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Diffstat (limited to 'source/blender/render/intern/raytrace/rayobject.cpp')
-rw-r--r--source/blender/render/intern/raytrace/rayobject.cpp644
1 files changed, 295 insertions, 349 deletions
diff --git a/source/blender/render/intern/raytrace/rayobject.cpp b/source/blender/render/intern/raytrace/rayobject.cpp
index 84ec56e131a..dd4932f0bd9 100644
--- a/source/blender/render/intern/raytrace/rayobject.cpp
+++ b/source/blender/render/intern/raytrace/rayobject.cpp
@@ -26,127 +26,86 @@
*
* ***** END GPL LICENSE BLOCK *****
*/
+
#include <assert.h>
-#include "BKE_utildefines.h"
+#include "MEM_guardedalloc.h"
+
#include "BLI_math.h"
+#include "BLI_utildefines.h"
+
#include "DNA_material_types.h"
-#include "RE_raytrace.h"
-#include "render_types.h"
+#include "rayintersection.h"
#include "rayobject.h"
#include "raycounter.h"
+#include "render_types.h"
-/*
- * Determines the distance that the ray must travel to hit the bounding volume of the given node
- * Based on Tactical Optimization of Ray/Box Intersection, by Graham Fyffe
- * [http://tog.acm.org/resources/RTNews/html/rtnv21n1.html#art9]
- */
-int RE_rayobject_bb_intersect_test(const Isect *isec, const float *_bb)
-{
- const float *bb = _bb;
-
- float t1x = (bb[isec->bv_index[0]] - isec->start[0]) * isec->idot_axis[0];
- float t2x = (bb[isec->bv_index[1]] - isec->start[0]) * isec->idot_axis[0];
- float t1y = (bb[isec->bv_index[2]] - isec->start[1]) * isec->idot_axis[1];
- float t2y = (bb[isec->bv_index[3]] - isec->start[1]) * isec->idot_axis[1];
- float t1z = (bb[isec->bv_index[4]] - isec->start[2]) * isec->idot_axis[2];
- float t2z = (bb[isec->bv_index[5]] - isec->start[2]) * isec->idot_axis[2];
-
- RE_RC_COUNT(isec->raycounter->bb.test);
-
- if(t1x > t2y || t2x < t1y || t1x > t2z || t2x < t1z || t1y > t2z || t2y < t1z) return 0;
- if(t2x < 0.0 || t2y < 0.0 || t2z < 0.0) return 0;
- if(t1x > isec->labda || t1y > isec->labda || t1z > isec->labda) return 0;
- RE_RC_COUNT(isec->raycounter->bb.hit);
-
- return 1;
-}
+/* RayFace
+ note we force always inline here, because compiler refuses to otherwise
+ because function is too long. Since this is code that is called billions
+ of times we really do want to inline. */
-/* only for self-intersecting test with current render face (where ray left) */
-static int intersection2(VlakRen *face, float r0, float r1, float r2, float rx1, float ry1, float rz1)
+MALWAYS_INLINE RayObject* rayface_from_coords(RayFace *rayface, void *ob, void *face, float *v1, float *v2, float *v3, float *v4)
{
- float co1[3], co2[3], co3[3], co4[3];
- float x0,x1,x2,t00,t01,t02,t10,t11,t12,t20,t21,t22;
- float m0, m1, m2, divdet, det, det1;
- float u1, v, u2;
+ rayface->ob = ob;
+ rayface->face = face;
- VECCOPY(co1, face->v1->co);
