[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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[1584] | 12 | #define EXACT_BOX_CLIPPING 1
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[1520] | 13 |
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| 14 | RayCaster::RayCaster(const Preprocessor &preprocessor):
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| 15 | mPreprocessor(preprocessor)
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| 16 | {
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| 17 | }
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| 18 |
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| 19 |
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[1521] | 20 | RayCaster::~RayCaster()
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| 21 | {
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| 22 | }
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| 23 |
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| 24 |
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[1545] | 25 | VssRay *RayCaster::CastRay(const SimpleRay &simpleRay,
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| 26 | const AxisAlignedBox3 &box,
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| 27 | const bool castDoubleRay)
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[1521] | 28 | {
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[1583] | 29 | VssRayContainer rays;
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| 30 | CastRay(simpleRay, rays, box, castDoubleRay);
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| 31 |
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| 32 | if (!rays.empty())
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| 33 | return rays.back();
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| 34 | else
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| 35 | return NULL;
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[1521] | 36 | }
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| 37 |
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| 38 |
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[1528] | 39 | /** Checks if ray is valid, (e.g., not in empty view space or outside the view space)
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| 40 | */
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| 41 | bool RayCaster::ValidateRay(const Vector3 &origin,
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| 42 | const Vector3 &direction,
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| 43 | const AxisAlignedBox3 &box,
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| 44 | Intersection &hit)
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| 45 | {
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[1584] | 46 | if (!hit.mObject) {
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| 47 | // compute intersection with the scene bounding box
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| 48 | #if EXACT_BOX_CLIPPING
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| 49 | static Ray ray;
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| 50 | mPreprocessor.SetupRay(ray, origin, direction);
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| 51 |
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| 52 | float tmin, tmax;
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| 53 | if (box.ComputeMinMaxT(ray, &tmin, &tmax) && (tmin < tmax)) {
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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 | // cout<<" invalid hp "<<tmin<<" "<<tmax<<endl;
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| 58 | // cout<<" box "<<box<<endl;
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| 59 | // cout<<" origin "<<origin<<endl;
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| 60 | // cout<<" direction "<<direction<<endl;
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| 61 | // cout<< "inv dir"<<ray.GetInvDir()<<endl;
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| 62 | return false;
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| 63 | }
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| 64 | #else
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| 65 | hit.mPoint = origin + direction*Magnitude(box.Diagonal());
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| 66 | #endif
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[1528] | 67 | }
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[1584] | 68 | else if (mPreprocessor.mDetectEmptyViewSpace) {
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| 69 | if (DotProd(hit.mNormal, direction) >= 0) {
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| 70 | hit.mObject = NULL;
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| 71 | return false;
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| 72 | }
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| 73 | }
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| 74 |
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[1528] | 75 | return true;
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| 76 | }
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| 77 |
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| 78 |
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| 79 | int RayCaster::ProcessRay(const SimpleRay &simpleRay,
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| 80 | Intersection &hitA,
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| 81 | Intersection &hitB,
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[1520] | 82 | VssRayContainer &vssRays,
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[1528] | 83 | const AxisAlignedBox3 &box,
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| 84 | const bool castDoubleRay,
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| 85 | const bool pruneInvalidRays)
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[1520] | 86 | {
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| 87 | int hits = 0;
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[1528] | 88 |
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[1520] | 89 | #if DEBUG_RAYCAST
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| 90 | Debug<<"PR ";
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| 91 | #endif
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[1528] | 92 |
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| 93 | if (pruneInvalidRays)
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| 94 | {
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[1584] | 95 | if (!hitA.mObject && !hitB.mObject) {
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| 96 | return 0;
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| 97 | }
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| 98 |
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[1520] | 99 | }
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[1584] | 100 |
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[1528] | 101 | const bool validA =
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[1584] | 102 | ValidateRay(simpleRay.mOrigin, simpleRay.mDirection, box, hitA);
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| 103 |
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[1528] | 104 | if (!validA && pruneInvalidRays)
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[1584] | 105 | {
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[1528] | 106 | return 0;
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[1584] | 107 | }
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| 108 |
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[1528] | 109 | const bool validB = castDoubleRay &&
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[1584] | 110 | ValidateRay(simpleRay.mOrigin, -simpleRay.mDirection, box, hitB);
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| 111 |
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[1528] | 112 | if (!validB && pruneInvalidRays)
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[1584] | 113 | {
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[1528] | 114 | return 0;
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[1520] | 115 | }
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| 116 |
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[1528] | 117 | const bool validSample = !pruneInvalidRays || (hitA.mObject != hitB.mObject);
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| 118 |
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| 119 | if (validSample)
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| 120 | {
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[1583] | 121 | if (!pruneInvalidRays || hitA.mObject)
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[1528] | 122 | {
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[1583] | 123 | VssRay *vssRay = new VssRay(
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| 124 | hitB.mPoint,
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| 125 | hitA.mPoint,
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| 126 | hitB.mObject,
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| 127 | hitA.mObject,
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| 128 | mPreprocessor.mPass,
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| 129 | simpleRay.mPdf
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| 130 | );
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| 131 |
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| 132 | vssRays.push_back(vssRay);
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| 133 | ++ hits;
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| 134 | //cout << "vssray 1: " << *vssRay << " " << vssRay->mTermination - vssRay->mOrigin << endl;
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[1520] | 135 | }
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[1583] | 136 |
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| 137 | if (castDoubleRay && (!pruneInvalidRays || hitB.mObject))
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[1528] | 138 | {
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[1583] | 139 | VssRay *vssRay = new VssRay(
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| 140 | hitA.mPoint,
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| 141 | hitB.mPoint,
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| 142 | hitA.mObject,
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| 143 | hitB.mObject,
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| 144 | mPreprocessor.mPass,
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| 145 | simpleRay.mPdf
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| 146 | );
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| 147 |
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| 148 | vssRays.push_back(vssRay);
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| 149 | ++ hits;
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| 150 | //cout << "vssray 2: " << *vssRay << endl;
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[1520] | 151 | }
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| 152 | }
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[1583] | 153 |
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[1520] | 154 | return hits;
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| 155 | }
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| 156 |
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[1583] | 157 | }
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