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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11 | float &tmin,
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12 | float &tmax) const
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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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141 | return SqrDistance(point, center) < sqrRadius;
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142 | }
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143 |
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144 |
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145 | float
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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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152 | VssRay::GetDirParametrization(const int axis) const
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153 | {
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154 | Vector3 dir = GetNormalizedDir();
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155 | return GetDirParam(axis, dir);
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156 | }
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157 |
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158 |
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159 | void
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160 | GenerateExtendedConvexCombinationWeights(float &w1,
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161 | float &w2,
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162 | float &w3,
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163 | const float overlap
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164 | )
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165 | {
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166 | w1 = RandomValue(-overlap, 1.0f + overlap);
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167 | w2 = RandomValue(-overlap, 1.0f + overlap);
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168 | w3 = RandomValue(-overlap, 1.0f + overlap);
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169 |
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170 | float c = 1.0f/(w1 + w2 + w3);
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171 | w1 *= c;
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172 | w2 *= c;
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173 | w3 *= c;
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174 | }
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