1 | #include <stack>
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2 | using namespace std;
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3 | #include "KdTree.h"
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4 | #include "AxisAlignedBox3.h"
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5 | #include "Ray.h"
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6 | #include "MutualVisibility.h"
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7 |
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8 |
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9 | void
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10 | TriangleSample::Init(
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11 | const Triangle3 &source,
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12 | const Triangle3 &target)
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13 | {
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14 | mDepth = 0;
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15 | mSource = source;
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16 | mTarget = target;
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17 | }
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18 |
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19 |
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20 | Vector3
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21 | TriangleSample::GetIntersectionPoint(const int rayIndex,
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22 | const int depth) const
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23 | {
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24 | Vector3 origin, direction;
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25 | GetRay(rayIndex, origin, direction);
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26 | return origin + direction*mIntersections[rayIndex][depth].mT;
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27 | }
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28 |
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29 | void
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30 | TriangleSample::GetRay(const int rayIndex,
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31 | Vector3 &origin,
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32 | Vector3 &direction) const
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33 | {
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34 | const int indices[][2] = {
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35 | {0,0}, {0,1}, {0,2},
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36 | {1,0}, {1,1}, {1,2},
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37 | {2,0}, {2,1}, {2,2}
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38 | };
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39 |
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40 | origin = mSource.mVertices[indices[rayIndex][0]];
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41 | direction = mTarget.mVertices[indices[rayIndex][1]] - origin;
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42 | }
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43 |
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44 | void
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45 | MutualVisibilitySampler::PerformSplit(
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46 | const TriangleSample &sample,
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47 | const bool splitSource,
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48 | const int edge,
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49 | const Vector3 &splitPoint,
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50 | const Ray &ray,
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51 | TriangleSample &sample1,
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52 | TriangleSample &sample2
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53 | )
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54 | {
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55 |
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56 |
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57 | const Triangle3 *triangle;
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58 | Triangle3 *triangle1, *triangle2;
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59 | // split the triangles
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60 | if (splitSource) {
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61 | sample1.mTarget = sample.mTarget;
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62 | sample2.mTarget = sample.mTarget;
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63 | triangle1 = &sample1.mSource;
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64 | triangle2 = &sample2.mSource;
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65 | triangle = &sample.mSource;
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66 | } else {
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67 | sample1.mSource = sample.mSource;
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68 | sample2.mSource = sample.mSource;
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69 | triangle1 = &sample1.mTarget;
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70 | triangle2 = &sample2.mTarget;
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71 | triangle = &sample.mTarget;
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72 | }
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73 |
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74 | // split the intersections
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75 | switch (edge) {
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76 | case 0:
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77 | sample1.mIntersections[0] = sample.mIntersections[0];
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78 | sample1.mIntersections[1] = sample.mIntersections[1];
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79 | triangle1->mVertices[0] = triangle->mVertices[0];
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80 | triangle1->mVertices[1] = triangle->mVertices[1];
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81 |
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82 | sample2.mIntersections[0] = sample.mIntersections[2];
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83 | sample2.mIntersections[1] = sample.mIntersections[0];
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84 | triangle2->mVertices[0] = triangle->mVertices[2];
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85 | triangle2->mVertices[1] = triangle->mVertices[0];
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86 | break;
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87 |
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88 | case 1:
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89 | sample1.mIntersections[0] = sample.mIntersections[0];
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90 | sample1.mIntersections[1] = sample.mIntersections[1];
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91 | triangle1->mVertices[0] = triangle->mVertices[0];
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92 | triangle1->mVertices[1] = triangle->mVertices[1];
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93 |
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94 | sample2.mIntersections[0] = sample.mIntersections[1];
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95 | sample2.mIntersections[1] = sample.mIntersections[2];
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96 | triangle2->mVertices[0] = triangle->mVertices[1];
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97 | triangle2->mVertices[1] = triangle->mVertices[2];
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98 | break;
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99 |
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100 | case 2:
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101 | sample1.mIntersections[0] = sample.mIntersections[2];
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102 | sample1.mIntersections[1] = sample.mIntersections[0];
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103 | triangle1->mVertices[0] = triangle->mVertices[2];
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104 | triangle1->mVertices[1] = triangle->mVertices[0];
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105 |
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106 | sample2.mIntersections[0] = sample.mIntersections[1];
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107 | sample2.mIntersections[1] = sample.mIntersections[2];
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108 | triangle2->mVertices[0] = triangle->mVertices[1];
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109 | triangle2->mVertices[1] = triangle->mVertices[2];
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110 | break;
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111 | }
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112 |
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113 | // the new sample
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114 | sample1.mIntersections[2] = ray.intersections;
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115 | sample2.mIntersections[2] = ray.intersections;
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116 | triangle1->mVertices[2] = splitPoint;
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117 | triangle2->mVertices[2] = splitPoint;
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118 |
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119 | // establish the new samples
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120 | sample1.mDepth = sample2.mDepth = sample.mDepth+1;
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121 | }
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122 |
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123 | float
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124 | MutualVisibilitySampler::GetSpatialAngle(const TriangleSample &sample,
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125 | const Vector3 &point
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126 | )
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127 | {
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128 | const int sampleIndices[][3]={
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129 | (0,0,0),
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130 | (0,1,0),
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131 | (-1,-1,-1)
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132 | };
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133 |
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134 | float sum = 0.0f;
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135 | int i;
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136 |
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137 | for (i=0; i < 10; i++) {
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138 | Triangle3 triangle(sample.GetIntersectionPoint(sampleIndices[i][0], 0),
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139 | sample.GetIntersectionPoint(sampleIndices[i][1], 0),
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140 | sample.GetIntersectionPoint(sampleIndices[i][2], 0));
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141 |
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142 | sum += triangle.GetSpatialAngle(point);
