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 |
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7 | class Intersectable;
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8 | class AxisAlignedBox3;
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9 |
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10 | struct SimpleRay {
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11 | Vector3 mOrigin;
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12 | Vector3 mDirection;
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13 | };
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14 |
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15 | struct RaySample {
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16 | /// true if the sample really intersects both boxes
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17 | float mMinT;
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18 | float mMaxT;
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19 | /// intersections of the sample with the scene
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20 | vector<Ray::Intersection> mIntersections;
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21 | bool IsValid() const { return mMaxT > 0.0; }
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22 | };
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23 |
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24 | struct RayShaft {
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25 | public:
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26 | /// evaluted sampling error
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27 | float mError;
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28 | /// depth in recursion
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29 | int mDepth;
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30 | /// The source triangle
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31 | Rectangle3 mSource;
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32 | /// The target triangle
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33 | Rectangle3 mTarget;
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34 |
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35 | RaySample mSamples[4];
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36 |
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37 | void ComputeError();
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38 |
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39 | RayShaft () {}
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40 |
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41 | RayShaft (
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42 | const Rectangle3 &source,
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43 | const Rectangle3 &target)
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44 | {
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45 | Init(source, target);
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46 | }
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47 |
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48 | // initial triangle sample
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49 | void Init(
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50 | const Rectangle3 &source,
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51 | const Rectangle3 &target);
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52 |
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53 | Vector3
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54 | GetIntersectionPoint(const int rayIndex,
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55 | const int depth) const;
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56 |
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57 | void GetRay(const int rayIndex,
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58 | Vector3 &origin,
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59 | Vector3 &direction) const;
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60 | };
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61 |
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62 | enum { VISIBLE, INVISIBLE };
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63 |
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64 |
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65 | class MutualVisibilitySampler {
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66 | public:
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67 | KdTree *mKdTree;
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68 | AxisAlignedBox3 mSource;
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69 | AxisAlignedBox3 mTarget;
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70 | float mSolidAngleThreshold;
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71 |
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72 |
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73 | MutualVisibilitySampler(KdTree *kdTree,
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74 | AxisAlignedBox3 &source,
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75 | AxisAlignedBox3 &target,
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76 | const float solidAngleThreshold);
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77 | int
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78 | ComputeVisibility();
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79 |
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80 | void
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81 | ConstructInitialSamples(
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82 | const AxisAlignedBox3 &source,
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83 | const AxisAlignedBox3 &target,
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84 | vector<RayShaft *> &samples
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85 | );
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86 |
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87 | void
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88 | AddInitialSamples(
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89 | const Rectangle3 &sourceRect,
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90 | const Rectangle3 &targetRect,
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91 | vector<RayShaft *> &samples
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92 | );
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93 |
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94 | // the split sample method contains a methodology to create new samples
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95 | // or terminate the sampling
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96 | bool
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97 | SplitSample(
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98 | const RayShaft &source,
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99 | RayShaft &sample1,
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100 | RayShaft &sample2
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101 | );
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102 | void
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103 | PerformSplit(
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104 | const RayShaft &sample,
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105 | const bool splitSource,
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106 | const int axis,
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107 | RayShaft &sample1,
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108 | RayShaft &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 RayShaft &sample);
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115 |
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116 | float
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117 | GetSpatialAngle(const RayShaft &sample,
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118 | const Vector3 &point
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119 | );
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120 |
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121 | int
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122 | CastRays(RayShaft &shaft);
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123 |
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124 | void
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125 | ComputeError(RayShaft &sample);
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126 |
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127 | void
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128 | ExportSamples(vector<RayShaft *> &samples);
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129 |
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130 |
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131 | };
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132 |
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133 | int
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134 | ComputeBoxVisibility(KdTree *kdTree,
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135 | AxisAlignedBox3 &source,
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136 | AxisAlignedBox3 &target,
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137 | float solidAngleThreshold);
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138 |
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139 |
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140 |
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141 |
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142 |
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143 |
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144 | #endif
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