vtk-m/vtkm/rendering/raytracing/TriangleIntersections.h
2021-07-12 11:23:24 -06:00

393 lines
11 KiB
C++

//============================================================================
// Copyright (c) Kitware, Inc.
// All rights reserved.
// See LICENSE.txt for details.
//
// This software is distributed WITHOUT ANY WARRANTY; without even
// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the above copyright notice for more information.
//============================================================================
#ifndef vtk_m_rendering_raytracing_TriangleIntersections_h
#define vtk_m_rendering_raytracing_TriangleIntersections_h
#include <vtkm/Math.h>
namespace vtkm
{
namespace rendering
{
namespace raytracing
{
class Moller
{
public:
template <typename Precision>
VTKM_EXEC void IntersectTri(const vtkm::Vec<Precision, 3>& a,
const vtkm::Vec<Precision, 3>& b,
const vtkm::Vec<Precision, 3>& c,
const vtkm::Vec<Precision, 3>& dir,
Precision& distance,
Precision& u,
Precision& v,
const vtkm::Vec<Precision, 3>& origin) const
{
const vtkm::Float32 EPSILON2 = 0.0001f;
vtkm::Vec<Precision, 3> e1 = b - a;
vtkm::Vec<Precision, 3> e2 = c - a;
vtkm::Vec<Precision, 3> p;
p[0] = dir[1] * e2[2] - dir[2] * e2[1];
p[1] = dir[2] * e2[0] - dir[0] * e2[2];
p[2] = dir[0] * e2[1] - dir[1] * e2[0];
Precision dot = e1[0] * p[0] + e1[1] * p[1] + e1[2] * p[2];
if (dot != 0.f)
{
dot = 1.f / dot;
vtkm::Vec<Precision, 3> t;
t = origin - a;
u = (t[0] * p[0] + t[1] * p[1] + t[2] * p[2]) * dot;
if (u >= (0.f - EPSILON2) && u <= (1.f + EPSILON2))
{
vtkm::Vec<Precision, 3> q; // = t % e1;
q[0] = t[1] * e1[2] - t[2] * e1[1];
q[1] = t[2] * e1[0] - t[0] * e1[2];
q[2] = t[0] * e1[1] - t[1] * e1[0];
v = (dir[0] * q[0] + dir[1] * q[1] + dir[2] * q[2]) * dot;
if (v >= (0.f - EPSILON2) && v <= (1.f + EPSILON2) && !(u + v > 1.f))
{
distance = (e2[0] * q[0] + e2[1] * q[1] + e2[2] * q[2]) * dot;
}
}
}
}
}; //Moller
// TODO: optimization for sorting ray dims before this call.
// This is called multiple times and kz,kx, and ky are
// constant for the ray
class WaterTight
{
public:
template <typename Precision>
VTKM_EXEC inline void FindDir(const vtkm::Vec<Precision, 3>& dir,
vtkm::Vec<Precision, 3>& s,
vtkm::Vec<Int32, 3>& k) const
{
//Find max ray direction
k[2] = 0;
if (vtkm::Abs(dir[0]) > vtkm::Abs(dir[1]))
{
if (vtkm::Abs(dir[0]) > vtkm::Abs(dir[2]))
k[2] = 0;
else
k[2] = 2;
}
else
{
if (vtkm::Abs(dir[1]) > vtkm::Abs(dir[2]))
k[2] = 1;
else
k[2] = 2;
}
k[0] = k[2] + 1;
if (k[0] == 3)
k[0] = 0;
k[1] = k[0] + 1;
if (k[1] == 3)
k[1] = 0;
if (dir[k[2]] < 0.f)
{
vtkm::Int32 temp = k[1];
k[1] = k[0];
k[0] = temp;
}
s[0] = dir[k[0]] / dir[k[2]];
s[1] = dir[k[1]] / dir[k[2]];
s[2] = 1.f / dir[k[2]];
}
template <typename Precision>
VTKM_EXEC_CONT inline void IntersectTri(const vtkm::Vec<Precision, 3>& a,
const vtkm::Vec<Precision, 3>& b,
const vtkm::Vec<Precision, 3>& c,
const vtkm::Vec<Precision, 3>& dir,
Precision& distance,
Precision& u,
Precision& v,
const vtkm::Vec<Precision, 3>& origin) const
{
vtkm::Vec<Int32, 3> k;
vtkm::Vec<Precision, 3> s;
//Find max ray direction
k[2] = 0;
if (vtkm::Abs(dir[0]) > vtkm::Abs(dir[1]))
{
if (vtkm::Abs(dir[0]) > vtkm::Abs(dir[2]))
k[2] = 0;
else
k[2] = 2;
}
else
{