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143 | }
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144 | return sum;
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145 | }
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146 |
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147 |
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148 | void
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149 | MutualVisibilitySampler::ComputeError(TriangleSample &sample)
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150 | {
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151 | // evaluate minimal error which can be achieved by more precise evaluation
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152 | // if this is above the threshold do not proceed further
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153 |
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154 | float maxAngle = GetSpatialAngle(sample,
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155 | sample.mSource.GetCenter());
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156 |
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157 | for (int i=0; i < 3; i++) {
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158 | float angle = GetSpatialAngle(sample,
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159 | sample.mSource.mVertices[i]);
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160 | if (angle > maxAngle)
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161 | maxAngle = angle;
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162 | }
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163 |
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164 | sample.mError = maxAngle;
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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 |
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171 | void
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172 | MutualVisibilitySampler::ConstructInitialSamples(
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173 | const AxisAlignedBox3 &source,
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174 | const AxisAlignedBox3 &target,
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175 | vector<TriangleSample *> &samples
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176 | )
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177 | {
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178 | // get all rectangles potentially visible from the source box
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179 | int i;
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180 | int sourceMask = 0;
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181 | for (i=0; i < 8; i++)
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182 | sourceMask |= source.GetFaceVisibilityMask(target.GetVertex(i));
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183 |
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184 | // now for each visble source face find all visible target faces
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185 | for (i=0; i < 6; i++) {
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186 | Rectangle3 sourceFace = source.GetFace(i);
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187 | if ( sourceMask &(1<<i) ) {
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188 | int mask = target.GetFaceVisibilityMask(sourceFace);
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189 | // construct triangle samples for all visible rectangles
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190 | for (int j=0; j < 6; j++)
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191 | if (mask & (1<<j)) {
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192 | AddInitialSamples(sourceFace, target.GetFace(j), samples);
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193 | }
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194 | }
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195 | }
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196 | }
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197 |
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198 | void
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199 | MutualVisibilitySampler::AddInitialSamples(
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200 | const Rectangle3 &sourceRect,
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201 | const Rectangle3 &targetRect,
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202 | vector<TriangleSample *> &samples
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203 | )
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204 | {
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205 | Triangle3 sourceTriangles[2];
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206 | Triangle3 targetTriangles[2];
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207 |
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208 | sourceTriangles[0].Init(sourceRect.mVertices[0],
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209 | sourceRect.mVertices[1],
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210 | sourceRect.mVertices[2]);
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211 |
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212 | sourceTriangles[1].Init(sourceRect.mVertices[0],
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213 | sourceRect.mVertices[2],
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214 | sourceRect.mVertices[3]);
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215 |
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216 | targetTriangles[0].Init(targetRect.mVertices[0],
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217 | targetRect.mVertices[1],
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218 | targetRect.mVertices[2]);
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219 |
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220 | targetTriangles[1].Init(targetRect.mVertices[0],
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221 | targetRect.mVertices[2],
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222 | targetRect.mVertices[3]);
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223 | int i, j;
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224 | for (i=0; i < 2; i++)
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225 | for (j=0; j < 2; j++) {
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226 | TriangleSample *sample = new TriangleSample(sourceTriangles[i],
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227 | targetTriangles[j]);
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228 | samples.push_back(sample);
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229 | }
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230 | }
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231 |
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232 | int
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233 | MutualVisibilitySampler::ComputeVisibility()
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234 | {
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235 | stack<TriangleSample *> sampleStack;
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236 |
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237 | Ray ray;
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238 | // now process the samples as long as we have something to do
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239 | while (!sampleStack.empty()) {
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240 | TriangleSample *sample = sampleStack.top();
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241 | sampleStack.pop();
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242 |
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243 | // // cast a new ray
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244 | // int triangleSplitEdge = SetupExtremalRay(sample, source, ray);
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245 |
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246 | // if (!kdTree->CastRay(ray))
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247 | // return VISIBLE;
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248 |
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249 | // // generate 2 new samples
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250 | // TriangleSample newSamples[2];
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251 | // sample.Split(triangleSplitEdge, ray, newSamples[0], newSamples[1]);
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252 | // for (i=0; i < 2; i++) {
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253 | // newSamples[i].ComputeError();
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254 | // if (newSamples[i].mError > solidAngleThreshold) {
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255 | // sampleStack.push(newSamples[i]);
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256 | // }
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257 | // }
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258 | // }
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259 | }
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260 | return INVISIBLE;
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261 | }
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262 |
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263 | MutualVisibilitySampler::MutualVisibilitySampler(KdTree *kdTree,
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264 | AxisAlignedBox3 &source,
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265 | AxisAlignedBox3 &target,
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266 | const float solidAngleThreshold)
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267 | {
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268 | mKdTree = kdTree;
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269 | mSource = source;
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270 | mTarget = target;
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271 | mSolidAngleThreshold = solidAngleThreshold;
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272 | }
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273 |
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274 |
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275 | int
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276 | ComputeBoxVisibility(KdTree *kdTree,
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277 | AxisAlignedBox3 &source,
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278 | AxisAlignedBox3 &target,
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279 | const float solidAngleThreshold)
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280 | {
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281 | MutualVisibilitySampler sampler(kdTree, source, target, solidAngleThreshold);
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282 |
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283 | int visibility = sampler.ComputeVisibility();
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284 |
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285 | return visibility;
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286 |
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287 | }
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288 |
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