src/scene.cc
author Radek Brich <radek.brich@devl.cz>
Thu, 10 Apr 2008 23:20:36 +0200
branchpyrit
changeset 65 242839c6d27d
parent 56 d4481fc43952
child 69 303583d2fb97
permissions -rw-r--r--
basic detection of compiler (GCC or ICC) and CPU capabilities try to detect Python path in Windows and allow direct specification through build option plus other build system fixes
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/*
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 * scene.cc: classes for objects in scene
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 *
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 * This file is part of Pyrit Ray Tracer.
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 *
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 * Copyright 2006, 2007, 2008  Radek Brich
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a copy
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 * of this software and associated documentation files (the "Software"), to deal
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 * in the Software without restriction, including without limitation the rights
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 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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 * copies of the Software, and to permit persons to whom the Software is
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 * furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included in
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 * all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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 * THE SOFTWARE.
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 */
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#include <math.h>
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#include "common.h"
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#include "scene.h"
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void Camera::rotate(const Quaternion &q)
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{
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	/*
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	//non-optimized
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	Quaternion res;
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	res = q * Quaternion(u) * conjugate(q);
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	u = res.toVector();
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	res = q * Quaternion(v) * conjugate(q);
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	v = res.toVector();
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	res = q * Quaternion(p) * conjugate(q);
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	p = res.toVector();
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	*/
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	// optimized
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	Float t2 =   q.a*q.b;
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	Float t3 =   q.a*q.c;
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	Float t4 =   q.a*q.d;
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	Float t5 =  -q.b*q.b;
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	Float t6 =   q.b*q.c;
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	Float t7 =   q.b*q.d;
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	Float t8 =  -q.c*q.c;
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	Float t9 =   q.c*q.d;
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	Float t10 = -q.d*q.d;
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	Float x,y,z;
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	x = 2*( (t8 + t10)*p.x + (t6 -  t4)*p.y + (t3 + t7)*p.z ) + p.x;
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	y = 2*( (t4 +  t6)*p.x + (t5 + t10)*p.y + (t9 - t2)*p.z ) + p.y;
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	z = 2*( (t7 -  t3)*p.x + (t2 +  t9)*p.y + (t5 + t8)*p.z ) + p.z;
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	p = Vector3(x,y,z);
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	x = 2*( (t8 + t10)*u.x + (t6 -  t4)*u.y + (t3 + t7)*u.z ) + u.x;
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	y = 2*( (t4 +  t6)*u.x + (t5 + t10)*u.y + (t9 - t2)*u.z ) + u.y;
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	z = 2*( (t7 -  t3)*u.x + (t2 +  t9)*u.y + (t5 + t8)*u.z ) + u.z;
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	u = Vector3(x,y,z);
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	x = 2*( (t8 + t10)*v.x + (t6 -  t4)*v.y + (t3 + t7)*v.z ) + v.x;
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	y = 2*( (t4 +  t6)*v.x + (t5 + t10)*v.y + (t9 - t2)*v.z ) + v.y;
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	z = 2*( (t7 -  t3)*v.x + (t2 +  t9)*v.y + (t5 + t8)*v.z ) + v.z;
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	v = Vector3(x,y,z);
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	p.normalize();
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	u.normalize();
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	v.normalize();
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}
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void Camera::move(const Float fw, const Float left, const Float up)
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{
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	eye = eye + fw*p + left*u + up*v;
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}
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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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{
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	register Float tnear = -Inf;
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	register Float tfar = Inf;
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	register Float t1, t2;
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	for (int i = 0; i < 3; i++)
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	{
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		if (ray.dir[i] == 0) {
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			/* ray is parallel to these planes */
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			if (ray.o[i] < L[i] || ray.o[i] > H[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[i] - ray.o[i]) / ray.dir[i];
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			t2 = (H[i] - ray.o[i]) / ray.dir[i];
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			if (t1 > t2)
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				swap(t1, t2);
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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 || tfar < 0)
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				return false; /* box missed; box is behind ray */
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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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bool Sphere::intersect(const Ray &ray, Float &dist) const
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{
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	Vector3 V = ray.o - center;
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	register Float d = -dot(V, ray.dir);
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	register Float Det = d * d - (dot(V,V) - sqr_radius);
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	register Float t1,t2;
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	if (Det > 0) {
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		Det = sqrtf(Det);
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		t1 = d - Det;
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		t2 = d + Det;
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		if (t1 > 0)
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		{
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			if (t1 < dist)
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			{
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				dist = t1;
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				return true;
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			}
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		}
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		else if (t2 > 0 && t2 < dist)
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		{
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			dist = t2;
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			return true;
0
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		}
