[162] | 1 | #include "Ray.h"
|
---|
| 2 |
|
---|
| 3 |
|
---|
| 4 | // =========================================================
|
---|
| 5 | // Ray .. static item used for generation of unique ID for
|
---|
| 6 | // each instantiated ray
|
---|
| 7 |
|
---|
| 8 | // it has to start from 1, since 0 is default and for the first
|
---|
| 9 | // ray initial value 0 will not work .. V.H.
|
---|
| 10 | // The value 0 is reserved for particular purpose - the rays
|
---|
| 11 | // that are converted to canonical space and thus the mailbox
|
---|
| 12 | // rayID identification does not work for them!
|
---|
| 13 | int
|
---|
| 14 | Ray::genID = 1;
|
---|
| 15 |
|
---|
| 16 | // Precompute some Ray parameters. Most of them is used for
|
---|
| 17 | // ropes traversal.
|
---|
| 18 |
|
---|
| 19 | void
|
---|
| 20 | Ray::Init()
|
---|
| 21 | {
|
---|
| 22 | // if (mType == LOCAL_RAY)
|
---|
| 23 | // intersections.reserve(1);
|
---|
| 24 | // else
|
---|
| 25 | // intersections.reserve(10);
|
---|
| 26 |
|
---|
| 27 | // apply the standard precomputation
|
---|
| 28 | Precompute();
|
---|
| 29 | }
|
---|
| 30 |
|
---|
| 31 | void
|
---|
| 32 | Ray::Precompute()
|
---|
| 33 | {
|
---|
| 34 | // initialize inverted dir
|
---|
| 35 | invDir.SetValue(0.0);
|
---|
| 36 |
|
---|
| 37 | SetID();
|
---|
| 38 | }
|
---|
| 39 |
|
---|
| 40 | void
|
---|
| 41 | Ray::SetLoc(const Vector3 &l)
|
---|
| 42 | {
|
---|
| 43 | loc = l;
|
---|
| 44 | }
|
---|
| 45 |
|
---|
| 46 | // make such operation to slightly change the ray direction
|
---|
| 47 | // in case any component of ray direction is zero.
|
---|
| 48 | void
|
---|
| 49 | Ray::CorrectZeroComponents()
|
---|
| 50 | {
|
---|
| 51 | const float eps = 1e-6;
|
---|
| 52 |
|
---|
| 53 | // it does change the ray direction very slightly,
|
---|
| 54 | // but the size direction vector is not practically changed
|
---|
| 55 |
|
---|
| 56 | if (fabs(dir.x) < eps) {
|
---|
| 57 | if (dir.x < 0.0)
|
---|
| 58 | dir.x = -eps;
|
---|
| 59 | else
|
---|
| 60 | dir.x = eps;
|
---|
| 61 | }
|
---|
| 62 |
|
---|
| 63 | if (fabs(dir.y) < eps) {
|
---|
| 64 | if (dir.y < 0.0)
|
---|
| 65 | dir.y = -eps;
|
---|
| 66 | else
|
---|
| 67 | dir.y = eps;
|
---|
| 68 | }
|
---|
| 69 |
|
---|
| 70 | if (fabs(dir.z) < eps) {
|
---|
| 71 | if (dir.z < 0.0)
|
---|
| 72 | dir.z = -eps;
|
---|
| 73 | else
|
---|
| 74 | dir.z = eps;
|
---|
| 75 | }
|
---|
| 76 | }
|
---|
| 77 |
|
---|
| 78 |
|
---|
| 79 | void
|
---|
| 80 | Ray::ComputeInvertedDir() const
|
---|
| 81 | {
|
---|
| 82 | if ( (invDir.x != 0.0) ||
|
---|
| 83 | (invDir.y != 0.0) ||
|
---|
| 84 | (invDir.z != 0.0) )
|
---|
| 85 | return; // has been already precomputed
|
---|
| 86 |
|
---|
| 87 | const float eps = 1e-6;
|
---|
| 88 | const float invEps = 1e6;
|
---|
| 89 |
|
---|
| 90 | // it does change the ray direction very slightly,
|
---|
| 91 | // but the size direction vector is not practically changed
|
---|
| 92 |
|
---|
| 93 | if (fabs(dir.x) < eps) {
|
---|
| 94 | if (dir.x < 0.0)
|
---|
| 95 | invDir.x = -invEps;
|
---|
| 96 | else
|
---|
| 97 | invDir.x = invEps;
|
---|
| 98 | }
|
---|
| 99 | else
|
---|
| 100 | invDir.x = 1.0 / dir.x;
|
---|
| 101 |
|
---|
| 102 | if (fabs(dir.y) < eps) {
|
---|
| 103 | if (dir.y < 0.0)
|
---|
| 104 | invDir.y = -invEps;
|
---|
| 105 | else
|
---|
| 106 | invDir.y = invEps;
|
---|
| 107 | }
|
---|
| 108 | else
|
---|
| 109 | invDir.y = 1.0 / dir.y;
|
---|
| 110 |
|
---|
| 111 | if (fabs(dir.z) < eps) {
|
---|
| 112 | if (dir.z < 0.0)
|
---|
| 113 | invDir.z = -invEps;
|
---|
| 114 | else
|
---|
| 115 | invDir.z = invEps;
|
---|
| 116 | }
|
---|
| 117 | else
|
---|
| 118 | invDir.z = 1.0 / dir.z;
|
---|
| 119 |
|
---|
| 120 | return;
|
---|
| 121 | }
|
---|
| 122 |
|
---|