1 | // =================================================================== |
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2 | // $Id: sbbox.cpp $ |
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3 | // |
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4 | // ssbbox.cpp |
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5 | // Simply bounding box for ray tracing only, 24 Bytes in size. |
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6 | // REPLACEMENT_STRING |
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7 | // |
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8 | // Copyright by Vlastimil Havran, 2007 - email to "vhavran AT seznam.cz" |
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9 | // Initial coding by Vlasta Havran, December 2005 |
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10 | |
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11 | // GOLEM headers |
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12 | #include "sbbox.h" |
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13 | |
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14 | #undef INLINE |
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15 | #define INLINE |
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16 | //#define INLINE INLINE |
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17 | |
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18 | namespace GtpVisibilityPreprocessor { |
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19 | |
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20 | |
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21 | void |
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22 | Describe(const SBBox &b, ostream &app, int ind) |
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23 | { |
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24 | indent(app, ind); |
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25 | app << "SBBox: min at(" << b.Min() << "), max at(" << b.Max() << ")\n"; |
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26 | } |
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27 | |
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28 | // Function describing the box |
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29 | void |
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30 | DescribeXYZ(const SBBox &b, ostream &app, int ind) |
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31 | { |
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32 | indent(app, ind); |
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33 | app << " box = ( " |
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34 | << b.Min().x << " , " << b.Max().x << " )( " |
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35 | << b.Min().y << " , " << b.Max().y << " )( " |
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36 | << b.Min().z << " , " << b.Max().z << " )\n"; |
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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 | SBBox::Includes(const SBBox &b) const |
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42 | { |
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43 | if (b.pp[0].x >= pp[0].x && |
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44 | b.pp[0].y >= pp[0].y && |
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45 | b.pp[0].z >= pp[0].z && |
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46 | b.pp[1].x <= pp[1].x && |
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47 | b.pp[1].y <= pp[1].y && |
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48 | b.pp[1].z <= pp[1].z) |
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49 | return true; |
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50 | return false; |
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51 | } |
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52 | |
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53 | bool |
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54 | SBBox::Includes(const SBBox &b, float eps) const |
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55 | { |
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56 | if (b.pp[0].x >= pp[0].x - eps && |
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57 | b.pp[0].y >= pp[0].y - eps && |
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58 | b.pp[0].z >= pp[0].z - eps && |
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59 | b.pp[1].x <= pp[1].x + eps && |
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60 | b.pp[1].y <= pp[1].y + eps && |
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61 | b.pp[1].z <= pp[1].z + eps) |
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62 | return true; |
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63 | return false; |
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64 | } |
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65 | |
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66 | #if 0 |
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67 | // The implementation I, the first version implemented by Vlastimil |
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68 | // Havran, without looking into the literature |
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69 | INLINE bool |
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70 | SBBox::RayIntersect(const CRay &ray, |
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71 | float &tmin, float &tmax) const |
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72 | { |
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73 | float interval_min = tmin; |
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74 | float interval_max = tmax; |
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75 | |
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76 | const CVector3D &rayLoc = ray.GetLoc(); |
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77 | const CVector3D &rayinvDir = ray.GetInvertedDir(); |
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78 | |
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79 | float t0, t1; |
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80 | if (rayinvDir.x > 0) { |
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81 | t0 = (pp[0].x - rayLoc.x) * rayinvDir.x; |
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82 | t1 = (pp[1].x - rayLoc.x) * rayinvDir.x; |
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83 | } |
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84 | else { |
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85 | t0 = (pp[1].x - rayLoc.x) * rayinvDir.x; |
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86 | t1 = (pp[0].x - rayLoc.x) * rayinvDir.x; |
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87 | } |
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88 | assert(t0 <= t1); |
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89 | if (t0 > interval_min) |
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90 | interval_min = t0; |
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91 | if (t1 < interval_max) |
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92 | interval_max = t1; |
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93 | if (interval_min > interval_max) |
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94 | return false; |
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95 | |
