3dphotoshoot
diff src/geom.cc @ 25:ac80210d5fbe
preparing a pc version for easier development of non-android-specifics
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Thu, 18 Jun 2015 03:12:30 +0300 |
parents | |
children |
line diff
1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/src/geom.cc Thu Jun 18 03:12:30 2015 +0300 1.3 @@ -0,0 +1,251 @@ 1.4 +#include <algorithm> 1.5 +#include <float.h> 1.6 +#include "geom.h" 1.7 + 1.8 +GeomObject::~GeomObject() 1.9 +{ 1.10 +} 1.11 + 1.12 + 1.13 +Sphere::Sphere() 1.14 +{ 1.15 + radius = 1.0; 1.16 +} 1.17 + 1.18 +Sphere::Sphere(const Vector3 ¢, float radius) 1.19 + : center(cent) 1.20 +{ 1.21 + this->radius = radius; 1.22 +} 1.23 + 1.24 +void Sphere::set_union(const GeomObject *obj1, const GeomObject *obj2) 1.25 +{ 1.26 + const Sphere *sph1 = dynamic_cast<const Sphere*>(obj1); 1.27 + const Sphere *sph2 = dynamic_cast<const Sphere*>(obj2); 1.28 + 1.29 + if(!sph1 || !sph2) { 1.30 + fprintf(stderr, "Sphere::set_union: arguments must be spheres"); 1.31 + return; 1.32 + } 1.33 + 1.34 + float dist = (sph1->center - sph2->center).length(); 1.35 + float surf_dist = dist - (sph1->radius + sph2->radius); 1.36 + float d1 = sph1->radius + surf_dist / 2.0; 1.37 + float d2 = sph2->radius + surf_dist / 2.0; 1.38 + float t = d1 / (d1 + d2); 1.39 + 1.40 + if(t < 0.0) t = 0.0; 1.41 + if(t > 1.0) t = 1.0; 1.42 + 1.43 + center = sph1->center * t + sph2->center * (1.0 - t); 1.44 + radius = std::max(dist * t + sph2->radius, dist * (1.0f - t) + sph1->radius); 1.45 +} 1.46 + 1.47 +void Sphere::set_intersection(const GeomObject *obj1, const GeomObject *obj2) 1.48 +{ 1.49 + fprintf(stderr, "Sphere::intersection undefined\n"); 1.50 +} 1.51 + 1.52 +bool Sphere::intersect(const Ray &ray, HitPoint *hit) const 1.53 +{ 1.54 + float a = dot_product(ray.dir, ray.dir); 1.55 + float b = 2.0 * ray.dir.x * (ray.origin.x - center.x) + 1.56 + 2.0 * ray.dir.y * (ray.origin.y - center.y) + 1.57 + 2.0 * ray.dir.z * (ray.origin.z - center.z); 1.58 + float c = dot_product(ray.origin, ray.origin) + dot_product(center, center) - 1.59 + 2.0 * dot_product(ray.origin, center) - radius * radius; 1.60 + 1.61 + float discr = b * b - 4.0 * a * c; 1.62 + if(discr < 1e-4) { 1.63 + return false; 1.64 + } 1.65 + 1.66 + float sqrt_discr = sqrt(discr); 1.67 + float t0 = (-b + sqrt_discr) / (2.0 * a); 1.68 + float t1 = (-b - sqrt_discr) / (2.0 * a); 1.69 + 1.70 + if(t0 < 1e-4) 1.71 + t0 = t1; 1.72 + if(t1 < 1e-4) 1.73 + t1 = t0; 1.74 + 1.75 + float t = t0 < t1 ? t0 : t1; 1.76 + if(t < 1e-4) { 1.77 + return false; 1.78 + } 1.79 + 1.80 + // fill the HitPoint structure 1.81 + if(hit) { 1.82 + hit->obj = this; 1.83 + hit->dist = t; 1.84 + hit->pos = ray.origin + ray.dir * t; 1.85 + hit->normal = (hit->pos - center) / radius; 1.86 + } 1.87 + return true; 1.88 +} 1.89 + 1.90 + 1.91 +AABox::AABox() 1.92 +{ 1.93 +} 1.94 + 1.95 +AABox::AABox(const Vector3 &vmin, const Vector3 &vmax) 1.96 + : min(vmin), max(vmax) 1.97 +{ 1.98 +} 1.99 + 1.100 +void AABox::set_union(const GeomObject *obj1, const GeomObject *obj2) 1.101 +{ 1.102 + const AABox *box1 = dynamic_cast<const AABox*>(obj1); 1.103 + const AABox *box2 = dynamic_cast<const AABox*>(obj2); 1.104 + 1.105 + if(!box1 || !box2) { 1.106 + fprintf(stderr, "AABox::set_union: arguments must be AABoxes too\n"); 1.107 + return; 1.108 + } 1.109 + 1.110 + min.x = std::min(box1->min.x, box2->min.x); 1.111 + min.y = std::min(box1->min.y, box2->min.y); 1.112 + min.z = std::min(box1->min.z, box2->min.z); 1.113 + 1.114 + max.x = std::max(box1->max.x, box2->max.x); 1.115 + max.y = std::max(box1->max.y, box2->max.y); 1.116 + max.z = std::max(box1->max.z, box2->max.z); 1.117 +} 1.118 + 1.119 +void AABox::set_intersection(const GeomObject *obj1, const GeomObject *obj2) 1.120 +{ 1.121 + const AABox *box1 = dynamic_cast<const AABox*>(obj1); 1.122 + const