move shapes to extra source file
add serialize header and source file with common serialization functions
dump/load feature for shapes and kd-tree
fix few minor bugs
--- a/TODO Tue Apr 22 13:33:12 2008 +0200
+++ b/TODO Wed Apr 23 10:38:33 2008 +0200
@@ -7,10 +7,6 @@
* textures (3D procedural, pixmaps)
* generalization: Camera "shader" (ray generator), surface shader and maybe light & background shaders
* namespace
- * kd-tree:
- - optimize structures
- - optimize construction: use box-shape intersection instead of bounding boxes of shapes
- - save/load
* Python binding for all classes
* stochastic oversampling
* absorbtion of refracted rays in dense materials (can be computed using shape distance and some 'absorbance' constant)
--- a/include/common.h Tue Apr 22 13:33:12 2008 +0200
+++ b/include/common.h Wed Apr 23 10:38:33 2008 +0200
@@ -31,6 +31,9 @@
#include <stdarg.h>
#include <float.h>
#include <pthread.h>
+#include <string>
+
+using namespace std;
#ifdef PYRIT_DOUBLE
# define Float double
@@ -107,4 +110,19 @@
}
}
+inline void trim(string& s)
+{
+ const char *ws = " \n";
+ string::size_type pos = s.find_last_not_of(ws);
+ if (pos != string::npos)
+ {
+ s.erase(pos + 1);
+ pos = s.find_first_not_of(ws);
+ if (pos != string::npos)
+ s.erase(0, pos);
+ }
+ else
+ s.erase(s.begin(), s.end());
+}
+
#endif
--- a/include/container.h Tue Apr 22 13:33:12 2008 +0200
+++ b/include/container.h Wed Apr 23 10:38:33 2008 +0200
@@ -29,7 +29,7 @@
#include <vector>
-#include "scene.h"
+#include "shapes.h"
using namespace std;
@@ -49,6 +49,10 @@
virtual Shape *nearest_intersection(const Shape *origin_shape, const Ray &ray,
Float &nearest_distance);
virtual void optimize() {};
+
+ ShapeList & getShapes() { return shapes; };
+
+ virtual ostream & dump(ostream &st);
};
#endif
--- a/include/kdtree.h Tue Apr 22 13:33:12 2008 +0200
+++ b/include/kdtree.h Wed Apr 23 10:38:33 2008 +0200
@@ -53,19 +53,19 @@
~KdNode();
void setLeaf() { flags |= 3; };
- bool isLeaf() { return (flags & 3) == 3; };
+ const bool isLeaf() const { return (flags & 3) == 3; };
void setAxis(int aAxis) { flags &= ~3; flags |= aAxis; };
- short getAxis() { return flags & 3; };
+ const int getAxis() const { return flags & 3; };
void setSplit(Float aSplit) { split = aSplit; };
- Float& getSplit() { return split; };
+ const Float& getSplit() const { return split; };
void setChildren(KdNode *node) { children = node; assert((flags & 3) == 0); };
- KdNode* getLeftChild() { return (KdNode*)((off_t)children & ~3); };
- KdNode* getRightChild() { return (KdNode*)((off_t)children & ~3) + 1; };
+ KdNode* getLeftChild() const { return (KdNode*)((off_t)children & ~3); };
+ KdNode* getRightChild() const { return (KdNode*)((off_t)children & ~3) + 1; };
- ShapeList* getShapes() { return (ShapeList*)((off_t)shapes & ~3); };
+ ShapeList* getShapes() const { return (ShapeList*)((off_t)shapes & ~3); };
void addShape(Shape* aShape) { getShapes()->push_back(aShape); };
};
@@ -79,6 +79,7 @@
int max_depth;
void recursive_build(KdNode *node, BBox bbox, int maxdepth);
+ void recursive_load(istream &st, KdNode *node);
public:
KdTree() : Container(), root(NULL), built(false), max_depth(32) {};
~KdTree() { if (root) delete root; };
@@ -87,9 +88,12 @@
Float &nearest_distance);
void optimize() { build(); };
void build();
- void save(ostream &str, KdNode *node = NULL);
- void load(istream &str, KdNode *node = NULL);
+ const bool isBuilt() const { return built; };
