1 | #ifndef _RayCaster_H__
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2 | #define _RayCaster_H__
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3 |
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4 |
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5 | #include "Containers.h"
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6 | #include <string>
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7 | #include <iostream>
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8 | #include "Vector3.h"
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9 | #include "VssRay.h"
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10 |
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11 | using namespace std;
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12 |
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13 | //
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14 |
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15 |
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16 | namespace GtpVisibilityPreprocessor {
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17 |
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18 |
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19 | class Intersectable;
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20 | class VssRay;
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21 | class SimpleRayContainer;
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22 | class AxisAlignedBox3;
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23 | struct VssRayContainer;
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24 | class Preprocessor;
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25 | struct SimpleRay;
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26 | class RayPacket2x2;
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27 |
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28 | /** This class provides an interface for ray casting.
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29 | */
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30 | class RayCaster
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31 | {
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32 |
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33 | public:
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34 |
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35 | enum {
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36 | INTERNAL_RAYCASTER = 0,
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37 | INTEL_RAYCASTER = 1,
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38 | HAVRAN_RAYCASTER = 2,
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39 | HAVRAN_DYN_RAYCASTER = 3
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40 | };
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41 |
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42 | RayCaster(const Preprocessor &preprocessor);
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43 |
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44 | virtual ~RayCaster();
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45 |
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46 | virtual int Type() const = 0;
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47 |
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48 | /** Wrapper for casting single ray.
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49 | @returns ray or NULL if invalid
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50 | */
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51 | VssRay *CastRay(const SimpleRay &simpleRay,
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52 | const AxisAlignedBox3 &box,
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53 | const bool castDoubleRay);
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54 |
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55 | virtual int CastRay(const SimpleRay &simpleRay,
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56 | VssRayContainer &vssRays,
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57 | const AxisAlignedBox3 &box,
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58 | const bool castDoubleRay,
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59 | const bool pruneInvalidRays = true) = 0;
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60 |
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61 | virtual void CastRays16(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) = 0;
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66 |
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67 | virtual void CastRays(
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68 | SimpleRayContainer &rays,
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69 | VssRayContainer &vssRays,
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70 | const AxisAlignedBox3 &sbox,
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71 | const bool castDoubleRay,
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72 | const bool pruneInvalidRays = true);
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73 |
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74 | virtual void
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75 | CastSimpleForwardRays(SimpleRayContainer &rays,
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76 | const AxisAlignedBox3 &sbox
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77 | ) { return;}
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78 |
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79 | // Using packet of 4 rays supposing that these are coherent
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80 | virtual void CastRaysPacket4(Vector3 origin4[],
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81 | Vector3 direction4[],
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82 | int result4[],
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83 | float dist4[]) { }
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84 |
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85 | // Using packet of 4 rays supposing that these are coherent
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86 | // We give a box to which each ray is clipped to before the
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87 | // ray shooting is computed !
