1 | #ifndef __RAY_H__
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2 | #define __RAY_H__
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3 |
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4 | #include <vector>
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5 | #include "Matrix4x4.h"
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6 | #include "Vector3.h"
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7 | //#include "ViewCellBsp.h"
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8 |
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9 | // forward declarations
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10 | class Plane3;
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11 | class Intersectable;
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12 | class KdLeaf;
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13 | class MeshInstance;
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14 | class ViewCell;
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15 | class BspLeaf;
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16 | class VssRay;
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17 |
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18 |
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19 | // -------------------------------------------------------------------
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20 | // CRay class. A ray is defined by a location and a direction.
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21 | // The direction is always normalized (length == 1).
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22 | // -------------------------------------------------------------------
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23 |
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24 | class Ray
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25 | {
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26 | public:
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27 | enum RayType { LOCAL_RAY, GLOBAL_RAY, LINE_SEGMENT };
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28 |
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29 | enum { NO_INTERSECTION=0, INTERSECTION_OUT_OF_LIMITS, INTERSECTION };
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30 |
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31 | /// if ray is on back (front) side of plane, or goes from the
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32 | /// front (back) to the back (front)
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33 | enum {FRONT, BACK, BACK_FRONT, FRONT_BACK, COINCIDENT};
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34 |
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35 | struct Intersection {
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36 | // the point of intersection
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37 | float mT;
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38 |
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39 | // can be either mesh or a viewcell
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40 | Intersectable *mObject;
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41 |
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42 | // the face of the intersectable
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43 | int mFace;
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44 |
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45 | Intersection(const float t,
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46 | Intersectable *object,
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47 | const int face):mT(t), mObject(object), mFace(face) {}
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48 |
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49 | Intersection(): mT(0), mObject(NULL), mFace(0) {}
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50 |
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51 | bool operator<(
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52 | const Intersection &b) const {
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53 |
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54 | return
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55 | mT
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56 | <
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57 | b.mT;
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58 | }
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59 |
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60 | };
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61 |
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62 |
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63 | // I should have some abstract cell data type !!! here
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64 | // corresponds to the spatial elementary cell
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65 | /** intersection with the source object if any */
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66 | Intersection sourceObject;
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67 |
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68 | vector<Intersection> intersections;
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69 | // vector<BspIntersection> bspIntersections;
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70 | vector<KdLeaf *> kdLeaves;
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71 | vector<Intersectable *> testedObjects;
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72 |
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73 | // various flags
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74 | enum {STORE_KDLEAVES=1, STORE_BSP_INTERSECTIONS=2, STORE_TESTED_OBJECTS=4, CULL_BACKFACES=8};
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75 | int mFlags;
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76 |
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77 |
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78 | // constructors
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79 | Ray(const Vector3 &wherefrom,
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80 | const Vector3 &whichdir,
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81 | const int _type):mFlags(CULL_BACKFACES) {
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82 | loc = wherefrom;
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83 | if (_type == LINE_SEGMENT)
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84 | dir = whichdir;
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85 | else
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86 | dir = Normalize(whichdir);
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87 | mType = _type;
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88 | depth = 0;
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89 | Init();
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90 | }
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91 | // dummy constructor
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92 | Ray() {}
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93 |
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94 | /** Construct ray from a vss ray.