+ KdNode *getRootNode() const { return root; };
void setMaxDepth(int md) { max_depth = md; };
+
+ ostream & dump(ostream &st);
+ istream & load(istream &st);
};
#endif
--- a/include/raytracer.h Tue Apr 22 13:33:12 2008 +0200
+++ b/include/raytracer.h Wed Apr 23 10:38:33 2008 +0200
@@ -34,8 +34,6 @@
#include "container.h"
#include "scene.h"
-using namespace std;
-
class Raytracer;
struct RenderrowData {
--- a/include/sampler.h Tue Apr 22 13:33:12 2008 +0200
+++ b/include/sampler.h Wed Apr 23 10:38:33 2008 +0200
@@ -75,12 +75,12 @@
class DefaultSampler: public Sampler
{
int phase;
- int subsample;
+ int subsample; // 0,1 = no, 1+ = size of sampling grid
int oversample; // 0 = no, 1 = 5x, 2 = 9x, 3 = 16x
int sx,sy,osa_samp; // current sample properties
public:
DefaultSampler(Float *abuffer, int &aw, int &ah):
- Sampler(abuffer, aw, ah), phase(-1), subsample(8), oversample(0) {};
+ Sampler(abuffer, aw, ah), phase(-1), subsample(4), oversample(0) {};
void init();
int initSampleSet();
bool nextSample(Sample *s);
--- a/include/scene.h Tue Apr 22 13:33:12 2008 +0200
+++ b/include/scene.h Wed Apr 23 10:38:33 2008 +0200
@@ -30,24 +30,15 @@
#include <vector>
#include <typeinfo>
+#include "common.h"
#include "sampler.h"
#include "noise.h"
#include "vector.h"
#include "quaternion.h"
-/*
-triangle intersection alghoritm
-chooses are:
-TRI_PLUCKER
-TRI_BARI
-TRI_BARI_PRE
-*/
-#if !defined(TRI_PLUCKER) && !defined(TRI_BARI) && !defined(TRI_BARI_PRE)
-# define TRI_BARI_PRE
-#endif
-
-using namespace std;
-
+/**
+ * ray
+ */
class Ray
{
public:
@@ -164,167 +155,4 @@
void setSmooth(bool sm) { smooth = sm; };
};
-/**
- * shape
- */
-class Shape
-{
-public:
- Material *material;
- Shape() {};
- virtual ~Shape() {};
-
- // first intersection point
- virtual bool intersect(const Ray &ray, Float &dist) const = 0;
-
- // all intersections (only for CSG)
- virtual bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const = 0;
-
- // intersection with AABB
- virtual bool intersect_bbox(const BBox &bbox) const = 0;
-
- // normal at point P
- virtual const Vector3 normal(const Vector3 &P) const = 0;
-
- virtual BBox get_bbox() const = 0;
-};
-
-/**
- * list of shapes
- */
-class ShapeList: public vector<Shape*>
-{
-};
-
-/**
- * sphere shape
- */
-class Sphere: public Shape
-{
- Float sqr_radius;
- Float inv_radius;
-public:
- Vector3 center;
- Float radius;
-
- Sphere(const Vector3 &acenter, const Float aradius, Material *amaterial):
- sqr_radius(aradius*aradius), inv_radius(1.0f/aradius),
- center(acenter), radius(aradius) { material = amaterial; }
- bool intersect(const Ray &ray, Float &dist) const;
- bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const;
- bool intersect_bbox(const BBox &bbox) const;
- const Vector3 normal(const Vector3 &P) const { return (P - center) * inv_radius; };
- BBox get_bbox() const;
-};
-
-/**
- * box shape
- */
-class Box: public Shape
-{
- Vector3 L;
- Vector3 H;
-public:
- Box(const Vector3 &aL, const Vector3 &aH, Material *amaterial): L(aL), H(aH)
- {
- for (int i = 0; i < 3; i++)
- if (L.cell[i] > H.cell[i])
- swap(L.cell[i], H.cell[i]);
- material = amaterial;
- };
- bool intersect(const Ray &ray, Float &dist) const;
- bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const { return false; };
- bool intersect_bbox(const BBox &bbox) const;
- const Vector3 normal(const Vector3 &P) const;
- BBox get_bbox() const { return BBox(L, H); };
-};
-
-/**
- * triangle vertex
- */
