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 | class SceneGraph;
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10 |
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11 |
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12 | struct RaySample {
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13 | /// true if the sample really intersects both boxes
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14 | float mMinT;
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15 | float mMaxT;
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16 |
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17 | RaySample():mMinT(-1.0f), mMaxT(-1.0f) {}
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18 | /// intersections of the sample with the scene
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19 | vector<Ray::Intersection> mIntersections;
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20 | void SetInvalid() {
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21 | mMinT = 0.0f;
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22 | mMaxT = -1.0f;
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23 | }
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24 | bool IsValid() const { return mMaxT > 0.0f; }
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25 | bool IsProcessed() const { return mMinT != mMaxT; }
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26 | };
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27 |
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28 | struct RayShaft {
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29 | public:
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30 | /// evaluted sampling error
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31 | float mError;
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32 | /// depth in recursion
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33 | int mDepth;
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34 | /// The source triangle
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35 | Rectangle3 mSource;
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36 | /// The target triangle
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37 | Rectangle3 mTarget;
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38 |
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39 | RaySample mSamples[4];
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40 |
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41 | void ComputeError();
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42 |
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43 | RayShaft() {}
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44 |
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45 | RayShaft (
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46 | const Rectangle3 &source,
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47 | const Rectangle3 &target)
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48 | {
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49 | Init(source, target);
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50 | }
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51 |
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52 | bool IsValid() const { return
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53 | mSamples[0].IsValid() &&
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54 | mSamples[1].IsValid() &&
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55 | mSamples[2].IsValid() &&
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56 | mSamples[3].IsValid();
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57 | }
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58 |
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59 | // initial triangle sample
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60 | void Init(
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61 | const Rectangle3 &source,
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62 | const Rectangle3 &target);
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63 |
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64 | Vector3
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65 | GetIntersectionPoint(const int rayIndex,
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66 | const int depth) const;
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67 |
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68 | void GetRay(const int rayIndex,
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69 | Vector3 &origin,
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70 | Vector3 &direction) const;
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71 |
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72 | void
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73 | GetRaySegment(const int i, Ray &ray) const;
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74 |
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75 | };
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76 |
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77 | enum { VISIBLE, INVISIBLE };
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78 |
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79 |
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80 | class MutualVisibilitySampler {
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81 | public:
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82 | SceneGraph *mSceneGraph;
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83 | KdTree *mKdTree;
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84 | AxisAlignedBox3 mSource;
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85 | AxisAlignedBox3 mTarget;
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86 | float mSolidAngleThreshold;
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87 | bool mUseBoxes;
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88 |
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89 | MutualVisibilitySampler(SceneGraph *sceneGraph,
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90 | KdTree *kdTree,
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91 | AxisAlignedBox3 &source,
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92 | AxisAlignedBox3 &target,
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93 | const float solidAngleThreshold);
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94 | int
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95 | ComputeVisibility();
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96 |
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97 | void
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98 | ConstructInitialSamples(
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99 | const AxisAlignedBox3 &source,
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100 | const AxisAlignedBox3 &target,
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101 | vector<RayShaft *> &samples
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102 | );
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103 |
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104 | void
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105 | ConstructInitialSamples2(
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106 | const AxisAlignedBox3 &source,
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107 | const AxisAlignedBox3 &target,
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108 | vector<RayShaft *> &samples
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109 | );
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110 |
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111 | void
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112 | ConstructInitialSamples3(
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113 | const AxisAlignedBox3 &source,
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114 | const AxisAlignedBox3 &target,
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115 | vector<RayShaft *> &samples
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116 | );
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117 |
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118 | void
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119 | AddInitialSamples(
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120 | const Rectangle3 &sourceRect,
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121 | const Rectangle3 &targetRect,
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122 | vector<RayShaft *> &samples
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123 | );
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124 |
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125 | void
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126 | AddInitialSamples2(
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127 | const Rectangle3 &sourceRect,
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128 | const Rectangle3 &targetRect,
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129 | vector<RayShaft *> &samples
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130 | );
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131 |
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132 | // the split sample method contains a methodology to create new samples
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133 | // or terminate the sampling
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134 | bool
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135 | SplitSample(
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136 | const RayShaft &source,
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137 | RayShaft &sample1,
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138 | RayShaft &sample2
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139 | );
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140 | void
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141 | PerformSplit(
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142 | const RayShaft &sample,
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143 | const bool splitSource,
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144 | const int axis,
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145 | RayShaft &sample1,
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146 | RayShaft &sample2
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147 | );
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148 |
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149 |
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150 | bool
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151 | SampleTerminationCriteriaMet(
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152 | const RayShaft &sample);
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153 |
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154 | float
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155 | GetSpatialAngle(const RayShaft &sample,
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156 | const Vector3 &point
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157 | );
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158 |
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159 | int
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160 | CastRays(RayShaft &shaft);
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161 |
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162 | void
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163 | ComputeError(RayShaft &sample);
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164 |
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165 | void
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166 | ExportShafts(vector<RayShaft *> &samples, const bool singleFile);
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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 | int
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172 | ComputeBoxVisibility(SceneGraph *sceneGraph,
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173 | KdTree *kdTree,
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174 | AxisAlignedBox3 &source,
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175 | AxisAlignedBox3 &target,
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176 | float solidAngleThreshold);
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177 |
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178 |
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179 |
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180 |
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181 |
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182 |
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183 | #endif
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