source: trunk/VUT/GtpVisibilityPreprocessor/src/Ray.h @ 466

Revision 466, 8.3 KB checked in by bittner, 19 years ago (diff)

changed the viewcellsmanager interface to use vssrays - some functionality like the bsp merging is now restricted

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;
15class VssRay;
16
17
18// -------------------------------------------------------------------
19// CRay class.  A ray is defined by a location and a direction.
20// The direction is always normalized (length == 1).
21// -------------------------------------------------------------------
22
23class Ray
24{
25public:
26  enum RayType { LOCAL_RAY, GLOBAL_RAY, LINE_SEGMENT };
27       
28  enum { NO_INTERSECTION=0, INTERSECTION_OUT_OF_LIMITS, INTERSECTION };
29
30  /// if ray is on back (front) side of plane, or goes from the
31  /// front (back) to the back (front)
32  enum {FRONT, BACK, BACK_FRONT, FRONT_BACK, COINCIDENT};
33       
34  struct Intersection {
35    // the point of intersection
36    float mT;
37
38    // can be either mesh or a viewcell
39    Intersectable *mObject;
40               
41    // the face of the intersectable
42    int mFace;
43
44    Intersection(const float t,
45                                 Intersectable *object,
46                                 const int face):mT(t), mObject(object), mFace(face) {}
47               
48                                 Intersection(): mT(0), mObject(NULL), mFace(0) {}
49               
50    bool operator<(
51                                   const Intersection &b) const {
52
53      return
54                                mT
55                                <
56                                b.mT;
57    }
58   
59  };
60
61
62  // I should have some abstract cell data type !!! here
63  // corresponds to the spatial elementary cell
64  /** intersection with the source object if any */
65  Intersection sourceObject;
66 
67  vector<Intersection> intersections;
68  //  vector<BspIntersection> bspIntersections;
69  vector<KdLeaf *> kdLeaves;
70  vector<Intersectable *> testedObjects;
71
72        // various flags
73        enum {STORE_KDLEAVES=1, STORE_BSP_INTERSECTIONS=2, STORE_TESTED_OBJECTS=4};
74        int mFlags;
75
76       
77  // constructors
78  Ray(const Vector3 &wherefrom,
79      const Vector3 &whichdir,
80      const int _type):mFlags(0) {
81    loc = wherefrom;
82    if (_type == LINE_SEGMENT)
83      dir = whichdir;
84    else
85      dir = Normalize(whichdir);
86    mType = _type;
87    depth = 0;
88                Init();
89  }
90  // dummy constructor
91  Ray() {}
92
93  /** Construct ray from a vss ray.
94  */
95  Ray(const VssRay &vssRay) {
96        Init(vssRay);
97  }
98
99  void Clear() {
100        intersections.clear();
101        kdLeaves.clear();
102        testedObjects.clear();
103        //      bspIntersections.clear();
104  }
105
106  void Init(const VssRay &vssRay);
107
108  Intersectable *GetIntersectionObject(const int i) const {
109    return intersections[i].mObject;
110  }
111 
112  Vector3 GetIntersectionPoint(const int i) const {
113    return Extrap(intersections[i].mT);
114  }
115 
116  // Inititalize the ray again when already constructed
117  void Init(const Vector3 &wherefrom,
118                        const Vector3 &whichdir,
119                        const int _type,
120                        bool dirNormalized = false) {
121    loc = wherefrom;
122    dir = (dirNormalized || _type == LINE_SEGMENT) ? whichdir: Normalize(whichdir) ;
123    mType = _type;
124    depth = 0;
125    Init();
126  }
127
128  // --------------------------------------------------------
129  // Extrapolate ray given a signed distance, returns a point
130  // --------------------------------------------------------
131  Vector3 Extrap(float t) const {
132    return loc + dir * t;
133  }
134
135  // -----------------------------------
136  // Return parameter given point on ray
137  // -----------------------------------
138  float Interp(Vector3 &x) const {
139    for (int i = 0; i < 3; i++)
140      if (Abs(dir[i]) > Limits::Small)
141        return (x[i] - loc[i]) / dir[i];
142    return 0;
143  }
144
145  // -----------------------------------
146  // Reflects direction of reflection for the ray,
147  // given the normal to the surface.
148  // -----------------------------------
149  Vector3 ReflectRay(const Vector3 &N) const {
150    return N * 2.0 * DotProd(N, -dir) + dir;
151  }
152  void ReflectRay(Vector3 &result, const Vector3 &N) const {
153    result =  N * 2.0 * DotProd(N, -dir) + dir;
154  }
155
156  // Computes the inverted direction of the ray, used optionally by
157  // a ray traversal algorithm.
158  void ComputeInvertedDir() const;
159
160  // Given the matrix 4x4, transforms the ray to another space
161  void ApplyTransform(const Matrix4x4 &tform) {
162    loc = tform * loc;
163    dir = RotateOnly(tform, dir);
