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 | #include "ViewCellsManager.h"
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6 |
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7 |
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8 | namespace GtpVisibilityPreprocessor {
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9 |
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10 |
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11 | #define DEBUG_RAYCAST 0
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12 |
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13 | #define EXACT_BOX_CLIPPING 0
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14 |
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15 | RayCaster::RayCaster(const Preprocessor &preprocessor):
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16 | mVssRayPool(), mPreprocessor(preprocessor)
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17 | {
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18 | }
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19 |
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20 |
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21 | RayCaster::~RayCaster()
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22 | {
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23 | }
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24 |
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25 |
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26 | VssRay *RayCaster::CastRay(const SimpleRay &simpleRay,
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27 | const AxisAlignedBox3 &box,
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28 | const bool castDoubleRay)
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29 | {
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30 | VssRayContainer rays;
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31 | CastRay(simpleRay, rays, box, castDoubleRay, true);
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32 |
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33 | if (!rays.empty())
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34 | return rays.back();
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35 | else
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36 | return NULL;
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37 | }
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38 |
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39 |
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40 | bool
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41 | RayCaster::ClipToViewSpaceBox(const Vector3 &origin,
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42 | const Vector3 &termination,
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43 | Vector3 &clippedOrigin,
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44 | Vector3 &clippedTermination)
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45 | {
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46 |
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47 | Ray ray(origin, termination - origin, Ray::LINE_SEGMENT);
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48 | ray.Precompute();
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49 |
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50 | float tmin, tmax;
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51 | if ((!mPreprocessor.mViewCellsManager->
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52 | GetViewSpaceBox().ComputeMinMaxT(ray, &tmin, &tmax)) ||
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53 | tmin>=tmax
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54 | )
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55 | return false;
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56 |
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57 | if (tmin >= 1.0f || tmax <= 0.0f)
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58 | return false;
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59 |
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60 | if (tmin > 0.0f)
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61 | clippedOrigin = ray.Extrap(tmin);
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62 | else
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63 | clippedOrigin = origin;
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64 |
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65 | if (tmax < 1.0f)
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66 | clippedTermination = ray.Extrap(tmax);
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67 | else
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68 | clippedTermination = termination;
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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 | /** Checks if ray is valid
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74 | (e.g., not in empty view space or outside the view space)
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75 | */
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76 | bool
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77 | RayCaster::ValidateRay(const Vector3 &origin,
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78 | const Vector3 &direction,
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79 | const AxisAlignedBox3 &box,
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80 | Intersection &hit)
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81 | {
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82 | if (!hit.mObject)
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83 | {
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84 | // compute intersection with the scene bounding box
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85 | #if EXACT_BOX_CLIPPING
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86 | static Ray ray;
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87 | mPreprocessor.SetupRay(ray, origin, direction);
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88 |
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89 | float tmin, tmax;
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90 | if (box.ComputeMinMaxT(ray, &tmin, &tmax) && (tmin < tmax))
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91 | {
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92 | hit.mPoint = ray.Extrap(tmax);
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93 | }
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94 | else
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95 | {
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96 | // cout<<" invalid hp "<<tmin<<" "<<tmax<<endl;
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97 | // cout<<" box "<<box<<endl;
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98 | // cout<<" origin "<<origin<<endl;
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99 | // cout<<" direction "<<direction<<endl;
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100 | // cout<< "inv dir"<<ray.GetInvDir()<<endl;
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101 | return false;
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102 | }
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103 | #else
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104 | hit.mPoint = origin + direction * Magnitude(box.Diagonal());
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105 | #endif
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106 | }
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107 | else
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108 | {
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109 | if (mPreprocessor.mDetectEmptyViewSpace) {
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110 | if (DotProd(hit.mNormal, direction) >= -Limits::Small) {
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111 | hit.mObject = NULL;
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112 | return false;
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113 | }
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114 | }
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115 | }
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116 |
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117 | return true;
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118 | }
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119 |
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120 | void
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121 | RayCaster::SortRays(SimpleRayContainer &rays)
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122 | {
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123 | AxisAlignedBox3 box =
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124 | mPreprocessor.mViewCellsManager->GetViewSpaceBox();
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125 |
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126 | float b[12]={
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127 | box.Min().x,
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128 | box.Min().y,
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129 | box.Min().z,
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130 | -1,
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131 | -1,
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132 | -1,
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133 | box.Max().x,
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134 | box.Max().y,
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135 | box.Max().z,
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136 | 1,
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137 | 1,
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138 | 1
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139 | };
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140 |
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141 | #if 0
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142 | static vector<SimpleRay *> pointerArray;
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143 |
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144 | if (pointerArray.size()!=rays.size()) {
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145 | // realloc the pointerarray
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146 | pointerArray.resize(rays.size());
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147 | }
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148 |
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149 | // init pointer array
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150 | SimpleRay *p = &pointerArray[0];
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151 | for (i=0; i < rays.size(); i++, p++)
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152 | pointerArray[i] = p;
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153 | #endif
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154 |
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155 | _SortRays(rays,
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156 | 0,
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157 | (int)rays.size()-1,
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158 | 0,
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159 | b
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160 | );
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161 | }
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162 |
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163 | void
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164 | RayCaster::_SortRays(SimpleRayContainer &rays,
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165 | const int l,
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166 | const int r,