- VECCOPY(co2, face->v2->co);
- if(face->v4)
+ copy_v3_v3(rayface->v1, v1);
+ copy_v3_v3(rayface->v2, v2);
+ copy_v3_v3(rayface->v3, v3);
+
+ if(v4)
{
- VECCOPY(co3, face->v4->co);
- VECCOPY(co4, face->v3->co);
+ copy_v3_v3(rayface->v4, v4);
+ rayface->quad = 1;
}
else
{
- VECCOPY(co3, face->v3->co);
+ rayface->quad = 0;
}
- t00= co3[0]-co1[0];
- t01= co3[1]-co1[1];
- t02= co3[2]-co1[2];
- t10= co3[0]-co2[0];
- t11= co3[1]-co2[1];
- t12= co3[2]-co2[2];
-
- x0= t11*r2-t12*r1;
- x1= t12*r0-t10*r2;
- x2= t10*r1-t11*r0;
-
- divdet= t00*x0+t01*x1+t02*x2;
+ return RE_rayobject_unalignRayFace(rayface);
+}
- m0= rx1-co3[0];
- m1= ry1-co3[1];
- m2= rz1-co3[2];
- det1= m0*x0+m1*x1+m2*x2;
-
- if(divdet!=0.0f) {
- u1= det1/divdet;
+MALWAYS_INLINE void rayface_from_vlak(RayFace *rayface, ObjectInstanceRen *obi, VlakRen *vlr)
+{
+ rayface_from_coords(rayface, obi, vlr, vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->v4 ? vlr->v4->co : 0);
- if(u1<ISECT_EPSILON) {
- det= t00*(m1*r2-m2*r1);
- det+= t01*(m2*r0-m0*r2);
- det+= t02*(m0*r1-m1*r0);
- v= det/divdet;
+ if(obi->transform_primitives)
+ {
+ mul_m4_v3(obi->mat, rayface->v1);
+ mul_m4_v3(obi->mat, rayface->v2);
+ mul_m4_v3(obi->mat, rayface->v3);
- if(v<ISECT_EPSILON && (u1 + v) > -(1.0f+ISECT_EPSILON)) {
- return 1;
- }
- }
+ if(RE_rayface_isQuad(rayface))
+ mul_m4_v3(obi->mat, rayface->v4);
}
+}
- if(face->v4) {
+RayObject* RE_rayface_from_vlak(RayFace *rayface, ObjectInstanceRen *obi, VlakRen *vlr)
+{
+ return rayface_from_coords(rayface, obi, vlr, vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->v4 ? vlr->v4->co : 0);
+}
- t20= co3[0]-co4[0];
- t21= co3[1]-co4[1];
- t22= co3[2]-co4[2];
+/* VlakPrimitive */
- divdet= t20*x0+t21*x1+t22*x2;
- if(divdet!=0.0f) {
- u2= det1/divdet;
-
- if(u2<ISECT_EPSILON) {
- det= t20*(m1*r2-m2*r1);
- det+= t21*(m2*r0-m0*r2);
- det+= t22*(m0*r1-m1*r0);
- v= det/divdet;
-
- if(v<ISECT_EPSILON && (u2 + v) >= -(1.0f+ISECT_EPSILON)) {
- return 2;
- }
- }
- }
- }
- return 0;
+RayObject* RE_vlakprimitive_from_vlak(VlakPrimitive *face, struct ObjectInstanceRen *obi, struct VlakRen *vlr)
+{
+ face->ob = obi;
+ face->face = vlr;
+
+ return RE_rayobject_unalignVlakPrimitive(face);
}
-static inline int vlr_check_intersect(Isect *is, ObjectInstanceRen *obi, VlakRen *vlr)
+/* Checks for ignoring faces or materials */
+
+MALWAYS_INLINE int vlr_check_intersect(Isect *is, ObjectInstanceRen *obi, VlakRen *vlr)
{
/* for baking selected to active non-traceable materials might still
* be in the raytree */
- if(!(vlr->mat->mode & MA_TRACEBLE))
+ if(!(vlr->flag & R_TRACEBLE))
return 0;
/* I know... cpu cycle waste, might do smarter once */
@@ -156,7 +115,7 @@ static inline int vlr_check_intersect(Isect *is, ObjectInstanceRen *obi, VlakRen
return (is->lay & obi->lay);
