source: trunk/VUT/GtpVisibilityPreprocessor/src/Ray.h @ 367

Revision 367, 7.5 KB checked in by mattausch, 19 years ago (diff)

started pvs surface area heuristics

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;
13class ViewCell;
14class BspLeaf;
15
16// -------------------------------------------------------------------
17// CRay class.  A ray is defined by a location and a direction.
18// The direction is always normalized (length == 1).
19// -------------------------------------------------------------------
20
21class Ray
22{
23public:
24  enum RayType { LOCAL_RAY, GLOBAL_RAY, LINE_SEGMENT };
25
26  enum { NO_INTERSECTION=0, INTERSECTION_OUT_OF_LIMITS, INTERSECTION };
27
28  /// if ray is on back (front) side of plane, or goes from the
29  /// front (back) to the back (front)
30  enum {FRONT, BACK, BACK_FRONT, FRONT_BACK, COINCIDENT};
31
32  struct Intersection {
33    // the point of intersection
34    float mT;
35
36    // can be either mesh or a viewcell
37    Intersectable *mObject;
38
39    // the face of the intersectable
40    int mFace;
41
42    Intersection(const float t,
43                 Intersectable *object,
44                 const int face):mT(t), mObject(object), mFace(face) {}
45
46    Intersection() {}
47
48    bool operator<(
49                   const Intersection &b) const {
50      return
51        mT
52        <
53        b.mT;
54    }
55   
56  };
57
58
59  // I should have some abstract cell data type !!! here
60  // corresponds to the spatial elementary cell
61  /** intersection with the source object if any */
62  Intersection sourceObject;
63 
64  vector<Intersection> intersections;
65  vector<BspLeaf *> bspLeaves;
66  vector<KdLeaf *> kdLeaves;
67  vector<MeshInstance *> meshes;
68 
69  // constructors
70  Ray(const Vector3 &wherefrom,
71      const Vector3 &whichdir,
72      const int _type,
73      const void *_originCell = NULL) {
74    loc = wherefrom;
75    if (_type == LINE_SEGMENT)
76      dir = whichdir;
77    else
78      dir = Normalize(whichdir);
79    mType = _type;
80    depth = 0;
81    Init();
82  }
83  // dummy constructor
84  Ray() {}
85
86  Intersectable *GetIntersectionObject(const int i) const {
87    return intersections[i].mObject;
88  }
89 
90  Vector3 GetIntersectionPoint(const int i) const {
91    return Extrap(intersections[i].mT);
92  }
93 
94  // Inititalize the ray again when already constructed
95  void Init(const Vector3 &wherefrom,
96            const Vector3 &whichdir,
97            const int _type,
98            bool dirNormalized = false) {
99    loc = wherefrom;
100    dir = (dirNormalized || _type == LINE_SEGMENT) ? whichdir: Normalize(whichdir) ;
101    mType = _type;
102    depth = 0;
103    Init();
104  }
105
106  // --------------------------------------------------------
107  // Extrapolate ray given a signed distance, returns a point
108  // --------------------------------------------------------
109  Vector3 Extrap(float t) const {
110    return loc + dir * t;
111  }
112
113  // -----------------------------------
114  // Return parameter given point on ray
115  // -----------------------------------
116  float Interp(Vector3 &x) const {
117    for (int i = 0; i < 3; i++)
118      if (Abs(dir[i]) > Limits::Small)
119        return (x[i] - loc[i]) / dir[i];
120    return 0;
121  }
122
123  // -----------------------------------
124  // Reflects direction of reflection for the ray,
125  // given the normal to the surface.
126  // -----------------------------------
127  Vector3 ReflectRay(const Vector3 &N) const {
128    return N * 2.0 * DotProd(N, -dir) + dir;
129  }
130  void ReflectRay(Vector3 &result, const Vector3 &N) const {
131    result =  N * 2.0 * DotProd(N, -dir) + dir;
132  }
133
134  // Computes the inverted direction of the ray, used optionally by
135  // a ray traversal algorithm.
136  void ComputeInvertedDir() const;
137
138  // Given the matrix 4x4, transforms the ray to another space
139  void ApplyTransform(const Matrix4x4 &tform) {
140    loc = tform * loc;
141    dir = RotateOnly(tform, dir);
142    // note that normalization to the unit size of the direction
