1 | #include "Matrix4x4.h"
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2 | #include "Vector3.h"
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3 | #include "Halton.h"
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4 |
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5 | // Given min a vector to minimize and a candidate vector, replace
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6 | // elements of min whose corresponding elements in Candidate are
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7 | // smaller. This function is used for finding objects' bounds,
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8 | // among other things.
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9 | void
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10 | Minimize(Vector3 &min, const Vector3 &Candidate)
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11 | {
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12 | if (Candidate.x < min.x)
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13 | min.x = Candidate.x;
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14 | if (Candidate.y < min.y)
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15 | min.y = Candidate.y;
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16 | if (Candidate.z < min.z)
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17 | min.z = Candidate.z;
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18 | }
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19 |
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20 | // Given min a vector to minimize and a candidate vector, replace
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21 | // elements of min whose corresponding elements in Candidate are
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22 | // larger. This function is used for finding objects' bounds,
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23 | // among other things.
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24 | void
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25 | Maximize(Vector3 &max, const Vector3 &Candidate)
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26 | {
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27 | if (Candidate.x > max.x)
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28 | max.x = Candidate.x;
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29 | if (Candidate.y > max.y)
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30 | max.y = Candidate.y;
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31 | if (Candidate.z > max.z)
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32 | max.z = Candidate.z;
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33 | }
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34 |
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35 | // Project the vector onto the YZ, XZ, or XY plane depending on which.
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36 | // which Coordinate plane to project onto
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37 | // 0 YZ
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38 | // 1 XZ
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39 | // 2 XY
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40 | // This function is used by the polygon intersection code.
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41 |
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42 | void
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43 | Vector3::ExtractVerts(float *px, float *py, int which) const
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44 | {
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45 | switch (which) {
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46 | case 0:
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47 | *px = y;
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48 | *py = z;
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49 | break;
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50 | case 1:
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51 | *px = x;
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52 | *py = z;
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53 | break;
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54 | case 2:
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55 | *px = x;
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56 | *py = y;
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57 | break;
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58 | }
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59 | }
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60 |
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61 | // returns the axis, where the vector has the largest value
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62 | int
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63 | Vector3::DrivingAxis(void) const
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64 | {
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65 | int axis = 0;
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66 | float val = fabs(x);
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67 |
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68 | if (fabs(y) > val) {
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69 | val = fabs(y);
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70 | axis = 1;
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71 | }
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72 |
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73 | if (fabs(z) > val)
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74 | axis = 2;
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75 |
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76 | return axis;
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77 | }
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78 |
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79 | // returns the axis, where the vector has the smallest value
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80 | int
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81 | Vector3::TinyAxis(void) const
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82 | {
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83 | int axis = 0;
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84 | float val = fabs(x);
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85 |
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86 | if (fabs(y) < val) {
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87 | val = fabs(y);
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88 | axis = 1;
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89 | }
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90 |
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91 | if (fabs(z) < val)
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92 | axis = 2;
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93 |
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94 | return axis;
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95 | }
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96 |
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97 |
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98 | // Construct a view vector ViewN, and the vector ViewU perpendicular
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99 | // to ViewN and lying in the plane given by ViewNxUpl
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100 | // the last vector of ortogonal system is ViewV, that is
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101 | // perpendicular to both ViewN and ViewU.
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102 | // |ViewN| = |ViewU| = |ViewV| = 1
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103 | // The ViewN vector pierces the center of the synthesized image
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104 | // ViewU vector goes from the center image rightwards
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105 | // ViewV vector goes from the center image upwards
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106 | void
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107 | ViewVectors(const Vector3 &DirAt, const Vector3 &Viewer,
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108 | const Vector3 &UpL, Vector3 &ViewV, Vector3 &ViewU,
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109 | Vector3 &ViewN)
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110 | {
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111 | Vector3 U, V, N;
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112 | Vector3 Up = Normalize(UpL);
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113 |
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114 | N = -Normalize(DirAt);
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115 |
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116 | V = Normalize(Up - DirAt);
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117 | V -= N * DotProd(V, N);
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118 | V = Normalize(V);
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119 | U = CrossProd(V, N);
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120 |
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121 | ViewU = U; // rightwards
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122 | ViewV = V; // upwards
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123 | ViewN = -N; // forwards
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124 | #ifdef _DEBUG
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125 | const float eps = 1e-3;
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126 | if (fabs(Magnitude(ViewU) - 1.0) > eps) {
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127 | Debug << "ViewU magnitude error= " << Magnitude(ViewU) << "\n";
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128 | }
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129 | if (fabs(Magnitude(ViewV) - 1.0) > eps) {
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130 | Debug << "ViewU magnitude error= " << Magnitude(ViewV) << "\n";
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131 | }
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132 | if (fabs(Magnitude(ViewN) - 1.0) > eps) {
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133 | Debug << "ViewU magnitude error= " << Magnitude(ViewN) << "\n";
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134 | }
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135 | #endif // _DEBUG
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136 |
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137 | return;
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138 | }
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139 |
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140 | // Given the intersection point `P', you have available normal `N'
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141 | // of unit length. Let us suppose the incoming ray has direction `D'.
