author | Radek Brich <radek.brich@devl.cz> |
Sun, 25 Nov 2007 21:47:10 +0100 | |
branch | pyrit |
changeset 16 | 20bceb605f48 |
parent 15 | a0a3e334744f |
child 20 | f22952603f29 |
permissions | -rw-r--r-- |
0
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1 |
/* |
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2 |
* C++ RayTracer |
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3 |
* file: scene.cc |
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4 |
* |
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5 |
* Radek Brich, 2006 |
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6 |
*/ |
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7 |
|
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8 |
#include <math.h> |
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14
fc18ac4833f2
replace Plane with axis-aligned Box (because infinite Plane is not usable with kd-tree)
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10 |
#include "common.h" |
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11 |
#include "scene.h" |
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12 |
|
12
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/* http://www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter3.htm */ |
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bool BBox::intersect(const Ray &ray, float &a, float &b) |
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15 |
{ |
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16 |
float tnear = -FLT_MAX; |
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float tfar = FLT_MAX; |
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float t1, t2; |
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|
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for (int i = 0; i < 3; i++) |
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{ |
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if (ray.dir.cell[i] == 0) { |
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/* ray is parallel to these planes */ |
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if (ray.o.cell[i] < L.cell[i] || ray.o.cell[i] > H.cell[i]) |
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return false; |
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} else |
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{ |
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/* compute the intersection distance of the planes */ |
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t1 = (L.cell[i] - ray.o.cell[i]) / ray.dir.cell[i]; |
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t2 = (H.cell[i] - ray.o.cell[i]) / ray.dir.cell[i]; |
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|
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if (t1 > t2) |
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swap(t1, t2); |
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|
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if (t1 > tnear) |
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tnear = t1; /* want largest Tnear */ |
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if (t2 < tfar) |
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tfar = t2; /* want smallest Tfar */ |
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if (tnear > tfar) |
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return false; /* box missed */ |
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if (tfar < 0) |
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return false; /* box is behind ray */ |
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} |
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} |
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|
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a = tnear; |
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b = tfar; |
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return true; |
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} |
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|
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bool Sphere::intersect(const Ray &ray, float &dist) |
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{ |
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Vector3 V = ((Ray)ray).o - center; |
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|
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float Vd = - dot(V, ray.dir); |
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float Det = Vd * Vd - (dot(V,V) - sqr_radius); |
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|
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if (Det > 0) { |
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Det = sqrtf(Det); |
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float t1 = Vd - Det; |
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if (t1 > 0) |
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{ |
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if (t1 < dist) { |
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dist = t1; |
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return true; |
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} |
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} else { |
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float t2 = Vd + Det; |
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if (t2 > 0) |
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{ |
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// ray from inside of the sphere |
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dist = t2; |
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return true; |
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} |
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75 |
} |
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} |
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return false; |
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} |
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|
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bool Sphere::intersect_all(const Ray &ray, float dist, vector<float> &allts) |
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{ |
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//allts = new vector<float>(); |
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|
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Vector3 V = ((Ray)ray).o - center; |
0
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float Vd = - dot(V, ray.dir); |
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float Det = Vd * Vd - (dot(V,V) - sqr_radius); |
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|
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if (Det > 0) { |
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Det = sqrtf(Det); |
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float t1 = Vd - Det; |
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float t2 = Vd + Det; |
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if (t1 < 0) |
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{ |
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if (t2 > 0) |
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95 |
{ |
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// ray from inside of the sphere |
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allts.push_back(0.0); |
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allts.push_back(t2); |
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return true; |
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} |
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101 |
else |
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102 |
return false; |
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103 |
} |
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104 |
else |
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105 |
{ |
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106 |
allts.push_back(t1); |
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107 |
allts.push_back(t2); |
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108 |
return true; |
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109 |
} |
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110 |
} |
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111 |
return false; |
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112 |
} |
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113 |
|
8
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114 |
BBox Sphere::get_bbox() |
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115 |
{ |
8
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116 |
BBox bbox = BBox(); |
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117 |
bbox.L = center - radius; |
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118 |
bbox.H = center + radius; |
8
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119 |
return bbox; |
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120 |
} |
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121 |
|
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122 |
bool Box::intersect(const Ray &ray, float &dist) |
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123 |
{ |
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124 |
float b; |
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125 |
return get_bbox().intersect(ray, dist, b); |
0
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126 |
} |
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127 |
|
