[1520] | 1 | #include "RayCaster.h"
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| 2 | #include "VssRay.h"
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| 3 | #include "Ray.h"
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| 4 | #include "Preprocessor.h"
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| 5 |
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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 | #define DEBUG_RAYCAST 0
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| 11 |
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| 12 |
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| 13 | RayCaster::RayCaster(const Preprocessor &preprocessor):
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| 14 | mPreprocessor(preprocessor)
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| 15 | {
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| 16 | }
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| 17 |
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| 18 |
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[1521] | 19 | RayCaster::~RayCaster()
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| 20 | {
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| 21 | }
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| 22 |
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| 23 |
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[1545] | 24 | VssRay *RayCaster::CastRay(const SimpleRay &simpleRay,
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| 25 | const AxisAlignedBox3 &box,
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| 26 | const bool castDoubleRay)
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[1521] | 27 | {
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| 28 | VssRayContainer rays;
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[1545] | 29 | CastRay(simpleRay, rays, box, castDoubleRay);
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[1521] | 30 |
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| 31 | if (!rays.empty())
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| 32 | return rays.back();
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[1522] | 33 | else
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| 34 | return NULL;
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[1521] | 35 | }
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| 36 |
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| 37 |
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[1528] | 38 | /** Checks if ray is valid, (e.g., not in empty view space or outside the view space)
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| 39 | */
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| 40 | bool RayCaster::ValidateRay(const Vector3 &origin,
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| 41 | const Vector3 &direction,
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| 42 | const AxisAlignedBox3 &box,
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| 43 | Intersection &hit)
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| 44 | {
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| 45 | if (!hit.mObject)
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| 46 | {
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| 47 | // compute intersection with the scene bounding box
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| 48 | static Ray ray;
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| 49 | mPreprocessor.SetupRay(ray, origin, direction);
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| 50 |
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| 51 | float tmin, tmax;
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| 52 | if (box.ComputeMinMaxT(ray, &tmin, &tmax) && (tmin < tmax))
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| 53 | {
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| 54 | hit.mPoint = ray.Extrap(tmax);
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| 55 | }
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| 56 | else
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| 57 | {
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| 58 | return false;
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| 59 | }
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| 60 | }
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| 61 | else if (mPreprocessor.mDetectEmptyViewSpace)
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| 62 | {
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| 63 | if (DotProd(hit.mNormal, direction) >= 0)
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| 64 | {
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| 65 | hit.mObject = NULL;
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| 66 | return false;
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| 67 | }
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| 68 | }
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| 69 |
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| 70 | return true;
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| 71 | }
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| 72 |
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| 73 |
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| 74 | int RayCaster::ProcessRay(const SimpleRay &simpleRay,
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| 75 | Intersection &hitA,
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| 76 | Intersection &hitB,
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[1520] | 77 | VssRayContainer &vssRays,
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[1528] | 78 | const AxisAlignedBox3 &box,
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| 79 | const bool castDoubleRay,
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| 80 | const bool pruneInvalidRays)
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[1520] | 81 | {
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| 82 | int hits = 0;
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[1528] | 83 |
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[1520] | 84 | #if DEBUG_RAYCAST
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| 85 | Debug<<"PR ";
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| 86 | #endif
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[1528] | 87 |
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| 88 | if (pruneInvalidRays)
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| 89 | {
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| 90 | if (!hitA.mObject && !hitB.mObject)
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| 91 | {
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| 92 | return 0;
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| 93 | }
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| 94 |
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| 95 | // inside test for bounding box
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| 96 | // enlarge box slightly so the view point fits for sure
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| 97 | AxisAlignedBox3 sbox = box;
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| 98 | sbox.Enlarge(Vector3(-Limits::Small));
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[1520] | 99 |
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[1528] | 100 | if (!sbox.IsInside(simpleRay.mOrigin))
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| 101 | {
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[1520] | 102 | return 0;
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[1528] | 103 | }
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[1520] | 104 | }
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[1528] | 105 | // cout << "here81 " << hitA.mObject << endl;
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| 106 | const bool validA =
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| 107 | ValidateRay(simpleRay.mOrigin, simpleRay.mDirection, box, hitA);
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| 108 | if (!validA && pruneInvalidRays)
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| 109 | {
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| 110 | return 0;
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| 111 | }
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[1520] | 112 |
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[1528] | 113 | const bool validB = castDoubleRay &&
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| 114 | ValidateRay(simpleRay.mOrigin, -simpleRay.mDirection, box, hitB);
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[1520] | 115 |
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[1528] | 116 | if (!validB && pruneInvalidRays)
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| 117 | {
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| 118 | return 0;
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[1520] | 119 | }
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| 120 |
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[1528] | 121 | const bool validSample = !pruneInvalidRays || (hitA.mObject != hitB.mObject);
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| 122 |
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| 123 | if (validSample)
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| 124 | {
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| 125 | if (!pruneInvalidRays || hitA.mObject)
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| 126 | {
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| 127 | VssRay *vssRay = new VssRay(
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| 128 | hitB.mPoint,
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| 129 | hitA.mPoint,
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| 130 | hitB.mObject,
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| 131 | hitA.mObject,
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[1520] | 132 | mPreprocessor.mPass,
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[1528] | 133 | simpleRay.mPdf
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[1520] | 134 | );
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| 135 |
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| 136 | vssRays.push_back(vssRay);
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[1528] | 137 | ++ hits;
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| 138 | //cout << "here70 vssray 1: " << *vssRay << " " << vssRay->mTermination - vssRay->mOrigin << endl;
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[1520] | 139 | }
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| 140 |
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[1528] | 141 | if (castDoubleRay && (!pruneInvalidRays || hitB.mObject))
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| 142 | {
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| 143 | VssRay *vssRay = new VssRay(
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| 144 | hitA.mPoint,
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| 145 | hitB.mPoint,
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| 146 | hitA.mObject,
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| 147 | hitB.mObject,
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[1520] | 148 | mPreprocessor.mPass,
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[1528] | 149 | simpleRay.mPdf
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[1520] | 150 | );
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| 151 |
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| 152 | vssRays.push_back(vssRay);
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[1528] | 153 | ++ hits;
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| 154 | //cout << "here71 vssray 2: " << *vssRay << endl;
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[1520] | 155 | }
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| 156 | }
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| 157 |
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| 158 | return hits;
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| 159 | }
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| 160 |
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| 161 | } |
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