164    // note that normalization to the unit size of the direction
165    // is NOT computed -- this is what we want.
166    Precompute();
167  }
168
169  // returns ID of this ray (use for mailboxes)
170  int GetId() const { return ID; }
171
172  // returns the transfrom ID of the ray (use for ray transformations)
173  int GetTransformID() const { return transfID; }
174
175  // copy the transform ID from an input ray
176  void CopyTransformID(const Ray &ray) { transfID = ray.transfID; }
177 
178  // set unique ID for a given ray - always avoid setting to zero
179  void SetId() {
180    if ((ID = ++genID) == 0)
181      ID = ++genID;
182    transfID = ID;
183  }
184  // set ID to explicit value - it can be even 0 for rays transformed
185  // to the canonical object space to supress the mailbox failure.
186  void SetId(int newID) {
187    ID = newID;
188    // note that transfID is not changed!
189  }
190
191
192  // the object on which the ray starts at
193  const Intersection* GetStartObject() const { return &intersections[0]; }
194  const Intersection* GetStopObject() const { return &intersections[intersections.size()-1]; }
195 
196 
197  void SetLoc(const Vector3 &l);
198  Vector3& GetLoc() { return loc; }
199  Vector3  GetLoc() const { return loc; }
200
201  float  GetLoc(const int axis) const { return loc[axis]; }
202
203  void SetDir(const Vector3 &ndir) { dir = ndir;}
204  Vector3& GetDir() { return dir; }
205  Vector3  GetDir() const { return dir; }
206  float  GetDir(const int axis) const { return dir[axis]; }
207
208  int GetType() const { return mType; }
209 
210  // make such operation to slightly change the ray direction
211  // in case any component of ray direction is zero.
212  void CorrectZeroComponents();
213
214  // the depth of the ray - primary rays are in the depth 0
215  int GetDepth() const { return depth;}
216  void SetDepth(int newDepth) { depth = newDepth;}
217 
218  /** Classifies ray with respect to the plane.
219  */
220  int ClassifyPlane(const Plane3 &plane,
221                                        const float minT,
222                                        const float maxT,
223                                        Vector3 &entP,
224                                        Vector3 &extP) const;
225
226private:
227  Vector3 loc, dir;             // Describes ray origin and vector
228 
229  // The inverted direction of the ray components. It is computed optionally
230  // by the ray traversal algorithm using function ComputeInvertedDir();
231  mutable Vector3 invDir;
232
233  // Type of the ray: primary, shadow, dummy etc., see ERayType above
234  int mType;
235 
236 
237  // unique ID of a ray for the use in the mailboxes
238  int ID;
239 
240  // unique ID of a ray for the use with a transformations - this one
241  // never can be changed that allows the nesting of transformations
242  // and caching the transformed rays correctly
243  int transfID;
244 
245  // the ID generator fo each ray instantiated
246  static int genID; 
247
248  // When ray shot from the source(camera/light), this number is equal
249  // to the number of bounces of the ray, also called the depth of the
250  // ray (primary ray has its depth zero)
251  int depth;
252
253       
254       
255  void Init();
256
257  // precompute some values that are necessary
258  void Precompute();
259
260  friend class AxisAlignedBox3;
261  friend class Plane3;
262
263  // for CKDR GEMS
264  friend float DistanceToXPlane(const Vector3 &vec, const Ray &ray);
265  friend float DistanceToYPlane(const Vector3 &vec, const Ray &ray);
266  friend float DistanceToZPlane(const Vector3 &vec, const Ray &ray);
267  friend int MakeIntersectLine(const Plane3 &p, const Plane3 &q, Ray &ray);
268
269        friend ostream &operator<<(ostream &s, const Ray &r) {
270                return s<<"Ray:loc="<<r.loc<<" dir="<<r.dir;
271        }
272};
273
274
275class PassingRaySet {
276public:
277  enum { Resolution = 2 };
278  int mDirectionalContributions[3*Resolution*Resolution];
279  int mRays;
280  int mContributions;
281
282        PassingRaySet() {
283    Reset();
284  }
285
286        void
287  Reset();
288 
289  void AddRay(const Ray &ray, const int contributions);
290        void AddRay2(const Ray &ray,
291                                                         const int objects,
292                                                         const int viewcells);
293
294  int GetEntryIndex(const Vector3 &direction) const;
295
296  friend ostream &operator<<(ostream &s, const PassingRaySet &set);
297
298};
299
300struct SimpleRay
301{
302        Vector3 mOrigin;
303        Vector3 mDirection;
304        SimpleRay() {}
305        SimpleRay(const Vector3 &o, const Vector3 &d):mOrigin(o), mDirection(d) {}
306};
307
308typedef vector<SimpleRay> SimpleRayContainer;
309
310#endif
311
Note: See TracBrowser for help on using the repository browser.