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88 | virtual void CastRaysPacket4(const Vector3 &minBox,
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89 | const Vector3 &maxBox,
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90 | const Vector3 origin4[],
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91 | const Vector3 direction4[],
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92 | int result4[],
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93 | float dist4[]) { }
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94 |
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95 | // Just for testing concept
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96 | virtual void CastRaysPacket2x2(RayPacket2x2 &raysPack,
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97 | bool castDoubleRay,
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98 | const bool pruneInvalidRays = true)
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99 | { }
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100 |
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101 | virtual void AddDynamicObjecs(const ObjectContainer &objects, const Matrix4x4 &m)
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102 | { }
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103 |
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104 | virtual void UpdateDynamicObjects(const Matrix4x4 &m)
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105 | { }
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106 |
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107 | virtual void DeleteDynamicObjects()
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108 | { }
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109 |
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110 |
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111 | /*virtual void CastRaysEye4(SimpleRayContainer &rays,
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112 | VssRayContainer &vssRays,
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113 | const AxisAlignedBox3 &sbox,
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114 | const bool castDoubleRay,
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115 | const bool pruneInvalidRays = true) = 0;
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116 | */
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117 |
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118 | // This sorts only rays by origin
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119 | virtual void
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120 | SortRays(SimpleRayContainer &rays);
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121 |
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122 | // This sorts the ray by origin and direction
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123 | virtual void
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124 | SortRays2(SimpleRayContainer &rays);
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125 |
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126 | // pool of vss rays to be used in one pass of the sampling
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127 | struct VssRayPool
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128 | {
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129 | VssRayPool(): mRays(NULL), mIndex(0), mNumber(0)
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130 | {}
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131 |
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132 | ~VssRayPool()
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133 | {
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134 | delete []mRays;
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135 | }
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136 |
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137 | void Reserve(const int number)
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138 | {
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139 | DEL_PTR(mRays);
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140 | mRays = new VssRay[number];
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141 | mNumber = number;
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142 | }
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143 |
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144 | void Clear()
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145 | {
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146 | mIndex = 0;
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147 | }
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148 |
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149 | VssRay *Alloc()
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150 | {
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151 | // reset pool
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152 | if (mIndex == mNumber)
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153 | mIndex = 0;
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154 | return mRays + mIndex ++;
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155 | }
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156 | protected:
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157 | VssRay *mRays;
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158 | int mIndex;
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159 | int mNumber;
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160 | };
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161 |
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162 |
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163 | VssRayPool mVssRayPool;
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164 |
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165 | void ReserveVssRayPool(const int n)
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166 | {
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167 | mVssRayPool.Reserve(n);
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168 | }
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169 |
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170 | void InitPass()
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171 | {
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172 | mVssRayPool.Clear();
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173 | }
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174 |
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175 |
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176 | protected:
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177 |
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178 | VssRay *RequestRay(const Vector3 &origin,
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179 | const Vector3 &termination,
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180 | Intersectable *originObject,
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181 | Intersectable *terminationObject,
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182 | const int pass,
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183 | const float pdf);
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184 |
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185 | void _SortRays(SimpleRayContainer &rays,
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186 | const int l,
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187 | const int r,
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188 | const int depth,
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189 | float box[12]);
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190 |
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191 | void _SortRays2(SimpleRayContainer &rays,
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192 | const int l,
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193 | const int r,
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194 | const int depth,
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195 | float box[12]);
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196 |
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197 | struct Intersection
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198 | {
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199 | Intersection(): mObject(NULL), mFaceId(0)
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200 | {}
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201 |
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202 | Intersection(const Vector3 &p, const Vector3 &n, Intersectable *o, const int f):
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203 | mPoint(p), mNormal(n), mObject(o), mFaceId(f)
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204 | {}
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205 |
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206 | Intersection(const Vector3 &p): mPoint(p), mObject(NULL), mFaceId(0)
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207 | {}
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208 |
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209 |
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210 | ////////////
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211 |
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212 | Vector3 mPoint;
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213 | Vector3 mNormal;
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214 | Intersectable *mObject;
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215 | int mFaceId;
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216 | };
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217 |
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218 |
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219 | int ProcessRay(const SimpleRay &ray,
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220 | Intersection &hitA,
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221 | Intersection &hitB,
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222 | VssRayContainer &vssRays,
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223 | const AxisAlignedBox3 &box,
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224 | const bool castDoubleRay,
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225 | const bool pruneInvalidRays = true);
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226 |
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227 | /** Checks if ray is valid.
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228 | I.e., the ray is in valid view space.
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229 | @note: clamps the ray to valid view space.
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230 | */
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231 | bool ValidateRay(const Vector3 &origin,
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232 | const Vector3 &direction,
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233 | const AxisAlignedBox3 &box,
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234 | Intersection &hit);
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235 |
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236 | bool ClipToViewSpaceBox(const Vector3 &origin,
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237 | const Vector3 &termination,
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238 | Vector3 &clippedOrigin,
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239 | Vector3 &clippedTermination);
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240 |
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241 | const Preprocessor &mPreprocessor;
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242 | #if 1
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243 | public:
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244 | // Added by VH for debugging
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245 | Intersection intersect;
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246 | #endif
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247 | };
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248 |
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249 |
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250 | }
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251 |
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252 | #endif
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