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 |
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8 | using namespace std;
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9 |
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10 |
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11 | namespace GtpVisibilityPreprocessor {
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12 |
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13 |
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14 | class Intersectable;
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15 | class VssRay;
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16 | class SimpleRayContainer;
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17 | class AxisAlignedBox3;
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18 | //class Vector3;
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19 | struct VssRayContainer;
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20 | class Preprocessor;
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21 | struct SimpleRay;
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22 |
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23 |
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24 | /** This class provides an interface for ray casting.
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25 | */
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26 | class RayCaster
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27 | {
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28 |
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29 | public:
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30 |
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31 | enum {
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32 | INTERNAL_RAYCASTER = 0,
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33 | INTEL_RAYCASTER
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34 | };
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35 |
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36 | RayCaster(const Preprocessor &preprocessor);
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37 |
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38 | virtual ~RayCaster();
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39 |
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40 | virtual int Type() const = 0;
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41 |
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42 | /** Wrapper for casting single ray.
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43 | @returns ray or NULL if invalid
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44 | */
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45 | VssRay *CastRay(
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46 | 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 |
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51 | virtual int CastRay(
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52 | const SimpleRay &simpleRay,
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53 | VssRayContainer &vssRays,
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54 | const AxisAlignedBox3 &box,
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55 | const bool castDoubleRay,
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56 | const bool pruneInvalidRays = true
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57 | ) = 0;
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58 |
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59 | virtual void CastRays16(
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60 | const int i,
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61 | SimpleRayContainer &rays,
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62 | VssRayContainer &vssRays,
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63 | const AxisAlignedBox3 &sbox,
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64 | const bool castDoubleRay,
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65 | const bool pruneInvalidRays = true
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66 | ) = 0;
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67 |
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68 |
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69 | protected:
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70 | struct Intersection
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71 | {
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72 | Intersection(): mObject(NULL), mFaceId(0)
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73 | {}
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74 |
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75 | Intersection(const Vector3 &p, const Vector3 &n, Intersectable *o, const int f):
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76 | mPoint(p), mNormal(n), mObject(o), mFaceId(f)
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77 | {}
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78 |
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79 | Intersection(const Vector3 &p): mPoint(p), mObject(NULL), mFaceId(0)
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80 | {}
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81 | Vector3 mPoint;
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82 | Vector3 mNormal;
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83 | Intersectable *mObject;
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84 | int mFaceId;
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85 | };
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86 |
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87 | int ProcessRay(
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88 | const SimpleRay &ray,
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89 | Intersection &hitA,
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90 | Intersection &hitB,
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91 | VssRayContainer &vssRays,
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92 | const AxisAlignedBox3 &box,
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93 | const bool castDoubleRay,
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94 | const bool pruneInvalidRays = true
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95 | );
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96 |
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97 | /** Checks if ray is valid.
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98 | I.e., the ray is in valid view space.
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99 | @note: clamps the ray to valid view space.
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100 | */
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101 | bool ValidateRay(const Vector3 &origin,
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102 | const Vector3 &direction,
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103 | const AxisAlignedBox3 &box,
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104 | Intersection &hit);
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105 |
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106 | const Preprocessor &mPreprocessor;
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107 | };
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108 |
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109 |
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110 | }
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111 |
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112 | #endif
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