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- // This file is part of libigl, a simple c++ geometry processing library.
- //
- // Copyright (C) 2013 Alec Jacobson <alecjacobson@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/.
- #include "bone_visible.h"
- #include "../project_to_line.h"
- #include "../EPS.h"
- #include "../Hit.h"
- #include "../Timer.h"
- #include <iostream>
- template <
- typename DerivedV,
- typename DerivedF,
- typename DerivedSD,
- typename Derivedflag>
- IGL_INLINE void igl::embree::bone_visible(
- const Eigen::PlainObjectBase<DerivedV> & V,
- const Eigen::PlainObjectBase<DerivedF> & F,
- const Eigen::PlainObjectBase<DerivedSD> & s,
- const Eigen::PlainObjectBase<DerivedSD> & d,
- Eigen::PlainObjectBase<Derivedflag> & flag)
- {
- // "double sided lighting"
- Eigen::PlainObjectBase<DerivedF> FF;
- FF.resize(F.rows()*2,F.cols());
- FF << F, F.rowwise().reverse();
- // Initialize intersector
- EmbreeIntersector ei;
- ei.init(V.template cast<float>(),FF.template cast<int>());
- return bone_visible(V,F,ei,s,d,flag);
- }
- template <
- typename DerivedV,
- typename DerivedF,
- typename DerivedSD,
- typename Derivedflag>
- IGL_INLINE void igl::embree::bone_visible(
- const Eigen::PlainObjectBase<DerivedV> & V,
- const Eigen::PlainObjectBase<DerivedF> & F,
- const EmbreeIntersector & ei,
- const Eigen::PlainObjectBase<DerivedSD> & s,
- const Eigen::PlainObjectBase<DerivedSD> & d,
- Eigen::PlainObjectBase<Derivedflag> & flag)
- {
- using namespace igl;
- using namespace std;
- using namespace Eigen;
- flag.resize(V.rows());
- const double sd_norm = (s-d).norm();
- // Embree seems to be parallel when constructing but not when tracing rays
- #pragma omp parallel for
- // loop over mesh vertices
- for(int v = 0;v<V.rows();v++)
- {
- const Vector3d Vv = V.row(v);
- // Project vertex v onto line segment sd
- //embree.intersectSegment
- double t,sqrd;
- Vector3d projv;
- // degenerate bone, just snap to s
- if(sd_norm < DOUBLE_EPS)
- {
- t = 0;
- sqrd = (Vv-s).array().pow(2).sum();
- projv = s;
- }else
- {
- // project onto (infinite) line
- project_to_line(
- Vv(0),Vv(1),Vv(2),s(0),s(1),s(2),d(0),d(1),d(2),
- projv(0),projv(1),projv(2),t,sqrd);
- // handle projections past endpoints
- if(t<0)
- {
- t = 0;
- sqrd = (Vv-s).array().pow(2).sum();
- projv = s;
- } else if(t>1)
- {
- t = 1;
- sqrd = (Vv-d).array().pow(2).sum();
- projv = d;
- }
- }
- igl::Hit hit;
- // perhaps 1.0 should be 1.0-epsilon, or actually since we checking the
- // incident face, perhaps 1.0 should be 1.0+eps
- const Vector3d dir = (Vv-projv)*1.0;
- if(ei.intersectSegment(
- projv.template cast<float>(),
- dir.template cast<float>(),
- hit))
- {
- // mod for double sided lighting
- const int fi = hit.id % F.rows();
- //if(v == 1228-1)
- //{
- // Vector3d bc,P;
- // bc << 1 - hit.u - hit.v, hit.u, hit.v; // barycentric
- // P = V.row(F(fi,0))*bc(0) +
- // V.row(F(fi,1))*bc(1) +
- // V.row(F(fi,2))*bc(2);
- // cout<<(fi+1)<<endl;
- // cout<<bc.transpose()<<endl;
- // cout<<P.transpose()<<endl;
- // cout<<hit.t<<endl;
- // cout<<(projv + dir*hit.t).transpose()<<endl;
- // cout<<Vv.transpose()<<endl;
- //}
- // Assume hit is valid, so not visible
- flag(v) = false;
- // loop around corners of triangle
- for(int c = 0;c<F.cols();c++)
- {
- if(F(fi,c) == v)
- {
- // hit self, so no hits before, so vertex v is visible
- flag(v) = true;
- break;
- }
- }
- // Hit is actually past v
- if(!flag(v) && (hit.t*hit.t*dir.squaredNorm())>sqrd)
- {
- flag(v) = true;
- }
- }else
- {
- // no hit so vectex v is visible
- flag(v) = true;
- }
- }
- }
- #ifdef IGL_STATIC_LIBRARY
- // Explicit template specialization
- template void igl::embree::bone_visible<Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, -1, 0, -1, -1>, Eigen::Matrix<double, 3, 1, 0, 3, 1>, Eigen::Matrix<bool, -1, 1, 0, -1, 1> >(Eigen::PlainObjectBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<int, -1, -1, 0, -1, -1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<double, 3, 1, 0, 3, 1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<double, 3, 1, 0, 3, 1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<bool, -1, 1, 0, -1, 1> >&);
- template void igl::embree::bone_visible<Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, -1, 0, -1, -1>, Eigen::Matrix<double, -1, 1, 0, -1, 1>, Eigen::Matrix<bool, -1, 1, 0, -1, 1> >(Eigen::PlainObjectBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<int, -1, -1, 0, -1, -1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<double, -1, 1, 0, -1, 1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<double, -1, 1, 0, -1, 1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<bool, -1, 1, 0, -1, 1> >&);
- #endif
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