source: trunk/VUT/GtpVisibilityPreprocessor/src/Ray.h @ 245

Revision 245, 7.0 KB checked in by bittner, 19 years ago (diff)

Merged sources with ViewCellBsp?

Line 
1#ifndef __RAY_H__
2#define __RAY_H__
3
4#include <vector>
5#include "Matrix4x4.h"
6#include "Vector3.h"
7
8// forward declarations
9class Plane3;
10class Intersectable;
11class KdLeaf;
12class MeshInstance;
13
14
15// -------------------------------------------------------------------
16// CRay class.  A ray is defined by a location and a direction.
17// The direction is always normalized (length == 1).
18// -------------------------------------------------------------------
19
20class Ray
21{
22public:
23  enum RayType { LOCAL_RAY, GLOBAL_RAY, LINE_SEGMENT };
24
25  enum { NO_INTERSECTION=0, INTERSECTION_OUT_OF_LIMITS, INTERSECTION };
26
27  struct Intersection {
28    // the point of intersection
29    float mT;
30
31    // can be either mesh or a viewcell
32    Intersectable *mObject;
33
34    // the face of the intersectable
35    int mFace;
36
37    Intersection(const float t,
38                 Intersectable *object,
39                 const int face):mT(t), mObject(object), mFace(face) {}
40
41    Intersection() {}
42
43    bool operator<(
44                   const Intersection &b) const {
45      return
46        mT
47        <
48        b.mT;
49    }
50   
51  };
52 
53  // I should have some abstract cell data type !!! here
54  // corresponds to the spatial elementary cell
55  /** intersection with the source object if any */
56  Intersection sourceObject;
57 
58  vector<Intersection> intersections;
59  vector<KdLeaf *> leaves;
60  vector<MeshInstance *> meshes;
61
62  // constructors
63  Ray(const Vector3 &wherefrom,
64      const Vector3 &whichdir,
65      const int _type,
66      const void *_originCell = NULL) {
67    loc = wherefrom;
68    if (_type == LINE_SEGMENT)
69      dir = whichdir;
70    else
71      dir = Normalize(whichdir);
72    mType = _type;
73    depth = 0;
74    Init();
75  }
76  // dummy constructor
77  Ray() {}
78
79  Intersectable *GetIntersectionObject(const int i) const {
80    return intersections[i].mObject;
81  }
82 
83  Vector3 GetIntersectionPoint(const int i) const {
84    return Extrap(intersections[i].mT);
85  }
86 
87  // Inititalize the ray again when already constructed
88  void Init(const Vector3 &wherefrom,
89            const Vector3 &whichdir,
90            const int _type,
91            bool dirNormalized = false) {
92    loc = wherefrom;
93    dir = (dirNormalized || _type == LINE_SEGMENT) ? whichdir: Normalize(whichdir) ;
94    mType = _type;
95    depth = 0;
96    Init();
97  }
98
99  // --------------------------------------------------------
100  // Extrapolate ray given a signed distance, returns a point
101  // --------------------------------------------------------
102  Vector3 Extrap(float t) const {
103    return loc + dir * t;
104  }
105
106  // -----------------------------------
107  // Return parameter given point on ray
108  // -----------------------------------
109  float Interp(Vector3 &x) const {
110    for (int i = 0; i < 3; i++)
111      if (Abs(dir[i]) > Limits::Small)
112        return (x[i] - loc[i]) / dir[i];
113    return 0;
114  }
115
116  // -----------------------------------
117  // Reflects direction of reflection for the ray,
118  // given the normal to the surface.
119  // -----------------------------------
120  Vector3 ReflectRay(const Vector3 &N) const {
121    return N * 2.0 * DotProd(N, -dir) + dir;
122  }
123  void ReflectRay(Vector3 &result, const Vector3 &N) const {
124    result =  N * 2.0 * DotProd(N, -dir) + dir;
125  }
126
127  // Computes the inverted direction of the ray, used optionally by
128  // a ray traversal algorithm.
129  void ComputeInvertedDir() const;
130
131  // Given the matrix 4x4, transforms the ray to another space
132  void ApplyTransform(const Matrix4x4 &tform) {
133    loc = tform * loc;