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128 |
Vector3 Box::normal(Vector3 &P) |
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129 |
{ |
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130 |
Vector3 N; |
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131 |
for (int i = 0; i < 3; i++) |
14
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132 |
{ |
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133 |
if (P.cell[i] >= L.cell[i]-Eps && P.cell[i] <= L.cell[i]+Eps) |
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134 |
//if (P.cell[i] == L.cell[i]) |
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135 |
{ |
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136 |
N.cell[i] = -1.0; |
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137 |
break; |
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138 |
} |
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139 |
if (P.cell[i] >= H.cell[i]-Eps && P.cell[i] <= H.cell[i]+Eps) |
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140 |
//if (P.cell[i] == H.cell[i]) |
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141 |
{ |
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142 |
N.cell[i] = +1.0; |
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143 |
break; |
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144 |
} |
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145 |
} |
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146 |
return N; |
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147 |
} |
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148 |
|
0
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149 |
// this initialization and following intersection methods implements |
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150 |
// Fast Triangle Intersection algorithm from |
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151 |
// http://www.mpi-inf.mpg.de/~wald/PhD/ |
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152 |
Triangle::Triangle(const Vector3 &aA, const Vector3 &aB, const Vector3 &aC, Material *amaterial) |
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153 |
: A(aA), B(aB), C(aC) |
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154 |
{ |
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155 |
material = amaterial; |
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156 |
Vector3 c = B - A; |
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157 |
Vector3 b = C - A; |
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|
158 |
|
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|
159 |
N = cross(c, b); |
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|
160 |
|
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161 |
if (fabsf(N.x) > fabsf(N.y)) |
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162 |
{ |
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163 |
if (fabsf(N.x) > fabsf(N.z)) |
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|
164 |
k = 0; |
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165 |
else |
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166 |
k = 2; |
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167 |
} |
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168 |
else |
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169 |
{ |
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170 |
if (fabsf(N.y) > fabsf(N.z)) |
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|
171 |
k = 1; |
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172 |
else |
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173 |
k = 2; |
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174 |
} |
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|
175 |
|
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|
176 |
int u = (k + 1) % 3; |
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177 |
int v = (k + 2) % 3; |
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178 |
|
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|
179 |
float krec = 1.0f / N[k]; |
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180 |
nu = N[u] * krec; |
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|
181 |
nv = N[v] * krec; |
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182 |
nd = dot(N, A) * krec; |
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|
183 |
|
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184 |
// first line equation |
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185 |
float reci = 1.0f / (b[u] * c[v] - b[v] * c[u]); |
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186 |
bnu = b[u] * reci; |
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187 |
bnv = -b[v] * reci; |
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188 |
|
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189 |
// second line equation |
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190 |
cnu = c[v] * reci; |
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191 |
cnv = -c[u] * reci; |
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192 |
|
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|
193 |
// finalize normal |
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194 |
N.normalize(); |
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195 |
} |
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|
196 |
|
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197 |
// see comment for previous method |
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198 |
bool Triangle::intersect(const Ray &ray, float &dist) |
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199 |
{ |
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200 |
Vector3 O = ray.o; |
0
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|
201 |
Vector3 D = ray.dir; |
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202 |
|
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|
203 |
const int modulo3[5] = {0,1,2,0,1}; |
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204 |
const int ku = modulo3[k+1]; |
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|
205 |
const int kv = modulo3[k+2]; |
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|
206 |
const float lnd = 1.0f / (D[k] + nu * D[ku] + nv * D[kv]); |
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const float t = (nd - O[k] - nu * O[ku] - nv * O[kv]) * lnd; |
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|
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if (!(t < dist && t > 0)) |
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return false; |
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211 |
|
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float hu = O[ku] + t * D[ku] - A[ku]; |
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float hv = O[kv] + t * D[kv] - A[kv]; |
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float beta = hv * bnu + hu * bnv; |
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|
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if (beta < 0) |
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return false; |
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|
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float gamma = hu * cnu + hv * cnv; |
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if (gamma < 0) |
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return false; |
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|
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if ((beta + gamma) > 1) |
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return false; |
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|
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dist = t; |
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return true; |
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} |
7
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kd-tree: build algorithm - searching for all posible splits
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|
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BBox Triangle::get_bbox() |
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{ |
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BBox bbox = BBox(); |
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bbox.L = A; |
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if (B.x < bbox.L.x) bbox.L.x = B.x; |
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if (C.x < bbox.L.x) bbox.L.x = C.x; |
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if (B.y < bbox.L.y) bbox.L.y = B.y; |
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if (C.y < bbox.L.y) bbox.L.y = C.y; |
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if (B.z < bbox.L.z) bbox.L.z = B.z; |
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if (C.z < bbox.L.z) bbox.L.z = C.z; |
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bbox.H = A; |
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if (B.x > bbox.H.x) bbox.H.x = B.x; |
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if (C.x > bbox.H.x) bbox.H.x = C.x; |
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if (B.y > bbox.H.y) bbox.H.y = B.y; |
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if (C.y > bbox.H.y) bbox.H.y = C.y; |
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if (B.z > bbox.H.z) bbox.H.z = B.z; |
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if (C.z > bbox.H.z) bbox.H.z = C.z; |
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return bbox; |
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}; |