public TriangleMesh(Transform o2w, Transform w2o, bool ro, int nt, int nv, int[] vi, Point[] P, Normal[] N, Vector[] S, float[] uv, Texture<float> atex) : base(o2w, w2o, ro) { alphaTexture = atex; ntris = nt; nverts = nv; MathHelper.Copy<int>(ref vertexIndex, ref vi); if (uv != null) { MathHelper.Copy<float>(ref uvs, ref uv); } else uvs = null; if (N != null) { MathHelper.Copy<Normal>(ref n, ref N); } else n = null; if (S != null) { MathHelper.Copy<Vector>(ref s, ref S); } else s = null; for (int i = 0; i < nverts; ++i) p[i] = (ObjectToWorld)[P[i]]; }
public override bool Intersect(Ray r, Pointer<float> tHit, Pointer<float> rayEpsilon, Pointer<DifferentialGeometry> dg) { Ray ray = (WorldToObject)[r]; if (MathHelper.Abs(ray.Direction.Z) < 1e-7) return false; float thit = (Height - ray.Origin.Z) / ray.Direction.Z; if (thit < ray.MinT || thit > ray.MaxT) return false; Point phit = ray[thit]; float dist2 = phit.X * phit.X + phit.Y * phit.Y; if (dist2 > Radius * Radius || dist2 < InnerRadius * InnerRadius) return false; float phi = MathHelper.Atan2(phit.Y, phit.X); if (phi < 0) phi += 2.0f * MathHelper.PI; if (phi > PhiMax) return false; float u = phi / PhiMax; float oneMinusV = ((MathHelper.Sqrt(dist2) - InnerRadius) / (Radius - InnerRadius)); float invOneMinusV = (oneMinusV > 0.0f) ? (1.0f / oneMinusV) : 0.0f; float v = 1.0f - oneMinusV; Vector dpdu = new Vector(-PhiMax * phit.Y, PhiMax * phit.X, 0); Vector dpdv = new Vector(-phit.X * invOneMinusV, -phit.Y * invOneMinusV, 0); dpdu *= PhiMax * MathHelper.InvTwoPI; dpdv *= (Radius - InnerRadius) / Radius; Normal dndu = new Normal(0, 0, 0), dndv = new Normal(0, 0, 0); Transform o2w = ObjectToWorld; dg[0] = new DifferentialGeometry(o2w[phit], o2w[dpdu], o2w[dpdv], o2w[dndu], o2w[dndv], u, v, this); tHit[0] = thit; rayEpsilon[0] = 5e-4f * ~tHit; return true; }
public override bool Intersect(Ray r, Pointer<float> tHit, Pointer<float> rayEpsilon, Pointer<DifferentialGeometry> dg) { float phi; Point phit; Ray ray = (WorldToObject)[r]; float A = ray.Direction.X * ray.Direction.X + ray.Direction.Y * ray.Direction.Y; float B = 2 * (ray.Direction.X * ray.Origin.X + ray.Direction.Y * ray.Origin.Y); float C = ray.Origin.X * ray.Origin.X + ray.Origin.Y * ray.Origin.Y - Radius * Radius; float t0 = 0, t1 = 0; if (!MathHelper.Quadratic(A, B, C, ref t0, ref t1)) return false; if (t0 > ray.MaxT || t1 < ray.MinT) return false; float thit = t0; if (t0 < ray.MinT) { thit = t1; if (thit > ray.MaxT) return false; } phit = ray[thit]; phi = MathHelper.Atan2(phit.Y, phit.X); if (phi < 0) phi += 2.0f * MathHelper.PI; if (phit.Z < ZMin || phit.Z > ZMax || phi > PhiMax) { if (thit == t1) return false; thit = t1; if (t1 > ray.MaxT) return false; phit = ray[thit]; phi = MathHelper.Atan2(phit.Y, phit.X); if (phi < 0) phi += 2.0f * MathHelper.PI; if (phit.Z < ZMin || phit.Z > ZMax || phi > PhiMax) return false; } float u = phi / PhiMax; float v = (phit.Z - ZMin) / (ZMax - ZMin); Vector dpdu = new Vector(-PhiMax * phit.Y, PhiMax * phit.X, 0); Vector dpdv = new Vector(0, 0, ZMax - ZMin); Vector d2Pduu = -PhiMax * PhiMax * new Vector(phit.X, phit.Y, 0); Vector d2Pduv = new Vector(0, 0, 0), d2Pdvv = new Vector(0, 0, 0); float E = Vector.Dot(dpdu, dpdu); float F = Vector.Dot(dpdu, dpdv); float G = Vector.Dot(dpdv, dpdv); Vector N = Vector.Normalize(Vector.Cross(dpdu, dpdv)); float e = Vector.Dot(N, d2Pduu); float f = Vector.Dot(N, d2Pduv); float g = Vector.Dot(N, d2Pdvv); float invEGF2 = 1.0f / (E * G - F * F); Normal dndu = new Normal((f * F - e * G) * invEGF2 * dpdu + (e * F - f * E) * invEGF2 * dpdv); Normal dndv = new Normal((g * F - f * G) * invEGF2 * dpdu + (f * F - g * E) * invEGF2 * dpdv); Transform o2w = ObjectToWorld; dg[0] = new DifferentialGeometry(o2w[phit], o2w[dpdu], o2w[dpdv], o2w[dndu], o2w[dndv], u, v, this); tHit[0] = thit; rayEpsilon[0] = 5e-4f * ~tHit; return true; }
public DifferentialGeometry(Point P, Vector DPDU, Vector DPDV, Normal DNDU, Normal DNDV, float uu, float vv, Shape sh) { p = (P); dpdu = (DPDU); dpdv = (DPDV); dndu = (DNDU); dndv = (DNDV); nn = new Normal(Vector.Normalize(Vector.Cross(dpdu, dpdv))); u = uu; v = vv; shape = sh; dudx = dvdx = dudy = dvdy = 0; dpdx = dpdy = new Vector(); if (shape != null && (shape.ReverseOrientation ^ shape.TransformSwapsHandedness)) nn *= -1.0f; }
public void Setdndv(Normal n) { dndv = n; }
public void Setdndu(Normal n) { dndu = n; }
public void Setnn(Normal nn) { this.nn = nn; }
public override bool Intersect(Ray r, Pointer<float> tHit, Pointer<float> rayEpsilon, Pointer<DifferentialGeometry> dg) { float phi, v; Point phit; Ray ray = (WorldToObject)[r]; float A = a * ray.Direction.X * ray.Direction.X + a * ray.Direction.Y * ray.Direction.Y - c * ray.Direction.Z * ray.Direction.Z; float B = 2.0f * (a * ray.Direction.X * ray.Origin.X + a * ray.Direction.Y * ray.Origin.Y - c * ray.Direction.Z * ray.Origin.Z); float C = a * ray.Origin.X * ray.Origin.X + a * ray.Origin.Y * ray.Origin.Y - c * ray.Origin.Z * ray.Origin.Z - 1; float t0 = 0, t1 = 0; if (!MathHelper.Quadratic(A, B, C, ref t0, ref t1)) return false; if (t0 > ray.MaxT || t1 < ray.MinT) return false; float thit = t0; if (t0 < ray.MinT) { thit = t1; if (thit > ray.MaxT) return false; } phit = ray[thit]; v = (phit.Z - p1.Z) / (p2.Z - p1.Z); Point pr = (1.0f - v) * p1 + v * p2; phi = MathHelper.Atan2(pr.X * phit.Y - phit.X * pr.Y, phit.X * pr.X + phit.Y * pr.Y); if (phi < 0) phi += 2 * MathHelper.PI; if (phit.Z < zmin || phit.Z > zmax || phi > phiMax) { if (thit == t1) return false; thit = t1; if (t1 > ray.MaxT) return false; phit = ray[thit]; v = (phit.Z - p1.Z) / (p2.Z - p1.Z); Point pr2 = (1.0f - v) * p1 + v * p2; phi = MathHelper.Atan2(pr2.X * phit.Y - phit.X * pr2.Y, phit.X * pr2.X + phit.Y * pr2.Y); if (phi < 0) phi += 2 * MathHelper.PI; if (phit.Z < zmin || phit.Z > zmax || phi > phiMax) return false; } float u = phi / phiMax; float cosphi = MathHelper.Cos(phi), sinphi = MathHelper.Sin(phi); Vector dpdu = new Vector(-phiMax * phit.Y, phiMax * phit.X, 0); Vector dpdv = new Vector((p2.X - p1.X) * cosphi - (p2.Y - p1.Y) * sinphi, (p2.X - p1.X) * sinphi + (p2.Y - p1.Y) * cosphi, p2.Z - p1.Z); Vector d2Pduu = -phiMax * phiMax * new Vector(phit.X, phit.Y, 0); Vector d2Pduv = phiMax * new Vector(-dpdv.Y, dpdv.X, 0); Vector d2Pdvv = new Vector(0, 0, 0); float E = Vector.Dot(dpdu, dpdu); float F = Vector.Dot(dpdu, dpdv); float G = Vector.Dot(dpdv, dpdv); Vector N = Vector.Normalize(Vector.Cross(dpdu, dpdv)); float e = Vector.Dot(N, d2Pduu); float f = Vector.Dot(N, d2Pduv); float g = Vector.Dot(N, d2Pdvv); float invEGF2 = 1.0f / (E * G - F * F); Normal dndu = new Normal((f * F - e * G) * invEGF2 * dpdu + (e * F - f * E) * invEGF2 * dpdv); Normal dndv = new Normal((g * F - f * G) * invEGF2 * dpdu + (f * F - g * E) * invEGF2 * dpdv); Transform o2w = ObjectToWorld; dg[0] = new DifferentialGeometry(o2w[phit], o2w[dpdu], o2w[dpdv], o2w[dndu], o2w[dndv], u, v, this); tHit[0] = thit; rayEpsilon[0] = 5e-4f * tHit; return true; }
public static Vector Cross(Normal v1, Vector v2) { return v1.Cross(v2); }
public static Vector Cross(Vector v1, Normal v2) { return v2.Cross(v1); }
public Normal this[Normal n] { get { float x = n.X, y = n.Y, z = n.Z; return new Normal(minv[0, 0] * x + minv[1, 0] * y + minv[2, 0] * z, minv[0, 1] * x + minv[1, 1] * y + minv[2, 1] * z, minv[0, 2] * x + minv[1, 2] * y + minv[2, 2] * z); } }
public static Normal Normalize(Normal vector) { vector.Normalize(); return vector; }
public override void GetShadingGeometry(Transform obj2world, DifferentialGeometry dg, Pointer<DifferentialGeometry> dgShading) { if (mesh.n == null && mesh.s == null) { dgShading[0] = dg; return; } float[] b = new float[3]; float[][] uv = new float[3][]; uv[0] = new float[2]; uv[1] = new float[2]; uv[2] = new float[2]; GetUVs(uv); float[][] A = { new float[2] { uv[1][0] - uv[0][0], uv[2][0] - uv[0][0] }, new float[2] { uv[1][1] - uv[0][1], uv[2][1] - uv[0][1] } }; float[] C = { dg.u - uv[0][0], dg.v - uv[0][1] }; if (!Transform.SolveLinearSystem2x2(A, C, ref b[1], ref b[2])) { b[0] = b[1] = b[2] = 1.0f / 3.0f; } else b[0] = 1.0f - b[1] - b[2]; Normal ns; Vector ss, ts; if (mesh.n != null) ns = Normal.Normalize(obj2world[b[0] * mesh.n[v[0]] + b[1] * mesh.n[v[1]] + b[2] * mesh.n[v[2]]]); else ns = dg.nn; if (mesh.s != null) ss = Vector.Normalize(obj2world[b[0] * mesh.s[v[0]] + b[1] * mesh.s[v[1]] + b[2] * mesh.s[v[2]]]); else ss = Vector.Normalize(dg.dpdu); ts = Vector.Cross(ss, ns); if (ts.SquaredMagnitude > 0.0f) { ts = Vector.Normalize(ts); ss = Vector.Cross(ts, ns); } else Extensions.CoordinateSystem((Vector)ns, out ss, out ts); Normal dndu, dndv; if (mesh.n != null) { float[][] uvs = new float[3][]; uvs[0] = new float[2]; uvs[1] = new float[2]; uvs[2] = new float[2]; GetUVs(uvs); float du1 = uvs[0][0] - uvs[2][0]; float du2 = uvs[1][0] - uvs[2][0]; float dv1 = uvs[0][1] - uvs[2][1]; float dv2 = uvs[1][1] - uvs[2][1]; Normal dn1 = mesh.n[v[0]] - mesh.n[v[2]]; Normal dn2 = mesh.n[v[1]] - mesh.n[v[2]]; float determinant = du1 * dv2 - dv1 * du2; if (determinant == 0.0f) dndu = dndv = new Normal(0, 0, 0); else { float invdet = 1.0f / determinant; dndu = ((dv2 * dn1 - dv1 * dn2) * invdet); dndv = ((-du2 * dn1 + du1 * dn2) * invdet); } } else dndu = dndv = new Normal(0, 0, 0); dgShading[0] = new DifferentialGeometry(dg.p, ss, ts, (ObjectToWorld)[dndu], (ObjectToWorld)[dndv], dg.u, dg.v, dg.shape); dgShading[0].Setdudx(dg.dudx); dgShading[0].Setdvdx(dg.dvdx); dgShading[0].Setdudy(dg.dudy); dgShading[0].Setdvdy(dg.dvdy); dgShading[0].Setdpdx(dg.dpdx); dgShading[0].Setdpdy(dg.dpdy); }
public override Point Sample(float u1, float u2, Pointer<Normal> n) { float b1 = 0, b2 = 0; Extensions.UniformSampleTriangle(u1, u2, ref b1, ref b2); Point p1 = mesh.p[v[0]]; Point p2 = mesh.p[v[1]]; Point p3 = mesh.p[v[2]]; Point p = b1 * p1 + b2 * p2 + (1.0f - b1 - b2) * p3; Normal n2 = new Normal(Vector.Cross(p2 - p1, p3 - p1)); n[0] = Normal.Normalize(n2); if (ReverseOrientation) n[0] *= -1.0f; return p; }
public override bool Intersect(Ray r, Pointer<float> tHit, Pointer<float> rayEpsilon, Pointer<DifferentialGeometry> dg) { float phi; Point phit = new Point(); Ray ray = (WorldToObject)[r]; float A = ray.Direction.X * ray.Direction.X + ray.Direction.Y * ray.Direction.Y + ray.Direction.Z * ray.Direction.Z; float B = 2 * (ray.Direction.X * ray.Origin.X + ray.Direction.Y * ray.Origin.Y + ray.Direction.Z * ray.Origin.Z); float C = ray.Origin.X * ray.Origin.X + ray.Origin.Y * ray.Origin.Y + ray.Origin.Z * ray.Origin.Z - Radius * Radius; float t0 = 0, t1 = 0; if (!MathHelper.Quadratic(A, B, C, ref t0, ref t1)) return false; if (t0 > ray.MaxT || t1 < ray.MinT) return false; float thit = t0; if (t0 < ray.MinT) { thit = t1; if (thit > ray.MaxT) return false; } phit = ray[thit]; if (phit.X == 0.0f && phit.Y == 0.0f) phit.X = 1e-5f * Radius; phi = MathHelper.Atan2(phit.Y, phit.X); if (phi < 0.0f) phi += 2.0f * MathHelper.PI; if ((zmin > -Radius && phit.Z < zmin) || (zmax < Radius && phit.Z > zmax) || phi > phiMax) { if (thit == t1) return false; if (t1 > ray.MaxT) return false; thit = t1; phit = ray[thit]; if (phit.X == 0.0f && phit.Y == 0.0f) phit.X = 1e-5f * Radius; phi = MathHelper.Atan2(phit.Y, phit.X); if (phi < 0.0f) phi += 2.0f * MathHelper.PI; if ((zmin > -Radius && phit.Z < zmin) || (zmax < Radius && phit.Z > zmax) || phi > phiMax) return false; } float u = phi / phiMax; float theta = MathHelper.Acos(MathHelper.Clamp(phit.Z / Radius, -1.0f, 1.0f)); float v = (theta - thetaMin) / (thetaMax - thetaMin); float zradius = MathHelper.Sqrt(phit.X * phit.X + phit.Y * phit.Y); float invzradius = 1.0f / zradius; float cosphi = phit.X * invzradius; float sinphi = phit.Y * invzradius; Vector dpdu = new Vector(-phiMax * phit.Y, phiMax * phit.X, 0); Vector dpdv = (thetaMax - thetaMin) * new Vector(phit.Z * cosphi, phit.Z * sinphi, -Radius * MathHelper.Sin(theta)); Vector d2Pduu = -phiMax * phiMax * new Vector(phit.X, phit.Y, 0); Vector d2Pduv = (thetaMax - thetaMin) * phit.Z * phiMax * new Vector(-sinphi, cosphi, 0.0f); Vector d2Pdvv = -(thetaMax - thetaMin) * (thetaMax - thetaMin) * new Vector(phit.X, phit.Y, phit.Z); float E = Vector.Dot(dpdu, dpdu); float F = Vector.Dot(dpdu, dpdv); float G = Vector.Dot(dpdv, dpdv); Vector N = Vector.Normalize(Vector.Cross(dpdu, dpdv)); float e = Vector.Dot(N, d2Pduu); float f = Vector.Dot(N, d2Pduv); float g = Vector.Dot(N, d2Pdvv); float invEGF2 = 1.0f / (E * G - F * F); Normal dndu = new Normal((f * F - e * G) * invEGF2 * dpdu + (e * F - f * E) * invEGF2 * dpdv); Normal dndv = new Normal((g * F - f * G) * invEGF2 * dpdu + (f * F - g * E) * invEGF2 * dpdv); Transform o2w = ObjectToWorld; dg[0] = new DifferentialGeometry(o2w[phit], o2w[dpdu], o2w[dpdv], o2w[dndu], o2w[dndv], u, v, this); tHit[0] = thit; rayEpsilon[0] = 5e-4f * ~tHit; return true; }
public override Point Sample(Point p, float u1, float u2, Pointer<Normal> ns) { Point Pcenter = (ObjectToWorld)[(new Point(0, 0, 0))]; Vector wc = Vector.Normalize(Pcenter - p); Vector wcX, wcY; Extensions.CoordinateSystem(wc, out wcX, out wcY); if (Point.DistanceSquared(p, Pcenter) - Radius * Radius < 1e-4f) return Sample(u1, u2, ns); float sinThetaMax2 = Radius * Radius / Point.DistanceSquared(p, Pcenter); float cosThetaMax = MathHelper.Sqrt(MathHelper.Max(0.0f, 1.0f - sinThetaMax2)); Pointer<DifferentialGeometry> dgSphere = new Pointer<DifferentialGeometry>(new DifferentialGeometry()); Pointer<float> thit = (Pointer<float>)0, rayEpsilon = (Pointer<float>)0; Point ps; Ray r = new Ray(p, Extensions.UniformSampleCone(u1, u2, cosThetaMax, wcX, wcY, wc), 1e-3f); if (!Intersect(r, thit, rayEpsilon, dgSphere)) thit[0] = Vector.Dot(Pcenter - p, Vector.Normalize(r.Direction)); ps = r[thit]; ns[0] = new Normal(Vector.Normalize(ps - Pcenter)); if (ReverseOrientation) ns[0] *= -1.0f; return ps; }