move "smooth" attribute from Triangle to Material
lwo reader enhancements - implement more chunk types, support for smoothing flag and SMAN (smoothing max. angle)
/* * scene.cc: classes for objects in scene * * This file is part of Pyrit Ray Tracer. * * Copyright 2006, 2007, 2008 Radek Brich * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */#include <math.h>#include "common.h"#include "scene.h"void Camera::rotate(const Quaternion &q){ /* //non-optimized Quaternion res; res = q * Quaternion(u) * conjugate(q); u = res.toVector(); res = q * Quaternion(v) * conjugate(q); v = res.toVector(); res = q * Quaternion(p) * conjugate(q); p = res.toVector(); */ // optimized Float t2 = q.a*q.b; Float t3 = q.a*q.c; Float t4 = q.a*q.d; Float t5 = -q.b*q.b; Float t6 = q.b*q.c; Float t7 = q.b*q.d; Float t8 = -q.c*q.c; Float t9 = q.c*q.d; Float t10 = -q.d*q.d; Float x,y,z; x = 2*( (t8 + t10)*p.x + (t6 - t4)*p.y + (t3 + t7)*p.z ) + p.x; y = 2*( (t4 + t6)*p.x + (t5 + t10)*p.y + (t9 - t2)*p.z ) + p.y; z = 2*( (t7 - t3)*p.x + (t2 + t9)*p.y + (t5 + t8)*p.z ) + p.z; p = Vector3(x,y,z); x = 2*( (t8 + t10)*u.x + (t6 - t4)*u.y + (t3 + t7)*u.z ) + u.x; y = 2*( (t4 + t6)*u.x + (t5 + t10)*u.y + (t9 - t2)*u.z ) + u.y; z = 2*( (t7 - t3)*u.x + (t2 + t9)*u.y + (t5 + t8)*u.z ) + u.z; u = Vector3(x,y,z); x = 2*( (t8 + t10)*v.x + (t6 - t4)*v.y + (t3 + t7)*v.z ) + v.x; y = 2*( (t4 + t6)*v.x + (t5 + t10)*v.y + (t9 - t2)*v.z ) + v.y; z = 2*( (t7 - t3)*v.x + (t2 + t9)*v.y + (t5 + t8)*v.z ) + v.z; v = Vector3(x,y,z); p.normalize(); u.normalize(); v.normalize();}void Camera::move(const Float fw, const Float left, const Float up){ eye = eye + fw*p + left*u + up*v;}/* http://www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter3.htm */bool BBox::intersect(const Ray &ray, Float &a, Float &b){ register Float tnear = -Inf; register Float tfar = Inf; register Float t1, t2; for (int i = 0; i < 3; i++) { if (ray.dir[i] == 0) { /* ray is parallel to these planes */ if (ray.o[i] < L[i] || ray.o[i] > H[i]) return false; } else { /* compute the intersection distance of the planes */ t1 = (L[i] - ray.o[i]) / ray.dir[i]; t2 = (H[i] - ray.o[i]) / ray.dir[i]; if (t1 > t2) swap(t1, t2); if (t1 > tnear) tnear = t1; /* want largest Tnear */ if (t2 < tfar) tfar = t2; /* want smallest Tfar */ if (tnear > tfar || tfar < 0) return false; /* box missed; box is behind ray */ } } a = tnear; b = tfar; return true;}bool Sphere::intersect(const Ray &ray, Float &dist) const{ Vector3 V = ray.o - center; register Float d = -dot(V, ray.dir); register Float Det = d * d - (dot(V,V) - sqr_radius); register Float t1,t2; if (Det > 0) { Det = sqrtf(Det); t1 = d - Det; t2 = d + Det; if (t1 > 0) { if (t1 < dist) { dist = t1; return true; } } else if (t2 > 0 && t2 < dist) { dist = t2; return true; } } return false;}/* if there should be CSG sometimes, this may be needed... */bool Sphere::intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const{ //allts = new vector<Float>(); Vector3 V = ((Ray)ray).o - center; Float Vd = - dot(V, ray.dir); Float Det = Vd * Vd - (dot(V,V) - sqr_radius); if (Det > 0) { Det = sqrtf(Det); Float t1 = Vd - Det; Float t2 = Vd + Det; if (t1 < 0) { if (t2 > 0) { // ray from inside of the sphere allts.push_back(0.0); allts.push_back(t2); return true; } else return false; } else { allts.push_back(t1); allts.push_back(t2); return true; } } return false;}bool Sphere::intersect_bbox(const BBox &bbox) const{ register float dmin = 0; for (int i = 0; i < 3; i++) { if (center[i] < bbox.L[i]) dmin += (center[i] - bbox.L[i])*(center[i] - bbox.L[i]); else if (center[i] > bbox.H[i]) dmin += (center[i] - bbox.H[i])*(center[i] - bbox.H[i]); } if (dmin <= sqr_radius) return true; return false;};BBox Sphere::get_bbox() const{ return BBox(center - radius, center + radius);}bool Box::intersect(const Ray &ray, Float &dist) const{ register Float tnear = -Inf; register Float tfar = Inf; register Float t1, t2; for (int i = 0; i < 3; i++) { if (ray.dir[i] == 0) { /* ray is parallel to these planes */ if (ray.o[i] < L[i] || ray.o[i] > H[i]) return false; } else { /* compute the intersection distance of the planes */ t1 = (L[i] - ray.o[i]) / ray.dir[i]; t2 = (H[i] - ray.o[i]) / ray.dir[i]; if (t1 > t2) swap(t1, t2); if (t1 > tnear) tnear = t1; /* want largest Tnear */ if (t2 < tfar) tfar = t2; /* want smallest Tfar */ if (tnear > tfar || tfar < 0) return false; /* box missed; box is behind ray */ } } if (tnear < dist) { dist = tnear; return true; } return false;}bool Box::intersect_bbox(const BBox &bbox) const{ return ( H.x > bbox.L.x && L.x < bbox.H.x && H.y > bbox.L.y && L.y < bbox.H.y && H.z > bbox.L.z && L.z < bbox.H.z);}const Vector3 Box::normal(const Vector3 &P) const{ register Vector3 l = P - L; register Vector3 h = H - P; if (l.x < h.x) h.x = -1; else { l.x = h.x; h.x = +1; } if (l.y < h.y) h.y = -1; else { l.y = h.y; h.y = +1; } if (l.z < h.z) h.z = -1; else { l.z = h.z; h.z = +1; } if (l.x > l.y) { h.x = 0; if (l.y > l.z) h.y = 0; else h.z = 0; } else { h.y = 0; if (l.x > l.z) h.x = 0; else h.z = 0; } return h;}#ifdef TRI_PLUCKERinline void Plucker(const Vector3 &p, const Vector3 &q, Float* pl){ pl[0] = p.x*q.y - q.x*p.y; pl[1] = p.x*q.z - q.x*p.z; pl[2] = p.x - q.x; pl[3] = p.y*q.z - q.y*p.z; pl[4] = p.z - q.z; pl[5] = q.y - p.y;}inline Float Side(const Float* pla, const Float* plb){ 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];}#endifTriangle::Triangle(Vertex *aA, Vertex *aB, Vertex *aC, Material *amaterial) : A(aA), B(aB), C(aC){ material = amaterial; const Vector3 c = B->P - A->P; const Vector3 b = C->P - A->P; N = cross(c, b); N.normalize();#ifdef TRI_PLUCKER Plucker(B->P,C->P,pla); Plucker(C->P,A->P,plb); Plucker(A->P,B->P,plc);#endif#if defined(TRI_BARI) || defined(TRI_BARI_PRE) if (fabsf(N.x) > fabsf(N.y)) { if (fabsf(N.x) > fabsf(N.z)) k = 0; else k = 2; } else { if (fabsf(N.y) > fabsf(N.z)) k = 1; else k = 2; }#endif#ifdef TRI_BARI_PRE int u = (k + 1) % 3; int v = (k + 2) % 3; Float krec = 1.0 / N[k]; nu = N[u] * krec; nv = N[v] * krec; nd = dot(N, A->P) * krec; // first line equation Float reci = 1.0f / (b[u] * c[v] - b[v] * c[u]); bnu = b[u] * reci; bnv = -b[v] * reci; // second line equation cnu = -c[u] * reci; cnv = c[v] * reci;#endif}bool Triangle::intersect(const Ray &ray, Float &dist) const{#ifdef TRI_PLUCKER Float plr[6]; Plucker(ray.o, ray.o+ray.dir, plr); const bool side0 = Side(plr, pla) >= 0.0; const bool side1 = Side(plr, plb) >= 0.0; if (side0 != side1) return false; const bool side2 = Side(plr, plc) >= 0.0; if (side0 != side2) return false; const Float t = - dot( (ray.o - A->P), N) / dot(ray.dir,N); if(t <= Eps || t >= dist) return false; dist = t; return true;#endif#if defined(TRI_BARI) || defined(TRI_BARI_PRE) static const int modulo3[5] = {0,1,2,0,1}; const Vector3 &O = ray.o; const Vector3 &D = ray.dir; register const int u = modulo3[k+1]; register const int v = modulo3[k+2];#endif#ifdef TRI_BARI_PRE const Float t = (nd - O[k] - nu * O[u] - nv * O[v]) / (D[k] + nu * D[u] + nv * D[v]); if (t >= dist || t < Eps) return false; const Float hu = O[u] + t * D[u] - A->P[u]; const Float hv = O[v] + t * D[v] - A->P[v]; const Float beta = hv * bnu + hu * bnv; if (beta < 0.) return false; const Float gamma = hu * cnv + hv * cnu; if (gamma < 0. || beta + gamma > 1.) return false; dist = t; return true;#endif#ifdef TRI_BARI // original barycentric coordinates based intesection // not optimized, just for reference const Vector3 c = B - A; const Vector3 b = C - A; // distance test const Float t = - dot( (O-A), N) / dot(D,N); if (t < Eps || t > dist) return false; // calc hitpoint const Float Hu = O[u] + t * D[u] - A[u]; const Float Hv = O[v] + t * D[v] - A[v]; const Float beta = (b[u] * Hv - b[v] * Hu) / (b[u] * c[v] - b[v] * c[u]); if (beta < 0) return false; const Float gamma = (c[v] * Hu - c[u] * Hv) / (b[u] * c[v] - b[v] * c[u]); if (gamma < 0) return false; if (beta+gamma > 1) return false; dist = t; return true;#endif}bool Triangle::intersect_bbox(const BBox &bbox) const{ const Vector3 boxcenter = (bbox.L+bbox.H)*0.5; const Vector3 boxhalfsize = (bbox.H-bbox.L)*0.5; const Vector3 v0 = A->P - boxcenter; const Vector3 v1 = B->P - boxcenter; const Vector3 v2 = C->P - boxcenter; const Vector3 e0 = v1-v0; const Vector3 e1 = v2-v1; const Vector3 e2 = v0-v2; Float fex = fabsf(e0.x); Float fey = fabsf(e0.y); Float fez = fabsf(e0.z); Float p0,p1,p2,min,max,rad; p0 = e0.z*v0.y - e0.y*v0.z; p2 = e0.z*v2.y - e0.y*v2.z; if(p0<p2) {min=p0; max=p2;} else {min=p2; max=p0;} rad = fez * boxhalfsize.y + fey * boxhalfsize.z; if(min>rad || max<-rad) return false; p0 = -e0.z*v0.x + e0.x*v0.z; p2 = -e0.z*v2.x + e0.x*v2.z; if(p0<p2) {min=p0; max=p2;} else {min=p2; max=p0;} rad = fez * boxhalfsize.x + fex * boxhalfsize.z; if(min>rad || max<-rad) return false; p1 = e0.y*v1.x - e0.x*v1.y; p2 = e0.y*v2.x - e0.x*v2.y; if(p2<p1) {min=p2; max=p1;} else {min=p1; max=p2;} rad = fey * boxhalfsize.x + fex * boxhalfsize.y; if(min>rad || max<-rad) return