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	}
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	return false;
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}
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/* if there should be CSG sometimes, this may be needed... */
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bool Sphere::intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const
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{
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	//allts = new vector<Float>();
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	Vector3 V = ((Ray)ray).o - center;
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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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	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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			{
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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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			else
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				return false;
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		}
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		else
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		{
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			allts.push_back(t1);
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			allts.push_back(t2);
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			return true;
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		}
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	}
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	return false;
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}
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bool Sphere::intersect_bbox(const BBox &bbox) const
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{
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	register float dmin = 0;
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	for (int i = 0; i < 3; i++)
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	{
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		if (center[i] < bbox.L[i])
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			dmin += (center[i] - bbox.L[i])*(center[i] - bbox.L[i]);
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		else
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		if (center[i] > bbox.H[i])
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			dmin += (center[i] - bbox.H[i])*(center[i] - bbox.H[i]);
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	}
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	if (dmin <= sqr_radius)
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		return true;
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	return false;
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};
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BBox Sphere::get_bbox() const
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{
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	return BBox(center - radius, center + radius);
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}
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bool Box::intersect(const Ray &ray, Float &dist) const
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{
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	register Float tnear = -Inf;
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	register Float tfar = Inf;
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	register Float t1, t2;
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   202
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	for (int i = 0; i < 3; i++)
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	{
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		if (ray.dir[i] == 0) {
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			/* ray is parallel to these planes */
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			if (ray.o[i] < L[i] || ray.o[i] > H[i])
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				return false;
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		}
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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[i] - ray.o[i]) / ray.dir[i];
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			t2 = (H[i] - ray.o[i]) / ray.dir[i];
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			if (t1 > t2)
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				swap(t1, t2);
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   218
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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 || tfar < 0)
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				return false; /* box missed; box is behind ray */
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		}
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	}
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	if (tnear < dist)
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	{
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		dist = tnear;
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		return true;
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	}
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	return false;
0
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}
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bool Box::intersect_bbox(const BBox &bbox) const
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{
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	return (
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	H.x > bbox.L.x && L.x < bbox.H.x &&
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	H.y > bbox.L.y && L.y < bbox.H.y &&
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	H.z > bbox.L.z && L.z < bbox.H.z);
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}
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28
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const Vector3 Box::normal(const Vector3 &P) const
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{
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	register Vector3 l = P - L;
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	register Vector3 h = H - P;
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	if (l.x < h.x)
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		h.x = -1;
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	else
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	{
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		l.x = h.x;
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		h.x = +1;
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	}
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	if (l.y < h.y)
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		h.y = -1;
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	else
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	{
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		l.y = h.y;
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		h.y = +1;
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	}
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	if (l.z < h.z)
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		h.z = -1;
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	else
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	{
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		l.z = h.z;
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		h.z = +1;
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	}
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	if (l.x > l.y)
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	{
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		h.x = 0;
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		if (l.y > l.z)
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			h.y = 0;
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		else
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			h.z = 0;
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	}
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	else
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	{
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		h.y = 0;
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		if (l.x > l.z)
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			h.x = 0;
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		else
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			h.z = 0;
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	}