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96 | if (rayinvDir.y > 0) { |
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97 | t0 = (pp[0].y - rayLoc.y) * rayinvDir.y; |
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98 | t1 = (pp[1].y - rayLoc.y) * rayinvDir.y; |
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99 | } |
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100 | else { |
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101 | t0 = (pp[1].y - rayLoc.y) * rayinvDir.y; |
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102 | t1 = (pp[0].y - rayLoc.y) * rayinvDir.y; |
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103 | } |
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104 | assert(t0 <= t1); |
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105 | if (t0 > interval_min) |
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106 | interval_min = t0; |
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107 | if (t1 < interval_max) |
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108 | interval_max = t1; |
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109 | if (interval_min > interval_max) |
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110 | return false; |
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111 | |
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112 | if (rayinvDir.z > 0) { |
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113 | t0 = (pp[0].z - rayLoc.z) * rayinvDir.z; |
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114 | t1 = (pp[1].z - rayLoc.z) * rayinvDir.z; |
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115 | } |
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116 | else { |
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117 | t0 = (pp[1].z - rayLoc.z) * rayinvDir.z; |
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118 | t1 = (pp[0].z - rayLoc.z) * rayinvDir.z; |
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119 | } |
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120 | assert(t0 <= t1); |
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121 | if (t0 > interval_min) |
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122 | interval_min = t0; |
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123 | if (t1 < interval_max) |
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124 | interval_max = t1; |
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125 | |
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126 | // return true if the box is intersected |
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127 | // return false if not intersected by ray |
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128 | if ( (interval_max > 0.0f) && |
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129 | (interval_min <= interval_max) ) { |
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130 | // yes, intersected, update tmin and tmax for current node |
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131 | tmin = interval_min; |
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132 | tmax = interval_max; |
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133 | return true; |
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134 | } |
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135 | return false; // not intersected |
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136 | } |
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137 | #endif |
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138 | |
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139 | // ------------------------------------------------------------- |
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140 | #if 0 |
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141 | // The implementation II |
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142 | // The code follows the article by Mueller/Geimer 2003 paper |
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143 | |
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144 | INLINE |
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145 | float minf(const float a, const float b) { return (a < b) ? a : b;} |
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146 | INLINE |
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147 | float maxf(const float a, const float b) { return (a > b) ? a : b;} |
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148 | |
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149 | INLINE bool |
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150 | SBBox::RayIntersect(const CRay &ray, |
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151 | float &tmin, |
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152 | float &tmax) const |
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153 | { |
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154 | //assert(tmin <= tmax); |
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155 | const CVector3D &rayLoc = ray.GetLoc(); |
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156 | const CVector3D &rayinvDir = ray.GetInvertedDir(); |
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157 | |
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158 | register float t0, t1; |
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159 | // coordinate x |
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160 | t0 = (pp[0].x - rayLoc.x) * rayinvDir.x; |
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161 | t1 = (pp[1].x - rayLoc.x) * rayinvDir.x; |
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162 | register float ttmin = maxf(minf(t0, t1), tmin); |
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163 | register float ttmax = minf(maxf(t0, t1), tmax); |
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164 | // coordinate y |
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165 | t0 = (pp[0].y - rayLoc.y) * rayinvDir.y; |
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166 | t1 = (pp[1].y - rayLoc.y) * rayinvDir.y; |
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167 | ttmin = maxf(minf(t0, t1), ttmin); |
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168 | ttmax = minf(maxf(t0, t1), ttmax); |
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169 | // coordinate z |
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170 | t0 = (pp[0].z - rayLoc.z) * rayinvDir.z; |
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171 | t1 = (pp[1].z - rayLoc.z) * rayinvDir.z; |
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172 | ttmin = maxf(minf(t0, t1), ttmin); |
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173 | ttmax = minf(maxf(t0, t1), ttmax); |
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174 | |
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175 | // return true if the box is intersected |
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176 | // return false if not intersected by ray |
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177 | if ( (ttmax > 0.f) && |
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178 | (ttmin <= ttmax)) { |
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179 | // yes, intersected, update tmin and tmax for current node |
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180 | tmin = ttmin; |
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181 | tmax = ttmax; |
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182 | return true; |
