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- // This file is part of libigl, a simple c++ geometry processing library.
- //
- // Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com>
- // 2014 Christian Schüller <schuellchr@gmail.com>
- //
- // This Source Code Form is subject to the terms of the Mozilla Public License
- // v. 2.0. If a copy of the MPL was not distributed with this file, You can
- // obtain one at http://mozilla.org/MPL/2.0/.
- // igl function interface for Embree2.2
- //
- // Necessary changes to switch from previous Embree versions:
- // * Use igl:Hit instead of embree:Hit (where id0 -> id)
- // * For Embree2.2
- // * Uncomment #define __USE_RAY_MASK__ in platform.h to enable masking
- #ifndef IGL_EMBREE_EMBREE_INTERSECTOR_H
- #define IGL_EMBREE_EMBREE_INTERSECTOR_H
- #include "../Hit.h"
- #include <Eigen/Geometry>
- #include <Eigen/Core>
- #include <Eigen/Geometry>
- #include <embree2/rtcore.h>
- #include <embree2/rtcore_ray.h>
- #include <iostream>
- #include <vector>
- namespace igl
- {
- namespace embree
- {
- class EmbreeIntersector
- {
- public:
- // Initialize embree engine. This will be called on instance `init()`
- // calls. If already inited then this function does nothing: it is harmless
- // to call more than once.
- static inline void global_init();
- private:
- // Deinitialize the embree engine.
- static inline void global_deinit();
- public:
- typedef Eigen::Matrix<float,Eigen::Dynamic,3> PointMatrixType;
- typedef Eigen::Matrix<int,Eigen::Dynamic,3> FaceMatrixType;
- public:
- inline EmbreeIntersector();
- private:
- // Copying and assignment are not allowed.
- inline EmbreeIntersector(const EmbreeIntersector & that);
- inline EmbreeIntersector & operator=(const EmbreeIntersector &);
- public:
- virtual inline ~EmbreeIntersector();
- // Initialize with a given mesh.
- //
- // Inputs:
- // V #V by 3 list of vertex positions
- // F #F by 3 list of Oriented triangles
- // isStatic scene is optimized for static geometry
- // Side effects:
- // The first time this is ever called the embree engine is initialized.
- inline void init(
- const PointMatrixType& V,
- const FaceMatrixType& F,
- bool isStatic = false);
- // Initialize with a given mesh.
- //
- // Inputs:
- // V vector of #V by 3 list of vertex positions for each geometry
- // F vector of #F by 3 list of Oriented triangles for each geometry
- // masks a 32 bit mask to identify active geometries.
- // isStatic scene is optimized for static geometry
- // Side effects:
- // The first time this is ever called the embree engine is initialized.
- inline void init(
- const std::vector<const PointMatrixType*>& V,
- const std::vector<const FaceMatrixType*>& F,
- const std::vector<int>& masks,
- bool isStatic = false);
- // Deinitialize embree datasctructures for current mesh. Also called on
- // destruction: no need to call if you just want to init() once and
- // destroy.
- inline void deinit();
- // Given a ray find the first hit
- //
- // Inputs:
- // origin 3d origin point of ray
- // direction 3d (not necessarily normalized) direction vector of ray
- // tnear start of ray segment
- // tfar end of ray segment
- // masks a 32 bit mask to identify active geometries.
- // Output:
- // hit information about hit
- // Returns true if and only if there was a hit
- inline bool intersectRay(
- const Eigen::RowVector3f& origin,
- const Eigen::RowVector3f& direction,
- Hit& hit,
- float tnear = 0,
- float tfar = std::numeric_limits<float>::infinity(),
- int mask = 0xFFFFFFFF) const;
- // Given a ray find the first hit
- // This is a conservative hit test where multiple rays within a small radius
- // will be tested and only the closesest hit is returned.
- //
- // Inputs:
- // origin 3d origin point of ray
- // direction 3d (not necessarily normalized) direction vector of ray
- // tnear start of ray segment
- // tfar end of ray segment
- // masks a 32 bit mask to identify active geometries.
