src/scene.cc
author Radek Brich <radek.brich@devl.cz>
Wed, 12 Dec 2007 19:59:19 +0100
branchpyrit
changeset 35 fb170fccb19f
parent 34 28f6e8b9d5d1
child 36 b490093b0ac3
permissions -rw-r--r--
new space partitioning structure: octree realtime_bunny updated to use octree plus other files updated to be container type independent (only user programs are supposed to include and use special containers)
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/*
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 * Pyrit Ray Tracer
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 * file: scene.cc
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 *
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 * Radek Brich, 2006-2007
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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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	Float tnear = -FLT_MAX;
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	Float tfar = FLT_MAX;
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	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.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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			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)
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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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	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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	if (Det > 0) {
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		d -= sqrtf(Det);
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		if (d > 0 && d < dist)
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		{
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			dist = d;
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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_all(const Ray &ray, Float dist, vector<Float> &allts) const
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{
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	//allts = new vector<Float>();
0
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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);
0
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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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BBox Sphere::get_bbox() const
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{
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	BBox bbox = BBox();
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	bbox.L = center - radius;
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	bbox.H = center + radius;
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	return bbox;
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}
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bool Box::intersect(const Ray &ray, Float &dist) const
0
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{
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	Float a,b;
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	bool res = get_bbox().intersect(ray, a, b);
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	if (res && a < dist)
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	{
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		dist = a;
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		return true;
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	}
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	else
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		return false;
0
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}
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const Vector3 Box::normal(const Vector3 &P) const
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{
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	Vector3 N;
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	for (int i = 0; i < 3; i++)
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	{
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		if (P.cell[i] >= L.cell[i]-Eps && P.cell[i] <= L.cell[i]+Eps)
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		//if (P.cell[i] == L.cell[i])
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		{
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			N.cell[i] = -1.0;
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			break;
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		}
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		if (P.cell[i] >= H.cell[i]-Eps && P.cell[i] <= H.cell[i]+Eps)
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		//if (P.cell[i] == H.cell[i])
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		{
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			N.cell[i] = +1.0;
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			break;
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		}
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	}
14
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	return N;
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}
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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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	const Vector3 c = B->P - A->P;
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	const Vector3 b = C->P - A->P;
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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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		else
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			k = 2;
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	}
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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
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	int u = (k + 1) % 3;
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	int v = (k + 2) % 3;
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	Float krec = 1.0 / N[k];
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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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	Float reci = 1.0f / (b[u] * c[v] - b[v] * c[u]);
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	bnu = b[u] * reci;
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	bnv = -b[v] * reci;
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	// second line equation
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	cnu = -c[u] * reci;
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	cnv = c[v] * reci;
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#endif
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}
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bool Triangle::intersect(const Ray &ray, Float &dist) const
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{
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#ifdef TRI_PLUCKER
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	Float plr[6];
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	Plucker(ray.o, ray.o+ray.dir, plr);
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	const bool side0 = Side(plr, pla) >= 0.0;
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	const bool side1 = Side(plr, plb) >= 0.0;
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	if (side0 != side1)
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		return false;
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	const bool side2 = Side(plr, plc) >= 0.0;
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	if (side0 != side2)
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		return false;
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	const Float t = - dot( (ray.o - A->P), N) / dot(ray.dir,N);
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	if(t <= Eps || t >= dist)
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		return false;
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	dist = t;
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	return true;
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#endif
0
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#if defined(TRI_BARI) || defined(TRI_BARI_PRE)
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	static const int modulo3[5] = {0,1,2,0,1};
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	const Vector3 &O = ray.o;
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	const Vector3 &D = ray.dir;
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	register const int u = modulo3[k+1];
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	register const int v = modulo3[k+2];
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#endif
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#ifdef TRI_BARI_PRE
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	const Float t = (nd - O[k] - nu * O[u] - nv * O[v]) / (D[k] + nu * D[u] + nv * D[v]);
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	if (t >= dist || t < Eps)
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		return false;
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	const Float hu = O[u] + t * D[u] - A->P[u];
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	const Float hv = O[v] + t * D[v] - A->P[v];
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	const Float beta = hv * bnu + hu * bnv;
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	if (beta < 0.)
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		return false;
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	const Float gamma = hu * cnv + hv * cnu;
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	if (gamma < 0. || beta + gamma > 1.)
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		return false;
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	dist = t;
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	return true;
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#endif
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#ifdef TRI_BARI
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	// original barycentric coordinates based intesection
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	// not optimized, just for reference
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	const Vector3 c = B - A;
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	const Vector3 b = C - A;
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	// distance test
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	const Float t = - dot( (O-A), N) / dot(D,N);
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	if (t < Eps || t > dist)
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		return false;
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	// calc hitpoint
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	const Float Hu = O[u] + t * D[u] - A[u];
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	const Float Hv = O[v] + t * D[v] - A[v];
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	const Float beta = (b[u] * Hv - b[v] * Hu) / (b[u] * c[v] - b[v] * c[u]);
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	if (beta < 0)
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		return false;
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	const Float gamma = (c[v] * Hu - c[u] * Hv) / (b[u] * c[v] - b[v] * c[u]);
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	if (gamma < 0)
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		return false;
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	if (beta+gamma > 1)
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		return false;
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	dist = t;
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	return true;
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#endif
0
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}
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BBox Triangle::get_bbox() const
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{
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	BBox bbox = BBox();
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	bbox.L = A->P;
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	if (B->P.x < bbox.L.x)  bbox.L.x = B->P.x;
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	if (C->P.x < bbox.L.x)  bbox.L.x = C->P.x;
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	if (B->P.y < bbox.L.y)  bbox.L.y = B->P.y;
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	if (C->P.y < bbox.L.y)  bbox.L.y = C->P.y;
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	if (B->P.z < bbox.L.z)  bbox.L.z = B->P.z;
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	if (C->P.z < bbox.L.z)  bbox.L.z = C->P.z;
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	bbox.H = A->P;
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	if (B->P.x > bbox.H.x)  bbox.H.x = B->P.x;
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	if (C->P.x > bbox.H.x)  bbox.H.x = C->P.x;
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	if (B->P.y > bbox.H.y)  bbox.H.y = B->P.y;
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	if (C->P.y > bbox.H.y)  bbox.H.y = C->P.y;
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	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
   348
	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
   349
	return bbox;
bf17f9f84c91 kd-tree: build algorithm - searching for all posible splits
Radek Brich <radek.brich@devl.cz>
parents: 0
diff changeset
   350
};