-class Vertex
-{
-public:
- Vector3 P;
- Vertex(const Vector3 &aP): P(aP) {};
-};
-
-/**
- * triangle vertex with normal
- */
-class NormalVertex: public Vertex
-{
-public:
- Vector3 N;
- NormalVertex(const NormalVertex *v): Vertex(v->P), N(v->N) {};
- NormalVertex(const Vector3 &aP): Vertex(aP) {};
- NormalVertex(const Vector3 &aP, const Vector3 &aN): Vertex(aP), N(aN) {};
- const Vector3 &getNormal() { return N; };
- void setNormal(const Vector3 &aN) { N = aN; };
-};
-
-/**
- * triangle shape
- */
-class Triangle: public Shape
-{
-#ifdef TRI_BARI_PRE
- Float nu, nv, nd;
- int k; // dominant axis
- Float bnu, bnv;
- Float cnu, cnv;
#endif
-#ifdef TRI_BARI
- int k; // dominant axis
-#endif
-#ifdef TRI_PLUCKER
- Float pla[6], plb[6], plc[6];
-#endif
- Vector3 N;
- const Vector3 smooth_normal(const Vector3 &P) const
- {
-#ifdef TRI_BARI_PRE
- const Vector3 &NA = static_cast<NormalVertex*>(A)->N;
- const Vector3 &NB = static_cast<NormalVertex*>(B)->N;
- const Vector3 &NC = static_cast<NormalVertex*>(C)->N;
- static const int modulo3[5] = {0,1,2,0,1};
- register const int ku = modulo3[k+1];
- register const int kv = modulo3[k+2];
- const Float pu = P[ku] - A->P[ku];
- const Float pv = P[kv] - A->P[kv];
- const Float u = pv * bnu + pu * bnv;
- const Float v = pu * cnv + pv * cnu;
- Vector3 n = NA + u * (NB - NA) + v * (NC - NA);
- n.normalize();
- return n;
-#else
- return N; // not implemented for other algorithms
-#endif
- };
-public:
- Vertex *A, *B, *C;
-
- Triangle() {};
- Triangle(Vertex *aA, Vertex *aB, Vertex *aC, Material *amaterial);
- bool intersect(const Ray &ray, Float &dist) const;
- bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const {return false;};
- bool intersect_bbox(const BBox &bbox) const;
- const Vector3 normal(const Vector3 &P) const { return (material->smooth ? smooth_normal(P) : N); };
- const Vector3 getNormal() const { return N; };
- BBox get_bbox() const;
-};
-
-template <class T> class Array
-{
- T *array;
-public:
- Array(int n) { array = new T[n]; };
- ~Array() { delete[] array; };
- const T &operator[](int i) const { return array[i]; };
-};
-
-typedef Array<Vertex> VertexArray;
-typedef Array<NormalVertex> NormalVertexArray;
-typedef Array<Triangle> TriangleArray;
-
-#endif
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/include/serialize.h Wed Apr 23 10:38:33 2008 +0200
@@ -0,0 +1,57 @@
+/*
+ * serialize.h: object serialization functions
+ *
+ * This file is part of Pyrit Ray Tracer.
+ *
+ * Copyright 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.
+ */
+
+#ifndef SERIALIZE_H
+#define SERIALIZE_H
+
+#include <map>
+
+#include "shapes.h"
+#include "container.h"
+#include "kdtree.h"
+
+class Indexer
+{
+ map <void *, int> indexmap;
+ int index;
+public:
+ Indexer(): indexmap(), index(0) {};
+ void reset() { indexmap.clear(); index = 0; };
+ bool get(void *o, int &retidx);
+ const int &operator[](void *o) { return indexmap[o]; };
+};
+
+extern Indexer vertex_index, shape_index;
+
+void resetSerializer();
+Shape *loadShape(istream &st);
+
+ostream & operator<<(ostream &st, Shape &o);
+ostream & operator<<(ostream &st, Vertex &o);
+ostream & operator<<(ostream &st, Container &o);
+istream & operator>>(istream &st, Vector3 &v);
+
+#endif
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/include/shapes.h Wed Apr 23 10:38:33 2008 +0200
@@ -0,0 +1,217 @@
+/*
+ * shapes.h: shape classes
+ *
+ * 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.
