modified lib GPC for header only

worked on 3d traytracing
This commit is contained in:
k-a-z-u
2017-09-06 17:04:19 +02:00
parent 845d89774d
commit c19d18a3a6
20 changed files with 884 additions and 299 deletions

View File

@@ -19,38 +19,11 @@ struct Sphere3 {
/** ctor */
Sphere3(const Point3 center, const float radius) : center(center), radius(radius) {;}
/** create a sphere that fully contains the given point-set */
static Sphere3 around(const std::vector<Point3>& lst) {
// NOT OPTIMAL but fast
Point3 sum(0,0,0);
for (const Point3 p : lst) {sum += p;}
const Point3 center = sum / lst.size();
float radius = 0;
for (const Point3 p : lst) {
const float dist = center.getDistance(p);
if (dist > radius) {radius = dist;}
}
return Sphere3(center, radius);
}
static Sphere3 join(const Sphere3& a, const Sphere3& b) {
if (a.contains(b)) {return a;}
if (b.contains(a)) {return b;}
Point3 newCen = (a.center + b.center) / 2;
float newRad = (a.center.getDistance(b.center) + std::max(a.radius, b.radius) * 2) / 2;
return Sphere3(newCen, newRad);
}
/** does this sphere contain the given sphere? */
bool contains(const Sphere3& o) const {
return (o.center.getDistance(this->center) + o.radius) < this->radius;
return (o.center.getDistance(this->center) + o.radius) <= this->radius;
}
/** does the sphere contain the given point? */
@@ -58,13 +31,21 @@ struct Sphere3 {
return center.getDistance(p) <= radius;
}
/** does the sphere intersect with the given sphere? */
bool intersects(const Sphere3& other) const {
return center.getDistance(other.center) < (radius + other.radius);
}
/** does the sphere intersect with the given ray? */
bool intersects(const Ray3& ray) const {
if (contains(ray.start)) {return true;}
// if the sphere contains the ray's start -> done
//if (contains(ray.start)) {return true;}
/*
// https://stackoverflow.com/questions/6533856/ray-sphere-intersection
/*
const float xA = ray.start.x;
const float yA = ray.start.y;
const float zA = ray.start.z;
@@ -85,42 +66,121 @@ struct Sphere3 {
// intersection?
return delta >= 0;
*/
*/
// http://www.ccs.neu.edu/home/fell/CSU540/programs/RayTracingFormulas.htm
const double x0 = ray.start.x;
const double y0 = ray.start.y;
const double z0 = ray.start.z;
const double cx = center.x;
const double cy = center.y;
const double cz = center.z;
const double dx = ray.dir.x;
const double dy = ray.dir.y;
const double dz = ray.dir.z;
const double a = dx*dx + dy*dy + dz*dz;
const double b = 2*dx*(x0-cx) + 2*dy*(y0-cy) + 2*dz*(z0-cz);
const double c = cx*cx + cy*cy + cz*cz + x0*x0 + y0*y0 + z0*z0 + -2*(cx*x0 + cy*y0 + cz*z0) - radius*radius;
const double discriminant = (b*b) - (4*a*c);
return discriminant >= 0;
/*
// http://www.pixelnerve.com/v/2009/02/08/ray-sphere-intersection/
const float a = ray.dir.length();
//if (a == 0.0) return 0;
const float b = 2.0f * ( dot(ray.start, ray.dir) - dot(ray.dir, center)) ;
const Point3 tempDiff = center - ray.start;
const float c = tempDiff.length() - (radius*radius);
const float disc = b * b - 4 * a * c;
return disc >= 0.0f;
const float x0 = ray.start.x;
const float y0 = ray.start.y;
const float z0 = ray.start.z;
const float cx = center.x;
const float cy = center.y;
const float cz = center.z;
const float dx = ray.dir.x;
const float dy = ray.dir.y;
const float dz = ray.dir.z;
const float a = dx*dx + dy*dy + dz*dz;
const float b = 2*dx*(x0-cx) + 2*dy*(y0-cy) + 2*dz*(z0-cz);
const float c = cx*cx + cy*cy + cz*cz + x0*x0 + y0*y0 + z0*z0 + -2*(cx*x0 + cy*y0 + cz*z0) - radius*radius;
const float discriminant = (b*b) - (4*a*c);
return discriminant >= 0;
*/
//https://gamedev.stackexchange.com/questions/96459/fast-ray-sphere-collision-code
const Point3 m = ray.start - center;
const float b = dot(m, ray.dir);
const float c = dot(m, m) - radius*radius;
// Exit if rs origin outside s (c > 0) and r pointing away from s (b > 0)
if (c > 0.0f && b > 0.0f) {return false;}
const float discr = b*b - c;
// A negative discriminant corresponds to ray missing sphere
if (discr < 0.0f) {return false;}
return true;
// // Ray now found to intersect sphere, compute smallest t value of intersection
// t = -b - Sqrt(discr);
// // If t is negative, ray started inside sphere so clamp t to zero
// if (t < 0.0f) t = 0.0f;
// q = p + t * d;
// return 1;
}
/** configure this sphere to contain the given point-set */
void adjustToPointSet(const std::vector<Point3>& lst) {
// NOT OPTIMAL but fast
// calculate the point set's center
Point3 sum(0,0,0);
for (const Point3 p : lst) {sum += p;}
const Point3 center = sum / lst.size();
// calculate the sphere's radius (maximum distance from center
float radius = 0;
for (const Point3 p : lst) {
const float dist = center.getDistance(p);
if (dist > radius) {radius = dist;}
}
this->radius = radius;
this->center = center;
}
public:
/** create a sphere that fully contains the given point-set */
static Sphere3 around(const std::vector<Point3>& lst) {
Sphere3 sphere;
sphere.adjustToPointSet(lst);
return sphere;
}
/** combine two spheres into a new one containing both */
static Sphere3 join(const Sphere3& a, const Sphere3& b) {
// if one already contains the other, just return it as-is
if (a.contains(b)) {return a;}
if (b.contains(a)) {return b;}
// calculate the new center and radius
// Point3 newCen = (a.center + b.center) / 2;
// float newRad = (a.center.getDistance(b.center) + std::max(a.radius, b.radius) * 2) / 2;
// return Sphere3(newCen, newRad);
// Point3 newCen = (a.center*a.radius + b.center*b.radius) / (a.radius+b.radius);
// float newRad = (a.center.getDistance(b.center) + a.radius + b.radius) / 2 * 1.02f; // slightly larger to prevent rounding issues
// Sphere3 res(newCen, newRad);
// create both maximum ends
const Point3 out1 = a.center + (a.center-b.center).normalized() * a.radius;
const Point3 out2 = b.center + (b.center-a.center).normalized() * b.radius;
// center is within both ends, so is the radius
Point3 newCen = (out1 + out2) / 2;
float newRad = out1.getDistance(out2) / 2 * 1.001; // slightly larger to prevent rounding issues
Sphere3 res(newCen, newRad);
// check
Assert::isTrue(res.contains(a), "sphere joining error. base-spheres are not contained.");
Assert::isTrue(res.contains(b), "sphere joining error. base-spheres are not contained.");
return res;
}
};