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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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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24 | VssRay *RayCaster::CastSingleRay(const Vector3 &viewPoint,
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25 | const Vector3 &direction,
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26 | const float probability,
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27 | const AxisAlignedBox3 &box)
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28 | {
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29 | VssRayContainer rays;
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30 | CastRay(viewPoint, direction, probability, rays, box, false);
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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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36 | }
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37 |
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38 |
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39 | int RayCaster::ProcessRay(const Vector3 &viewPoint,
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40 | const Vector3 &direction,
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41 | Intersectable *objectA,
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42 | Vector3 &pointA,
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43 | const Vector3 &normalA,
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44 | Intersectable *objectB,
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45 | Vector3 &pointB,
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46 | const Vector3 &normalB,
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47 | const float probability,
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48 | VssRayContainer &vssRays,
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49 | const AxisAlignedBox3 &box
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50 | )
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51 | {
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52 | int hits = 0;
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53 | #if DEBUG_RAYCAST
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54 | Debug<<"PR ";
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55 | #endif
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56 | if (objectA == NULL && objectB == NULL)
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57 | return 0;
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58 |
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59 | AxisAlignedBox3 sbox = box;
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60 | sbox.Enlarge(Vector3(-Limits::Small));
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61 |
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62 | if (!sbox.IsInside(viewPoint))
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63 | return 0;
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64 |
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65 | if (objectA == NULL) {
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66 | // compute intersection with the scene bounding box
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67 | static Ray ray;
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68 | mPreprocessor.SetupRay(ray, viewPoint, direction);
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69 |
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70 | float tmin, tmax;
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71 | if (box.ComputeMinMaxT(ray, &tmin, &tmax) && tmin < tmax)
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72 | pointA = ray.Extrap(tmax);
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73 | else
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74 | return 0;
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75 | } else {
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76 | if (mPreprocessor.mDetectEmptyViewSpace)
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77 | if (DotProd(normalA, direction) >= 0) {
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78 | // discard the sample
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79 | return 0;
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80 | }
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81 | }
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82 |
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83 | if (objectB == NULL) {
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84 | // compute intersection with the scene bounding box
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85 | static Ray ray;
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86 | mPreprocessor.SetupRay(ray, viewPoint, -direction);
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87 |
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88 | float tmin, tmax;
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89 | if (box.ComputeMinMaxT(ray, &tmin, &tmax) && tmin < tmax)
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90 | pointB = ray.Extrap(tmax);
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91 | else
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92 | return 0;
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93 | } else {
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94 | if (mPreprocessor.mDetectEmptyViewSpace)
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95 | if (DotProd(normalB, direction) <= 0) {
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96 | // discard the sample
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97 | return 0;
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98 | }
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99 | }
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100 |
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101 | VssRay *vssRay = NULL;
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102 | bool validSample = (objectA != objectB);
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103 | if (validSample) {
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104 | if (objectA) {
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105 | vssRay = new VssRay(
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106 | pointB,
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107 | pointA,
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108 | objectB,
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109 | objectA,
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110 | mPreprocessor.mPass,
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111 | probability
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112 | );
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113 |
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114 | vssRays.push_back(vssRay);
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115 | hits ++;
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116 | }
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117 |
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118 | if (objectB) {
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119 | vssRay = new VssRay(
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120 | pointA,
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121 | pointB,
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122 | objectA,
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123 | objectB,
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124 | mPreprocessor.mPass,
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125 | probability
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126 | );
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127 |
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128 | vssRays.push_back(vssRay);
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129 | hits ++;
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130 | }
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131 | }
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132 |
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133 | return hits;
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134 | }
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135 |
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136 | } |
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