+ */
+
+#ifndef SHAPES_H
+#define SHAPES_H
+
+#include "common.h"
+#include "scene.h"
+
+/*
+triangle intersection alghoritm
+options are:
+TRI_PLUCKER
+TRI_BARI
+TRI_BARI_PRE
+*/
+#if !defined(TRI_PLUCKER) && !defined(TRI_BARI) && !defined(TRI_BARI_PRE)
+# define TRI_BARI_PRE
+#endif
+
+/**
+ * shape
+ */
+class Shape
+{
+public:
+ Material *material;
+ Shape() {};
+ virtual ~Shape() {};
+
+ // first intersection point
+ virtual bool intersect(const Ray &ray, Float &dist) const = 0;
+
+ // all intersections (only for CSG)
+ virtual bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const = 0;
+
+ // intersection with AABB
+ virtual bool intersect_bbox(const BBox &bbox) const = 0;
+
+ // normal at point P
+ virtual const Vector3 normal(const Vector3 &P) const = 0;
+
+ virtual BBox get_bbox() const = 0;
+
+ virtual ostream & dump(ostream &st) const = 0;
+};
+
+/**
+ * list of shapes
+ */
+typedef vector<Shape*> ShapeList;
+
+/**
+ * sphere shape
+ */
+class Sphere: public Shape
+{
+ Vector3 center;
+ Float radius;
+
+ Float sqr_radius;
+ Float inv_radius;
+public:
+ Sphere(const Vector3 &acenter, const Float aradius, Material *amaterial):
+ center(acenter), radius(aradius),
+ sqr_radius(aradius*aradius), inv_radius(1.0f/aradius)
+ { material = amaterial; }
+ bool intersect(const Ray &ray, Float &dist) const;
+ bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const;
+ bool intersect_bbox(const BBox &bbox) const;
+ const Vector3 normal(const Vector3 &P) const { return (P - center) * inv_radius; };
+ BBox get_bbox() const;
+ const Vector3 getCenter() const { return center; };
+ const Float getRadius() const { return radius; };
+ ostream & dump(ostream &st) const;
+};
+
+/**
+ * box shape
+ */
+class Box: public Shape
+{
+ Vector3 L;
+ Vector3 H;
+public:
+ Box(const Vector3 &aL, const Vector3 &aH, Material *amaterial): L(aL), H(aH)
+ {
+ for (int i = 0; i < 3; i++)
+ if (L.cell[i] > H.cell[i])
+ swap(L.cell[i], H.cell[i]);
+ material = amaterial;
+ };
+ bool intersect(const Ray &ray, Float &dist) const;
+ bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const { return false; };
+ bool intersect_bbox(const BBox &bbox) const;
+ const Vector3 normal(const Vector3 &P) const;
+ BBox get_bbox() const { return BBox(L, H); };
+ const Vector3 getL() const { return L; };
+ const Vector3 getH() const { return H; };
+ ostream & dump(ostream &st) const;
+};
+
+/**
+ * triangle vertex
+ */
+class Vertex
+{
+public:
+ Vector3 P;
+ Vertex(const Vector3 &aP): P(aP) {};
+ virtual ostream & dump(ostream &st) const;
+};
+
+/**
+ * triangle vertex with normal
+ */
+class NormalVertex: public Vertex
+{
+public:
+ Vector3 N;
+ NormalVertex(const NormalVertex *v): Vertex(v->P), N(v->N) {};
+ NormalVertex(const Vector3 &aP): Vertex(aP) {};
+ NormalVertex(const Vector3 &aP, const Vector3 &aN): Vertex(aP), N(aN) {};
+ const Vector3 &getNormal() { return N; };
+ void setNormal(const Vector3 &aN) { N = aN; };
+ ostream & dump(ostream &st) const;
+};
+
+/**
+ * triangle shape
+ */
+class Triangle: public Shape
+{
+#ifdef TRI_BARI_PRE
+ Float nu, nv, nd;
+ int k; // dominant axis
+ Float bnu, bnv;
+ Float cnu, cnv;
+#endif
+#ifdef TRI_BARI
+ int k; // dominant axis
+#endif
+#ifdef TRI_PLUCKER
+ Float pla[6], plb[6], plc[6];
+#endif
+ Vector3 N;
+ const Vector3 smooth_normal(const Vector3 &P) const
+ {
+#ifdef TRI_BARI_PRE
+ const Vector3 &NA = static_cast<NormalVertex*>(A)->N;
+ const Vector3 &NB = static_cast<NormalVertex*>(B)->N;
+ const Vector3 &NC = static_cast<NormalVertex*>(C)->N;
+ static const int modulo3[5] = {0,1,2,0,1};
+ register const int ku = modulo3[k+1];