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95 | */
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96 | Ray(const VssRay &vssRay) {
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97 | Init(vssRay);
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98 | mFlags |= CULL_BACKFACES;
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99 | }
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100 |
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101 | void Clear() {
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102 | intersections.clear();
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103 | kdLeaves.clear();
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104 | testedObjects.clear();
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105 | // bspIntersections.clear();
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106 | }
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107 |
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108 | void Init(const VssRay &vssRay);
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109 |
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110 | Intersectable *GetIntersectionObject(const int i) const {
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111 | return intersections[i].mObject;
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112 | }
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113 |
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114 | Vector3 GetIntersectionPoint(const int i) const {
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115 | return Extrap(intersections[i].mT);
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116 | }
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117 |
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118 | // Inititalize the ray again when already constructed
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119 | void Init(const Vector3 &wherefrom,
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120 | const Vector3 &whichdir,
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121 | const int _type,
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122 | bool dirNormalized = false) {
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123 | loc = wherefrom;
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124 | dir = (dirNormalized || _type == LINE_SEGMENT) ? whichdir: Normalize(whichdir) ;
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125 | mType = _type;
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126 | depth = 0;
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127 | Init();
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128 | }
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129 |
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130 | // --------------------------------------------------------
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131 | // Extrapolate ray given a signed distance, returns a point
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132 | // --------------------------------------------------------
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133 | Vector3 Extrap(float t) const {
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134 | return loc + dir * t;
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135 | }
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136 |
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137 | // -----------------------------------
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138 | // Return parameter given point on ray
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139 | // -----------------------------------
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140 | float Interp(Vector3 &x) const {
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141 | for (int i = 0; i < 3; i++)
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142 | if (Abs(dir[i]) > Limits::Small)
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143 | return (x[i] - loc[i]) / dir[i];
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144 | return 0;
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145 | }
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146 |
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147 | // -----------------------------------
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148 | // Reflects direction of reflection for the ray,
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149 | // given the normal to the surface.
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150 | // -----------------------------------
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151 | Vector3 ReflectRay(const Vector3 &N) const {
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152 | return N * 2.0 * DotProd(N, -dir) + dir;
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153 | }
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154 | void ReflectRay(Vector3 &result, const Vector3 &N) const {
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155 | result = N * 2.0 * DotProd(N, -dir) + dir;
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156 | }
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157 |
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158 | // Computes the inverted direction of the ray, used optionally by
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159 | // a ray traversal algorithm.
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160 | void ComputeInvertedDir() const;
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161 |
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162 | // Given the matrix 4x4, transforms the ray to another space
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163 | void ApplyTransform(const Matrix4x4 &tform) {
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164 | loc = tform * loc;
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165 | dir = RotateOnly(tform, dir);
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166 | // note that normalization to the unit size of the direction
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167 | // is NOT computed -- this is what we want.
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168 | Precompute();
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169 | }
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170 |
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171 | // returns ID of this ray (use for mailboxes)
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172 | int GetId() const { return ID; }
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173 |
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174 | // returns the transfrom ID of the ray (use for ray transformations)
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175 | int GetTransformID() const { return transfID; }
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176 |
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177 | // copy the transform ID from an input ray
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178 | void CopyTransformID(const Ray &ray) { transfID = ray.transfID; }
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179 |
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180 | // set unique ID for a given ray - always avoid setting to zero
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181 | void SetId() {
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182 | if ((ID = ++genID) == 0)
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183 | ID = ++genID;
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184 | transfID = ID;
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185 | }
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186 | // set ID to explicit value - it can be even 0 for rays transformed
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187 | // to the canonical object space to supress the mailbox failure.
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188 | void SetId(int newID) {
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189 | ID = newID;
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190 | // note that transfID is not changed!
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191 | }
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192 |
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193 |
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194 | // the object on which the ray starts at
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195 | const Intersection* GetStartObject() const { return &intersections[0]; }
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196 | const Intersection* GetStopObject() const { return &intersections[intersections.size()-1]; }
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197 |
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198 |
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199 | void SetLoc(const Vector3 &l);
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200 | Vector3& GetLoc() { return loc; }
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201 | Vector3 GetLoc() const { return loc; }
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202 |
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203 | float GetLoc(const int axis) const { return loc[axis]; }
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204 |
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205 | void SetDir(const Vector3 &ndir) { dir = ndir;}
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206 | Vector3& GetDir() { return dir; }
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207 | Vector3 GetDir() const { return dir; }
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208 | float GetDir(const int axis) const { return dir[axis]; }
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209 |
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210 | int GetType() const { return mType; }
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211 |
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212 | // make such operation to slightly change the ray direction
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213 | // in case any component of ray direction is zero.
