| 216 | void SetDir(const Vector3 &ndir) { dir = ndir;}
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| 217 | Vector3& GetDir() { return dir; }
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| 218 | Vector3 GetDir() const { return dir; }
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| 219 | float GetDir(const int axis) const { return dir[axis]; }
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| 220 |
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| 221 | int GetType() const { return mType; }
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[1824] | 222 | void SetType(const int t) { mType = t; }
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[162] | 223 |
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| 224 | // make such operation to slightly change the ray direction
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| 225 | // in case any component of ray direction is zero.
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| 226 | void CorrectZeroComponents();
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| 227 |
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| 228 | // the depth of the ray - primary rays are in the depth 0
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| 229 | int GetDepth() const { return depth;}
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| 230 | void SetDepth(int newDepth) { depth = newDepth;}
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| 231 |
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[327] | 232 | /** Classifies ray with respect to the plane.
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| 233 | */
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[406] | 234 | int ClassifyPlane(const Plane3 &plane,
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| 235 | const float minT,
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| 236 | const float maxT,
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| 237 | Vector3 &entP,
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| 238 | Vector3 &extP) const;
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[327] | 239 |
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[1584] | 240 | Vector3 GetInvDir() const { return invDir; }
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| 241 |
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[162] | 242 | private:
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| 243 | Vector3 loc, dir; // Describes ray origin and vector
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| 244 |
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| 245 | // The inverted direction of the ray components. It is computed optionally
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| 246 | // by the ray traversal algorithm using function ComputeInvertedDir();
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| 247 | mutable Vector3 invDir;
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| 248 |
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| 249 | // Type of the ray: primary, shadow, dummy etc., see ERayType above
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| 250 | int mType;
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| 251 |
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| 252 |
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| 253 | // unique ID of a ray for the use in the mailboxes
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| 254 | int ID;
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[176] | 255 |
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[162] | 256 | // unique ID of a ray for the use with a transformations - this one
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| 257 | // never can be changed that allows the nesting of transformations
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| 258 | // and caching the transformed rays correctly
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| 259 | int transfID;
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| 260 |
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| 261 | // the ID generator fo each ray instantiated
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| 262 | static int genID;
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| 263 |
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| 264 | // When ray shot from the source(camera/light), this number is equal
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| 265 | // to the number of bounces of the ray, also called the depth of the
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| 266 | // ray (primary ray has its depth zero)
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[374] | 267 | int depth;
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| 268 |
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| 269 |
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| 270 |
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[162] | 271 | void Init();
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| 272 |
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| 273 | // precompute some values that are necessary
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| 274 | void Precompute();
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| 275 |
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| 276 | friend class AxisAlignedBox3;
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[327] | 277 | friend class Plane3;
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[162] | 278 |
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| 279 | // for CKDR GEMS
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| 280 | friend float DistanceToXPlane(const Vector3 &vec, const Ray &ray);
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| 281 | friend float DistanceToYPlane(const Vector3 &vec, const Ray &ray);
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| 282 | friend float DistanceToZPlane(const Vector3 &vec, const Ray &ray);
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| 283 | friend int MakeIntersectLine(const Plane3 &p, const Plane3 &q, Ray &ray);
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[340] | 284 |
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| 285 | friend ostream &operator<<(ostream &s, const Ray &r) {
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| 286 | return s<<"Ray:loc="<<r.loc<<" dir="<<r.dir;
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| 287 | }
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[162] | 288 | };
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| 289 |
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| 290 |
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[191] | 291 | class PassingRaySet {
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| 292 | public:
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| 293 | enum { Resolution = 2 };
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| 294 | int mDirectionalContributions[3*Resolution*Resolution];
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| 295 | int mRays;
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| 296 | int mContributions;
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[369] | 297 |
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| 298 | PassingRaySet() {
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[191] | 299 | Reset();
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| 300 | }
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[369] | 301 |
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| 302 | void
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[191] | 303 | Reset();
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| 304 |
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| 305 | void AddRay(const Ray &ray, const int contributions);
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[369] | 306 | void AddRay2(const Ray &ray,
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| 307 | const int objects,
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| 308 | const int viewcells);
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| 309 |
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[191] | 310 | int GetEntryIndex(const Vector3 &direction) const;
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[162] | 311 |
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[191] | 312 | friend ostream &operator<<(ostream &s, const PassingRaySet &set);
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[162] | 313 |
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[191] | 314 | };
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| 315 |
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[401] | 316 | struct SimpleRay
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| 317 | {
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[534] | 318 | Vector3 mOrigin;
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| 319 | Vector3 mDirection;
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[1883] | 320 | short mType;
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| 321 | short mDistribution;
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[556] | 322 | float mPdf;
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[1883] | 323 |
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[1867] | 324 | SimpleRay(): mType(Ray::LOCAL_RAY) {
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| 325 | }
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| 326 |
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[1883] | 327 | SimpleRay(const Vector3 &o,
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| 328 | const Vector3 &d,
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| 329 | const short distribution,
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| 330 | const float weight
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| 331 | ):
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| 332 | mOrigin(o),
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| 333 | mDirection(d),
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| 334 | mType(Ray::LOCAL_RAY),
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| 335 | mDistribution(distribution),
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| 336 | mPdf(weight)
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| 337 | {
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[1877] | 338 | // mId = sSimpleRayId++;
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[1867] | 339 | }
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[1883] | 340 |
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[1528] | 341 | Vector3 Extrap(const float t) const {
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[1281] | 342 | return mOrigin + mDirection * t;
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| 343 | }
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[401] | 344 | };
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[191] | 345 |
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[537] | 346 | class SimpleRayContainer : public vector<SimpleRay>
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| 347 | {
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| 348 | public:
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[1528] | 349 |
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[1112] | 350 | SimpleRayContainer():vector<SimpleRay>() {}
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[537] | 351 |
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[1112] | 352 | void NormalizePdf(float scale = 1.0f) {
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[537] | 353 | iterator it = begin();
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[1112] | 354 | float sumPdf = 0.0f;
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[537] | 355 | for (; it != end(); it++)
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[1112] | 356 | sumPdf += (*it).mPdf;
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| 357 |
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| 358 | float c = scale/sumPdf;
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| 359 |
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| 360 | for (it = begin(); it != end(); it++) {
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[556] | 361 | (*it).mPdf*=c;
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[1112] | 362 | }
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[537] | 363 | }
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[1112] | 364 |
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[563] | 365 | void AddRay(const SimpleRay &ray) {
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| 366 | push_back(ray);
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| 367 | }
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[537] | 368 | };
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[401] | 369 |
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[860] | 370 | }
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| 371 |
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[162] | 372 | #endif
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| 373 |
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