134    dir = RotateOnly(tform, dir);
135    // note that normalization to the unit size of the direction
136    // is NOT computed -- this is what we want.
137    Precompute();
138  }
139
140  // returns ID of this ray (use for mailboxes)
141  int GetID() const { return ID; }
142
143  // returns the transfrom ID of the ray (use for ray transformations)
144  int GetTransformID() const { return transfID; }
145
146  // copy the transform ID from an input ray
147  void CopyTransformID(const Ray &ray) { transfID = ray.transfID; }
148 
149  // set unique ID for a given ray - always avoid setting to zero
150  void SetID() {
151    if ((ID = ++genID) == 0)
152      ID = ++genID;
153    transfID = ID;
154  }
155  // set ID to explicit value - it can be even 0 for rays transformed
156  // to the canonical object space to supress the mailbox failure.
157  void SetID(int newID) {
158    ID = newID;
159    // note that transfID is not changed!
160  }
161
162
163  // the object on which the ray starts at
164  const Intersection* GetStartObject() const { return &intersections[0]; }
165  const Intersection* GetStopObject() const { return &intersections[intersections.size()-1]; }
166 
167 
168  void SetLoc(const Vector3 &l);
169  Vector3& GetLoc() { return loc; }
170  Vector3  GetLoc() const { return loc; }
171
172  float  GetLoc(const int axis) const { return loc[axis]; }
173
174  void SetDir(const Vector3 &ndir) { dir = ndir;}
175  Vector3& GetDir() { return dir; }
176  Vector3  GetDir() const { return dir; }
177  float  GetDir(const int axis) const { return dir[axis]; }
178
179  int GetType() const { return mType; }
180 
181  // make such operation to slightly change the ray direction
182  // in case any component of ray direction is zero.
183  void CorrectZeroComponents();
184
185  // the depth of the ray - primary rays are in the depth 0
186  int GetDepth() const { return depth;}
187  void SetDepth(int newDepth) { depth = newDepth;}
188 
189private:
190  Vector3 loc, dir;             // Describes ray origin and vector
191 
192  // The inverted direction of the ray components. It is computed optionally
193  // by the ray traversal algorithm using function ComputeInvertedDir();
194  mutable Vector3 invDir;
195
196  // Type of the ray: primary, shadow, dummy etc., see ERayType above
197  int mType;
198 
199 
200  // unique ID of a ray for the use in the mailboxes
201  int ID;
202 
203  // unique ID of a ray for the use with a transformations - this one
204  // never can be changed that allows the nesting of transformations
205  // and caching the transformed rays correctly
206  int transfID;
207 
208  // the ID generator fo each ray instantiated
209  static int genID; 
210
211  // When ray shot from the source(camera/light), this number is equal
212  // to the number of bounces of the ray, also called the depth of the
213  // ray (primary ray has its depth zero)
214  int      depth;
215 
216 
217  void Init();
218
219  // precompute some values that are necessary
220  void Precompute();
221
222  friend class AxisAlignedBox3;
223  friend class Plane;
224
225  // for CKDR GEMS
226  friend float DistanceToXPlane(const Vector3 &vec, const Ray &ray);
227  friend float DistanceToYPlane(const Vector3 &vec, const Ray &ray);
228  friend float DistanceToZPlane(const Vector3 &vec, const Ray &ray);
229  friend int MakeIntersectLine(const Plane3 &p, const Plane3 &q, Ray &ray);
230};
231
232
233class PassingRaySet {
234public:
235  enum { Resolution = 2 };
236  int mDirectionalContributions[3*Resolution*Resolution];
237  int mRays;
238  int mContributions;
239  PassingRaySet() {
240    Reset();
241  }
242  void
243  Reset();
244 
245  void AddRay(const Ray &ray, const int contributions);
246  int GetEntryIndex(const Vector3 &direction) const;
247
248  friend ostream &operator<<(ostream &s, const PassingRaySet &set);
249
250};
251
252
253#endif
254
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