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167 | const int depth,
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168 | float box[12])
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169 | {
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170 | // pick-up a pivot
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171 | int axis;
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172 |
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173 | float maxDiff = -1.0f;
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174 | // get the largest axis
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175 | int offset = 0;
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176 | int i;
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177 |
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178 | //const int batchsize = 16384;
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179 | const int batchsize = 8192;
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180 | // const int batchsize = 1024;
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181 | //const int batchsize = 128;
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182 |
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183 | //if (r - l < 16*batchsize)
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184 | // offset = 3;
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185 |
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186 | // if (depth%2==0)
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187 | // offset = 3;
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188 |
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189 | for (i=offset; i < offset + 3; i++) {
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190 | float diff = box[i + 6] - box[i];
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191 | if (diff > maxDiff) {
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192 | maxDiff = diff;
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193 | axis = i;
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194 | }
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195 | }
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196 |
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197 | // cout<<depth<<" "<<axis<<" "<<l<<" "<<r<<endl;
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198 |
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199 | i=l;
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200 | int j=r;
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201 |
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202 | float x = (box[axis] + box[axis+6])*0.5f;
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203 | // float x = rays[(l+r)/2].GetParam(axis);
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204 | do {
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205 | while(i<j && rays[i].GetParam(axis) < x)
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206 | i++;
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207 | while(i<j && x < rays[j].GetParam(axis))
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208 | j--;
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209 |
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210 | if (i <= j) {
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211 | swap(rays[i], rays[j]);
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212 | i++;
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213 | j--;
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214 | }
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215 | } while (i<=j);
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216 |
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217 |
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218 | if (l + batchsize < j ) {
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219 | // set new max
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220 | float save = box[axis+6];
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221 | box[axis+6] = x;
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222 | _SortRays(rays, l, j, depth+1, box);
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223 | box[axis+6] = save;
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224 | } else {
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225 | // for (int k=0; k < 6; k++)
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226 | // cout<<k<<" "<<box[k]<<" - "<<box[k+6]<<endl;
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227 | }
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228 |
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229 | if (i + batchsize < r) {
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230 | // set new min
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231 | box[axis] = x;
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232 | _SortRays(rays, i, r, depth+1, box);
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233 | } else {
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234 | // for (int k=0; k < 6; k++)
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235 | // cout<<k<<" "<<box[k]<<" - "<<box[k+6]<<endl;
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236 | }
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237 |
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238 | }
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239 |
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240 |
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241 | VssRay *RayCaster::RequestRay(const Vector3 &origin,
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242 | const Vector3 &termination,
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243 | Intersectable *originObject,
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244 | Intersectable *terminationObject,
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245 | const int pass,
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246 | const float pdf)
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247 | {
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248 | #if DEBUG_RAYCAST
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249 | Debug<<"PR2a"<<flush;
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250 | #endif
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251 |
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252 | // old method: always allocate
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253 | if (0) return new VssRay(origin, termination, originObject, terminationObject, pass, pdf);
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254 |
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255 | VssRay *vssRay = mVssRayPool.Alloc();
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256 |
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257 | #if DEBUG_RAYCAST
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258 | Debug<<"PR2b"<<flush;
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259 | #endif
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260 |
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261 | *vssRay = VssRay(origin, termination, originObject, terminationObject, pass, pdf);
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262 |
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263 | #if DEBUG_RAYCAST
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264 | Debug<<"PR2c"<<flush;
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265 | #endif
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266 |
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267 | return vssRay;
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268 | }
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269 |
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270 |
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271 | int
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272 | RayCaster::ProcessRay(const SimpleRay &simpleRay,
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273 | Intersection &hitA,
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274 | Intersection &hitB,
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275 | VssRayContainer &vssRays,
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276 | const AxisAlignedBox3 &box,
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277 | const bool castDoubleRay,
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278 | const bool pruneInvalidRays)
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279 | {
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280 | int hits = 0;
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281 |
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282 |
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283 | #if DEBUG_RAYCAST
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284 | static int id=0;
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285 | Debug<<"PRA "<<id++<<endl<<flush;
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286 | #endif
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287 |
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288 | if (pruneInvalidRays)
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289 | {
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290 | if (!hitA.mObject && !hitB.mObject) {
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291 | return 0;
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292 | }
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293 | }
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294 |
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295 | // regardless of the pruneInvalidRays setting reject
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296 | // rays whic degenerate to a point
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297 | if (EpsilonEqualV3(hitA.mPoint, hitB.mPoint, Limits::Small)) {
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298 | return 0;
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299 | }
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300 |
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301 | const bool validA = ValidateRay(simpleRay.mOrigin, simpleRay.mDirection, box, hitA);
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302 | const bool validB = //castDoubleRay &&
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303 | ValidateRay(simpleRay.mOrigin, -simpleRay.mDirection, box, hitB);
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304 |
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305 |
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306 | #if DEBUG_RAYCAST
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307 | Debug<<"PR1"<<flush;
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308 | #endif
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309 |
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310 | // reset both contributions
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311 | if (!validA || !validB) {
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312 | if (0 || pruneInvalidRays)
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313 | return 0;
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314 |
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315 | // reset both contributions of this ray
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316 | hitA.mObject = NULL;
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317 | hitB.mObject = NULL;
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318 | }
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319 |
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320 | // 8.11. 2007 JB
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321 | // degenerate rays checked by geometrical constraint...