+ register const int kv = modulo3[k+2];
+ const Float pu = P[ku] - A->P[ku];
+ const Float pv = P[kv] - A->P[kv];
+ const Float u = pv * bnu + pu * bnv;
+ const Float v = pu * cnv + pv * cnu;
+ Vector3 n = NA + u * (NB - NA) + v * (NC - NA);
+ n.normalize();
+ return n;
+#else
+ return N; // not implemented for other algorithms
+#endif
+ };
+public:
+ Vertex *A, *B, *C;
+
+ Triangle() {};
+ Triangle(Vertex *aA, Vertex *aB, Vertex *aC, Material *amaterial);
+ bool intersect(const Ray &ray, Float &dist) const;
+ bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const {return false;};
+ bool intersect_bbox(const BBox &bbox) const;
+ const Vector3 normal(const Vector3 &P) const { return (material->smooth ? smooth_normal(P) : N); };
+ const Vector3 getNormal() const { return N; };
+ BBox get_bbox() const;
+ ostream & dump(ostream &st) const;
+};
+
+template <class T> class Array
+{
+ T *array;
+public:
+ Array(int n) { array = new T[n]; };
+ ~Array() { delete[] array; };
+ const T &operator[](int i) const { return array[i]; };
+};
+
+typedef Array<Vertex> VertexArray;
+typedef Array<NormalVertex> NormalVertexArray;
+typedef Array<Triangle> TriangleArray;
+
+#endif
--- a/include/vector.h Tue Apr 22 13:33:12 2008 +0200
+++ b/include/vector.h Wed Apr 23 10:38:33 2008 +0200
@@ -30,6 +30,8 @@
#include <math.h>
#include <iostream>
+#include "common.h"
+
using namespace std;
/**
@@ -166,10 +168,24 @@
return Vector3(a.x * b.x, a.y * b.y, a.z * b.z);
};
- // print
+ // write
friend ostream & operator<<(ostream &st, const Vector3 &v)
{
- return st << "(" << v.x << ", " << v.y << ", " << v.z << ")";
+ return st << "(" << v.x << "," << v.y << "," << v.z << ")";
+ };
+
+ // read
+ friend istream & operator>>(istream &st, Vector3 &v)
+ {
+ char s[10];
+ st.getline(s, 10, '(');
+ st >> v.x;
+ st.getline(s, 10, ',');
+ st >> v.y;
+ st.getline(s, 10, ',');
+ st >> v.z;
+ st.getline(s, 10, ')');
+ return st;
};
};
--- a/src/SConscript Tue Apr 22 13:33:12 2008 +0200
+++ b/src/SConscript Wed Apr 23 10:38:33 2008 +0200
@@ -16,8 +16,9 @@
pyenv.ParseConfig('python-config --includes --libs')
sources = [
- 'raytracer.cc', 'scene.cc', 'sampler.cc',
- 'container.cc', 'kdtree.cc', 'octree.cc', 'noise.cc']
+ 'raytracer.cc', 'scene.cc', 'shapes.cc', 'sampler.cc',
+ 'container.cc', 'kdtree.cc', 'octree.cc', 'noise.cc',
+ 'serialize.cc']
objs = []
shared_objs = []
--- a/src/container.cc Tue Apr 22 13:33:12 2008 +0200
+++ b/src/container.cc Wed Apr 23 10:38:33 2008 +0200
@@ -26,11 +26,11 @@
#include "common.h"
#include "container.h"
+#include "serialize.h"
void Container::addShape(Shape* aShape)
{
- const Float e = 10*Eps;
- shapes.push_back(aShape);
+ const Float e = Eps;
if (shapes.size() == 0) {
/* initialize bounding box */
bbox = aShape->get_bbox();
@@ -46,6 +46,7 @@
if (shapebb.H.y + e > bbox.H.y) bbox.H.y = shapebb.H.y + e;
if (shapebb.H.z + e > bbox.H.z) bbox.H.z = shapebb.H.z + e;
}
+ shapes.push_back(aShape);
};
Shape *Container::nearest_intersection(const Shape *origin_shape, const Ray &ray,
@@ -58,3 +59,16 @@
nearest_shape = *shape;
return nearest_shape;
}
+
+ostream & Container::dump(ostream &st)
+{
+ st << "(container," << shapes.size();
+ ShapeList::iterator shape;
+ for (shape = shapes.begin(); shape != shapes.end(); shape++)
+ {
+ int idx;
+ if (!shape_index.get(*shape, idx))
+ st << "," << **shape;
+ }
+ return st << ")";
+}
--- a/src/kdtree.cc Tue Apr 22 13:33:12 2008 +0200
+++ b/src/kdtree.cc Wed Apr 23 10:38:33 2008 +0200
@@ -26,9 +26,11 @@
#include <algorithm>
#include <stack>
+#include <string>
+#include <sstream>
-#include "common.h"
#include "kdtree.h"
+#include "serialize.h"
class ShapeBound
