[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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| 5 | #include "Matrix4x4.h"
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| 6 | #include "Vector3.h"
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[475] | 7 | //#include "ViewCellBsp.h"
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[162] | 8 |
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[860] | 9 | namespace GtpVisibilityPreprocessor {
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| 10 |
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[162] | 11 | // forward declarations
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| 12 | class Plane3;
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| 13 | class Intersectable;
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| 14 | class KdLeaf;
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| 15 | class MeshInstance;
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[308] | 16 | class ViewCell;
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[362] | 17 | class BspLeaf;
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[426] | 18 | class VssRay;
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[162] | 19 |
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[448] | 20 |
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[162] | 21 | // -------------------------------------------------------------------
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| 22 | // CRay class. A ray is defined by a location and a direction.
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| 23 | // The direction is always normalized (length == 1).
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| 24 | // -------------------------------------------------------------------
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| 25 |
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| 26 | class Ray
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| 27 | {
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| 28 | public:
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[209] | 29 | enum RayType { LOCAL_RAY, GLOBAL_RAY, LINE_SEGMENT };
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[369] | 30 |
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[162] | 31 | enum { NO_INTERSECTION=0, INTERSECTION_OUT_OF_LIMITS, INTERSECTION };
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| 32 |
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[350] | 33 | /// if ray is on back (front) side of plane, or goes from the
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| 34 | /// front (back) to the back (front)
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[349] | 35 | enum {FRONT, BACK, BACK_FRONT, FRONT_BACK, COINCIDENT};
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[374] | 36 |
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[191] | 37 | struct Intersection {
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[162] | 38 | // the point of intersection
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| 39 | float mT;
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[176] | 40 |
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[162] | 41 | // can be either mesh or a viewcell
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| 42 | Intersectable *mObject;
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[369] | 43 |
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[162] | 44 | // the face of the intersectable
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| 45 | int mFace;
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[176] | 46 |
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[191] | 47 | Intersection(const float t,
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[392] | 48 | Intersectable *object,
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| 49 | const int face):mT(t), mObject(object), mFace(face) {}
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[369] | 50 |
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[428] | 51 | Intersection(): mT(0), mObject(NULL), mFace(0) {}
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[369] | 52 |
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[162] | 53 | bool operator<(
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[448] | 54 | const Intersection &b) const {
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| 55 |
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[162] | 56 | return
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[369] | 57 | mT
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| 58 | <
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| 59 | b.mT;
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[162] | 60 | }
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| 61 |
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| 62 | };
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[366] | 63 |
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| 64 |
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[176] | 65 | // I should have some abstract cell data type !!! here
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| 66 | // corresponds to the spatial elementary cell
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| 67 | /** intersection with the source object if any */
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[191] | 68 | Intersection sourceObject;
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[176] | 69 |
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[191] | 70 | vector<Intersection> intersections;
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[475] | 71 | // vector<BspIntersection> bspIntersections;
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[362] | 72 | vector<KdLeaf *> kdLeaves;
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[374] | 73 | vector<Intersectable *> testedObjects;
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| 74 |
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[534] | 75 | // various flags
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| 76 | enum {STORE_KDLEAVES=1, STORE_BSP_INTERSECTIONS=2, STORE_TESTED_OBJECTS=4, CULL_BACKFACES=8};
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| 77 | int mFlags;
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[374] | 78 |
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| 79 |
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[162] | 80 | // constructors
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| 81 | Ray(const Vector3 &wherefrom,
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| 82 | const Vector3 &whichdir,
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[534] | 83 | const int _type):mFlags(CULL_BACKFACES) {
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[162] | 84 | loc = wherefrom;
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[209] | 85 | if (_type == LINE_SEGMENT)
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| 86 | dir = whichdir;
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| 87 | else
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| 88 | dir = Normalize(whichdir);
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[162] | 89 | mType = _type;
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| 90 | depth = 0;
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[374] | 91 | Init();
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[162] | 92 | }
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| 93 | // dummy constructor
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| 94 | Ray() {}
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[426] | 95 |
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| 96 | /** Construct ray from a vss ray.