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	return h;
8
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}
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   291
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#ifdef TRI_PLUCKER
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inline void Plucker(const Vector3 &p, const Vector3 &q, Float* pl)
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{
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    pl[0] = p.x*q.y - q.x*p.y;
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    pl[1] = p.x*q.z - q.x*p.z;
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    pl[2] = p.x - q.x;
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    pl[3] = p.y*q.z - q.y*p.z;
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    pl[4] = p.z - q.z;
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    pl[5] = q.y - p.y;
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}
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inline Float Side(const Float* pla, const Float* plb)
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{
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    return pla[0]*plb[4] + pla[1]*plb[5] + pla[2]*plb[3] + pla[4]*plb[0] + pla[5]*plb[1] + pla[3]*plb[2];
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}
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#endif
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Triangle::Triangle(Vertex *aA, Vertex *aB, Vertex *aC, Material *amaterial)
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	: smooth(false), A(aA), B(aB), C(aC)
0
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{
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	material = amaterial;
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28
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	const Vector3 c = B->P - A->P;
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	const Vector3 b = C->P - A->P;
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28
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	N = cross(c, b);
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	N.normalize();
0
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25
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#ifdef TRI_PLUCKER
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	Plucker(B->P,C->P,pla);
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	Plucker(C->P,A->P,plb);
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	Plucker(A->P,B->P,plc);
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#endif
0
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#if defined(TRI_BARI) || defined(TRI_BARI_PRE)
0
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	if (fabsf(N.x) > fabsf(N.y))
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	{
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		if (fabsf(N.x) > fabsf(N.z))
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			k = 0;
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   331
		else
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			k = 2;
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   333
	}
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	else
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	{
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		if (fabsf(N.y) > fabsf(N.z))
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			k = 1;
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		else
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			k = 2;
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	}
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#endif
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#ifdef TRI_BARI_PRE
0
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	int u = (k + 1) % 3;
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	int v = (k + 2) % 3;
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   345
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	Float krec = 1.0 / N[k];
0
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	nu = N[u] * krec;
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	nv = N[v] * krec;
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	nd = dot(N, A->P) * krec;
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	// first line equation
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   352
	Float reci = 1.0f / (b[u] * c[v] - b[v] * c[u]);
0
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	bnu = b[u] * reci;
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	bnv = -b[v] * reci;
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   355
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	// second line equation
25
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   357
	cnu = -c[u] * reci;
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   358
	cnv = c[v] * reci;
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   359
#endif
0
3547b885df7e initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff changeset
   360
}
3547b885df7e initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff changeset
   361
25
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   362
bool Triangle::intersect(const Ray &ray, Float &dist) const
0
3547b885df7e initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff changeset
   363
{
25
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   364
#ifdef TRI_PLUCKER
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   365
	Float plr[6];
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   366
	Plucker(ray.o, ray.o+ray.dir, plr);
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   367
	const bool side0 = Side(plr, pla) >= 0.0;
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   368
	const bool side1 = Side(plr, plb) >= 0.0;
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   369
	if (side0 != side1)
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   370
		return false;
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   371
	const bool side2 = Side(plr, plc) >= 0.0;
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   372
	if (side0 != side2)
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   373
		return false;
28
ffe83ca074f3 smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents: 25
diff changeset
   374
	const Float t = - dot( (ray.o - A->P), N) / dot(ray.dir,N);
25
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   375
	if(t <= Eps || t >= dist)
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   376
		return false;
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   377
	dist = t;
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   378
	return true;
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   379
#endif
0
3547b885df7e initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff changeset
   380
25
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   381
#if defined(TRI_BARI) || defined(TRI_BARI_PRE)
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   382
	static const int modulo3[5] = {0,1,2,0,1};
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   383
	const Vector3 &O = ray.o;
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   384
	const Vector3 &D = ray.dir;
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   385
	register const int u = modulo3[k+1];
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   386
	register const int v = modulo3[k+2];
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   387
#endif
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   388
#ifdef TRI_BARI_PRE
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   389
	const Float t = (nd - O[k] - nu * O[u] - nv * O[v]) / (D[k] + nu * D[u] + nv * D[v]);
0
3547b885df7e initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff changeset
   390
25
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   391
	if (t >= dist || t < Eps)
0
3547b885df7e initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff changeset
   392
		return false;
3547b885df7e initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff changeset
   393
28
ffe83ca074f3 smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents: 25
diff changeset
   394
	const Float hu = O[u] + t * D[u] - A->P[u];
ffe83ca074f3 smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents: 25
diff changeset
   395
	const Float hv = O[v] + t * D[v] - A->P[v];
25
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   396
	const Float beta = hv * bnu + hu * bnv;
0
3547b885df7e initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff changeset
   397
25
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   398
	if (beta < 0.)