}
-static inline int vlr_check_intersect_solid(Isect *is, ObjectInstanceRen* obi, VlakRen *vlr)
+MALWAYS_INLINE int vlr_check_intersect_solid(Isect *is, ObjectInstanceRen* obi, VlakRen *vlr)
{
/* solid material types only */
if (vlr->mat->material_type == MA_TYPE_SURFACE)
@@ -165,168 +124,223 @@ static inline int vlr_check_intersect_solid(Isect *is, ObjectInstanceRen* obi, V
return 0;
}
-static inline int vlr_check_bake(Isect *is, ObjectInstanceRen* obi, VlakRen *vlr)
+MALWAYS_INLINE int vlr_check_bake(Isect *is, ObjectInstanceRen* obi, VlakRen *vlr)
{
return (obi->obr->ob != is->userdata);
}
-static inline int rayface_check_cullface(RayFace *face, Isect *is)
-{
- float nor[3];
-
- /* don't intersect if the ray faces along the face normal */
- if(face->quad) normal_quad_v3( nor,face->v1, face->v2, face->v3, face->v4);
- else normal_tri_v3( nor,face->v1, face->v2, face->v3);
+/* Ray Triangle/Quad Intersection */
- return (INPR(nor, is->vec) < 0);
-}
-
-/* ray - triangle or quad intersection */
-/* this function shall only modify Isect if it detects an hit */
-static int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *is)
+MALWAYS_INLINE int isec_tri_quad(float start[3], float dir[3], RayFace *face, float uv[2], float *lambda)
{
- float co1[3],co2[3],co3[3],co4[3]={0};
- float x0,x1,x2,t00,t01,t02,t10,t11,t12,t20,t21,t22,r0,r1,r2;
- float m0, m1, m2, divdet, det1;
- float labda, u, v;
- short ok=0;
-
- if(is->orig.ob == face->ob && is->orig.face == face->face)
- return 0;
-
- /* check if we should intersect this face */
- if(is->skip & RE_SKIP_VLR_RENDER_CHECK)
- {
- if(vlr_check_intersect(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face ) == 0)
- return 0;
- }
- else if(is->skip & RE_SKIP_VLR_NON_SOLID_MATERIAL)
- {
- if(vlr_check_intersect(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face ) == 0)
- return 0;
- if(vlr_check_intersect_solid(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face) == 0)
- return 0;
- }
- else if(is->skip & RE_SKIP_VLR_BAKE_CHECK) {
- if(vlr_check_bake(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face ) == 0)
- return 0;
- }
+ float co1[3], co2[3], co3[3], co4[3];
+ float t0[3], t1[3], x[3], r[3], m[3], u, v, divdet, det1, l;
+ int quad;
- if(is->skip & RE_SKIP_CULLFACE)
- {
- if(rayface_check_cullface(face, is) == 0)
- return 0;
- }
+ quad= RE_rayface_isQuad(face);
- RE_RC_COUNT(is->raycounter->faces.test);
+ copy_v3_v3(co1, face->v1);
+ copy_v3_v3(co2, face->v2);
+ copy_v3_v3(co3, face->v3);
- //Load coords
- VECCOPY(co1, face->v1);
- VECCOPY(co2, face->v2);
- if(RE_rayface_isQuad(face))
- {
- VECCOPY(co3, face->v4);
- VECCOPY(co4, face->v3);
- }
- else
- {
- VECCOPY(co3, face->v3);
- }
+ copy_v3_v3(r, dir);
- t00= co3[0]-co1[0];
- t01= co3[1]-co1[1];
- t02= co3[2]-co1[2];
