#ifndef IGL_EMBREE_INTERSECTOR_H #define IGL_EMBREE_INTERSECTOR_H #include "Embree_convenience.h" #include //#include "types.h" namespace igl { template < typename PointMatrixType, typename FaceMatrixType, typename RowVector3> class EmbreeIntersector { public: // V #V by 3 list of vertex positions // F #F by 3 list of Oriented triangles // // Note: this will only find front-facing hits. To consider all hits then // pass [F;fliplr(F)] EmbreeIntersector(const PointMatrixType & V = PointMatrixType(), const FaceMatrixType & F = FaceMatrixType()); virtual ~EmbreeIntersector(); // Given a ray find the first *front-facing* hit // // Inputs: // origin 3d origin point of ray // direction 3d (not necessarily normalized) direction vector of ray // Output: // hit embree information about hit // Returns true if and only if there was a hit bool intersectRay( const RowVector3& origin, const RowVector3& direction, embree::Hit &hit) const; // Given a ray find the all *front-facing* hits in order // // Inputs: // origin 3d origin point of ray // direction 3d (not necessarily normalized) direction vector of ray // Output: // hit embree information about hit // num_rays number of rays shot (at least one) // Returns true if and only if there was a hit bool intersectRay( const RowVector3& origin, const RowVector3& direction, std::vector &hits, int & num_rays) const; // Given a ray find the first *front-facing* hit // // Inputs: // a 3d first end point of segment // ab 3d vector from a to other endpoint b // Output: // hit embree information about hit // Returns true if and only if there was a hit bool intersectSegment(const RowVector3& a, const RowVector3& ab, embree::Hit &hit) const; //RowVector3 hit_position(const embree::Hit & hit) const; private: embree::Ref _accel; embree::Ref _intersector; }; } // Implementation #include #include #include template inline embree::Vec3f toVec3f(const RowVector3 &p) { return embree::Vec3f((float)p[0], (float)p[1], (float)p[2]); } template < typename PointMatrixType, typename FaceMatrixType, typename RowVector3> igl::EmbreeIntersector < PointMatrixType, FaceMatrixType, RowVector3> ::EmbreeIntersector(const PointMatrixType & V, const FaceMatrixType & F) : _accel(), _intersector() { using namespace std; static bool inited = false; if(!inited) { //embree::TaskScheduler::start();//init(); inited = true; } if(V.size() == 0 || F.size() == 0) { return; } size_t numVertices = 0; size_t numTriangles = 0; embree::BuildTriangle *triangles; embree::BuildVertex *vertices; triangles = (embree::BuildTriangle*) embree::rtcMalloc(sizeof(embree::BuildTriangle) * F.rows()); vertices = (embree::BuildVertex*) embree::rtcMalloc(sizeof(embree::BuildVertex) * V.rows()); for(int i = 0; i < (int)V.rows(); ++i) { vertices[numVertices++] = embree::BuildVertex((float)V(i,0),(float)V(i,1),(float)V(i,2)); } for(int i = 0; i < (int)F.rows(); ++i) { triangles[numTriangles++] = embree::BuildTriangle((int)F(i,0),(int)F(i,1),(int)F(i,2),i); } // turn off verbose output by disabling cout // http://stackoverflow.com/a/8246536/148668 streambuf *old = cout.rdbuf(); // <-- save stringstream ss; cout.rdbuf (ss.rdbuf()); // <-- redirect _accel = embree::rtcCreateAccel("default", "default", triangles, numTriangles, vertices, numVertices); _intersector = _accel->queryInterface(); cout.rdbuf (old); } template < typename PointMatrixType, typename FaceMatrixType, typename RowVector3> igl::EmbreeIntersector < PointMatrixType, FaceMatrixType, RowVector3> ::~EmbreeIntersector() { embree::rtcFreeMemory(); } template < typename PointMatrixType, typename FaceMatrixType, typename RowVector3> bool igl::EmbreeIntersector < PointMatrixType, FaceMatrixType, RowVector3> ::intersectRay(const RowVector3& origin, const RowVector3& direction, embree::Hit &hit) const { embree::Ray ray(toVec3f(origin), toVec3f(direction), 1e-4f); _intersector->intersect(ray, hit); return hit ; } template < typename PointMatrixType, typename FaceMatrixType, typename RowVector3> bool igl::EmbreeIntersector < PointMatrixType, FaceMatrixType, RowVector3> ::intersectRay( const RowVector3& origin, const RowVector3& direction, std::vector &hits, int & num_rays) const { using namespace std; num_rays = 0; hits.clear(); embree::Vec3f o = toVec3f(origin); embree::Vec3f d = toVec3f(direction); int last_id0 = -1; double self_hits = 0; // This epsilon is directly correleated to the number of missed hits, smaller // means more accurate and slower //const double eps = DOUBLE_EPS; const double eps = FLOAT_EPS; double min_t = embree::zero; bool large_hits_warned = false; while(true) { #ifdef VERBOSE cout<< o[0]<<" "< "<< endl; #endif embree::Hit hit; embree::Ray ray(o,d,min_t); num_rays++; _intersector->intersect(ray, hit); if(hit) { // Hit self again, progressively advance if(hit.id0 == last_id0 || hit.t <= min_t) { // sanity check assert(hit.t<1); // push min_t a bit more //double t_push = pow(2.0,self_hits-4)*(hit.t1000 && !large_hits_warned) { cerr<<"Warning: Large number of hits..."<::iterator hit = hits.begin(); hit != hits.end(); hit++) { cerr<<(hit->id0+1)<<" "; } cerr.precision(std::numeric_limits< double >::digits10); cerr<<"[ "; for(vector::iterator hit = hits.begin(); hit != hits.end(); hit++) { cerr<<(hit->t)< bool igl::EmbreeIntersector < PointMatrixType, FaceMatrixType, RowVector3> ::intersectSegment(const RowVector3& a, const RowVector3& ab, embree::Hit &hit) const { embree::Ray ray(toVec3f(a), toVec3f(ab), embree::zero, embree::one); _intersector->intersect(ray, hit); return hit ; } //template < //typename PointMatrixType, //typename FaceMatrixType, //typename RowVector3> //RowVector3 //igl::EmbreeIntersector < PointMatrixType, FaceMatrixType, RowVector3> //::hit_position(const embree::Hit & hit) const //{ // // Barycenteric coordinates // const double w0 = (1.0-hit.u-hit.v); // const double w1 = hit.u; // const double w2 = hit.v; // RowVector3 hitP; // hitP.resize(3); // for(int d = 0;d<3;d++) // { // hitP(d) = // w0 * vertices[triangles[hit.id0](0)](d) + // w1 * vertices[triangles[hit.id0](1)](d) + // w2 * vertices[triangles[hit.id0](2)](d); // } // return hitP; //} #endif //EMBREE_INTERSECTOR_H