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| 97 | */
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[466] | 98 | Ray(const VssRay &vssRay) {
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| 99 | Init(vssRay);
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[534] | 100 | mFlags |= CULL_BACKFACES;
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[466] | 101 | }
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| 102 |
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| 103 | void Clear() {
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| 104 | intersections.clear();
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| 105 | kdLeaves.clear();
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| 106 | testedObjects.clear();
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| 107 | // bspIntersections.clear();
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| 108 | }
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| 109 |
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| 110 | void Init(const VssRay &vssRay);
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| 111 |
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[191] | 112 | Intersectable *GetIntersectionObject(const int i) const {
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| 113 | return intersections[i].mObject;
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| 114 | }
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[162] | 115 |
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[191] | 116 | Vector3 GetIntersectionPoint(const int i) const {
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| 117 | return Extrap(intersections[i].mT);
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| 118 | }
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| 119 |
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[162] | 120 | // Inititalize the ray again when already constructed
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[245] | 121 | void Init(const Vector3 &wherefrom,
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[392] | 122 | const Vector3 &whichdir,
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| 123 | const int _type,
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| 124 | bool dirNormalized = false) {
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[162] | 125 | loc = wherefrom;
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[245] | 126 | dir = (dirNormalized || _type == LINE_SEGMENT) ? whichdir: Normalize(whichdir) ;
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[162] | 127 | mType = _type;
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| 128 | depth = 0;
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| 129 | Init();
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| 130 | }
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| 131 |
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| 132 | // --------------------------------------------------------
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| 133 | // Extrapolate ray given a signed distance, returns a point
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| 134 | // --------------------------------------------------------
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| 135 | Vector3 Extrap(float t) const {
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| 136 | return loc + dir * t;
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| 137 | }
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| 138 |
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| 139 | // -----------------------------------
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| 140 | // Return parameter given point on ray
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| 141 | // -----------------------------------
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| 142 | float Interp(Vector3 &x) const {
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| 143 | for (int i = 0; i < 3; i++)
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| 144 | if (Abs(dir[i]) > Limits::Small)
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| 145 | return (x[i] - loc[i]) / dir[i];
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| 146 | return 0;
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| 147 | }
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| 148 |
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| 149 | // -----------------------------------
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| 150 | // Reflects direction of reflection for the ray,
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| 151 | // given the normal to the surface.
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| 152 | // -----------------------------------
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| 153 | Vector3 ReflectRay(const Vector3 &N) const {
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| 154 | return N * 2.0 * DotProd(N, -dir) + dir;
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| 155 | }
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| 156 | void ReflectRay(Vector3 &result, const Vector3 &N) const {
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| 157 | result = N * 2.0 * DotProd(N, -dir) + dir;
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| 158 | }
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| 159 |
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| 160 | // Computes the inverted direction of the ray, used optionally by
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| 161 | // a ray traversal algorithm.
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| 162 | void ComputeInvertedDir() const;
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| 163 |
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| 164 | // Given the matrix 4x4, transforms the ray to another space
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| 165 | void ApplyTransform(const Matrix4x4 &tform) {
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| 166 | loc = tform * loc;
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| 167 | dir = RotateOnly(tform, dir);
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| 168 | // note that normalization to the unit size of the direction
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| 169 | // is NOT computed -- this is what we want.
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| 170 | Precompute();
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| 171 | }
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| 172 |
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| 173 | // returns ID of this ray (use for mailboxes)
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[328] | 174 | int GetId() const { return ID; }
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[162] | 175 |
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| 176 | // returns the transfrom ID of the ray (use for ray transformations)
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| 177 | int GetTransformID() const { return transfID; }
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| 178 |
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| 179 | // copy the transform ID from an input ray
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| 180 | void CopyTransformID(const Ray &ray) { transfID = ray.transfID; }
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| 181 |
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| 182 | // set unique ID for a given ray - always avoid setting to zero
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[328] | 183 | void SetId() {
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[162] | 184 | if ((ID = ++genID) == 0)
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| 185 | ID = ++genID;
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| 186 | transfID = ID;
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| 187 | }
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| 188 | // set ID to explicit value - it can be even 0 for rays transformed
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| 189 | // to the canonical object space to supress the mailbox failure.
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[328] | 190 | void SetId(int newID) {
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[162] | 191 | ID = newID;
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| 192 | // note that transfID is not changed!
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| 193 | }
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| 194 |
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| 195 |
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| 196 | // the object on which the ray starts at
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[191] | 197 | const Intersection* GetStartObject() const { return &intersections[0]; }
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| 198 | const Intersection* GetStopObject() const { return &intersections[intersections.size()-1]; }
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[162] | 199 |
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| 200 |
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| 201 | void SetLoc(const Vector3 &l);
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| 202 | Vector3& GetLoc() { return loc; }
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| 203 | Vector3 GetLoc() const { return loc; }
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| 204 |
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| 205 | float GetLoc(const int axis) const { return loc[axis]; }
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| 206 |
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| 207 | void SetDir(const Vector3 &ndir) { dir = ndir;}
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| 208 | Vector3& GetDir() { return dir; }
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| 209 | Vector3 GetDir() const { return dir; }
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| 210 | float GetDir(const int axis) const { return dir[axis]; }
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| 211 |
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| 212 | int GetType() const { return mType; }
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| 213 |
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| 214 | // make such operation to slightly change the ray direction
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| 215 | // in case any component of ray direction is zero.
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| 216 | void CorrectZeroComponents();
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| 217 |
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| 218 | // the depth of the ray - primary rays are in the depth 0
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| 219 | int GetDepth() const { return depth;}
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| 220 | void SetDepth(int newDepth) { depth = newDepth;}
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| 221 |
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[327] | 222 | /** Classifies ray with respect to the plane.
