1 | #include "Ray.h"
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2 |
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3 |
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4 | // =========================================================
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5 | // Ray .. static item used for generation of unique ID for
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6 | // each instantiated ray
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7 |
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8 | // it has to start from 1, since 0 is default and for the first
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9 | // ray initial value 0 will not work .. V.H.
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10 | // The value 0 is reserved for particular purpose - the rays
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11 | // that are converted to canonical space and thus the mailbox
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12 | // rayID identification does not work for them!
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13 | int
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14 | Ray::genID = 1;
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15 |
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16 | // Precompute some Ray parameters. Most of them is used for
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17 | // ropes traversal.
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18 |
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19 | void
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20 | Ray::Init()
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21 | {
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22 | // if (mType == LOCAL_RAY)
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23 | // intersections.reserve(1);
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24 | // else
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25 | // intersections.reserve(10);
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26 |
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27 | // apply the standard precomputation
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28 | Precompute();
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29 | }
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30 |
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31 | void
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32 | Ray::Precompute()
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33 | {
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34 | // initialize inverted dir
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35 | invDir.SetValue(0.0);
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36 |
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37 | SetID();
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38 | }
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39 |
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40 | void
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41 | Ray::SetLoc(const Vector3 &l)
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42 | {
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43 | loc = l;
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44 | }
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45 |
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46 | // make such operation to slightly change the ray direction
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47 | // in case any component of ray direction is zero.
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48 | void
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49 | Ray::CorrectZeroComponents()
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50 | {
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51 | const float eps = 1e-6;
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52 |
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53 | // it does change the ray direction very slightly,
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54 | // but the size direction vector is not practically changed
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55 |
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56 | if (fabs(dir.x) < eps) {
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57 | if (dir.x < 0.0)
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58 | dir.x = -eps;
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59 | else
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60 | dir.x = eps;
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61 | }
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62 |
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63 | if (fabs(dir.y) < eps) {
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64 | if (dir.y < 0.0)
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65 | dir.y = -eps;
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66 | else
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67 | dir.y = eps;
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68 | }
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69 |
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70 | if (fabs(dir.z) < eps) {
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71 | if (dir.z < 0.0)
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72 | dir.z = -eps;
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73 | else
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74 | dir.z = eps;
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75 | }
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76 | }
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77 |
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78 |
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79 | void
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80 | Ray::ComputeInvertedDir() const
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81 | {
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82 | if ( (invDir.x != 0.0) ||
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83 | (invDir.y != 0.0) ||
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84 | (invDir.z != 0.0) )
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85 | return; // has been already precomputed
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86 |
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87 | const float eps = 1e-6;
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88 | const float invEps = 1e6;
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89 |
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90 | // it does change the ray direction very slightly,
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91 | // but the size direction vector is not practically changed
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92 |
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93 | if (fabs(dir.x) < eps) {
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94 | if (dir.x < 0.0)
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95 | invDir.x = -invEps;
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96 | else
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97 | invDir.x = invEps;
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98 | }
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99 | else
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100 | invDir.x = 1.0 / dir.x;
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101 |
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102 | if (fabs(dir.y) < eps) {
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103 | if (dir.y < 0.0)
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104 | invDir.y = -invEps;
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105 | else
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106 | invDir.y = invEps;
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107 | }
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108 | else
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109 | invDir.y = 1.0 / dir.y;
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110 |
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111 | if (fabs(dir.z) < eps) {
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112 | if (dir.z < 0.0)
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113 | invDir.z = -invEps;
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114 | else
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115 | invDir.z = invEps;
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116 | }
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117 | else
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118 | invDir.z = 1.0 / dir.z;
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119 |
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120 | return;
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121 | }
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122 |
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123 | void
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124 | PassingRaySet::Reset()
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125 | {
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126 | for (int i=0; i < 3*Resolution*Resolution; i++)
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127 | mDirectionalContributions[i] = 0;
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128 | mRays = 0;
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129 | mContributions = 0;
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130 | }
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131 |
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132 | void
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133 | PassingRaySet::AddRay(const Ray &ray, const int contributions)
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134 | {
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135 | int i = GetEntryIndex(ray.GetDir());
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136 | mRays++;
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137 | mContributions += contributions;
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138 | mDirectionalContributions[i] += contributions;
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139 | }
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140 |
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141 | int
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142 | PassingRaySet::GetEntryIndex(const Vector3 &direction) const
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143 | {
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144 | // get face
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145 | int axis = direction.DrivingAxis();
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146 | Vector3 dir;
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147 | float k = direction[axis];
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148 | if ( k < 0.0f)
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149 | k = -k;
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150 |
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151 | dir = direction/k;
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152 | float x, y;
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153 | dir.ExtractVerts(&x, &y, axis);
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154 | int ix = (x + 1.0f)*0.5f*Resolution;
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155 | int iy = (y + 1.0f)*0.5f*Resolution;
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156 |
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157 | return Resolution*(Resolution*axis + iy) + ix;
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158 | }
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159 |
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160 | ostream &
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161 | operator<<(ostream &s, const PassingRaySet &set)
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162 | {
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163 | s<<"Ray Set #rays="<<set.mRays<<" #contributions="<<set.mContributions<<endl;
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164 | for (int i=0; i < 3*sqr(PassingRaySet::Resolution); i++)
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165 | s<<set.mDirectionalContributions[i]<<" ";
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166 | s<<endl;
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167 | return s;
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168 | }
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