if (vtkm::Abs(dir[1]) > vtkm::Abs(dir[2]))
k[2] = 1;
else
k[2] = 2;
}
k[0] = k[2] + 1;
if (k[0] == 3)
k[0] = 0;
k[1] = k[0] + 1;
if (k[1] == 3)
k[1] = 0;
if (dir[k[2]] < 0.f)
{
vtkm::Int32 temp = k[1];
k[1] = k[0];
k[0] = temp;
}
s[0] = dir[k[0]] / dir[k[2]];
s[1] = dir[k[1]] / dir[k[2]];
s[2] = 1.f / dir[k[2]];
vtkm::Vec<Precision, 3> A, B, C;
A = a - origin;
B = b - origin;
C = c - origin;
const Precision Ax = A[k[0]] - s[0] * A[k[2]];
const Precision Ay = A[k[1]] - s[1] * A[k[2]];
const Precision Bx = B[k[0]] - s[0] * B[k[2]];
const Precision By = B[k[1]] - s[1] * B[k[2]];
const Precision Cx = C[k[0]] - s[0] * C[k[2]];
const Precision Cy = C[k[1]] - s[1] * C[k[2]];
//scaled barycentric coords
u = Cx * By - Cy * Bx;
v = Ax * Cy - Ay * Cx;
Precision w = Bx * Ay - By * Ax;
if (u == 0.f || v == 0.f || w == 0.f)
{
vtkm::Float64 CxBy = vtkm::Float64(Cx) * vtkm::Float64(By);
vtkm::Float64 CyBx = vtkm::Float64(Cy) * vtkm::Float64(Bx);
u = vtkm::Float32(CxBy - CyBx);
vtkm::Float64 AxCy = vtkm::Float64(Ax) * vtkm::Float64(Cy);
vtkm::Float64 AyCx = vtkm::Float64(Ay) * vtkm::Float64(Cx);
v = vtkm::Float32(AxCy - AyCx);
vtkm::Float64 BxAy = vtkm::Float64(Bx) * vtkm::Float64(Ay);
vtkm::Float64 ByAx = vtkm::Float64(By) * vtkm::Float64(Ax);
w = vtkm::Float32(BxAy - ByAx);
}
Precision low = vtkm::Min(u, vtkm::Min(v, w));
Precision high = vtkm::Max(u, vtkm::Max(v, w));
Precision det = u + v + w;
if (!((low < 0.) && (high > 0.)) && (det != 0.))
{
// Intersection is valid
const Precision Az = s[2] * A[k[2]];
const Precision Bz = s[2] * B[k[2]];
const Precision Cz = s[2] * C[k[2]];
det = 1.f / det;
u = u * det;
v = v * det;
distance = (u * Az + v * Bz + w * det * Cz);
u = v;
v = w * det;
}
else
{
// Intersection is invalid
distance = -1.;
}
}
template <typename Precision>
VTKM_EXEC inline void IntersectTriSn(const vtkm::Vec<Precision, 3>& a,
const vtkm::Vec<Precision, 3>& b,
const vtkm::Vec<Precision, 3>& c,
const vtkm::Vec<Precision, 3>& s,
const vtkm::Vec<Int32, 3>& k,
Precision& distance,
Precision& u,
Precision& v,
const vtkm::Vec<Precision, 3>& origin) const
{
vtkm::Vec<Precision, 3> A, B, C;
A = a - origin;
B = b - origin;
C = c - origin;
const Precision Ax = A[k[0]] - s[0] * A[k[2]];
const Precision Ay = A[k[1]] - s[1] * A[k[2]];
const Precision Bx = B[k[0]] - s[0] * B[k[2]];
const Precision By = B[k[1]] - s[1] * B[k[2]];
const Precision Cx = C[k[0]] - s[0] * C[k[2]];
const Precision Cy = C[k[1]] - s[1] * C[k[2]];
//scaled barycentric coords
u = Cx * By - Cy * Bx;
v = Ax * Cy - Ay * Cx;
Precision w = Bx * Ay - By * Ax;
if (u == 0.f || v == 0.f || w == 0.f)
{
vtkm::Float64 CxBy = vtkm::Float64(Cx) * vtkm::Float64(By);
vtkm::Float64 CyBx = vtkm::Float64(Cy) * vtkm::Float64(Bx);
u = vtkm::Float32(CxBy - CyBx);
vtkm::Float64 AxCy = vtkm::Float64(Ax) * vtkm::Float64(Cy);
vtkm::Float64 AyCx = vtkm::Float64(Ay) * vtkm::Float64(Cx);
v = vtkm::Float32(AxCy - AyCx);
vtkm::Float64 BxAy = vtkm::Float64(Bx) * vtkm::Float64(Ay);
vtkm::Float64 ByAx = vtkm::Float64(By) * vtkm::Float64(Ax);
w = vtkm::Float32(BxAy - ByAx);
}
Precision low = vtkm::Min(u, vtkm::Min(v, w));
Precision high = vtkm::Max(u, vtkm::Max(v, w));
Precision det = u + v + w;
if (!((low < 0.) && (high > 0.)) && (det != 0.))
