author | Radek Brich <radek.brich@devl.cz> |
Fri, 30 Nov 2007 00:44:51 +0100 | |
branch | pyrit |
changeset 21 | 79b516a3803d |
parent 20 | f22952603f29 |
child 22 | 76b7bd51d64a |
permissions | -rw-r--r-- |
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/* |
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* C++ RayTracer |
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* file: scene.cc |
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* |
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* Radek Brich, 2006 |
3547b885df7e
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parents:
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*/ |
3547b885df7e
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parents:
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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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|
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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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|
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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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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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|
99 |
Vector3 V = ray.o - center; |
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|
100 |
register float d = -dot(V, ray.dir); |
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|
101 |
register float Det = d * d - (dot(V,V) - sqr_radius); |
0
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|
102 |
if (Det > 0) { |
21
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|
103 |
d -= sqrtf(Det); |
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|
104 |
if (d > 0 && d < dist) |
0
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|
105 |
{ |
21
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|
106 |
dist = d; |
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|
107 |
return true; |
0
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|
108 |
} |
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|
109 |
} |
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|
110 |
return false; |
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|
111 |
} |
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|
112 |
|
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|
113 |
bool Sphere::intersect_all(const Ray &ray, float dist, vector<float> &allts) |
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|
114 |
{ |
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|
115 |
//allts = new vector<float>(); |
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|
116 |
|
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|
117 |
Vector3 V = ((Ray)ray).o - center; |
0
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|
118 |
float Vd = - dot(V, ray.dir); |
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|
119 |
float Det = Vd * Vd - (dot(V,V) - sqr_radius); |
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|
120 |
|
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|
121 |
if (Det > 0) { |
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|
122 |
Det = sqrtf(Det); |
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|
123 |
float t1 = Vd - Det; |
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|
124 |
float t2 = Vd + Det; |
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|
125 |
if (t1 < 0) |
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|
126 |
{ |
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|
127 |
if (t2 > 0) |
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|
128 |
{ |
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|
129 |
// ray from inside of the sphere |
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|
130 |
allts.push_back(0.0); |
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|
131 |
allts.push_back(t2); |
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|
132 |
return true; |
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|
133 |
} |
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|
134 |
else |
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|
135 |
return false; |
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changeset
|
136 |
} |
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changeset
|
137 |
else |
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changeset
|
138 |
{ |
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changeset
|
139 |
allts.push_back(t1); |
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|
140 |
allts.push_back(t2); |
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parents:
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changeset
|
141 |
return true; |
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|
142 |
} |
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|
143 |
} |
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parents:
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changeset
|
144 |
return false; |
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changeset
|
145 |
} |
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diff
changeset
|
146 |
|
8
e6567b740c5e
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|
147 |
BBox Sphere::get_bbox() |
12
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148 |
{ |
8
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|
149 |
BBox bbox = BBox(); |
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|
150 |
bbox.L = center - radius; |
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|
151 |
bbox.H = center + radius; |
8
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|
152 |
return bbox; |
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153 |
} |
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|
154 |
|
14
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|
155 |
bool Box::intersect(const Ray &ray, float &dist) |
0
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|
156 |
{ |
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|
157 |
float a,b; |
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158 |
bool res = get_bbox().intersect(ray, a, b); |
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|
159 |
if (res && a < dist) |
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160 |
{ |
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|
161 |
dist = a; |
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|
162 |
return true; |
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|
163 |
} |
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|
164 |
else |
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|
165 |
return false; |
0
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parents:
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|
166 |
} |
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changeset
|
167 |
|
14
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replace Plane with axis-aligned Box (because infinite Plane is not usable with kd-tree)
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|
168 |
Vector3 Box::normal(Vector3 &P) |
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kd-tree: traversal algorithm (KdTree::nearest_intersection)
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diff
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|
169 |
{ |
15
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|
170 |
Vector3 N; |
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diff
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|
171 |
for (int i = 0; i < 3; i++) |
14
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|
172 |
{ |
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replace Plane with axis-aligned Box (because infinite Plane is not usable with kd-tree)
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|
173 |
if (P.cell[i] >= L.cell[i]-Eps && P.cell[i] <= L.cell[i]+Eps) |
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parents:
12
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|
174 |
//if (P.cell[i] == L.cell[i]) |
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parents:
12
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|
175 |
{ |
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replace Plane with axis-aligned Box (because infinite Plane is not usable with kd-tree)
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12
diff
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|
176 |
N.cell[i] = -1.0; |
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parents:
12
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|
177 |
break; |
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|
178 |
} |
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|
179 |
if (P.cell[i] >= H.cell[i]-Eps && P.cell[i] <= H.cell[i]+Eps) |
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12
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|
180 |
//if (P.cell[i] == H.cell[i]) |
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|
181 |
{ |
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|
182 |
N.cell[i] = +1.0; |
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parents:
12
diff
changeset
|
183 |
break; |
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parents:
12