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183 | } |
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184 | return false; // not intersected |
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185 | } |
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186 | #endif |
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187 | |
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188 | // ------------------------------------------------------------- |
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189 | #if 0 |
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190 | // The implementation III |
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191 | // The code follows the article by Mueller/Geimer 2003 paper |
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192 | // - improved possibly by earlier termination. |
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193 | INLINE |
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194 | float minf(const float a, const float b) { return (a < b) ? a : b;} |
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195 | INLINE |
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196 | float maxf(const float a, const float b) { return (a > b) ? a : b;} |
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197 | |
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198 | INLINE bool |
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199 | SBBox::RayIntersect(const CRay &ray, |
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200 | float &tmin, |
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201 | float &tmax) const |
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202 | { |
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203 | //assert(tmin <= tmax); |
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204 | const CVector3D &rayLoc = ray.GetLoc(); |
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205 | const CVector3D &rayinvDir = ray.GetInvertedDir(); |
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206 | |
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207 | register float t0, t1; |
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208 | // coordinate x |
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209 | t0 = (pp[0].x - rayLoc.x) * rayinvDir.x; |
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210 | t1 = (pp[1].x - rayLoc.x) * rayinvDir.x; |
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211 | register float ttmin = maxf(minf(t0, t1), tmin); |
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212 | register float ttmax = minf(maxf(t0, t1), tmax); |
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213 | if (ttmin > ttmax) |
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214 | return false; |
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215 | |
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216 | // coordinate y |
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217 | t0 = (pp[0].y - rayLoc.y) * rayinvDir.y; |
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218 | t1 = (pp[1].y - rayLoc.y) * rayinvDir.y; |
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219 | ttmin = maxf(minf(t0, t1), ttmin); |
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220 | ttmax = minf(maxf(t0, t1), ttmax); |
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221 | if (ttmin > ttmax) |
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222 | return false; |
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223 | |
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224 | // coordinate z |
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225 | t0 = (pp[0].z - rayLoc.z) * rayinvDir.z; |
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226 | t1 = (pp[1].z - rayLoc.z) * rayinvDir.z; |
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227 | ttmin = maxf(minf(t0, t1), ttmin); |
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228 | ttmax = minf(maxf(t0, t1), ttmax); |
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229 | |
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230 | // return true if the box is intersected |
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231 | // return false if not intersected by ray |
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232 | if ( (ttmax > 0.f) && |
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233 | (ttmin <= ttmax)) { |
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234 | // yes, intersected, update tmin and tmax for current node |
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235 | tmin = ttmin; |
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236 | tmax = ttmax; |
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237 | return true; |
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238 | } |
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239 | return false; // not intersected |
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240 | } |
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241 | #endif |
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242 | |
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243 | #if 0 |
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244 | // The implementation IV |
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245 | // - improved implementation I - it does not work for shadow rays ? |
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246 | INLINE |
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247 | float minf(const float a, const float b) { return (a < b) ? a : b;} |
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248 | INLINE |
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249 | float maxf(const float a, const float b) { return (a > b) ? a : b;} |
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250 | |
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251 | INLINE bool |
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252 | SBBox::RayIntersect(const CRay &ray, |
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253 | float &tmin, |
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254 | float &tmax) const |
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255 | { |
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256 | register float interval_min = tmin; |
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257 | register float interval_max = tmax; |
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258 | |
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259 | const CVector3D &rayLoc = ray.GetLoc(); |
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260 | const CVector3D &rayinvDir = ray.GetInvertedDir(); |
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261 | |
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262 | register float t0, t1; |
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263 | if (rayinvDir.x > 0) { |
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264 | t0 = (pp[0].x - rayLoc.x) * rayinvDir.x; |
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265 | t1 = (pp[1].x - rayLoc.x) * rayinvDir.x; |
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266 | } |
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267 | else { |
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268 | t0 = (pp[1].x - rayLoc.x) * rayinvDir.x; |
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269 | t1 = (pp[0].x - rayLoc.x) * rayinvDir.x; |
