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Diffstat (limited to 'source/blender/render/intern/raytrace/rayobject_instance.cpp')
-rw-r--r--source/blender/render/intern/raytrace/rayobject_instance.cpp211
1 files changed, 211 insertions, 0 deletions
diff --git a/source/blender/render/intern/raytrace/rayobject_instance.cpp b/source/blender/render/intern/raytrace/rayobject_instance.cpp
new file mode 100644
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+++ b/source/blender/render/intern/raytrace/rayobject_instance.cpp
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+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2009 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): André Pinto.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/render/intern/raytrace/rayobject_instance.cpp
+ * \ingroup render
+ */
+
+
+#include <assert.h>
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_math.h"
+#include "BLI_utildefines.h"
+
+#include "rayintersection.h"
+#include "rayobject.h"
+
+#define RE_COST_INSTANCE (1.0f)
+
+static int RE_rayobject_instance_intersect(RayObject *o, Isect *isec);
+static void RE_rayobject_instance_free(RayObject *o);
+static void RE_rayobject_instance_bb(RayObject *o, float *min, float *max);
+static float RE_rayobject_instance_cost(RayObject *o);
+
+static void RE_rayobject_instance_hint_bb(RayObject *UNUSED(o), RayHint *UNUSED(hint),
+ float *UNUSED(min), float *UNUSED(max))
+{}
+
+static RayObjectAPI instance_api =
+{
+ RE_rayobject_instance_intersect,
+ NULL, //static void RE_rayobject_instance_add(RayObject *o, RayObject *ob);
+ NULL, //static void RE_rayobject_instance_done(RayObject *o);
+ RE_rayobject_instance_free,
+ RE_rayobject_instance_bb,
+ RE_rayobject_instance_cost,
+ RE_rayobject_instance_hint_bb
+};
+
+typedef struct InstanceRayObject {
+ RayObject rayobj;
+ RayObject *target;
+
+ void *ob; //Object represented by this instance
+ void *target_ob; //Object represented by the inner RayObject, needed to handle self-intersection
+
+ float global2target[4][4];
+ float target2global[4][4];
+
+} InstanceRayObject;
+
+
+RayObject *RE_rayobject_instance_create(RayObject *target, float transform[4][4], void *ob, void *target_ob)
+{
+ InstanceRayObject *obj = (InstanceRayObject *)MEM_callocN(sizeof(InstanceRayObject), "InstanceRayObject");
+ assert(RE_rayobject_isAligned(obj) ); /* RayObject API assumes real data to be 4-byte aligned */
+
+ obj->rayobj.api = &instance_api;
+ obj->target = target;
+ obj->ob = ob;
+ obj->target_ob = target_ob;
+
+ copy_m4_m4(obj->target2global, transform);
+ invert_m4_m4(obj->global2target, obj->target2global);
+
+ return RE_rayobject_unalignRayAPI((RayObject *) obj);
+}
+
+static int RE_rayobject_instance_intersect(RayObject *o, Isect *isec)
+{
+ InstanceRayObject *obj = (InstanceRayObject *)o;
+ float start[3], dir[3], idot_axis[3], dist;
+ int changed = 0, i, res;
+
+ // TODO - this is disabling self intersection on instances
+ if (isec->orig.ob == obj->ob && obj->ob) {
+ changed = 1;
+ isec->orig.ob = obj->target_ob;
+ }
+
+ // backup old values
+ copy_v3_v3(start, isec->start);
+ copy_v3_v3(dir, isec->dir);
+ copy_v3_v3(idot_axis, isec->idot_axis);
+ dist = isec->dist;
+
+ // transform to target coordinates system
+ mul_m4_v3(obj->global2target, isec->start);
+ mul_mat3_m4_v3(obj->global2target, isec->dir);
+ isec->dist *= normalize_v3(isec->dir);
+
+ // update idot_axis and bv_index
+ for (i = 0; i < 3; i++) {
+ isec->idot_axis[i] = 1.0f / isec->dir[i];
+
+ isec->bv_index[2 * i] = isec->idot_axis[i] < 0.0f ? 1 : 0;
+ isec->bv_index[2 * i + 1] = 1 - isec->bv_index[2 * i];
+
+ isec->bv_index[2 * i] = i + 3 * isec->bv_index[2 * i];
+ isec->bv_index[2 * i + 1] = i + 3 * isec->bv_index[2 * i + 1];
+ }
+
+ // Pre-calculate orientation for watertight intersection checks.
+ isect_ray_tri_watertight_v3_precalc(&isec->isect_precalc, isec->dir);
+
+ // raycast
+ res = RE_rayobject_intersect(obj->target, isec);
+
+ // map dist into original coordinate space
+ if (res == 0) {
+ isec->dist = dist;
+ }
+ else {
+ // note we don't just multiply dist, because of possible
+ // non-uniform scaling in the transform matrix
+ float vec[3];
+
+ mul_v3_v3fl(vec, isec->dir, isec->dist);
+ mul_mat3_m4_v3(obj->target2global, vec);
+
+ isec->dist = len_v3(vec);
+ isec->hit.ob = obj->ob;
+
+#ifdef RT_USE_LAST_HIT
+ // TODO support for last hit optimization in instances that can jump
+ // directly to the last hit face.
+ // For now it jumps directly to the last-hit instance root node.
+ isec->last_hit = RE_rayobject_unalignRayAPI((RayObject *) obj);
+#endif
+ }
+
+ // restore values
+ copy_v3_v3(isec->start, start);
+ copy_v3_v3(isec->dir, dir);
+ copy_v3_v3(isec->idot_axis, idot_axis);
+
+ if (changed)
+ isec->orig.ob = obj->ob;
+
+ // restore bv_index
+ for (i = 0; i < 3; i++) {
+ isec->bv_index[2 * i] = isec->idot_axis[i] < 0.0f ? 1 : 0;
+ isec->bv_index[2 * i + 1] = 1 - isec->bv_index[2 * i];
+
+ isec->bv_index[2 * i] = i + 3 * isec->bv_index[2 * i];
+ isec->bv_index[2 * i + 1] = i + 3 * isec->bv_index[2 * i + 1];
+ }
+
+ // Pre-calculate orientation for watertight intersection checks.
+ isect_ray_tri_watertight_v3_precalc(&isec->isect_precalc, isec->dir);
+
+ return res;
+}
+
+static void RE_rayobject_instance_free(RayObject *o)
+{
+ InstanceRayObject *obj = (InstanceRayObject *)o;
+ MEM_freeN(obj);
+}
+
+static float RE_rayobject_instance_cost(RayObject *o)
+{
+ InstanceRayObject *obj = (InstanceRayObject *)o;
+ return RE_rayobject_cost(obj->target) + RE_COST_INSTANCE;
+}
+
+static void RE_rayobject_instance_bb(RayObject *o, float *min, float *max)
+{
+ //TODO:
+ // *better bb.. calculated without rotations of bb
+ // *maybe cache that better-fitted-BB at the InstanceRayObject
+ InstanceRayObject *obj = (InstanceRayObject *)o;
+
+ float m[3], M[3], t[3];
+ int i, j;
+ INIT_MINMAX(m, M);
+ RE_rayobject_merge_bb(obj->target, m, M);
+
+ //There must be a faster way than rotating all the 8 vertexs of the BB
+ for (i = 0; i < 8; i++) {
+ for (j = 0; j < 3; j++) t[j] = (i & (1 << j)) ? M[j] : m[j];
+ mul_m4_v3(obj->target2global, t);
+ DO_MINMAX(t, min, max);
+ }
+}
+