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|
184 |
} |
15
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|
185 |
} |
14
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replace Plane with axis-aligned Box (because infinite Plane is not usable with kd-tree)
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|
186 |
return N; |
8
e6567b740c5e
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diff
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|
187 |
} |
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fixed virtual method get_bbox() for all shapes, default thread num changed to 4
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7
diff
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|
188 |
|
0
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|
189 |
// this initialization and following intersection methods implements |
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|
190 |
// Fast Triangle Intersection algorithm from |
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|
191 |
// http://www.mpi-inf.mpg.de/~wald/PhD/ |
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|
192 |
Triangle::Triangle(const Vector3 &aA, const Vector3 &aB, const Vector3 &aC, Material *amaterial) |
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|
193 |
: A(aA), B(aB), C(aC) |
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|
194 |
{ |
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|
195 |
material = amaterial; |
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|
196 |
Vector3 c = B - A; |
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|
197 |
Vector3 b = C - A; |
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|
198 |
|
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|
199 |
N = cross(c, b); |
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parents:
diff
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|
200 |
|
3547b885df7e
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parents:
diff
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|
201 |
if (fabsf(N.x) > fabsf(N.y)) |
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parents:
diff
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|
202 |
{ |
3547b885df7e
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diff
changeset
|
203 |
if (fabsf(N.x) > fabsf(N.z)) |
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|
204 |
k = 0; |
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205 |
else |
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206 |
k = 2; |
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207 |
} |
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|
208 |
else |
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209 |
{ |
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210 |
if (fabsf(N.y) > fabsf(N.z)) |
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|
211 |
k = 1; |
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|
212 |
else |
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|
213 |
k = 2; |
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214 |
} |
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|
215 |
|
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|
216 |
int u = (k + 1) % 3; |
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217 |
int v = (k + 2) % 3; |
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|
218 |
|
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|
219 |
float krec = 1.0f / N[k]; |
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220 |
nu = N[u] * krec; |
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221 |
nv = N[v] * krec; |
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222 |
nd = dot(N, A) * krec; |
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|
223 |
|
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224 |
// first line equation |
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225 |
float reci = 1.0f / (b[u] * c[v] - b[v] * c[u]); |
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226 |
bnu = b[u] * reci; |
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227 |
bnv = -b[v] * reci; |
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228 |
|
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229 |
// second line equation |
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230 |
cnu = c[v] * reci; |
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231 |
cnv = -c[u] * reci; |
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|
232 |
|
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233 |
// finalize normal |
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234 |
N.normalize(); |
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235 |
} |
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|
236 |
|
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237 |
// see comment for previous method |
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238 |
bool Triangle::intersect(const Ray &ray, float &dist) |
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239 |
{ |
15
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C++ demos: prepare infrastructure, add spheres_shadow.cc
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|
240 |
Vector3 O = ray.o; |
0
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241 |
Vector3 D = ray.dir; |
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|
242 |
|
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243 |
const int modulo3[5] = {0,1,2,0,1}; |
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244 |
const int ku = modulo3[k+1]; |
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245 |
const int kv = modulo3[k+2]; |
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246 |
const float lnd = 1.0f / (D[k] + nu * D[ku] + nv * D[kv]); |
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247 |
const float t = (nd - O[k] - nu * O[ku] - nv * O[kv]) * lnd; |
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|
248 |
|
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249 |
if (!(t < dist && t > 0)) |
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|
250 |
return false; |
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|
251 |
|
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|
252 |
float hu = O[ku] + t * D[ku] - A[ku]; |
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253 |
float hv = O[kv] + t * D[kv] - A[kv]; |
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|
254 |
float beta = hv * bnu + hu * bnv; |
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|
255 |
|
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256 |
if (beta < 0) |
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|
257 |
return false; |
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|
258 |
|
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|
259 |
float gamma = hu * cnu + hv * cnv; |
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260 |
if (gamma < 0) |
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|
261 |
return false; |
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|
262 |
|
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263 |
if ((beta + gamma) > 1) |
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|
264 |
return false; |
3547b885df7e
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|
265 |
|
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266 |
dist = t; |
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|
267 |
return true; |
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268 |
} |
7
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kd-tree: build algorithm - searching for all posible splits
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|
269 |
|
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270 |
BBox Triangle::get_bbox() |
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271 |
{ |
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272 |
BBox bbox = BBox(); |
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273 |
bbox.L = A; |
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274 |
if (B.x < bbox.L.x) bbox.L.x = B.x; |
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|
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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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|
278 |
if (B.z < bbox.L.z) bbox.L.z = B.z; |
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279 |
if (C.z < bbox.L.z) bbox.L.z = C.z; |
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|
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bbox.H = A; |
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|
281 |
if (B.x > bbox.H.x) bbox.H.x = B.x; |
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|
282 |
if (C.x > bbox.H.x) bbox.H.x = C.x; |
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|
283 |
if (B.y > bbox.H.y) bbox.H.y = B.y; |
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|
284 |
if (C.y > bbox.H.y) bbox.H.y = C.y; |
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|
285 |
if (B.z > bbox.H.z) bbox.H.z = B.z; |
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|
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if (C.z > bbox.H.z) bbox.H.z = C.z; |
7
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return bbox; |
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|
288 |
}; |