{
// Intersection is valid
const Precision Az = s[2] * A[k[2]];
const Precision Bz = s[2] * B[k[2]];
const Precision Cz = s[2] * C[k[2]];
det = 1.f / det;
u = u * det;
v = v * det;
distance = (u * Az + v * Bz + w * det * Cz);
u = v;
v = w * det;
}
else
{
// Intersection is invalid
distance = -1.;
}
}
}; //WaterTight
template <>
VTKM_EXEC inline void WaterTight::IntersectTri<vtkm::Float64>(const vtkm::Vec3f_64& a,
const vtkm::Vec3f_64& b,
const vtkm::Vec3f_64& c,
const vtkm::Vec3f_64& dir,
vtkm::Float64& distance,
vtkm::Float64& u,
vtkm::Float64& v,
const vtkm::Vec3f_64& origin) const
{
//Find max ray direction
int kz = 0;
if (vtkm::Abs(dir[0]) > vtkm::Abs(dir[1]))
{
if (vtkm::Abs(dir[0]) > vtkm::Abs(dir[2]))
kz = 0;
else
kz = 2;
}
else
{
if (vtkm::Abs(dir[1]) > vtkm::Abs(dir[2]))
kz = 1;
else
kz = 2;
}
vtkm::Int32 kx = kz + 1;
if (kx == 3)
kx = 0;
vtkm::Int32 ky = kx + 1;
if (ky == 3)
ky = 0;
if (dir[kz] < 0.f)
{
vtkm::Int32 temp = ky;
ky = kx;
kx = temp;
}
vtkm::Float64 Sx = dir[kx] / dir[kz];
vtkm::Float64 Sy = dir[ky] / dir[kz];
vtkm::Float64 Sz = 1. / dir[kz];
vtkm::Vec3f_64 A, B, C;
A = a - origin;
B = b - origin;
C = c - origin;
const vtkm::Float64 Ax = A[kx] - Sx * A[kz];
const vtkm::Float64 Ay = A[ky] - Sy * A[kz];
const vtkm::Float64 Bx = B[kx] - Sx * B[kz];
const vtkm::Float64 By = B[ky] - Sy * B[kz];
const vtkm::Float64 Cx = C[kx] - Sx * C[kz];
const vtkm::Float64 Cy = C[ky] - Sy * C[kz];
//scaled barycentric coords
u = Cx * By - Cy * Bx;
v = Ax * Cy - Ay * Cx;
vtkm::Float64 w = Bx * Ay - By * Ax;
vtkm::Float64 low = vtkm::Min(u, vtkm::Min(v, w));
vtkm::Float64 high = vtkm::Max(u, vtkm::Max(v, w));
vtkm::Float64 det = u + v + w;
if (!((low < 0.) && (high > 0.)) && (det != 0.))
{
// Intersection is valid
const vtkm::Float64 Az = Sz * A[kz];
const vtkm::Float64 Bz = Sz * B[kz];
const vtkm::Float64 Cz = Sz * C[kz];
det = 1. / det;
u = u * det;
v = v * det;
distance = (u * Az + v * Bz + w * det * Cz);
u = v;
v = w * det;
}
else
{
// Intersection is invalid
distance = -1.;
}
}
}
}
} //namespace vtkm::rendering::raytracing
#endif //vtk_m_rendering_raytracing_TriagnleIntersections_h