[372] | 1 | #include "VssRay.h"
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| 2 | #include "AxisAlignedBox3.h"
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| 3 |
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| 4 | // Static variables
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| 5 | int
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| 6 | VssRay::mailID = 0;
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| 7 |
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| 8 |
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| 9 | bool
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| 10 | VssRay::ComputeMinMaxT(const AxisAlignedBox3 &box,
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[438] | 11 | float &tmin,
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| 12 | float &tmax) const
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[372] | 13 | {
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| 14 |
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| 15 | float minx, maxx, miny, maxy, minz, maxz;
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| 16 | Vector3 dir = GetDir();
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| 17 |
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| 18 | if (fabs(dir.x) < 0.001) {
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| 19 | if (box.Min().x < GetOrigin().x && box.Max().x > GetOrigin().x) {
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| 20 | minx = -MAXFLOAT;
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| 21 | maxx = MAXFLOAT;
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| 22 | }
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| 23 | else
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| 24 | return false;
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| 25 | }
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| 26 | else {
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| 27 | float t1 = (box.Min().x - GetOrigin().x) / dir.x;
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| 28 | float t2 = (box.Max().x - GetOrigin().x) / dir.x;
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| 29 | if (t1 < t2) {
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| 30 | minx = t1;
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| 31 | maxx = t2;
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| 32 | }
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| 33 | else {
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| 34 | minx = t2;
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| 35 | maxx = t1;
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| 36 | }
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| 37 | if (maxx < 0)
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| 38 | return false;
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| 39 | }
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| 40 |
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| 41 | if (fabs(dir.y) < 0.001) {
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| 42 | if (box.Min().y < GetOrigin().y && box.Max().y > GetOrigin().y) {
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| 43 | miny = -MAXFLOAT;
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| 44 | maxy = MAXFLOAT;
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| 45 | }
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| 46 | else
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| 47 | return false;
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| 48 | }
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| 49 | else {
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| 50 | float t1 = (box.Min().y - GetOrigin().y) / dir.y;
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| 51 | float t2 = (box.Max().y - GetOrigin().y) / dir.y;
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| 52 | if (t1 < t2) {
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| 53 | miny = t1;
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| 54 | maxy = t2;
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| 55 | }
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| 56 | else {
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| 57 | miny = t2;
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| 58 | maxy = t1;
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| 59 | }
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| 60 | if (maxy < 0.0)
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| 61 | return false;
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| 62 | }
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| 63 |
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| 64 | if (fabs(dir.z) < 0.001) {
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| 65 | if (box.Min().z < GetOrigin().z && box.Max().z > GetOrigin().z) {
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| 66 | minz = -MAXFLOAT;
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| 67 | maxz = MAXFLOAT;
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| 68 | }
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| 69 | else
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| 70 | return false;
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| 71 | }
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| 72 | else {
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| 73 | float t1 = (box.Min().z - GetOrigin().z) / dir.z;
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| 74 | float t2 = (box.Max().z - GetOrigin().z) / dir.z;
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| 75 | if (t1 < t2) {
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| 76 | minz = t1;
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| 77 | maxz = t2;
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| 78 | }
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| 79 | else {
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| 80 | minz = t2;
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| 81 | maxz = t1;
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| 82 | }
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| 83 | if (maxz < 0.0)
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| 84 | return false;
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| 85 | }
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| 86 |
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| 87 | tmin = minx;
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| 88 | if (miny > tmin)
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| 89 | tmin = miny;
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| 90 | if (minz > tmin)
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| 91 | tmin = minz;
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| 92 |
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| 93 | tmax = maxx;
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| 94 | if (maxy < tmax)
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| 95 | tmax = maxy;
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| 96 | if (maxz < tmax)
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| 97 | tmax = maxz;
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| 98 |
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| 99 | return 1; // yes, intersection was found
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| 100 | }
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| 101 |
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| 102 |
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| 103 |
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| 104 | bool
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| 105 | VssRay::Intersects(const AxisAlignedBox3 &box,
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| 106 | float &tmin,
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| 107 | float &tmax) const
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| 108 | {
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| 109 | if (!ComputeMinMaxT(box, tmin, tmax))
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| 110 | return false;
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| 111 |
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| 112 | if ( tmax < tmin)
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| 113 | return false; // the ray passes outside the box
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| 114 |
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| 115 | if ( tmax < 0.0f)
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| 116 | return false; // the intersection is not on the positive halfline
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| 117 |
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| 118 | return true; // ray hits the box .. origin can be outside or inside the box
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| 119 | }
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| 120 |
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| 121 |
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| 122 | bool
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| 123 | VssRay::IntersectsSphere(const Vector3 ¢er,
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| 124 | const float sqrRadius,
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| 125 | Vector3 &point,
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| 126 | float &t) const
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| 127 | {
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| 128 | // compute ray/plane intersection
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| 129 | Vector3 dir = GetDir();
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| 130 |
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| 131 | t = -DotProd(GetOrigin() - center, dir)*sqr(GetInvSize());
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| 132 |
