1 | #ifndef _RayCaster_H__
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2 | #define _RayCaster_H__
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3 |
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4 | #include "Containers.h"
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5 | #include <string>
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6 | #include "Vector3.h"
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7 | #include "VssRay.h"
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8 |
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9 | using namespace std;
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10 |
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11 |
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12 | namespace GtpVisibilityPreprocessor {
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13 |
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14 |
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15 | class Intersectable;
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16 | class VssRay;
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17 | class SimpleRayContainer;
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18 | class AxisAlignedBox3;
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19 | //class Vector3;
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20 | struct VssRayContainer;
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21 | class Preprocessor;
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22 | struct SimpleRay;
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23 |
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24 |
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25 | /** This class provides an interface for ray casting.
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26 | */
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27 | class RayCaster
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28 | {
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29 |
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30 | public:
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31 |
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32 | enum {
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33 | INTERNAL_RAYCASTER = 0,
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34 | INTEL_RAYCASTER
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35 | };
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36 |
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37 | RayCaster(const Preprocessor &preprocessor);
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38 |
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39 | virtual ~RayCaster();
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40 |
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41 | virtual int Type() const = 0;
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42 |
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43 | /** Wrapper for casting single ray.
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44 | @returns ray or NULL if invalid
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45 | */
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46 | VssRay *CastRay(const SimpleRay &simpleRay,
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47 | const AxisAlignedBox3 &box,
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48 | const bool castDoubleRay);
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49 |
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50 | virtual int CastRay(const SimpleRay &simpleRay,
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51 | VssRayContainer &vssRays,
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52 | const AxisAlignedBox3 &box,
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53 | const bool castDoubleRay,
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54 | const bool pruneInvalidRays = true) = 0;
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55 |
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56 | virtual void CastRays16(
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57 | SimpleRayContainer &rays,
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58 | VssRayContainer &vssRays,
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59 | const AxisAlignedBox3 &sbox,
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60 | const bool castDoubleRay,
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61 | const bool pruneInvalidRays = true) = 0;
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62 |
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63 |
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64 | virtual void
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65 | SortRays(SimpleRayContainer &rays);
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66 |
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67 |
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68 |
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69 | // pool of vss rays to be used in one pass of the sampling
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70 | struct VssRayPool {
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71 | VssRayPool():mRays(NULL), mIndex(0), mNumber(0) {}
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72 | ~VssRayPool() {
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73 | if (mRays)
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74 | delete mRays;
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75 | }
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76 |
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77 | void Reserve(const int number) {
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78 | if (mRays)
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79 | delete mRays;
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80 | mRays = new VssRay[number];
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81 | mNumber = number;
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82 | }
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83 |
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84 | void Clear() {
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85 | mIndex = 0;
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86 | }
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87 | VssRay *Alloc() {
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88 | // reset pool
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89 | if (mIndex == mNumber)
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90 | mIndex = 0;
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91 | return mRays + mIndex++;
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92 | }
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93 |
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94 | VssRay *mRays;
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95 | int mIndex;
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96 | int mNumber;
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97 | };
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98 |
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99 |
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100 | VssRayPool mVssRayPool;
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101 |
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102 | void ReserveVssRayPool(const int n) {
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103 | mVssRayPool.Reserve(n);
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104 | }
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105 |
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106 | void InitPass() {
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107 | mVssRayPool.Clear();
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108 | }
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109 |
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110 |
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111 | protected:
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112 | void _SortRays(SimpleRayContainer &rays,
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113 | const int l,
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114 | const int r,
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115 | const int depth,
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116 | float box[12]);
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117 |
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118 | struct Intersection
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119 | {
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120 | Intersection(): mObject(NULL), mFaceId(0)
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121 | {}
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122 |
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123 | Intersection(const Vector3 &p, const Vector3 &n, Intersectable *o, const int f):
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124 | mPoint(p), mNormal(n), mObject(o), mFaceId(f)
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125 | {}
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126 |
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127 | Intersection(const Vector3 &p): mPoint(p), mObject(NULL), mFaceId(0)
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128 | {}
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129 | Vector3 mPoint;
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130 | Vector3 mNormal;
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131 | Intersectable *mObject;
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132 | int mFaceId;
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133 | };
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134 |
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135 |
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136 | int ProcessRay(const SimpleRay &ray,
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137 | Intersection &hitA,
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138 | Intersection &hitB,
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139 | VssRayContainer &vssRays,
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140 | const AxisAlignedBox3 &box,
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141 | const bool castDoubleRay,
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142 | const bool pruneInvalidRays = true);
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143 |
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144 | /** Checks if ray is valid.
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145 | I.e., the ray is in valid view space.
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146 | @note: clamps the ray to valid view space.
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147 | */
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148 | bool ValidateRay(const Vector3 &origin,
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149 | const Vector3 &direction,
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150 | const AxisAlignedBox3 &box,
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151 | Intersection &hit);
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152 |
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153 | bool
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154 | ClipToViewSpaceBox(const Vector3 &origin,
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155 | const Vector3 &termination,
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156 | Vector3 &clippedOrigin,
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157 | Vector3 &clippedTermination);
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158 |
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159 |
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160 |
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161 |
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162 |
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163 |
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164 | const Preprocessor &mPreprocessor;
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165 | };
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166 |
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167 |
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168 | }
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169 |
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170 | #endif
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