[162] | 1 | #include "Ray.h"
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[327] | 2 | #include "Plane3.h"
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[426] | 3 | #include "VssRay.h"
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[162] | 4 |
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| 5 | // =========================================================
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| 6 | // Ray .. static item used for generation of unique ID for
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| 7 | // each instantiated ray
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| 8 |
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| 9 | // it has to start from 1, since 0 is default and for the first
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| 10 | // ray initial value 0 will not work .. V.H.
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| 11 | // The value 0 is reserved for particular purpose - the rays
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| 12 | // that are converted to canonical space and thus the mailbox
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| 13 | // rayID identification does not work for them!
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| 14 | int
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| 15 | Ray::genID = 1;
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| 16 |
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| 17 | // Precompute some Ray parameters. Most of them is used for
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| 18 | // ropes traversal.
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| 19 |
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| 20 | void
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| 21 | Ray::Init()
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| 22 | {
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| 23 | // if (mType == LOCAL_RAY)
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| 24 | // intersections.reserve(1);
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| 25 | // else
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| 26 | // intersections.reserve(10);
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| 27 |
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| 28 | // apply the standard precomputation
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| 29 | Precompute();
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| 30 | }
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| 31 |
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| 32 | void
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| 33 | Ray::Precompute()
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| 34 | {
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| 35 | // initialize inverted dir
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| 36 | invDir.SetValue(0.0);
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| 37 |
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[328] | 38 | SetId();
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[162] | 39 | }
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| 40 |
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| 41 | void
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| 42 | Ray::SetLoc(const Vector3 &l)
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| 43 | {
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| 44 | loc = l;
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| 45 | }
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| 46 |
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| 47 | // make such operation to slightly change the ray direction
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| 48 | // in case any component of ray direction is zero.
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| 49 | void
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| 50 | Ray::CorrectZeroComponents()
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| 51 | {
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[485] | 52 | const float eps = 1e-6f;
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[162] | 53 |
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| 54 | // it does change the ray direction very slightly,
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| 55 | // but the size direction vector is not practically changed
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| 56 |
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| 57 | if (fabs(dir.x) < eps) {
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| 58 | if (dir.x < 0.0)
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| 59 | dir.x = -eps;
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| 60 | else
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| 61 | dir.x = eps;
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| 62 | }
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| 63 |
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| 64 | if (fabs(dir.y) < eps) {
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| 65 | if (dir.y < 0.0)
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| 66 | dir.y = -eps;
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| 67 | else
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| 68 | dir.y = eps;
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| 69 | }
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| 70 |
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| 71 | if (fabs(dir.z) < eps) {
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| 72 | if (dir.z < 0.0)
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| 73 | dir.z = -eps;
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| 74 | else
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| 75 | dir.z = eps;
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| 76 | }
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| 77 | }
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| 78 |
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| 79 |
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| 80 | void
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| 81 | Ray::ComputeInvertedDir() const
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| 82 | {
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| 83 | if ( (invDir.x != 0.0) ||
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| 84 | (invDir.y != 0.0) ||
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| 85 | (invDir.z != 0.0) )
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| 86 | return; // has been already precomputed
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| 87 |
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[487] | 88 | const float eps = 1e-6f;
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| 89 | const float invEps = 1e6f;
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[162] | 90 |
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| 91 | // it does change the ray direction very slightly,
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| 92 | // but the size direction vector is not practically changed
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| 93 |
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| 94 | if (fabs(dir.x) < eps) {
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| 95 | if (dir.x < 0.0)
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| 96 | invDir.x = -invEps;
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| 97 | else
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| 98 | invDir.x = invEps;
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| 99 | }
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| 100 | else
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[485] | 101 | invDir.x = 1.0f / dir.x;
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[162] | 102 |
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| 103 | if (fabs(dir.y) < eps) {
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| 104 | if (dir.y < 0.0)
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| 105 | invDir.y = -invEps;
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| 106 | else
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| 107 | invDir.y = invEps;
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| 108 | }
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| 109 | else
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[485] | 110 | invDir.y = 1.0f / dir.y;
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[162] | 111 |
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| 112 | if (fabs(dir.z) < eps) {
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[485] | 113 | if (dir.z < 0.0f)
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[162] | 114 | invDir.z = -invEps;
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| 115 | else
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| 116 | invDir.z = invEps;
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| 117 | }
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| 118 | else
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[485] | 119 | invDir.z = 1.0f / dir.z;
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[162] | 120 |
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| 121 | return;
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| 122 | }
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| 123 |