- t10= co3[0]-co2[0];
- t11= co3[1]-co2[1];
- t12= co3[2]-co2[2];
-
- r0= is->vec[0];
- r1= is->vec[1];
- r2= is->vec[2];
-
- x0= t12*r1-t11*r2;
- x1= t10*r2-t12*r0;
- x2= t11*r0-t10*r1;
+ /* intersect triangle */
+ sub_v3_v3v3(t0, co3, co2);
+ sub_v3_v3v3(t1, co3, co1);
- divdet= t00*x0+t01*x1+t02*x2;
+ cross_v3_v3v3(x, r, t1);
+ divdet= dot_v3v3(t0, x);
- m0= is->start[0]-co3[0];
- m1= is->start[1]-co3[1];
- m2= is->start[2]-co3[2];
- det1= m0*x0+m1*x1+m2*x2;
+ sub_v3_v3v3(m, start, co3);
+ det1= dot_v3v3(m, x);
- if(divdet!=0.0f) {
-
+ if(divdet != 0.0f) {
divdet= 1.0f/divdet;
- u= det1*divdet;
- if(u<ISECT_EPSILON && u>-(1.0f+ISECT_EPSILON)) {
- float cros0, cros1, cros2;
-
- cros0= m1*t02-m2*t01;
- cros1= m2*t00-m0*t02;
- cros2= m0*t01-m1*t00;
- v= divdet*(cros0*r0 + cros1*r1 + cros2*r2);
+ v= det1*divdet;
- if(v<ISECT_EPSILON && (u + v) > -(1.0f+ISECT_EPSILON)) {
- labda= divdet*(cros0*t10 + cros1*t11 + cros2*t12);
+ if(v < RE_RAYTRACE_EPSILON && v > -(1.0f+RE_RAYTRACE_EPSILON)) {
+ float cros[3];
- if(labda>-ISECT_EPSILON && labda<is->labda) {
- ok= 1;
+ cross_v3_v3v3(cros, m, t0);
+ u= divdet*dot_v3v3(cros, r);
+
+ if(u < RE_RAYTRACE_EPSILON && (v + u) > -(1.0f+RE_RAYTRACE_EPSILON)) {
+ l= divdet*dot_v3v3(cros, t1);
+
+ /* check if intersection is within ray length */
+ if(l > -RE_RAYTRACE_EPSILON && l < *lambda) {
+ uv[0]= u;
+ uv[1]= v;
+ *lambda= l;
+ return 1;
}
}
}
}
- if(ok==0 && RE_rayface_isQuad(face)) {
-
- t20= co3[0]-co4[0];
- t21= co3[1]-co4[1];
- t22= co3[2]-co4[2];
+ /* intersect second triangle in quad */
+ if(quad) {
+ copy_v3_v3(co4, face->v4);
+ sub_v3_v3v3(t0, co3, co4);
+ divdet= dot_v3v3(t0, x);
- divdet= t20*x0+t21*x1+t22*x2;
- if(divdet!=0.0f) {
+ if(divdet != 0.0f) {
divdet= 1.0f/divdet;
- u = det1*divdet;
+ v = det1*divdet;
- if(u<ISECT_EPSILON && u>-(1.0f+ISECT_EPSILON)) {
- float cros0, cros1, cros2;
- cros0= m1*t22-m2*t21;
- cros1= m2*t20-m0*t22;
- cros2= m0*t21-m1*t20;
- v= divdet*(cros0*r0 + cros1*r1 + cros2*r2);
+ if(v < RE_RAYTRACE_EPSILON && v > -(1.0f+RE_RAYTRACE_EPSILON)) {
+ float cros[3];
+
+ cross_v3_v3v3(cros, m, t0);
+ u= divdet*dot_v3v3(cros, r);
- if(v<ISECT_EPSILON && (u + v) >-(1.0f+ISECT_EPSILON)) {
- labda= divdet*(cros0*t10 + cros1*t11 + cros2*t12);
+ if(u < RE_RAYTRACE_EPSILON && (v + u) > -(1.0f+RE_RAYTRACE_EPSILON)) {
+ l= divdet*dot_v3v3(cros, t1);
- if(labda>-ISECT_EPSILON && labda<is->labda) {
- ok= 2;
+ if(l >- RE_RAYTRACE_EPSILON && l < *lambda) {
+ uv[0]= u;
+ uv[1]= -(1.0f + v + u);
+ *lambda= l;
+ return 2;
}
}
}
}
}
+ return 0;
+}
+
+/* Simpler yes/no Ray Triangle/Quad Intersection */
+
+MALWAYS_INLINE int isec_tri_quad_neighbour(float start[3], float dir[3], RayFace *face)
+{
+ float co1[3], co2[3], co3[3], co4[3];
+ float t0[3], t1[3], x[3], r[3], m[3], u, v, divdet, det1;