143    // is NOT computed -- this is what we want.
144    Precompute();
145  }
146
147  // returns ID of this ray (use for mailboxes)
148  int GetId() const { return ID; }
149
150  // returns the transfrom ID of the ray (use for ray transformations)
151  int GetTransformID() const { return transfID; }
152
153  // copy the transform ID from an input ray
154  void CopyTransformID(const Ray &ray) { transfID = ray.transfID; }
155 
156  // set unique ID for a given ray - always avoid setting to zero
157  void SetId() {
158    if ((ID = ++genID) == 0)
159      ID = ++genID;
160    transfID = ID;
161  }
162  // set ID to explicit value - it can be even 0 for rays transformed
163  // to the canonical object space to supress the mailbox failure.
164  void SetId(int newID) {
165    ID = newID;
166    // note that transfID is not changed!
167  }
168
169
170  // the object on which the ray starts at
171  const Intersection* GetStartObject() const { return &intersections[0]; }
172  const Intersection* GetStopObject() const { return &intersections[intersections.size()-1]; }
173 
174 
175  void SetLoc(const Vector3 &l);
176  Vector3& GetLoc() { return loc; }
177  Vector3  GetLoc() const { return loc; }
178
179  float  GetLoc(const int axis) const { return loc[axis]; }
180
181  void SetDir(const Vector3 &ndir) { dir = ndir;}
182  Vector3& GetDir() { return dir; }
183  Vector3  GetDir() const { return dir; }
184  float  GetDir(const int axis) const { return dir[axis]; }
185
186  int GetType() const { return mType; }
187 
188  // make such operation to slightly change the ray direction
189  // in case any component of ray direction is zero.
190  void CorrectZeroComponents();
191
192  // the depth of the ray - primary rays are in the depth 0
193  int GetDepth() const { return depth;}
194  void SetDepth(int newDepth) { depth = newDepth;}
195 
196  /** Classifies ray with respect to the plane.
197  */
198  int ClassifyPlane(const Plane3 &plane, const float minT, const float maxT) const;
199
200private:
201  Vector3 loc, dir;             // Describes ray origin and vector
202 
203  // The inverted direction of the ray components. It is computed optionally
204  // by the ray traversal algorithm using function ComputeInvertedDir();
205  mutable Vector3 invDir;
206
207  // Type of the ray: primary, shadow, dummy etc., see ERayType above
208  int mType;
209 
210 
211  // unique ID of a ray for the use in the mailboxes
212  int ID;
213 
214  // unique ID of a ray for the use with a transformations - this one
215  // never can be changed that allows the nesting of transformations
216  // and caching the transformed rays correctly
217  int transfID;
218 
219  // the ID generator fo each ray instantiated
220  static int genID; 
221
222  // When ray shot from the source(camera/light), this number is equal
223  // to the number of bounces of the ray, also called the depth of the
224  // ray (primary ray has its depth zero)
225  int      depth;
226 
227 
228  void Init();
229
230  // precompute some values that are necessary
231  void Precompute();
232
233  friend class AxisAlignedBox3;
234  friend class Plane3;
235
236  // for CKDR GEMS
237  friend float DistanceToXPlane(const Vector3 &vec, const Ray &ray);
238  friend float DistanceToYPlane(const Vector3 &vec, const Ray &ray);
239  friend float DistanceToZPlane(const Vector3 &vec, const Ray &ray);
240  friend int MakeIntersectLine(const Plane3 &p, const Plane3 &q, Ray &ray);
241
242        friend ostream &operator<<(ostream &s, const Ray &r) {
243                return s<<"Ray:loc="<<r.loc<<" dir="<<r.dir;
244        }
245};
246
247
248class PassingRaySet {
249public:
250  enum { Resolution = 2 };
251  int mDirectionalContributions[3*Resolution*Resolution];
252  int mRays;
253  int mContributions;
254  PassingRaySet() {
255    Reset();
256  }
257  void
258  Reset();
259 
260  void AddRay(const Ray &ray, const int contributions);
261  int GetEntryIndex(const Vector3 &direction) const;
262
263  friend ostream &operator<<(ostream &s, const PassingRaySet &set);
264
265};
266
267
268#endif
269
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