false; fex = fabsf(e1.x); fey = fabsf(e1.y); fez = fabsf(e1.z); p0 = e1.z*v0.y - e1.y*v0.z; p2 = e1.z*v2.y - e1.y*v2.z; if(p0<p2) {min=p0; max=p2;} else {min=p2; max=p0;} rad = fez * boxhalfsize.y + fey * boxhalfsize.z; if(min>rad || max<-rad) return false; p0 = -e1.z*v0.x + e1.x*v0.z; p2 = -e1.z*v2.x + e1.x*v2.z; if(p0<p2) {min=p0; max=p2;} else {min=p2; max=p0;} rad = fez * boxhalfsize.x + fex * boxhalfsize.z; if(min>rad || max<-rad) return false; p0 = e1.y*v0.x - e1.x*v0.y; p1 = e1.y*v1.x - e1.x*v1.y; if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;} rad = fey * boxhalfsize.x + fex * boxhalfsize.y; if(min>rad || max<-rad) return false; fex = fabsf(e2.x); fey = fabsf(e2.y); fez = fabsf(e2.z); p0 = e2.z*v0.y - e2.y*v0.z; p1 = e2.z*v1.y - e2.y*v1.z; if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;} rad = fez * boxhalfsize.y + fey * boxhalfsize.z; if(min>rad || max<-rad) return false; p0 = -e2.z*v0.x + e2.x*v0.z; p1 = -e2.z*v1.x + e2.x*v1.z; if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;} rad = fez * boxhalfsize.x + fex * boxhalfsize.z; if(min>rad || max<-rad) return false; p1 = e2.y*v1.x - e2.x*v1.y; p2 = e2.y*v2.x - e2.x*v2.y; if(p2<p1) {min=p2; max=p1;} else {min=p1; max=p2;} rad = fey * boxhalfsize.x + fex * boxhalfsize.y; if(min>rad || max<-rad) return false; /* test overlap in the {x,y,z}-directions */ /* test in X-direction */ min = v0.x; if (v1.x < min) min = v1.x; if (v2.x < min) min = v2.x; max = v0.x; if (v1.x > max) max = v1.x; if (v2.x > max) max = v2.x; if(min>boxhalfsize.x || max<-boxhalfsize.x) return false; /* test in Y-direction */ min = v0.y; if (v1.y < min) min = v1.y; if (v2.y < min) min = v2.y; max = v0.y; if (v1.y > max) max = v1.y; if (v2.y > max) max = v2.y; if(min>boxhalfsize.y || max<-boxhalfsize.y) return false; /* test in Z-direction */ min = v0.z; if (v1.z < min) min = v1.z; if (v2.z < min) min = v2.z; max = v0.z; if (v1.z > max) max = v1.z; if (v2.z > max) max = v2.z; if(min>boxhalfsize.z || max<-boxhalfsize.z) return false; /* test if the box intersects the plane of the triangle */ Vector3 vmin,vmax; Float v; for(int q=0;q<3;q++) { v=v0[q]; if(N[q]>0.0f) { vmin.cell[q]=-boxhalfsize[q] - v; vmax.cell[q]= boxhalfsize[q] - v; } else { vmin.cell[q]= boxhalfsize[q] - v; vmax.cell[q]=-boxhalfsize[q] - v; } } if(dot(N,vmin)>0.0f) return false; if(dot(N,vmax)>=0.0f) return true; return false;}BBox Triangle::get_bbox() const{ BBox bbox = BBox(); bbox.L = A->P; if (B->P.x < bbox.L.x) bbox.L.x = B->P.x; if (C->P.x < bbox.L.x) bbox.L.x = C->P.x; if (B->P.y < bbox.L.y) bbox.L.y = B->P.y; if (C->P.y < bbox.L.y) bbox.L.y = C->P.y; if (B->P.z < bbox.L.z) bbox.L.z = B->P.z; if (C->P.z < bbox.L.z) bbox.L.z = C->P.z; bbox.H = A->P; if (B->P.x > bbox.H.x) bbox.H.x = B->P.x; if (C->P.x > bbox.H.x) bbox.H.x = C->P.x; if (B->P.y > bbox.H.y) bbox.H.y = B->P.y; if (C->P.y > bbox.H.y) bbox.H.y = C->P.y; if (B->P.z > bbox.H.z) bbox.H.z = B->P.z; if (C->P.z > bbox.H.z) bbox.H.z = C->P.z; return bbox;};