{
@@ -265,7 +267,7 @@
}
else
{ /* (stack[entry].pb[axis] > splitVal) */
- if (splitVal < stack[exit].pb[axis])
+ if (stack[exit].pb[axis] > splitVal)
{
/* case P1, P2, P3, and N5 */
node = node->getRightChild();
@@ -305,7 +307,7 @@
ShapeList::iterator shape;
for (shape = node->getShapes()->begin(); shape != node->getShapes()->end(); shape++)
if (*shape != origin_shape && (*shape)->intersect(ray, dist)
- && dist >= stack[entry].t)
+ && dist >= stack[entry].t - Eps)
{
nearest_shape = *shape;
nearest_distance = dist;
@@ -326,27 +328,118 @@
return NULL;
}
-// this should save whole kd-tree with triangles distributed into leaves
-void KdTree::save(ostream &str, KdNode *node)
+ostream & operator<<(ostream &st, KdNode &node)
+{
+ if (node.isLeaf())
+ {
+ st << "(l," << node.getShapes()->size();
+ ShapeList::iterator shape;
+ for (shape = node.getShapes()->begin(); shape != node.getShapes()->end(); shape++)
+ st << "," << shape_index[*shape];
+ st << ")";
+ }
+ else
+ {
+ st << "(s," << (char)('x'+node.getAxis()) << "," << node.getSplit() << ",";
+ st << *node.getLeftChild() << ",";
+ st << *node.getRightChild() << ")";
+ }
+ return st;
+}
+
+ostream & KdTree::dump(ostream &st)
{
if (!built)
- return;
- if (node == NULL)
- node = root;
- if (node->isLeaf())
- str << "(leaf: " << node->getShapes()->size() << " shapes)";
- else
+ return Container::dump(st);
+
+ st << "(kdtree," << shapes.size();
+ ShapeList::iterator shape;
+ for (shape = shapes.begin(); shape != shapes.end(); shape++)
+ {
+ int idx;
+ if (!shape_index.get(*shape, idx))
+ st << "," << endl << **shape;
+ }
+ return st << "," << endl << *getRootNode() << ")";
+}
+
+void KdTree::recursive_load(istream &st, KdNode *node)
+{
+ string s;
+ istringstream is;
+
+ getline(st, s, ',');
+ trim(s);
+
+ if (s.compare("(s") == 0)
{
- str << "(split " << (char)('x'+node->getAxis()) << " at " << node->getSplit() << "; L=";
- save(str, node->getLeftChild());
- str << "; R=";
- save(str, node->getRightChild());
- str << ";)";
+ // split
+ int axis;
+ Float split;
+
+ delete node->getShapes();
+ node->setChildren(new KdNode[2]);
+
+ getline(st, s, ',');
+ axis = s.c_str()[0]-'x';
+ node->setAxis(axis);
+
+ st >> split;
+ getline(st, s, ',');
+ node->setSplit(split);
+
+ recursive_load(st, node->getLeftChild());
+ getline(st, s, ',');
+ recursive_load(st, node->getRightChild());
+ getline(st, s, ')');
+ }
+
+ if (s.compare("(l") == 0)
+ {
+ // leaf
+ int count, idx;
+
+ node->setLeaf();
+
+ st >> count;
+ for (int i = 0; i < count; i++)
+ {
+ getline(st, s, ',');
+ st >> idx;
+ node->addShape(shapes[idx]);
+ }
+ getline(st, s, ')');
}
}
-// load kd-tree from file/stream
-void KdTree::load(istream &str, KdNode *node)
+istream & KdTree::load(istream &st)
{
+ string s;
+ istringstream is;
+ getline(st, s, ',');
+ if (s.compare("(kdtree") != 0)
+ return st;
+
+ shapes.clear();
+ if (root) delete root;
+ root = new KdNode();
+
+ getline(st, s, ',');
+ int shape_count;
+ is.str(s);
+ is >> shape_count;
+
+ Shape *shape;
+ for (int i = 0; i < shape_count; i++)
+ {
+ shape = loadShape(st);
+ Container::addShape(shape);
+ getline(st, s, ',');
+ }
+
+ recursive_load(st, root);
+
+ built = true;
+ return st;
}
--- a/src/raytracermodule.cc Tue Apr 22 13:33:12 2008 +0200
+++ b/src/raytracermodule.cc Wed Apr 23 10:38:33 2008 +0200
@@ -28,7 +28,6 @@
#include <vector>
#include "raytracer.h"
-#include "scene.h"
#include "octree.h"
//=========================== Light Source Object ===========================
--- a/src/scene.cc Tue Apr 22 13:33:12 2008 +0200
+++ b/src/scene.cc Wed Apr 23 10:38:33 2008 +0200
@@ -24,9 +24,6 @@
* THE SOFTWARE.