0
3547b885df7e initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff changeset
   399
		return false;
3547b885df7e initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff changeset
   400
25
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   401
	const Float gamma = hu * cnv + hv * cnu;
28
ffe83ca074f3 smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents: 25
diff changeset
   402
	if (gamma < 0. || beta + gamma > 1.)
0
3547b885df7e initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff changeset
   403
		return false;
3547b885df7e initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff changeset
   404
3547b885df7e initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff changeset
   405
	dist = t;
3547b885df7e initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff changeset
   406
	return true;
25
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   407
#endif
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   408
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   409
#ifdef TRI_BARI
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   410
	// original barycentric coordinates based intesection
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   411
	// not optimized, just for reference
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   412
	const Vector3 c = B - A;
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   413
	const Vector3 b = C - A;
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   414
	// distance test
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   415
	const Float t = - dot( (O-A), N) / dot(D,N);
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   416
	if (t < Eps || t > dist)
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   417
		return false;
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   418
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   419
	// calc hitpoint
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   420
	const Float Hu = O[u] + t * D[u] - A[u];
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   421
	const Float Hv = O[v] + t * D[v] - A[v];
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   422
	const Float beta = (b[u] * Hv - b[v] * Hu) / (b[u] * c[v] - b[v] * c[u]);
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   423
	if (beta < 0)
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   424
		return false;
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   425
	const Float gamma = (c[v] * Hu - c[u] * Hv) / (b[u] * c[v] - b[v] * c[u]);
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   426
	if (gamma < 0)
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   427
		return false;
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   428
	if (beta+gamma > 1)
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   429
		return false;
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   430
	dist = t;
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   431
	return true;
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   432
#endif
0
3547b885df7e initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff changeset
   433
}
7
bf17f9f84c91 kd-tree: build algorithm - searching for all posible splits
Radek Brich <radek.brich@devl.cz>
parents: 0
diff changeset
   434
36
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   435
bool Triangle::intersect_bbox(const BBox &bbox) const
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   436
{
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   437
	const Vector3 boxcenter = (bbox.L+bbox.H)*0.5;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   438
	const Vector3 boxhalfsize = (bbox.H-bbox.L)*0.5;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   439
	const Vector3 v0 = A->P - boxcenter;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   440
	const Vector3 v1 = B->P - boxcenter;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   441
	const Vector3 v2 = C->P - boxcenter;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   442
	const Vector3 e0 = v1-v0;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   443
	const Vector3 e1 = v2-v1;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   444
	const Vector3 e2 = v0-v2;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   445
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   446
	Float fex = fabsf(e0.x);
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   447
	Float fey = fabsf(e0.y);
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   448
	Float fez = fabsf(e0.z);
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   449
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   450
	Float p0,p1,p2,min,max,rad;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   451
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   452
	p0 = e0.z*v0.y - e0.y*v0.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   453
	p2 = e0.z*v2.y - e0.y*v2.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   454
	if(p0<p2) {min=p0; max=p2;} else {min=p2; max=p0;}
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   455
	rad = fez * boxhalfsize.y + fey * boxhalfsize.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   456
	if(min>rad || max<-rad) return false;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   457
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   458
	p0 = -e0.z*v0.x + e0.x*v0.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   459
	p2 = -e0.z*v2.x + e0.x*v2.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   460
	if(p0<p2) {min=p0; max=p2;} else {min=p2; max=p0;}
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   461
	rad = fez * boxhalfsize.x + fex * boxhalfsize.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   462