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322 | // !pruneInvalidRays || (hitA.mObject != hitB.mObject);
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323 |
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324 |
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325 | #if DEBUG_RAYCAST
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326 | Debug<<"PR2"<<flush;
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327 | #endif
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328 |
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329 | // VH - I do not know what this is for, commented out temporarily
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330 | // !!!!!!!!!!!!!! !!!!!!!!!!!! !!!!!!!!!!
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331 | #if 1
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332 | const bool validSample = true;
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333 | if (validSample) {
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334 | Vector3 clipA, clipB;
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335 | if (!ClipToViewSpaceBox(hitA.mPoint,
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336 | hitB.mPoint,
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337 | clipA,
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338 | clipB))
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339 | return 0;
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340 |
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341 | if (!pruneInvalidRays || hitA.mObject) {
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342 |
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343 | VssRay *vssRay =
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344 | RequestRay(!castDoubleRay ? simpleRay.mOrigin : clipB,
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345 | hitA.mPoint,
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346 | hitB.mObject,
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347 | hitA.mObject,
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348 | mPreprocessor.mPass,
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349 | 1.0f //simpleRay.mPdf
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350 | );
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351 |
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352 | if (validA)
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353 | vssRay->mFlags |= VssRay::Valid;
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354 |
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355 | vssRay->mDistribution = simpleRay.mDistribution;
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356 | vssRay->mGeneratorId = simpleRay.mGeneratorId;
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357 |
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358 | vssRays.push_back(vssRay);
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359 | ++ hits;
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360 | //cout << "vssray 1: " << *vssRay << " " << vssRay->mTermination - vssRay->mOrigin << endl;
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361 | }
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362 |
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363 | #if DEBUG_RAYCAST
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364 | Debug<<"PR3"<<flush;
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365 | #endif
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366 |
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367 | if (castDoubleRay && (!pruneInvalidRays || hitB.mObject))
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368 | {
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369 | VssRay *vssRay = RequestRay(
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370 | clipA,
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371 | hitB.mPoint,
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372 | hitA.mObject,
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373 | hitB.mObject,
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374 | mPreprocessor.mPass,
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375 | 1.0f //simpleRay.mPdf
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376 | );
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377 |
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378 | if (validB)
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379 | vssRay->mFlags |= VssRay::Valid;
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380 |
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381 | vssRay->mDistribution = simpleRay.mDistribution;
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382 | vssRay->mGeneratorId = simpleRay.mGeneratorId;
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383 | vssRays.push_back(vssRay);
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384 | ++ hits;
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385 | //cout << "vssray 2: " << *vssRay << endl;
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386 | }
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387 | #if DEBUG_RAYCAST
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388 | Debug<<"PR4"<<flush;
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389 | #endif
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390 | } // validSample
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391 | #else
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392 | // Just pass if intersected or not
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393 | hits = (hitA.mObject != 0) ? 1 : 0;
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394 | intersect = hitA;
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395 | #endif
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396 |
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397 | return hits;
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398 | }
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399 |
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400 |
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401 | void
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402 | RayCaster::CastRays(
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403 | SimpleRayContainer &rays,
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404 | VssRayContainer &vssRays,
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405 | const AxisAlignedBox3 &sbox,
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406 | const bool castDoubleRay,
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407 | const bool pruneInvalidRays )
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408 | {
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409 | SimpleRayContainer::const_iterator rit, rit_end = rays.end();
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410 |
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411 | for (rit = rays.begin(); rit != rit_end; ++ rit) {
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412 |
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413 | CastRay(
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414 | *rit,
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415 | vssRays,
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416 | sbox,
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417 | castDoubleRay,
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418 | pruneInvalidRays);
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419 | }
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420 | }
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421 |
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422 |
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423 | }
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