AABox *box2 = dynamic_cast<const AABox*>(obj2); 1.123 + 1.124 + if(!box1 || !box2) { 1.125 + fprintf(stderr, "AABox::set_intersection: arguments must be AABoxes too\n"); 1.126 + return; 1.127 + } 1.128 + 1.129 + for(int i=0; i<3; i++) { 1.130 + min[i] = std::max(box1->min[i], box2->min[i]); 1.131 + max[i] = std::min(box1->max[i], box2->max[i]); 1.132 + 1.133 + if(max[i] < min[i]) { 1.134 + max[i] = min[i]; 1.135 + } 1.136 + } 1.137 +} 1.138 + 1.139 +bool AABox::intersect(const Ray &ray, HitPoint *hit) const 1.140 +{ 1.141 + Vector3 param[2] = {min, max}; 1.142 + Vector3 inv_dir(1.0 / ray.dir.x, 1.0 / ray.dir.y, 1.0 / ray.dir.z); 1.143 + int sign[3] = {inv_dir.x < 0, inv_dir.y < 0, inv_dir.z < 0}; 1.144 + 1.145 + float tmin = (param[sign[0]].x - ray.origin.x) * inv_dir.x; 1.146 + float tmax = (param[1 - sign[0]].x - ray.origin.x) * inv_dir.x; 1.147 + float tymin = (param[sign[1]].y - ray.origin.y) * inv_dir.y; 1.148 + float tymax = (param[1 - sign[1]].y - ray.origin.y) * inv_dir.y; 1.149 + 1.150 + if(tmin > tymax || tymin > tmax) { 1.151 + return false; 1.152 + } 1.153 + if(tymin > tmin) { 1.154 + tmin = tymin; 1.155 + } 1.156 + if(tymax < tmax) { 1.157 + tmax = tymax; 1.158 + } 1.159 + 1.160 + float tzmin = (param[sign[2]].z - ray.origin.z) * inv_dir.z; 1.161 + float tzmax = (param[1 - sign[2]].z - ray.origin.z) * inv_dir.z; 1.162 + 1.163 + if(tmin > tzmax || tzmin > tmax) { 1.164 + return false; 1.165 + } 1.166 + if(tzmin > tmin) { 1.167 + tmin = tzmin; 1.168 + } 1.169 + if(tzmax < tmax) { 1.170 + tmax = tzmax; 1.171 + } 1.172 + 1.173 + float t = tmin < 1e-4 ? tmax : tmin; 1.174 + if(t >= 1e-4) { 1.175 + 1.176 + if(hit) { 1.177 + hit->obj = this; 1.178 + hit->dist = t; 1.179 + hit->pos = ray.origin + ray.dir * t; 1.180 + 1.181 + float min_dist = FLT_MAX; 1.182 + Vector3 offs = min + (max - min) / 2.0; 1.183 + Vector3 local_hit = hit->pos - offs; 1.184 + 1.185 + static const Vector3 axis[] = { 1.186 + Vector3(1, 0, 0), Vector3(0, 1, 0), Vector3(0, 0, 1) 1.187 + }; 1.188 + //int tcidx[][2] = {{2, 1}, {0, 2}, {0, 1}}; 1.189 + 1.190 + for(int i=0; i<3; i++) { 1.191 + float dist = fabs((max[i] - offs[i]) - fabs(local_hit[i])); 1.192 + if(dist < min_dist) { 1.193 + min_dist = dist; 1.194 + hit->normal = axis[i] * (local_hit[i] < 0.0 ? 1.0 : -1.0); 1.195 + //hit->texcoord = Vector2(hit->pos[tcidx[i][0]], hit->pos[tcidx[i][1]]); 1.196 + } 1.197 + } 1.198 + } 1.199 + return true; 1.200 + } 1.201 + return false; 1.202 + 1.203 +} 1.204 + 1.205 +Plane::Plane() 1.206 + : normal(0.0, 1.0, 0.0) 1.207 +{ 1.208 +} 1.209 + 1.210 +Plane::Plane(const Vector3 &p, const Vector3 &norm) 1.211 + : pt(p) 1.212 +{ 1.213 + normal = norm.normalized(); 1.214 +} 1.215 + 1.216 +Plane::Plane(const Vector3 &p1, const Vector3 &p2, const Vector3 &p3) 1.217 + : pt(p1) 1.218 +{ 1.219 + normal = cross_product(p2 - p1, p3 - p1).normalized(); 1.220 +} 1.221 + 1.222 +Plane::Plane(const Vector3 &normal, float dist) 1.223 +{ 1.224 + this->normal = normal.normalized(); 1.225 + pt = this->normal * dist; 1.226 +} 1.227 + 1.228 +void Plane::set_union(const GeomObject *obj1, const GeomObject *obj2) 1.229 +{ 1.230 + fprintf(stderr, "Plane::set_union undefined\n"); 1.231 +} 1.232 + 1.233 +void Plane::set_intersection(const GeomObject *obj1, const GeomObject *obj2) 1.234 +{ 1.235 + fprintf(stderr, "Plane::set_intersection undefined\n"); 1.236 +} 1.237 + 1.238 +bool Plane::intersect(const Ray &ray, HitPoint *hit) const 1.239 +{ 1.240 + float ndotdir = dot_product(normal, ray.dir); 1.241 + if(fabs(ndotdir) < 1e-4) { 1.242 + return false; 1.243 + } 1.244 + 1.245 + if(hit) { 1.246 + Vector3 ptdir = pt - ray.origin; 1.247 + float t = dot_product(normal, ptdir) / ndotdir; 1.248 + 1.249 + hit->pos = ray.origin + ray.dir * t; 1.250 + hit->normal = normal; 1.251 + hit->obj = this; 1.252 + } 1.253 + return true; 1.254 +}