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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/. | |
| 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::Matrix<typename DerivedF::Scalar,Eigen::Dynamic,Eigen::Dynamic> 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 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 | |
| // 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; | |
| } | |
| } | |
| } | |
| // Explicit template instantiation | |
| 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> >&); | |