+ int quad;
+
+ quad= RE_rayface_isQuad(face);
+
+ copy_v3_v3(co1, face->v1);
+ copy_v3_v3(co2, face->v2);
+ copy_v3_v3(co3, face->v3);
+
+ negate_v3_v3(r, dir); /* note, different than above function */
+
+ /* intersect triangle */
+ sub_v3_v3v3(t0, co3, co2);
+ sub_v3_v3v3(t1, co3, co1);
+
+ cross_v3_v3v3(x, r, t1);
+ divdet= dot_v3v3(t0, x);
+
+ sub_v3_v3v3(m, start, co3);
+ det1= dot_v3v3(m, x);
+
+ if(divdet != 0.0f) {
+ divdet= 1.0f/divdet;
+ v= det1*divdet;
+
+ if(v < RE_RAYTRACE_EPSILON && v > -(1.0f+RE_RAYTRACE_EPSILON)) {
+ float cros[3];
+
+ cross_v3_v3v3(cros, m, t0);
+ u= divdet*dot_v3v3(cros, r);
+
+ if(u < RE_RAYTRACE_EPSILON && (v + u) > -(1.0f+RE_RAYTRACE_EPSILON))
+ return 1;
+ }
+ }
+
+ /* intersect second triangle in quad */
+ if(quad) {
+ copy_v3_v3(co4, face->v4);
+ sub_v3_v3v3(t0, co3, co4);
+ divdet= dot_v3v3(t0, x);
+
+ if(divdet != 0.0f) {
+ divdet= 1.0f/divdet;
+ v = det1*divdet;
+
+ if(v < RE_RAYTRACE_EPSILON && v > -(1.0f+RE_RAYTRACE_EPSILON)) {
+ float cros[3];
+
+ cross_v3_v3v3(cros, m, t0);
+ u= divdet*dot_v3v3(cros, r);
+
+ if(u < RE_RAYTRACE_EPSILON && (v + u) > -(1.0f+RE_RAYTRACE_EPSILON))
+ return 2;
+ }
+ }
+ }
+
+ return 0;
+}
+
+/* RayFace intersection with checks and neighbour verifaction included,
+ Isect is modified if the face is hit. */
+
+MALWAYS_INLINE int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *is)
+{
+ float dist, uv[2];
+ int ok= 0;
+
+ /* avoid self-intersection */
+ if(is->orig.ob == face->ob && is->orig.face == face->face)
+ return 0;
+
+ /* check if we should intersect this face */
+ if(is->check == RE_CHECK_VLR_RENDER)
+ {
+ if(vlr_check_intersect(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face) == 0)
+ return 0;
+ }
+ else if(is->check == RE_CHECK_VLR_NON_SOLID_MATERIAL)
+ {
+ if(vlr_check_intersect(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face) == 0)
+ return 0;
+ if(vlr_check_intersect_solid(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face) == 0)
+ return 0;
+ }
+ else if(is->check == RE_CHECK_VLR_BAKE) {
+ if(vlr_check_bake(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face) == 0)
+ return 0;
+ }
+
+ /* ray counter */
+ RE_RC_COUNT(is->raycounter->faces.test);
+
+ dist= is->dist;
+ ok= isec_tri_quad(is->start, is->dir, face, uv, &dist);
+
if(ok) {
- /* when a shadow ray leaves a face, it can be little outside the edges of it, causing
- intersection to be detected in its neighbour face */
+ /* when a shadow ray leaves a face, it can be little outside the edges
+ of it, causing intersection to be detected in its neighbour face */
if(is->skip & RE_SKIP_VLR_NEIGHBOUR)
{
- if(labda < 0.1f && is->orig.ob == face->ob)
+ if(dist < 0.1f && is->orig.ob == face->ob)
{
VlakRen * a = (VlakRen*)is->orig.face;
VlakRen * b = (VlakRen*)face->face;