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142 | // Then we can construct such two vectors `U' and `V' that
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143 | // `U',`N', and `D' are coplanar, and `V' is perpendicular
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144 | // to the vectors `N','D', and `V'. Then 'N', 'U', and 'V' create
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145 | // the orthonormal base in space R3.
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146 | void
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147 | TangentVectors(Vector3 &U,
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148 | Vector3 &V, // output
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149 | const Vector3 &normal, // input
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150 | const Vector3 &dirIncoming)
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151 | {
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152 | #ifdef _DEBUG
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153 | float d = Magnitude(normal);
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154 | if ( (d < 0.99) ||
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155 | (d > 1.01) ) {
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156 | Debug << " The normal has not unit length = " << d << endl;
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157 | }
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158 | d = Magnitude(dirIncoming);
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159 | if ( (d < 0.99) ||
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160 | (d > 1.01) ) {
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161 | Debug << " The incoming dir has not unit length = " << d << endl;
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162 | }
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163 | #endif
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164 |
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165 | V = CrossProd(normal, dirIncoming);
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166 |
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167 | if (SqrMagnitude(V) < 1e-3) {
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168 | // the normal and dirIncoming are colinear
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169 | // we can/have to generate arbitrary perpendicular vector to normal.
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170 | if (fabs(normal.x) < 0.6)
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171 | V.SetValue(0.0, -normal.z, normal.y);
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172 | else {
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173 | if (fabs(normal.y) < 0.6)
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174 | V.SetValue(-normal.z, 0.0, normal.x);
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175 | else
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176 | V.SetValue(-normal.y, normal.x, 0.0);
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177 | }
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178 | }
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179 | V = Normalize(V);
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180 |
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181 | U = CrossProd(normal, V);
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182 | #ifdef _DEBUG
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183 | d = SqrMagnitude(U);
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184 | if ( (d < 0.99) ||
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185 | (d > 1.01) ) {
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186 | Debug << "The size of U vector incorrect\n";
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187 | }
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188 | #endif
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189 | return;
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190 | }
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191 |
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192 | Vector3
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193 | UniformRandomVector()
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194 | {
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195 | // float r1 = RandomValue(0.0f, 1.0f);
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196 | // float r2 = RandomValue(0.0f, 1.0f);
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197 | float r1, r2;
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198 |
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199 | halton2.GetNext(r1, r2);
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200 |
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201 |
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202 | float cosTheta = 1.0f - 2*r1;
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203 | float sinTheta = sqrt(1 - sqr(cosTheta));
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204 | float fi = 2.0f*M_PI*r2;
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205 |
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206 | Vector3 dir(sinTheta*sin(fi),
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207 | cosTheta,
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208 | sinTheta*cos(fi));
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209 |
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210 | return dir;
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211 | }
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212 |
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213 | Vector3
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214 | UniformRandomVector(const Vector3 &normal)
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215 | {
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216 | // float r1 = RandomValue(0.0f, 1.0f);
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217 | // float r2 = RandomValue(0.0f, 1.0f);
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218 | float r1, r2;
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219 |
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220 | halton2.GetNext(r1, r2);
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221 |
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222 |
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223 | float cosTheta = 1.0f - r1;
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224 | float sinTheta = sqrt(1 - sqr(cosTheta));
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225 | float fi = 2.0f*M_PI*r2;
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226 |
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227 | Vector3 dir(sinTheta*sin(fi),
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228 | cosTheta,
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229 | sinTheta*cos(fi));
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230 |
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231 |
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232 | // return Normalize(dir);
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233 |
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234 | Matrix4x4 m = RotationVectorsMatrix(
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235 | normal,
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236 | Vector3(0,1,0));
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237 | Matrix4x4 mi = Invert(m);
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238 | m = m*RotationVectorsMatrix(
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239 | Vector3(0,1,0),
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240 | Normalize(dir))*mi;
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241 |
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242 | return TransformNormal(m, normal);
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243 |
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244 | // return TransformNormal(
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245 | // RotationVectorsMatrix(
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246 | // Vector3(0,1,0),
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247 | // Normalize(dir)
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248 | // ),
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249 | // normal
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250 | // );
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251 | }
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252 |
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