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| 133 | if (t < 0.0f)
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| 134 | t = 0.0f;
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| 135 | else
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| 136 | if (t > 1.0f)
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| 137 | t = 1.0f;
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| 138 |
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| 139 | point = GetOrigin() + t*dir;
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| 140 |
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[492] | 141 | return ::SqrDistance(point, center) < sqrRadius;
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[372] | 142 | }
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[382] | 143 |
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| 144 |
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| 145 | float
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[438] | 146 | VssRay::GetDirParam(const int axis, const Vector3 dir)
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| 147 | {
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| 148 | return (axis == 0) ? atan2(dir.x, dir.z) : asin(dir.y);
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| 149 | }
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| 150 |
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| 151 | float
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[382] | 152 | VssRay::GetDirParametrization(const int axis) const
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| 153 | {
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[438] | 154 | Vector3 dir = GetNormalizedDir();
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| 155 | return GetDirParam(axis, dir);
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[382] | 156 | }
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[446] | 157 |
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[492] | 158 | float
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| 159 | VssRay::GetOpositeDirParametrization(const int axis) const
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| 160 | {
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| 161 | Vector3 dir = -GetNormalizedDir();
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| 162 | return GetDirParam(axis, dir);
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| 163 | }
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[446] | 164 |
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[492] | 165 |
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[446] | 166 | void
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[464] | 167 | GenerateExtendedConvexCombinationWeights2(float &w1,
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| 168 | float &w2,
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| 169 | const float overlap
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| 170 | )
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| 171 | {
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| 172 | w1 = RandomValue(-overlap, 1.0f + overlap);
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| 173 | w2 = 1.0f - w1;
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| 174 | }
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| 175 |
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| 176 | void
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[446] | 177 | GenerateExtendedConvexCombinationWeights(float &w1,
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| 178 | float &w2,
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| 179 | float &w3,
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| 180 | const float overlap
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| 181 | )
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| 182 | {
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[464] | 183 |
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| 184 | while (1) {
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| 185 | w1 = RandomValue(-overlap, 1.0f + overlap);
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| 186 | w2 = RandomValue(-overlap, 1.0f + overlap);
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| 187 | w3 = 1.0f + overlap - w1 - w2;
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| 188 | if (w3 >= -overlap && w3 <= 1.0f + overlap)
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| 189 | break;
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| 190 | /*
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| 191 | w3 = RandomValue(0.0f, 1.0f + overlap);
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| 192 |
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| 193 | float sum = w1 + w2 + w3;
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| 194 | if (sum>0.0f) {
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| 195 | w1/=sum;
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| 196 | w2/=sum;
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| 197 | w3/=sum;
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| 198 | break;
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| 199 | }
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| 200 | */
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| 201 | }
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[446] | 202 | }
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[467] | 203 |
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| 204 |
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| 205 | void
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| 206 | VssRayContainer::PrintStatistics(ostream &s)
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| 207 | {
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| 208 |
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| 209 | VssRayContainer::const_iterator it = begin(), it_end = end();
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| 210 | int sumContributions = 0;
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| 211 | float sumRelContributions = 0.0f;
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| 212 |
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| 213 | for (; it != it_end; ++it) {
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| 214 | VssRay *ray = *it;
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| 215 | sumContributions += ray->mPvsContribution;
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| 216 | sumRelContributions += ray->mRelativePvsContribution;
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| 217 | }
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| 218 |
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| 219 | s<<"##### VSS RAY STAT ##########\n";
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[487] | 220 | s<<"#RAYS\n"<<(int)size()<<endl;
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[467] | 221 | s<<"#AVG_RAY_PVS_CONTRIBUTION\n"<<sumContributions/(float)size()<<endl;
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| 222 | s<<"#AVG_RAY_RELATIVE_PVS_CONTRIBUTION\n"<<sumRelContributions/
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| 223 | (float)size()<<endl;
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| 224 |
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| 225 | }
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[492] | 226 |
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| 227 |
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| 228 | int
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| 229 | VssRayContainer::SelectRays(const int number,
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| 230 | VssRayContainer &selected) const
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| 231 | {
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| 232 | float p = number/(float)size();
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| 233 | VssRayContainer::const_iterator it = begin();
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| 234 |
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| 235 | for (; it != end(); it++)
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| 236 | if (Random(1.0f) < p)
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| 237 | selected.push_back(*it);
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| 238 |
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| 239 | return selected.size();
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| 240 | }
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| 241 |
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| 242 |
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| 243 | int
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| 244 | VssRayContainer::GetContributingRays(VssRayContainer &selected,
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| 245 | const int minPass
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| 246 | ) const
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| 247 | {
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| 248 | VssRayContainer::const_iterator it = begin();
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| 249 |
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| 250 | for (; it != end(); it++) {
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| 251 | VssRay *ray = *it;
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| 252 | if (ray->mPass >= minPass && ray->mPvsContribution > 0)
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| 253 | selected.push_back(ray);
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| 254 | }
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| 255 | return selected.size();
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| 256 | }
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| 257 |
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| 258 |
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