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[191] | 124 | void
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| 125 | PassingRaySet::Reset()
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| 126 | {
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| 127 | for (int i=0; i < 3*Resolution*Resolution; i++)
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| 128 | mDirectionalContributions[i] = 0;
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| 129 | mRays = 0;
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| 130 | mContributions = 0;
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| 131 | }
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| 132 |
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| 133 | void
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| 134 | PassingRaySet::AddRay(const Ray &ray, const int contributions)
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| 135 | {
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| 136 | int i = GetEntryIndex(ray.GetDir());
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| 137 | mRays++;
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| 138 | mContributions += contributions;
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| 139 | mDirectionalContributions[i] += contributions;
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| 140 | }
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| 141 |
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[369] | 142 | void
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| 143 | PassingRaySet::AddRay2(const Ray &ray,
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[475] | 144 | const int objects,
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| 145 | const int viewcells
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| 146 | )
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[369] | 147 | {
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| 148 | int i = GetEntryIndex(ray.GetDir());
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| 149 | mRays++;
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| 150 | mContributions += objects*viewcells;
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| 151 | mDirectionalContributions[i] += objects*viewcells;
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| 152 | }
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| 153 |
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[191] | 154 | int
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| 155 | PassingRaySet::GetEntryIndex(const Vector3 &direction) const
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| 156 | {
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| 157 | // get face
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| 158 | int axis = direction.DrivingAxis();
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| 159 | Vector3 dir;
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| 160 | float k = direction[axis];
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| 161 | if ( k < 0.0f)
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| 162 | k = -k;
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| 163 |
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| 164 | dir = direction/k;
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| 165 | float x, y;
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| 166 | dir.ExtractVerts(&x, &y, axis);
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[485] | 167 | int ix = (int)((x + 1.0f)*0.5f*Resolution);
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| 168 | int iy = (int)((y + 1.0f)*0.5f*Resolution);
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[191] | 169 |
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| 170 | return Resolution*(Resolution*axis + iy) + ix;
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| 171 | }
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| 172 |
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[428] | 173 | int Ray::ClassifyPlane(const Plane3 &plane,
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| 174 | const float minT,
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| 175 | const float maxT,
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| 176 | Vector3 &entP,
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| 177 | Vector3 &extP) const
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[327] | 178 | {
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[406] | 179 | entP = Extrap(minT);
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| 180 | extP = Extrap(maxT);
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[328] | 181 |
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[406] | 182 | const int entSide = plane.Side(entP);
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| 183 | const int extSide = plane.Side(extP);
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[328] | 184 |
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[362] | 185 | if (entSide < 0)
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[406] | 186 | {
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| 187 | if (extSide >= 0)
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[362] | 188 | {
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[406] | 189 | return BACK_FRONT;
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[362] | 190 | }
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[406] | 191 | return BACK;
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| 192 | }
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[362] | 193 | else if (entSide > 0)
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[406] | 194 | {
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| 195 | if (extSide <= 0)
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| 196 | return FRONT_BACK;
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[369] | 197 |
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[406] | 198 | return FRONT;
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| 199 | }
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[362] | 200 | else if (entSide == 0)
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[406] | 201 | {
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| 202 | if (extSide > 0)
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| 203 | return BACK_FRONT;
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| 204 | else if (extSide < 0)
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| 205 | return FRONT_BACK;
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| 206 | }
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[327] | 207 |
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[362] | 208 | return COINCIDENT;
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[327] | 209 | }
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| 210 |
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[366] | 211 |
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[191] | 212 | ostream &
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| 213 | operator<<(ostream &s, const PassingRaySet &set)
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| 214 | {
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| 215 | s<<"Ray Set #rays="<<set.mRays<<" #contributions="<<set.mContributions<<endl;
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| 216 | for (int i=0; i < 3*sqr(PassingRaySet::Resolution); i++)
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| 217 | s<<set.mDirectionalContributions[i]<<" ";
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| 218 | s<<endl;
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| 219 | return s;
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[426] | 220 | }
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| 221 |
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[466] | 222 | void
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| 223 | Ray::Init(const VssRay &vssRay)
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[426] | 224 | {
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[466] | 225 | loc = vssRay.mOrigin;
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| 226 | sourceObject = Intersection(0, vssRay.mOriginObject, 0);
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| 227 | mType = LOCAL_RAY;
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| 228 |
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| 229 | float len = vssRay.Length();
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| 230 |
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| 231 | if (!len)
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| 232 | len = Limits::Small;
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| 233 |
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| 234 | dir = vssRay.GetDir() / len;
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| 235 |
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[564] | 236 | intersections.clear();
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[466] | 237 | if (vssRay.mTerminationObject)
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| 238 | intersections.push_back(Intersection(len, vssRay.mTerminationObject, 0));
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| 239 |
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| 240 | Precompute();
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| 241 | }
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