- /* so there's a shared edge or vertex, let's intersect ray with face
- itself, if that's true we can safely return 1, otherwise we assume
- the intersection is invalid, 0 */
+ /* so there's a shared edge or vertex, let's intersect ray with
+ face itself, if that's true we can safely return 1, otherwise
+ we assume the intersection is invalid, 0 */
if(a->v1==b->v1 || a->v2==b->v1 || a->v3==b->v1 || a->v4==b->v1
|| a->v1==b->v2 || a->v2==b->v2 || a->v3==b->v2 || a->v4==b->v2
|| a->v1==b->v3 || a->v2==b->v3 || a->v3==b->v3 || a->v4==b->v3
- || (b->v4 && (a->v1==b->v4 || a->v2==b->v4 || a->v3==b->v4 || a->v4==b->v4)))
- if(!intersection2((VlakRen*)a, -r0, -r1, -r2, is->start[0], is->start[1], is->start[2]))
- {
- return 0;
+ || (b->v4 && (a->v1==b->v4 || a->v2==b->v4 || a->v3==b->v4 || a->v4==b->v4))) {
+ /* create RayFace from original face, transformed if necessary */
+ RayFace origface;
+ ObjectInstanceRen *ob= (ObjectInstanceRen*)is->orig.ob;
+ rayface_from_vlak(&origface, ob, (VlakRen*)is->orig.face);
+
+ if(!isec_tri_quad_neighbour(is->start, is->dir, &origface))
+ {
+ return 0;
+ }
}
}
}
@@ -334,8 +348,8 @@ static int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *is)
RE_RC_COUNT(is->raycounter->faces.hit);
is->isect= ok; // which half of the quad
- is->labda= labda;
- is->u= u; is->v= v;
+ is->dist= dist;
+ is->u= uv[0]; is->v= uv[1];
is->hit.ob = face->ob;
is->hit.face = face->face;
@@ -348,51 +362,18 @@ static int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *is)
return 0;
}
-RayObject* RE_rayface_from_vlak(RayFace *rayface, ObjectInstanceRen *obi, VlakRen *vlr)
-{
- return RE_rayface_from_coords(rayface, obi, vlr, vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->v4 ? vlr->v4->co : 0 );
-}
-
-RayObject* RE_rayface_from_coords(RayFace *rayface, void *ob, void *face, float *v1, float *v2, float *v3, float *v4)
-{
- rayface->ob = ob;
- rayface->face = face;
-
- VECCOPY(rayface->v1, v1);
- VECCOPY(rayface->v2, v2);
- VECCOPY(rayface->v3, v3);
- if(v4)
- {
- VECCOPY(rayface->v4, v4);
- rayface->quad = 1;
- }
- else
- {
- rayface->quad = 0;
- }
-
- return RE_rayobject_unalignRayFace(rayface);
-}
-
-RayObject* RE_vlakprimitive_from_vlak(VlakPrimitive *face, struct ObjectInstanceRen *obi, struct VlakRen *vlr)
-{
- face->ob = obi;
- face->face = vlr;
- return RE_rayobject_unalignVlakPrimitive(face);
-}
-
+/* Intersection */
int RE_rayobject_raycast(RayObject *r, Isect *isec)
{
int i;
+
RE_RC_COUNT(isec->raycounter->raycast.test);
- /* Setup vars used on raycast */
- isec->dist = len_v3(isec->vec);
-
+ /* setup vars used on raycast */
for(i=0; i<3; i++)
{
- isec->idot_axis[i] = 1.0f / isec->vec[i];
+ isec->idot_axis[i] = 1.0f / isec->dir[i];
isec->bv_index[2*i] = isec->idot_axis[i] < 0.0 ? 1 : 0;
