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- #ifndef IGL_EMBREE_INTERSECTOR_H
- #define IGL_EMBREE_INTERSECTOR_H
- #undef interface
- #undef near
- #undef far
- #include "common/intersector.h"
- #include "common/accel.h"
- #include <vector>
- //#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();
- EmbreeIntersector(const PointMatrixType & V, const FaceMatrixType & F);
- 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<embree::Hit > &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;
-
- private:
- embree::BuildTriangle *triangles;
- embree::BuildVertex *vertices;
- embree::Ref<embree::Accel> _accel;
- embree::Ref<embree::Intersector> _intersector;
- };
- }
- // Implementation
- #include <igl/EPS.h>
- template <typename RowVector3>
- 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()
- {
- static bool inited = false;
- if(!inited)
- {
- //embree::TaskScheduler::start();//init();
- inited = true;
- }
- }
- 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<embree::Intersector>();
- }
- 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<embree::Hit > &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]<<" "<<o[1]<<" "<<o[2]<<" + t*"<<
- d[0]<<" "<<d[1]<<" "<<d[2]<<" ---> "<<
- 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.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
- {
- 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 = hit.t;
- // reset t_scale
- self_hits = 0;
- }
- last_id0 = hit.id0;
- //cout<<" id0: "<<hit.id0<<endl;
- }else
- {
- break;
- }
- if(hits.size()>1000 && !large_hits_warned)
- {
- cerr<<"Warning: Large number of hits..."<<endl;
- cerr<<"[ ";
- for(vector<embree::Hit>::iterator hit = hits.begin();
- hit != hits.end();
- hit++)
- {
- cerr<<(hit->id0+1)<<" ";
- }
- cerr.precision(std::numeric_limits< double >::digits10);
- cerr<<"[ ";
- for(vector<embree::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 PointMatrixType,
- typename FaceMatrixType,
- typename RowVector3>
- 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 ;
- }
- #endif //EMBREE_INTERSECTOR_H
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