- // geoId id of geometry mask (default std::numeric_limits<float>::infinity() if no: no masking)
- // closestHit true for gets closest hit, false for furthest hit
- // Output:
- // hit information about hit
- // Returns true if and only if there was a hit
- inline bool intersectBeam(
- const Eigen::RowVector3f& origin,
- const Eigen::RowVector3f& direction,
- Hit& hit,
- float tnear = 0,
- float tfar = std::numeric_limits<float>::infinity(),
- int mask = 0xFFFFFFFF,
- int geoId = -1,
- bool closestHit = true,
- unsigned int samples = 4) const;
- // Given a ray find all hits in order
- //
- // Inputs:
- // origin 3d origin point of ray
- // direction 3d (not necessarily normalized) direction vector of ray
- // tnear start of ray segment
- // tfar end of ray segment
- // masks a 32 bit mask to identify active geometries.
- // Output:
- // hit information about hit
- // num_rays number of rays shot (at least one)
- // Returns true if and only if there was a hit
- inline bool intersectRay(
- const Eigen::RowVector3f& origin,
- const Eigen::RowVector3f& direction,
- std::vector<Hit > &hits,
- int& num_rays,
- float tnear = 0,
- float tfar = std::numeric_limits<float>::infinity(),
- int mask = 0xFFFFFFFF) 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
- inline bool intersectSegment(
- const Eigen::RowVector3f& a,
- const Eigen::RowVector3f& ab,
- Hit &hit,
- int mask = 0xFFFFFFFF) const;
- private:
- struct Vertex {float x,y,z,a;};
- struct Triangle {int v0, v1, v2;};
- RTCScene scene;
- unsigned geomID;
- Vertex* vertices;
- Triangle* triangles;
- bool initialized;
- inline void createRay(
- RTCRay& ray,
- const Eigen::RowVector3f& origin,
- const Eigen::RowVector3f& direction,
- float tnear,
- float tfar,
- int mask) const;
- };
- }
- }
- // Implementation
- #include <igl/EPS.h>
- // This unfortunately cannot be a static field of EmbreeIntersector because it
- // would depend on the template and then we might end up with initializing
- // embree twice. If only there was a way to ask embree if it's already
- // initialized...
- namespace igl
- {
- namespace embree
- {
- // Keeps track of whether the **Global** Embree intersector has been
- // initialized. This should never been done at the global scope.
- static bool EmbreeIntersector_inited = false;
- }
- }
- inline void igl::embree::EmbreeIntersector::global_init()
- {
- if(!EmbreeIntersector_inited)
- {
- rtcInit();
- if(rtcGetError() != RTC_NO_ERROR)
- std::cerr << "Embree: An error occured while initialiting embree core!" << std::endl;
- #ifdef IGL_VERBOSE
- else
- std::cerr << "Embree: core initialized." << std::endl;
- #endif
- EmbreeIntersector_inited = true;
- }
- }
- inline void igl::embree::EmbreeIntersector::global_deinit()
- {
- EmbreeIntersector_inited = false;
- rtcExit();
- }
- inline igl::embree::EmbreeIntersector::EmbreeIntersector()
- :
- //scene(NULL),
- geomID(0),
- triangles(NULL),
- vertices(NULL),
- initialized(false)
- {
- }
- inline igl::embree::EmbreeIntersector::EmbreeIntersector(
- const EmbreeIntersector &)
- :// To make -Weffc++ happy
- //scene(NULL),
- geomID(0),
- triangles(NULL),
- vertices(NULL),
- initialized(false)
- {
- assert(false && "Embree: Copying EmbreeIntersector is not allowed");
- }
- inline igl::embree::EmbreeIntersector & igl::embree::EmbreeIntersector::operator=(
- const EmbreeIntersector &)
- {
- assert(false && "Embree: Assigning an EmbreeIntersector is not allowed");
- return *this;
- }
- inline void igl::embree::EmbreeIntersector::init(