isec->bv_index[2*i+1] = 1 - isec->bv_index[2*i];
@@ -402,7 +383,7 @@ int RE_rayobject_raycast(RayObject *r, Isect *isec)
}
#ifdef RT_USE_LAST_HIT
- /* Last hit heuristic */
+ /* last hit heuristic */
if(isec->mode==RE_RAY_SHADOW && isec->last_hit)
{
RE_RC_COUNT(isec->raycounter->rayshadow_last_hit.test);
@@ -429,6 +410,7 @@ int RE_rayobject_raycast(RayObject *r, Isect *isec)
#endif
return 1;
}
+
return 0;
}
@@ -443,98 +425,92 @@ int RE_rayobject_intersect(RayObject *r, Isect *i)
//TODO optimize (useless copy to RayFace to avoid duplicate code)
VlakPrimitive *face = (VlakPrimitive*) RE_rayobject_align(r);
RayFace nface;
- RE_rayface_from_vlak(&nface, face->ob, face->face);
-
- if(face->ob->transform_primitives)
- {
- mul_m4_v3(face->ob->mat, nface.v1);
- mul_m4_v3(face->ob->mat, nface.v2);
- mul_m4_v3(face->ob->mat, nface.v3);
- if(RE_rayface_isQuad(&nface))
- mul_m4_v3(face->ob->mat, nface.v4);
- }
+ rayface_from_vlak(&nface, face->ob, face->face);
return intersect_rayface(r, &nface, i);
}
else if(RE_rayobject_isRayAPI(r))
{
- r = RE_rayobject_align( r );
- return r->api->raycast( r, i );
+ r = RE_rayobject_align(r);
+ return r->api->raycast(r, i);
+ }
+ else {
+ assert(0);
+ return 0;
}
- else assert(0);
- return 0; /* wont reach this, quiet compilers */
}
+/* Building */
+
void RE_rayobject_add(RayObject *r, RayObject *o)
{
- r = RE_rayobject_align( r );
- return r->api->add( r, o );
+ r = RE_rayobject_align(r);
+ return r->api->add(r, o);
}
void RE_rayobject_done(RayObject *r)
{
- r = RE_rayobject_align( r );
- r->api->done( r );
+ r = RE_rayobject_align(r);
+ r->api->done(r);
}
void RE_rayobject_free(RayObject *r)
{
- r = RE_rayobject_align( r );
- r->api->free( r );
+ r = RE_rayobject_align(r);
+ r->api->free(r);
+}
+
+float RE_rayobject_cost(RayObject *r)
+{
+ if(RE_rayobject_isRayFace(r) || RE_rayobject_isVlakPrimitive(r))
+ {
+ return 1.0f;
+ }
+ else if(RE_rayobject_isRayAPI(r))
+ {
+ r = RE_rayobject_align(r);
+ return r->api->cost(r);
+ }
+ else {
+ assert(0);
+ return 1.0f;
+ }
}
+/* Bounding Boxes */
+
void RE_rayobject_merge_bb(RayObject *r, float *min, float *max)
{
if(RE_rayobject_isRayFace(r))
{
RayFace *face = (RayFace*) RE_rayobject_align(r);
- DO_MINMAX( face->v1, min, max );
- DO_MINMAX( face->v2, min, max );
- DO_MINMAX( face->v3, min, max );
- if(RE_rayface_isQuad(face)) DO_MINMAX( face->v4, min, max );
+ DO_MINMAX(face->v1, min, max);
+ DO_MINMAX(face->v2, min, max);
+ DO_MINMAX(face->v3, min, max);
+ if(RE_rayface_isQuad(face)) DO_MINMAX(face->v4, min, max);
}
else if(RE_rayobject_isVlakPrimitive(r))
{
VlakPrimitive *face = (VlakPrimitive*) RE_rayobject_align(r);
RayFace nface;
- RE_rayface_from_vlak(&nface, face->ob, face->face);
-
- if(face->ob->transform_primitives)
- {
- mul_m4_v3(face->ob->mat, nface.v1);