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214 | void CorrectZeroComponents();
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215 |
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216 | // the depth of the ray - primary rays are in the depth 0
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217 | int GetDepth() const { return depth;}
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218 | void SetDepth(int newDepth) { depth = newDepth;}
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219 |
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220 | /** Classifies ray with respect to the plane.
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221 | */
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222 | int ClassifyPlane(const Plane3 &plane,
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223 | const float minT,
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224 | const float maxT,
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225 | Vector3 &entP,
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226 | Vector3 &extP) const;
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227 |
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228 | private:
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229 | Vector3 loc, dir; // Describes ray origin and vector
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230 |
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231 | // The inverted direction of the ray components. It is computed optionally
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232 | // by the ray traversal algorithm using function ComputeInvertedDir();
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233 | mutable Vector3 invDir;
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234 |
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235 | // Type of the ray: primary, shadow, dummy etc., see ERayType above
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236 | int mType;
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237 |
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238 |
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239 | // unique ID of a ray for the use in the mailboxes
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240 | int ID;
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241 |
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242 | // unique ID of a ray for the use with a transformations - this one
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243 | // never can be changed that allows the nesting of transformations
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244 | // and caching the transformed rays correctly
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245 | int transfID;
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246 |
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247 | // the ID generator fo each ray instantiated
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248 | static int genID;
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249 |
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250 | // When ray shot from the source(camera/light), this number is equal
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251 | // to the number of bounces of the ray, also called the depth of the
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252 | // ray (primary ray has its depth zero)
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253 | int depth;
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254 |
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255 |
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256 |
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257 | void Init();
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258 |
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259 | // precompute some values that are necessary
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260 | void Precompute();
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261 |
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262 | friend class AxisAlignedBox3;
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263 | friend class Plane3;
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264 |
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265 | // for CKDR GEMS
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266 | friend float DistanceToXPlane(const Vector3 &vec, const Ray &ray);
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267 | friend float DistanceToYPlane(const Vector3 &vec, const Ray &ray);
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268 | friend float DistanceToZPlane(const Vector3 &vec, const Ray &ray);
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269 | friend int MakeIntersectLine(const Plane3 &p, const Plane3 &q, Ray &ray);
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270 |
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271 | friend ostream &operator<<(ostream &s, const Ray &r) {
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272 | return s<<"Ray:loc="<<r.loc<<" dir="<<r.dir;
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273 | }
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274 | };
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275 |
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276 |
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277 | class PassingRaySet {
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278 | public:
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279 | enum { Resolution = 2 };
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280 | int mDirectionalContributions[3*Resolution*Resolution];
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281 | int mRays;
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282 | int mContributions;
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283 |
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284 | PassingRaySet() {
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285 | Reset();
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286 | }
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287 |
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288 | void
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289 | Reset();
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290 |
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291 | void AddRay(const Ray &ray, const int contributions);
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292 | void AddRay2(const Ray &ray,
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293 | const int objects,
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294 | const int viewcells);
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295 |
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296 | int GetEntryIndex(const Vector3 &direction) const;
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297 |
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298 | friend ostream &operator<<(ostream &s, const PassingRaySet &set);
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299 |
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300 | };
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301 |
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302 | struct SimpleRay
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303 | {
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304 | Vector3 mOrigin;
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305 | Vector3 mDirection;
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306 | float mProbability;
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307 |
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308 | SimpleRay() {}
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309 | SimpleRay(const Vector3 &o, const Vector3 &d, const float p=1.0f):
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310 | mOrigin(o), mDirection(d), mProbability(p) {}
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311 | };
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312 |
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313 | class SimpleRayContainer : public vector<SimpleRay>
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314 | {
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315 | public:
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316 |
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317 | float mSumProbabilities;
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318 |
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319 | SimpleRayContainer():vector<SimpleRay>(), mSumProbabilities(0.0f) {}
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320 |
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321 | void NormalizeProbabilities() {
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322 | iterator it = begin();
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323 | float c = 1.0f/mSumProbabilities;
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324 | for (; it != end(); it++)
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325 | (*it).mProbability*=c;
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326 | }
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327 |
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328 | };
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329 |
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330 | #endif
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331 |
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