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270 | } |
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271 | assert(t0 <= t1); |
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272 | interval_min = maxf(t0, interval_min); |
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273 | interval_max = minf(t1, interval_min); |
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274 | if (interval_min > interval_max) |
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275 | return false; |
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276 | |
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277 | if (rayinvDir.y > 0) { |
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278 | t0 = (pp[0].y - rayLoc.y) * rayinvDir.y; |
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279 | t1 = (pp[1].y - rayLoc.y) * rayinvDir.y; |
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280 | } |
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281 | else { |
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282 | t0 = (pp[1].y - rayLoc.y) * rayinvDir.y; |
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283 | t1 = (pp[0].y - rayLoc.y) * rayinvDir.y; |
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284 | } |
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285 | assert(t0 <= t1); |
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286 | interval_min = maxf(t0, interval_min); |
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287 | interval_max = minf(t1, interval_min); |
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288 | if (interval_min > interval_max) |
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289 | return false; |
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290 | |
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291 | if (rayinvDir.z > 0) { |
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292 | t0 = (pp[0].z - rayLoc.z) * rayinvDir.z; |
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293 | t1 = (pp[1].z - rayLoc.z) * rayinvDir.z; |
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294 | } |
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295 | else { |
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296 | t0 = (pp[1].z - rayLoc.z) * rayinvDir.z; |
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297 | t1 = (pp[0].z - rayLoc.z) * rayinvDir.z; |
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298 | } |
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299 | assert(t0 <= t1); |
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300 | interval_min = maxf(t0, interval_min); |
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301 | interval_max = minf(t1, interval_min); |
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302 | |
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303 | // return true if the box is intersected |
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304 | // return false if not intersected by ray |
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305 | if ( (interval_max > 0.f) && |
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306 | (interval_min <= interval_max)) { |
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307 | // yes, intersected, update tmin and tmax for current node |
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308 | tmin = interval_min; |
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309 | tmax = interval_max; |
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310 | return true; |
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311 | } |
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312 | return false; // not intersected |
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313 | } |
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314 | #endif |
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315 | |
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316 | // ------------------------------------------------------------- |
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317 | #if 0 |
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318 | // The implementation V |
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319 | // The code follows the article by Mueller/Geimer 2003 paper |
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320 | // - changed. - it does not work for shadow rays ? |
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321 | INLINE bool |
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322 | SBBox::RayIntersect(const CRay &ray, |
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323 | float &tmin, |
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324 | float &tmax) const |
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325 | { |
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326 | //assert(tmin <= tmax); |
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327 | const CVector3D &rayLoc = ray.GetLoc(); |
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328 | const CVector3D &rayinvDir = ray.GetInvertedDir(); |
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329 | |
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330 | register float tt_min = tmin; |
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331 | register float tt_max = tmax; |
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332 | |
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333 | register float t0, t1; |
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334 | // coordinate x |
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335 | t0 = (pp[0].x - rayLoc.x) * rayinvDir.x; |
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336 | t1 = (pp[1].x - rayLoc.x) * rayinvDir.x; |
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337 | register float rmin, rmax; |
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338 | if (t1 < t0) { |
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339 | rmin = t1; // min |
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340 | rmax = t0; // max |
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341 | } |
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342 | else { |
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343 | rmin = t0; // min |
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344 | rmax = t1; // max |
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345 | } |
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346 | assert(rmin <= rmax); |
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347 | if (tt_min < rmin) |
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348 | tt_min = rmin; // take maximum |
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349 | if (tt_max > rmax) |
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350 | tt_max = rmax; // take minimum |
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351 | if (tt_min > tt_max) |
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352 | return false; |
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353 | |
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354 | // coordinate y |
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355 | t0 = (pp[0].y - rayLoc.y) * rayinvDir.y; |
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356 | t1 = (pp[1].y - rayLoc.y) * rayinvDir.y; |
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357 | if (t1 < t0) { |
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358 | rmin = t1; // min |