- mul_m4_v3(face->ob->mat, nface.v2);
- mul_m4_v3(face->ob->mat, nface.v3);
- if(RE_rayface_isQuad(&nface))
- mul_m4_v3(face->ob->mat, nface.v4);
- }
+ rayface_from_vlak(&nface, face->ob, face->face);
- DO_MINMAX( nface.v1, min, max );
- DO_MINMAX( nface.v2, min, max );
- DO_MINMAX( nface.v3, min, max );
- if(RE_rayface_isQuad(&nface)) DO_MINMAX( nface.v4, min, max );
+ DO_MINMAX(nface.v1, min, max);
+ DO_MINMAX(nface.v2, min, max);
+ DO_MINMAX(nface.v3, min, max);
+ if(RE_rayface_isQuad(&nface)) DO_MINMAX(nface.v4, min, max);
}
else if(RE_rayobject_isRayAPI(r))
{
- r = RE_rayobject_align( r );
- r->api->bb( r, min, max );
+ r = RE_rayobject_align(r);
+ r->api->bb(r, min, max);
}
- else assert(0);
+ else
+ assert(0);
}
-float RE_rayobject_cost(RayObject *r)
-{
- if(RE_rayobject_isRayFace(r) || RE_rayobject_isVlakPrimitive(r))
- {
- return 1.0;
- }
- else if(RE_rayobject_isRayAPI(r))
- {
- r = RE_rayobject_align( r );
- return r->api->cost( r );
- }
- else assert(0);
-}
+/* Hints */
void RE_rayobject_hint_bb(RayObject *r, RayHint *hint, float *min, float *max)
{
@@ -544,60 +520,30 @@ void RE_rayobject_hint_bb(RayObject *r, RayHint *hint, float *min, float *max)
}
else if(RE_rayobject_isRayAPI(r))
{
- r = RE_rayobject_align( r );
- return r->api->hint_bb( r, hint, min, max );
+ r = RE_rayobject_align(r);
+ return r->api->hint_bb(r, hint, min, max);
}
- else assert(0);
+ else
+ assert(0);
}
+/* RayObjectControl */
+
int RE_rayobjectcontrol_test_break(RayObjectControl *control)
{
if(control->test_break)
- return control->test_break( control->data );
+ return control->test_break(control->data);
return 0;
}
-
-/*
- * Empty raytree
- */
-static int RE_rayobject_empty_intersect(RayObject *o, Isect *is)
+void RE_rayobject_set_control(RayObject *r, void *data, RE_rayobjectcontrol_test_break_callback test_break)
{
- return 0;
-}
-
-static void RE_rayobject_empty_free(RayObject *o)
-{
-}
-
-static void RE_rayobject_empty_bb(RayObject *o, float *min, float *max)
-{
- return;
-}
-
-static float RE_rayobject_empty_cost(RayObject *o)
-{
- return 0.0;
+ if(RE_rayobject_isRayAPI(r))
+ {
+ r = RE_rayobject_align(r);
+ r->control.data = data;
+ r->control.test_break = test_break;
+ }
}
-static void RE_rayobject_empty_hint_bb(RayObject *o, RayHint *hint, float *min, float *max)
-{}
-
-static RayObjectAPI empty_api =
-{
- RE_rayobject_empty_intersect,
- NULL, //static void RE_rayobject_instance_add(RayObject *o, RayObject *ob);
- NULL, //static void RE_rayobject_instance_done(RayObject *o);
- RE_rayobject_empty_free,
- RE_rayobject_empty_bb,
- RE_rayobject_empty_cost,
- RE_rayobject_empty_hint_bb
-};
-
-static RayObject empty_raytree = { &empty_api, {0, 0} };
-
-RayObject *RE_rayobject_empty_create()
-{
- return RE_rayobject_unalignRayAPI( &empty_raytree );
-}