123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312 |
- // igl function interface for Embree2.0
- //
- // Necessary changes to switch from previous Embree versions:
- // * Use igl:Hit instead of embree:Hit (where id0 -> id)
- // * Embree2.0 finds now also back face intersections
- #ifndef IGL_EMBREE_INTERSECTOR_H
- #define IGL_EMBREE_INTERSECTOR_H
- #include "Hit.h"
- #include <Eigen/Core>
- #include <embree/include/embree.h>
- #include <embree/include/intersector1.h>
- #include <embree/common/ray.h>
- #include <vector>
- namespace igl
- {
- template <
- typename Scalar,
- typename Index>
- class EmbreeIntersector
- {
- typedef Eigen::Matrix<Scalar,Eigen::Dynamic,Eigen::Dynamic> PointMatrixType;
- typedef Eigen::Matrix<Index,Eigen::Dynamic,Eigen::Dynamic> FaceMatrixType;
- typedef Eigen::Matrix<Scalar,1,3> RowVector3;
- public:
- // V #V by 3 list of vertex positions
- // F #F by 3 list of Oriented triangles
- EmbreeIntersector(
- const PointMatrixType & V = PointMatrixType(),
- const FaceMatrixType & F = FaceMatrixType(),
- const char* structure = "default",
- const char* builder = "default",
- const char* traverser = "default");
- virtual ~EmbreeIntersector();
-
- // Given a ray find the first hit
- //
- // Inputs:
- // origin 3d origin point of ray
- // direction 3d (not necessarily normalized) direction vector of ray
- // Output:
- // hit information about hit
- // Returns true if and only if there was a hit
- bool intersectRay(
- const RowVector3& origin,
- const RowVector3& direction,
- Hit& hit,
- float tnear = 0,
- float tfar = embree::inf) const;
- // Given a ray find the all hits in order
- //
- // Inputs:
- // origin 3d origin point of ray
- // direction 3d (not necessarily normalized) direction vector of ray
- // Output:
- // hit 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<Hit > &hits,
- int& num_rays,
- float tnear = 0,
- float tfar = embree::inf) const;
- // Given a ray find the first hit
- //
- // Inputs:
- // a 3d first end point of segment
- // ab 3d vector from a to other endpoint b
- // Output:
- // hit information about hit
- // Returns true if and only if there was a hit
- bool intersectSegment(const RowVector3& a, const RowVector3& ab, Hit &hit) const;
-
- private:
- embree::RTCGeometry* mesh;
- embree::RTCTriangle* triangles;
- embree::RTCVertex *vertices;
- embree::Intersector1 *intersector;
- };
- }
- // Implementation
- #include <igl/EPS.h>
- template <typename RowVector3>
- inline embree::Vector3f toVector3f(const RowVector3 &p) { return embree::Vector3f((float)p[0], (float)p[1], (float)p[2]); }
- template <
- typename Scalar,
- typename Index>
- igl::EmbreeIntersector < Scalar, Index>
- ::EmbreeIntersector(const PointMatrixType & V,
- const FaceMatrixType & F,
- const char* structure,
- const char* builder,
- const char* traverser)
- :
- mesh(NULL),
- triangles(NULL),
- vertices(NULL),
- intersector(NULL)
- {
- using namespace std;
- static bool inited = false;
- if(!inited)
- {
- cout<<"before rtcInit()"<<endl;
- embree::rtcInit();
- cout<<"after rtcInit()"<<endl;
- #ifdef VERBOSE
- embree::rtcSetVerbose(3);
- #endif
- embree::rtcStartThreads();
- inited = true;
- }
- if(V.size() == 0 || F.size() == 0)
- {
- return;
- }
-
- mesh = embree::rtcNewTriangleMesh(F.rows(),V.rows(),structure);
- // fill vertex buffer
- vertices = embree::rtcMapPositionBuffer(mesh);
- for(int i=0;i<(int)V.rows();i++)
- {
- vertices[i] = embree::RTCVertex((float)V(i,0),(float)V(i,1),(float)V(i,2));
- }
