/** * $Id$ * * ***** 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 ***** */ #include #include "MEM_guardedalloc.h" #include "BKE_utildefines.h" #include "BLI_math.h" #include "RE_raytrace.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], 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) { //TODO // *there is probably a faster way to convert between coordinates InstanceRayObject *obj = (InstanceRayObject*)o; int res; float start[3], vec[3], labda, dist; int changed = 0, i; //TODO - this is disabling self intersection on instances if(isec->orig.ob == obj->ob && obj->ob) { changed = 1; isec->orig.ob = obj->target_ob; } VECCOPY( start, isec->start ); VECCOPY( vec , isec->vec ); labda = isec->labda; dist = isec->dist; //Transform to target coordinates system VECADD( isec->vec, isec->vec, isec->start ); mul_m4_v3(obj->global2target, isec->start); mul_m4_v3(obj->global2target, isec->vec ); isec->dist = len_v3v3( isec->start, isec->vec ); VECSUB( isec->vec, isec->vec, isec->start ); isec->labda *= isec->dist / dist; //Update idot_axis and bv_index for(i=0; i<3; i++) { isec->idot_axis[i] = 1.0f / isec->vec[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]; 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]; } //Raycast res = RE_rayobject_intersect(obj->target, isec); //Restore coordinate space coords if(res == 0) { isec->labda = labda; } else { isec->labda *= dist / isec->dist; 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 } isec->dist = dist; VECCOPY( isec->start, start ); VECCOPY( isec->vec, vec ); if(changed) isec->orig.ob = obj->ob; //Update idot_axis and bv_index for(i=0; i<3; i++) { isec->idot_axis[i] = 1.0f / isec->vec[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]; 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]; } 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<target2global, t); DO_MINMAX(t, min, max); } }