	if(min>rad || max<-rad) return false;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   463
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   464
	p1 = e0.y*v1.x - e0.x*v1.y;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   465
	p2 = e0.y*v2.x - e0.x*v2.y;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   466
	if(p2<p1) {min=p2; max=p1;} else {min=p1; max=p2;}
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   467
	rad = fey * boxhalfsize.x + fex * boxhalfsize.y;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   468
	if(min>rad || max<-rad) return false;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   469
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   470
	fex = fabsf(e1.x);
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   471
	fey = fabsf(e1.y);
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   472
	fez = fabsf(e1.z);
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   473
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   474
	p0 = e1.z*v0.y - e1.y*v0.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   475
	p2 = e1.z*v2.y - e1.y*v2.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   476
	if(p0<p2) {min=p0; max=p2;} else {min=p2; max=p0;}
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   477
	rad = fez * boxhalfsize.y + fey * boxhalfsize.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   478
	if(min>rad || max<-rad) return false;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   479
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   480
	p0 = -e1.z*v0.x + e1.x*v0.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   481
	p2 = -e1.z*v2.x + e1.x*v2.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   482
	if(p0<p2) {min=p0; max=p2;} else {min=p2; max=p0;}
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   483
	rad = fez * boxhalfsize.x + fex * boxhalfsize.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   484
	if(min>rad || max<-rad) return false;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   485
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   486
	p0 = e1.y*v0.x - e1.x*v0.y;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   487
	p1 = e1.y*v1.x - e1.x*v1.y;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   488
	if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;}
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   489
	rad = fey * boxhalfsize.x + fex * boxhalfsize.y;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   490
	if(min>rad || max<-rad) return false;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   491
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   492
	fex = fabsf(e2.x);
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   493
	fey = fabsf(e2.y);
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   494
	fez = fabsf(e2.z);
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   495
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   496
	p0 = e2.z*v0.y - e2.y*v0.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   497
	p1 = e2.z*v1.y - e2.y*v1.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   498
	if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;}
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   499
	rad = fez * boxhalfsize.y + fey * boxhalfsize.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   500
	if(min>rad || max<-rad) return false;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   501
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   502
	p0 = -e2.z*v0.x + e2.x*v0.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   503
	p1 = -e2.z*v1.x + e2.x*v1.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   504
	if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;}
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   505
	rad = fez * boxhalfsize.x + fex * boxhalfsize.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   506
	if(min>rad || max<-rad) return false;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   507
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   508
	p1 = e2.y*v1.x - e2.x*v1.y;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   509
	p2 = e2.y*v2.x - e2.x*v2.y;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   510
	if(p2<p1) {min=p2; max=p1;} else {min=p1; max=p2;}
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   511
	rad = fey * boxhalfsize.x + fex * boxhalfsize.y;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   512
	if(min>rad || max<-rad) return false;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   513
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   514
	/* test overlap in the {x,y,z}-directions */
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   515
	/* test in X-direction */
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   516
	min = v0.x;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   517
	if (v1.x < min) min = v1.x;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   518
	if (v2.x < min) min = v2.x;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   519
	max = v0.x;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   520
	if (v1.x > max) max = v1.x;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   521
	if (v2.x > max) max = v2.x;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   522
	if(min>boxhalfsize.x || max<-boxhalfsize.x) return false;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   523
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   524
	/* test in Y-direction */
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   525
	min = v0.y;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   526
	if (v1.y < min) min = v1.y;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   527
