#include "EmbreeIntersector.h" #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) { static bool inited = false; if(!inited) { //embree::TaskScheduler::start();//init(); inited = true; } size_t numVertices = 0; size_t numTriangles = 0; 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); } _accel = embree::rtcCreateAccel("default", "default", triangles, numTriangles, vertices, numVertices); _intersector = _accel->queryInterface(); } 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 ; } #ifndef IGL_HEADER_ONLY // Explicit template instanciation #include template class igl::EmbreeIntersector, Eigen::Matrix, Eigen::Matrix >; #endif