- embree::rtcUnmapPositionBuffer(mesh);
- // fill triangle buffer
- triangles = embree::rtcMapTriangleBuffer(mesh);
- for(int i=0;i<(int)F.rows();i++)
- {
- triangles[i] = embree::RTCTriangle((int)F(i,0),(int)F(i,1),(int)F(i,2),i);
- }
- embree::rtcUnmapTriangleBuffer(mesh);
- embree::rtcBuildAccel(mesh,builder);
- embree::rtcCleanupGeometry(mesh);
-
- intersector = embree::rtcQueryIntersector1(mesh,traverser);
- }
- template <
- typename Scalar,
- typename Index>
- igl::EmbreeIntersector < Scalar, Index>
- ::~EmbreeIntersector()
- {
- embree::rtcDeleteIntersector1(intersector);
- embree::rtcDeleteGeometry(mesh);
- // embree::rtcStopThreads();
- // embree::rtcExit();
- // embree::rtcFreeMemory();
- }
- template <
- typename Scalar,
- typename Index>
- bool
- igl::EmbreeIntersector< Scalar, Index>
- ::intersectRay(
- const RowVector3& origin,
- const RowVector3& direction,
- Hit& hit,
- float tnear,
- float tfar) const
- {
- embree::Ray ray(toVector3f(origin), toVector3f(direction), tnear, tfar);
- intersector->intersect(ray);
-
- if(ray)
- {
- hit.id = ray.id0;
- hit.u = ray.u;
- hit.v = ray.v;
- hit.t = ray.tfar;
- return true;
- }
- return false;
- }
- template <
- typename Scalar,
- typename Index>
- bool
- igl::EmbreeIntersector < Scalar, Index>
- ::intersectRay(
- const RowVector3& origin,
- const RowVector3& direction,
- std::vector<Hit > &hits,
- int& num_rays,
- float tnear,
- float tfar) const
- {
- using namespace std;
- num_rays = 0;
- hits.clear();
- 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 = tnear;
- bool large_hits_warned = false;
- embree::Ray ray(toVector3f(origin),toVector3f(direction));
- while(true)
- {
- ray.tnear = min_t;
- ray.tfar = tfar;
- ray.id0 = -1;
- num_rays++;
- intersector->intersect(ray);
- if(ray)
- {
- // Hit self again, progressively advance
- if(ray.id0 == last_id0 || ray.tfar <= min_t)
- {
- // push min_t a bit more
- //double t_push = pow(2.0,self_hits-4)*(hit.t<eps?eps:hit.t);
- double t_push = pow(2.0,self_hits)*eps;
- #ifdef VERBOSE
- cout<<" t_push: "<<t_push<<endl;
- #endif
- //o = o+t_push*d;
- min_t += t_push;
- self_hits++;
- }
- else
- {
- Hit hit;
- hit.id = ray.id0;
- hit.u = ray.u;
- hit.v = ray.v;
- hit.t = ray.tfar;
- hits.push_back(hit);
- #ifdef VERBOSE
- cout<<" t: "<<hit.t<<endl;
- #endif
- // Instead of moving origin, just change min_t. That way calculations
- // all use exactly same origin values
- min_t = ray.tfar;
- // reset t_scale
- self_hits = 0;
- }
- last_id0 = ray.id0;
- }
- else
- break; // no more hits
-
- if(hits.size()>1000 && !large_hits_warned)
- {
- cerr<<"Warning: Large number of hits..."<<endl;
- cerr<<"[ ";
- for(vector<Hit>::iterator hit = hits.begin(); hit != hits.end();hit++)
- {
- cerr<<(hit->id+1)<<" ";
- }
-
- cerr.precision(std::numeric_limits< double >::digits10);
- cerr<<"[ ";
-
- for(vector<Hit>::iterator hit = hits.begin(); hit != hits.end(); hit++)
- {
- cerr<<(hit->t)<<endl;;
- }
- cerr<<"]"<<endl;
- large_hits_warned = true;
- return hits.empty();
- }
- }
- return hits.empty();
- }
- template <
- typename Scalar,
- typename Index>
- bool
- igl::EmbreeIntersector < Scalar, Index>
- ::intersectSegment(const RowVector3& a, const RowVector3& ab, Hit &hit) const
- {
- embree::Ray ray(toVector3f(a), toVector3f(ab), embree::zero, embree::one);
- intersector->intersect(ray);
- if(ray)
- {
- hit.id = ray.id0;
- hit.u = ray.u;
- hit.v = ray.v;
- hit.t = ray.tfar;
- return true;
- }
- return false;
- }
- #endif //EMBREE_INTERSECTOR_H
|