	if (v2.y < min) min = v2.y;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   528
	max = v0.y;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   529
	if (v1.y > max) max = v1.y;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   530
	if (v2.y > max) max = v2.y;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   531
	if(min>boxhalfsize.y || max<-boxhalfsize.y) return false;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   532
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   533
	/* test in Z-direction */
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   534
	min = v0.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   535
	if (v1.z < min) min = v1.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   536
	if (v2.z < min) min = v2.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   537
	max = v0.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   538
	if (v1.z > max) max = v1.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   539
	if (v2.z > max) max = v2.z;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   540
	if(min>boxhalfsize.z || max<-boxhalfsize.z) return false;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   541
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   542
	/*  test if the box intersects the plane of the triangle */
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   543
	Vector3 vmin,vmax;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   544
	Float v;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   545
	for(int q=0;q<3;q++)
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   546
	{
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   547
		v=v0[q];
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   548
		if(N[q]>0.0f)
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   549
		{
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   550
			vmin.cell[q]=-boxhalfsize[q] - v;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   551
			vmax.cell[q]= boxhalfsize[q] - v;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   552
		}
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   553
		else
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   554
		{
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   555
			vmin.cell[q]= boxhalfsize[q] - v;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   556
			vmax.cell[q]=-boxhalfsize[q] - v;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   557
		}
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   558
	}
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   559
	if(dot(N,vmin)>0.0f) return false;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   560
	if(dot(N,vmax)>=0.0f) return true;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   561
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   562
	return false;
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   563
}
b490093b0ac3 new virtual Shape::intersect_bbox
Radek Brich <radek.brich@devl.cz>
parents: 34
diff changeset
   564
25
b8232edee786 tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents: 24
diff changeset
   565
BBox Triangle::get_bbox() const
7
bf17f9f84c91 kd-tree: build algorithm - searching for all posible splits
Radek Brich <radek.brich@devl.cz>
parents: 0
diff changeset
   566
{
bf17f9f84c91 kd-tree: build algorithm - searching for all posible splits
Radek Brich <radek.brich@devl.cz>
parents: 0
diff changeset
   567
	BBox bbox = BBox();
28
ffe83ca074f3 smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents: 25
diff changeset
   568
	bbox.L = A->P;
ffe83ca074f3 smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents: 25
diff changeset
   569
	if (B->P.x < bbox.L.x)  bbox.L.x = B->P.x;
ffe83ca074f3 smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents: 25
diff changeset
   570
	if (C->P.x < bbox.L.x)  bbox.L.x = C->P.x;
ffe83ca074f3 smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents: 25
diff changeset
   571
	if (B->P.y < bbox.L.y)  bbox.L.y = B->P.y;
ffe83ca074f3 smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents: 25
diff changeset
   572
	if (C->P.y < bbox.L.y)  bbox.L.y = C->P.y;
ffe83ca074f3 smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents: 25
diff changeset
   573
	if (B->P.z < bbox.L.z)  bbox.L.z = B->P.z;
ffe83ca074f3 smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents: 25
diff changeset
   574
	if (C->P.z < bbox.L.z)  bbox.L.z = C->P.z;
ffe83ca074f3 smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents: 25
diff changeset
   575
	bbox.H = A->P;
ffe83ca074f3 smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents: 25
diff changeset
   576
	if (B->P.x > bbox.H.x)  bbox.H.x = B->P.x;
ffe83ca074f3 smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents: 25
diff changeset
   577
	if (C->P.x > bbox.H.x)  bbox.H.x = C->P.x;
ffe83ca074f3 smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents: 25
diff changeset
   578
	if (B->P.y > bbox.H.y)  bbox.H.y = B->P.y;
ffe83ca074f3 smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents: 25
diff changeset
   579
	if (C->P.y > bbox.H.y)  bbox.H.y = C->P.y;
ffe83ca074f3 smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents: 25
diff changeset
   580
	if (B->P.z > bbox.H.z)  bbox.H.z = B->P.z;
ffe83ca074f3 smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents: 25
diff changeset
   581
	if (C->P.z > bbox.H.z)  bbox.H.z = C->P.z;
7
bf17f9f84c91 kd-tree: build algorithm - searching for all posible splits
Radek Brich <radek.brich@devl.cz>
parents: 0
diff changeset
   582
	return bbox;
bf17f9f84c91 kd-tree: build algorithm - searching for all posible splits
Radek Brich <radek.brich@devl.cz>
parents: 0
diff changeset
   583
};