[191] | 1 | #ifndef __MUTUAL_VISIBILITY_H
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| 2 | #define __MUTUAL_VISIBILITY_H
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| 3 |
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| 4 | #include "Vector3.h"
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| 5 | #include "Ray.h"
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| 6 | #include "Triangle3.h"
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| 7 |
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| 8 | class Intersectable;
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| 9 | class AxisAlignedBox3;
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| 10 |
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| 11 |
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| 12 |
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| 13 |
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| 14 | struct SimpleRay {
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| 15 | Vector3 mOrigin;
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| 16 | Vector3 mDirection;
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| 17 | };
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| 18 |
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| 19 |
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| 20 | struct TriangleSample {
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| 21 | public:
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| 22 | /// evaluted sampling error
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| 23 | float mError;
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| 24 | /// depth in recursion
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| 25 | int mDepth;
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| 26 | /// The source triangle
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| 27 | Triangle3 mSource;
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| 28 | /// The target triangle
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| 29 | Triangle3 mTarget;
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| 30 |
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| 31 | /// intersections with the scene
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| 32 | vector<Ray::Intersection> mIntersections[9];
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| 33 |
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| 34 | void ComputeError();
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| 35 |
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| 36 | TriangleSample () {}
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| 37 |
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| 38 | TriangleSample (
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| 39 | const Triangle3 &source,
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| 40 | const Triangle3 &target)
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| 41 | {
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| 42 | Init(source, target);
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| 43 | }
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| 44 |
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| 45 | // initial triangle sample
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| 46 | void Init(
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| 47 | const Triangle3 &source,
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| 48 | const Triangle3 &target);
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| 49 |
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| 50 | Vector3
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| 51 | GetIntersectionPoint(const int rayIndex,
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| 52 | const int depth) const;
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| 53 |
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| 54 | void GetRay(const int rayIndex,
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| 55 | Vector3 &origin,
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| 56 | Vector3 &direction) const;
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| 57 |
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| 58 | };
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| 59 |
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| 60 | enum { VISIBLE, INVISIBLE };
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| 61 |
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| 62 |
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| 63 | class MutualVisibilitySampler {
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| 64 | public:
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| 65 | KdTree *mKdTree;
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| 66 | AxisAlignedBox3 mSource;
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| 67 | AxisAlignedBox3 mTarget;
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| 68 | float mSolidAngleThreshold;
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| 69 |
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| 70 |
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| 71 | MutualVisibilitySampler(KdTree *kdTree,
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| 72 | AxisAlignedBox3 &source,
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| 73 | AxisAlignedBox3 &target,
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| 74 | const float solidAngleThreshold);
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| 75 | int
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| 76 | ComputeVisibility();
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| 77 |
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| 78 | void
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| 79 | ConstructInitialSamples(
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| 80 | const AxisAlignedBox3 &source,
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| 81 | const AxisAlignedBox3 &target,
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| 82 | vector<TriangleSample *> &samples
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| 83 | );
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| 84 |
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| 85 | void
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| 86 | AddInitialSamples(
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| 87 | const Rectangle3 &sourceRect,
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| 88 | const Rectangle3 &targetRect,
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| 89 | vector<TriangleSample *> &samples
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| 90 | );
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| 91 |
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| 92 | // the split sample method contains a methodology to create new samples
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| 93 | // or terminate the sampling
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| 94 | bool
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| 95 | SplitSample(
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| 96 | const TriangleSample &source,
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| 97 | TriangleSample &sample1,
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| 98 | TriangleSample &sample2
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| 99 | );
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| 100 | void
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| 101 | PerformSplit(
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| 102 | const TriangleSample &sample,
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| 103 | const bool splitSource,
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| 104 | const int edge,
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| 105 | const Vector3 &splitPoint,
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| 106 | const Ray &ray,
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| 107 | TriangleSample &sample1,
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| 108 | TriangleSample &sample2
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| 109 | );
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| 110 |
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| 111 |
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| 112 | bool
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| 113 | SampleTerminationCriteriaMet(
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| 114 | const TriangleSample &sample);
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| 115 |
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| 116 | float
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| 117 | GetSpatialAngle(const TriangleSample &sample,
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| 118 | const Vector3 &point
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| 119 | );
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| 120 |
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| 121 | void
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| 122 | ComputeError(TriangleSample &sample);
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| 123 |
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| 124 |
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| 125 | };
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| 126 |
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| 127 | int
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| 128 | ComputeBoxVisibility(KdTree *kdTree,
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| 129 | AxisAlignedBox3 &source,
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| 130 | AxisAlignedBox3 &target,
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| 131 | float solidAngleThreshold);
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| 132 |
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| 133 |
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| 134 |
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| 135 |
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| 136 |
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| 137 |
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| 138 | #endif
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