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| 223 | */
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[406] | 224 | int ClassifyPlane(const Plane3 &plane,
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| 225 | const float minT,
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| 226 | const float maxT,
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| 227 | Vector3 &entP,
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| 228 | Vector3 &extP) const;
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[327] | 229 |
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[162] | 230 | private:
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| 231 | Vector3 loc, dir; // Describes ray origin and vector
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| 232 |
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| 233 | // The inverted direction of the ray components. It is computed optionally
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| 234 | // by the ray traversal algorithm using function ComputeInvertedDir();
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| 235 | mutable Vector3 invDir;
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| 236 |
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| 237 | // Type of the ray: primary, shadow, dummy etc., see ERayType above
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| 238 | int mType;
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| 239 |
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| 240 |
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| 241 | // unique ID of a ray for the use in the mailboxes
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| 242 | int ID;
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[176] | 243 |
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[162] | 244 | // unique ID of a ray for the use with a transformations - this one
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| 245 | // never can be changed that allows the nesting of transformations
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| 246 | // and caching the transformed rays correctly
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| 247 | int transfID;
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| 248 |
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| 249 | // the ID generator fo each ray instantiated
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| 250 | static int genID;
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| 251 |
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| 252 | // When ray shot from the source(camera/light), this number is equal
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| 253 | // to the number of bounces of the ray, also called the depth of the
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| 254 | // ray (primary ray has its depth zero)
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[374] | 255 | int depth;
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| 256 |
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| 257 |
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| 258 |
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[162] | 259 | void Init();
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| 260 |
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| 261 | // precompute some values that are necessary
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| 262 | void Precompute();
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| 263 |
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| 264 | friend class AxisAlignedBox3;
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[327] | 265 | friend class Plane3;
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[162] | 266 |
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| 267 | // for CKDR GEMS
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| 268 | friend float DistanceToXPlane(const Vector3 &vec, const Ray &ray);
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| 269 | friend float DistanceToYPlane(const Vector3 &vec, const Ray &ray);
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| 270 | friend float DistanceToZPlane(const Vector3 &vec, const Ray &ray);
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| 271 | friend int MakeIntersectLine(const Plane3 &p, const Plane3 &q, Ray &ray);
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[340] | 272 |
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| 273 | friend ostream &operator<<(ostream &s, const Ray &r) {
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| 274 | return s<<"Ray:loc="<<r.loc<<" dir="<<r.dir;
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| 275 | }
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[162] | 276 | };
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| 277 |
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| 278 |
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[191] | 279 | class PassingRaySet {
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| 280 | public:
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| 281 | enum { Resolution = 2 };
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| 282 | int mDirectionalContributions[3*Resolution*Resolution];
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| 283 | int mRays;
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| 284 | int mContributions;
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[369] | 285 |
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| 286 | PassingRaySet() {
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[191] | 287 | Reset();
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| 288 | }
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[369] | 289 |
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| 290 | void
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[191] | 291 | Reset();
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| 292 |
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| 293 | void AddRay(const Ray &ray, const int contributions);
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[369] | 294 | void AddRay2(const Ray &ray,
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| 295 | const int objects,
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| 296 | const int viewcells);
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| 297 |
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[191] | 298 | int GetEntryIndex(const Vector3 &direction) const;
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[162] | 299 |
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[191] | 300 | friend ostream &operator<<(ostream &s, const PassingRaySet &set);
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[162] | 301 |
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[191] | 302 | };
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| 303 |
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[401] | 304 | struct SimpleRay
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| 305 | {
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[534] | 306 | Vector3 mOrigin;
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| 307 | Vector3 mDirection;
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[556] | 308 | float mPdf;
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[534] | 309 |
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| 310 | SimpleRay() {}
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[537] | 311 | SimpleRay(const Vector3 &o, const Vector3 &d, const float p=1.0f):
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[556] | 312 | mOrigin(o), mDirection(d), mPdf(p) {}
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[401] | 313 | };
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[191] | 314 |
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[537] | 315 | class SimpleRayContainer : public vector<SimpleRay>
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| 316 | {
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| 317 | public:
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| 318 |
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[556] | 319 | float mSumPdf;
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[537] | 320 |
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[556] | 321 | SimpleRayContainer():vector<SimpleRay>(), mSumPdf(0.0f) {}
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[537] | 322 |
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[556] | 323 | void NormalizePdf() {
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[537] | 324 | iterator it = begin();
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[556] | 325 | float c = 1.0f/mSumPdf;
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[537] | 326 | for (; it != end(); it++)
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[556] | 327 | (*it).mPdf*=c;
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[537] | 328 | }
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[563] | 329 |
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| 330 | void AddRay(const SimpleRay &ray) {
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| 331 | push_back(ray);
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| 332 | mSumPdf += ray.mPdf;
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| 333 | }
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[537] | 334 | };
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[401] | 335 |
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[860] | 336 | }
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| 337 |
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[162] | 338 | #endif
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| 339 |
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