*/
-#include <math.h>
-
-#include "common.h"
#include "scene.h"
void Camera::rotate(const Quaternion &q)
@@ -110,474 +107,3 @@
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_PLUCKER
-inline 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];
-}
-#endif
-
-Triangle::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;
-};
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/src/serialize.cc Wed Apr 23 10:38:33 2008 +0200
@@ -0,0 +1,97 @@
+/*
+ * serialize.cc: object serialization functions
+ *
+ * This file is part of Pyrit Ray Tracer.
+ *
+ * Copyright 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 "serialize.h"
+#include <string>
+#include <sstream>
+
+Indexer vertex_index, shape_index;
+
+void resetSerializer()
+{
+ vertex_index.reset();
+ shape_index.reset();
+}
+
+bool Indexer::get(void *o, int &retidx)
+{
+ map <void *, int>::iterator i;
+ i = indexmap.find(o);
+ if (i == indexmap.end())
+ {
+ retidx = index++;
+ indexmap[o] = retidx;
+ return false;
+ }
+ else
+ {
+ retidx = i->second;
+ return true;
+ }
+}
+
+Shape *loadShape(istream &st)
+{
+ string s;
+ istringstream is;
+ getline(st, s, ',');
+ trim(s);
+ if (s.compare("(box") == 0)
+ {
+ Vector3 L,H;
+ st >> L;
+ getline(st, s, ',');
+ st >> H;
+ getline(st, s, ')');
+ return new Box(L, H, new Material(Colour(1,1,1)));
+ }
+ if (s.compare("(sphere") == 0)
+ {
+ Vector3 center;
+ Float radius;
+ st >> center;
+ getline(st, s, ',');
+ st >> radius;
+ getline(st, s, ')');
+ return new Sphere(center, radius, new Material(Colour(1,1,1)));
+ }
+ return NULL;
+}
+
+ostream & operator<<(ostream &st, Shape &o)
+{
+ return o.dump(st);
+}
+
+ostream & operator<<(ostream &st, Vertex &o)
+{
+ return o.dump(st);
+}
+
+ostream & operator<<(ostream &st, Container &o)
+{
+ return o.dump(st);
+}
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/src/shapes.cc Wed Apr 23 10:38:33 2008 +0200
@@ -0,0 +1,531 @@
+/*
+ * shapes.cc: shape classes
+ *
+ * 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 "shapes.h"
+#include "serialize.h"
+
+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_PLUCKER
+inline 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];
+}
+#endif
+
+Triangle::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;
+}
+
+ostream & Sphere::dump(ostream &st) const
+{
+ return st << "(sphere," << center << "," << radius << ")";
+}
+
+ostream & Box::dump(ostream &st) const
+{
+ return st << "(box," << L << "," << H << ")";
+}
+
+ostream & Vertex::dump(ostream &st) const
+{
+ return st << "(v," << P << ")";
+}
+
+ostream & NormalVertex::dump(ostream &st) const
+{
+ return st << "(vn," << P << "," << N << ")";
+}
+
+ostream & Triangle::dump(ostream &st) const
+{
+ int idxA, idxB, idxC;
+ if (!vertex_index.get(A, idxA))
+ st << *A << "," << endl;
+ if (!vertex_index.get(B, idxB))
+ st << *B << "," << endl;
+ if (!vertex_index.get(C, idxC))
+ st << *C << "," << endl;
+ return st << "(t," << idxA << "," << idxB << "," << idxC << ")";
+}