- const PointMatrixType& V,
- const FaceMatrixType& F,
- bool isStatic)
- {
- std::vector<const PointMatrixType*> Vtemp;
- std::vector<const FaceMatrixType*> Ftemp;
- std::vector<int> masks;
- Vtemp.push_back(&V);
- Ftemp.push_back(&F);
- masks.push_back(0xFFFFFFFF);
- init(Vtemp,Ftemp,masks,isStatic);
- }
- inline void igl::embree::EmbreeIntersector::init(
- const std::vector<const PointMatrixType*>& V,
- const std::vector<const FaceMatrixType*>& F,
- const std::vector<int>& masks,
- bool isStatic)
- {
- if(initialized)
- deinit();
- using namespace std;
- global_init();
- if(V.size() == 0 || F.size() == 0)
- {
- std::cerr << "Embree: No geometry specified!";
- return;
- }
- // create a scene
- RTCSceneFlags flags = RTC_SCENE_ROBUST | RTC_SCENE_HIGH_QUALITY;
- if(isStatic)
- flags = flags | RTC_SCENE_STATIC;
- scene = rtcNewScene(flags,RTC_INTERSECT1);
- for(int g=0;g<(int)V.size();g++)
- {
- // create triangle mesh geometry in that scene
- geomID = rtcNewTriangleMesh(scene,RTC_GEOMETRY_STATIC,F[g]->rows(),V[g]->rows(),1);
- // fill vertex buffer
- vertices = (Vertex*)rtcMapBuffer(scene,geomID,RTC_VERTEX_BUFFER);
- for(int i=0;i<(int)V[g]->rows();i++)
- {
- vertices[i].x = (float)V[g]->coeff(i,0);
- vertices[i].y = (float)V[g]->coeff(i,1);
- vertices[i].z = (float)V[g]->coeff(i,2);
- }
- rtcUnmapBuffer(scene,geomID,RTC_VERTEX_BUFFER);
- // fill triangle buffer
- triangles = (Triangle*) rtcMapBuffer(scene,geomID,RTC_INDEX_BUFFER);
- for(int i=0;i<(int)F[g]->rows();i++)
- {
- triangles[i].v0 = (int)F[g]->coeff(i,0);
- triangles[i].v1 = (int)F[g]->coeff(i,1);
- triangles[i].v2 = (int)F[g]->coeff(i,2);
- }
- rtcUnmapBuffer(scene,geomID,RTC_INDEX_BUFFER);
- rtcSetMask(scene,geomID,masks[g]);
- }
- rtcCommit(scene);
- if(rtcGetError() != RTC_NO_ERROR)
- std::cerr << "Embree: An error occured while initializing the provided geometry!" << endl;
- #ifdef IGL_VERBOSE
- else
- std::cerr << "Embree: geometry added." << endl;
- #endif
- initialized = true;
- }
- igl::embree::EmbreeIntersector
- ::~EmbreeIntersector()
- {
- if(initialized)
- deinit();
- }
- void igl::embree::EmbreeIntersector::deinit()
- {
- if(EmbreeIntersector_inited && scene)
- {
- rtcDeleteScene(scene);
- if(rtcGetError() != RTC_NO_ERROR)
- {
- std::cerr << "Embree: An error occured while resetting!" << std::endl;
- }
- #ifdef IGL_VERBOSE
- else
- {
- std::cerr << "Embree: geometry removed." << std::endl;
- }
- #endif
- }
- }
- inline bool igl::embree::EmbreeIntersector::intersectRay(
- const Eigen::RowVector3f& origin,
- const Eigen::RowVector3f& direction,
- Hit& hit,
- float tnear,
- float tfar,
- int mask) const
- {
- RTCRay ray;
- createRay(ray, origin,direction,tnear,tfar,mask);
- // shot ray
- rtcIntersect(scene,ray);
- #ifdef IGL_VERBOSE
- if(rtcGetError() != RTC_NO_ERROR)
- std::cerr << "Embree: An error occured while resetting!" << std::endl;
- #endif
- if((unsigned)ray.geomID != RTC_INVALID_GEOMETRY_ID)
- {
- hit.id = ray.primID;
- hit.gid = ray.geomID;
- hit.u = ray.u;
- hit.v = ray.v;
- hit.t = ray.tfar;
- return true;
- }
- return false;
- }
- inline bool igl::embree::EmbreeIntersector::intersectBeam(
- const Eigen::RowVector3f& origin,
- const Eigen::RowVector3f& direction,
- Hit& hit,
- float tnear,
- float tfar,
- int mask,
- int geoId,
- bool closestHit,
- unsigned int samples) const
- {
- bool hasHit = false;
- Hit bestHit;
- if(closestHit)
- bestHit.t = std::numeric_limits<float>::max();
- else
- bestHit.t = 0;