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359 | rmax = t0; // max |
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360 | } |
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361 | else { |
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362 | rmin = t0; // min |
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363 | rmax = t1; // max |
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364 | } |
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365 | assert(rmin <= rmax); |
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366 | if (tt_min < rmin) |
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367 | tt_min = rmin; // take maximum |
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368 | if (tt_max > rmax) |
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369 | tt_max = rmax; // take minimum |
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370 | if (tt_min > tt_max) |
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371 | return false; |
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372 | |
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373 | // coordinate z |
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374 | t0 = (pp[0].z - rayLoc.z) * rayinvDir.z; |
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375 | t1 = (pp[1].z - rayLoc.z) * rayinvDir.z; |
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376 | if (t1 < t0) { |
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377 | rmin = t1; // min |
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378 | rmax = t0; // max |
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379 | } |
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380 | else { |
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381 | rmin = t0; // min |
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382 | rmax = t1; // max |
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383 | } |
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384 | assert(rmin <= rmax); |
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385 | if (tt_min < rmin) |
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386 | tt_min = rmin; // take maximum |
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387 | if (tt_max > rmax) |
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388 | tt_max = rmax; // take minimum |
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389 | if ((tt_min > tt_max) || |
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390 | (tt_max < 0.f) ) |
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391 | return false; // not intersected |
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392 | |
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393 | // yes, intersected, update tmin and tmax for current node |
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394 | tmin = tt_min; |
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395 | tmax = tt_max; |
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396 | return true; |
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397 | } |
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398 | #endif |
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399 | |
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400 | // ------------------------------------------------------------- |
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401 | #if 0 |
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402 | // The implementation VI |
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403 | // The code follows the article in SIGGRAPH 2005 course notes, |
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404 | // page 59, likely by Peter Shirley and Boulos Solomon. |
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405 | |
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406 | INLINE |
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407 | float minf(const float a, const float b) { return (a < b) ? a : b;} |
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408 | INLINE |
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409 | float maxf(const float a, const float b) { return (a > b) ? a : b;} |
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410 | |
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411 | INLINE bool |
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412 | SBBox::RayIntersect(const CRay &ray, |
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413 | float &t0, |
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414 | float &t1) const |
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415 | { |
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416 | //assert(tmin <= tmax); |
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417 | const CVector3D &rayLoc = ray.GetLoc(); |
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418 | const CVector3D &rayinvDir = ray.GetInvertedDir(); |
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419 | |
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420 | // coordinate x |
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421 | float tmin = (pp[ray.GetSign(0)].x - rayLoc.x) * rayinvDir.x; |
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422 | float tmax = (pp[1-ray.GetSign(0)].x - rayLoc.x) * rayinvDir.x; |
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423 | float tymin = (pp[ray.GetSign(1)].y - rayLoc.y) * rayinvDir.y; |
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424 | float tymax = (pp[1-ray.GetSign(1)].y - rayLoc.y) * rayinvDir.y; |
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425 | if ( (tmin > tymax) || (tymin > tmax) ) |
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426 | return false; |
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427 | if (tymin > tmin) |
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428 | tmin = tymin; |
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429 | if (tymax < tmax) |
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430 | tmax = tymax; |
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431 | float tzmin = (pp[ray.GetSign(2)].z - rayLoc.z) * rayinvDir.z; |
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432 | float tzmax = (pp[1-ray.GetSign(2)].z - rayLoc.y) * rayinvDir.z; |
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433 | if ( (tmin > tzmax) || (tzmin > tmax) ) |
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434 | return false; |
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435 | if (tzmin > tmin) |
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436 | tmin = tzmin; |
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437 | if (tzmax < tmax) |
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438 | tmax = tzmax; |
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439 | return ( (tmin < t1) && (tmax >= 0.f) ); |
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440 | } |
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441 | #endif |
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442 | // End of ray-box intersections |
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443 | |
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444 | // ---------------------------------------------------------- |
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445 | |
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446 | } // namespace |
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