- if((intersectRay(origin,direction,hit,tnear,tfar,mask) && (hit.gid == geoId || geoId == -1)))
- {
- bestHit = hit;
- }
- // sample points around actual ray (conservative hitcheck)
- const float eps= 1e-5;
- Eigen::RowVector3f up(0,1,0);
- Eigen::RowVector3f offset = direction.cross(up).normalized();
- Eigen::Matrix3f rot = Eigen::AngleAxis<float>(2*3.14159265358979/samples,direction).toRotationMatrix();
- for(int r=0;r<(int)samples;r++)
- {
- if(intersectRay(origin+offset*eps,direction,hit,tnear,tfar,mask) &&
- ((closestHit && (hit.t < bestHit.t)) ||
- (!closestHit && (hit.t > bestHit.t))) &&
- (hit.gid == geoId || geoId == -1))
- {
- bestHit = hit;
- hasHit = true;
- }
- offset = rot*offset.transpose();
- }
- hit = bestHit;
- return hasHit;
- }
- inline bool
- igl::embree::EmbreeIntersector
- ::intersectRay(
- const Eigen::RowVector3f& origin,
- const Eigen::RowVector3f& direction,
- std::vector<Hit > &hits,
- int& num_rays,
- float tnear,
- float tfar,
- int mask) 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;
- RTCRay ray;
- createRay(ray,origin,direction,tnear,tfar,mask);
- while(true)
- {
- ray.tnear = min_t;
- ray.tfar = tfar;
- ray.geomID = RTC_INVALID_GEOMETRY_ID;
- ray.primID = RTC_INVALID_GEOMETRY_ID;
- ray.instID = RTC_INVALID_GEOMETRY_ID;
- num_rays++;
- rtcIntersect(scene,ray);
- if((unsigned)ray.geomID != RTC_INVALID_GEOMETRY_ID)
- {
- // Hit self again, progressively advance
- if(ray.primID == 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 IGL_VERBOSE
- std::cerr<<" t_push: "<<t_push<<endl;
- #endif
- //o = o+t_push*d;
- min_t += t_push;
- self_hits++;
- }
- else
- {
- Hit hit;
- hit.id = ray.primID;
- hit.gid = ray.geomID;
- hit.u = ray.u;
- hit.v = ray.v;
- hit.t = ray.tfar;
- hits.push_back(hit);
- #ifdef IGL_VERBOSE
- std::cerr<<" 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.primID;
- }
- else
- break; // no more hits
- if(hits.size()>1000 && !large_hits_warned)
- {
- std::cout<<"Warning: Large number of hits..."<<endl;
- std::cout<<"[ ";
- for(vector<Hit>::iterator hit = hits.begin(); hit != hits.end();hit++)
- {
- std::cout<<(hit->id+1)<<" ";
- }
- std::cout.precision(std::numeric_limits< double >::digits10);
- std::cout<<"[ ";
- for(vector<Hit>::iterator hit = hits.begin(); hit != hits.end(); hit++)
- {
- std::cout<<(hit->t)<<endl;;
- }
- std::cout<<"]"<<endl;
- large_hits_warned = true;
- return hits.empty();
- }
- }
- return hits.empty();
- }
- inline bool
- igl::embree::EmbreeIntersector
- ::intersectSegment(const Eigen::RowVector3f& a, const Eigen::RowVector3f& ab, Hit &hit, int mask) const
- {
- RTCRay ray;
- createRay(ray,a,ab,0,1.0,mask);
- rtcIntersect(scene,ray);
- if((unsigned)ray.geomID != RTC_INVALID_GEOMETRY_ID)
- {
- hit.id = ray.primID;
- hit.gid = ray.geomID;
- hit.u = ray.u;
- hit.v = ray.v;
- hit.t = ray.tfar;
- return true;
- }
- return false;
- }
- inline void
- igl::embree::EmbreeIntersector
- ::createRay(RTCRay& ray, const Eigen::RowVector3f& origin, const Eigen::RowVector3f& direction, float tnear, float tfar, int mask) const
- {
- ray.org[0] = origin[0];
- ray.org[1] = origin[1];
- ray.org[2] = origin[2];
- ray.dir[0] = direction[0];
- ray.dir[1] = direction[1];
- ray.dir[2] = direction[2];
- ray.tnear = tnear;
- ray.tfar = tfar;
- ray.geomID = RTC_INVALID_GEOMETRY_ID;
- ray.primID = RTC_INVALID_GEOMETRY_ID;
- ray.instID = RTC_INVALID_GEOMETRY_ID;
- ray.mask = mask;
- ray.time = 0.0f;
- }
- #endif //EMBREE_INTERSECTOR_H
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