예제 #1
0
TXGridTriangle::TXGridTriangle(TXTriangle *tp)
{
	m_t = tp;
	m_n = m_t->m_norm;

	CVector3f tmp;
	tmp.Sub(m_t->m_v[0]->m_pos,m_t->m_v[1]->m_pos);
	tmp.Cross(tmp,m_n);
	m_en1.Normalize(tmp);
	tmp.Sub(m_t->m_v[1]->m_pos,m_t->m_v[2]->m_pos);
	tmp.Cross(tmp,m_n);
	m_en2.Normalize(tmp);
	tmp.Sub(m_t->m_v[2]->m_pos,m_t->m_v[0]->m_pos);
	tmp.Cross(tmp,m_n);
	m_en3.Normalize(tmp);
}
예제 #2
0
// intersect a box
bool TXDualEdge::Touch(const CVector3f& minp, const CVector3f& maxp) const {
  int m = 4;

  CVector3f step;
  step.Sub(m_dp[1], m_dp[0]);
  step.ScaleInPlace(1/4);
  CVector3f A = m_dp[0];
  CVector3f B;
  B.Add(m_dp[0],step);

  for (int i = 0; i < m; i++) {
    CVector3f bmin(MIN(A.GetX(),B.GetX()),MIN(A.GetY(),B.GetY()),MIN(A.GetZ(),B.GetZ()));
	CVector3f bmax(MAX(A.GetX(),B.GetX()),MAX(A.GetY(),B.GetY()),MAX(A.GetZ(),B.GetZ()));

    if (bmin.GetX() <= maxp.GetX() && minp.GetX() <= bmax.GetX() &&
	bmin.GetY() <= maxp.GetY() && minp.GetY() <= bmax.GetY() &&
	bmin.GetZ() <= maxp.GetZ() && minp.GetZ() <= bmax.GetZ()) return true;
    A = B;
    B += step;
  }
  return false;
}
예제 #3
0
// intersect a ray with the mesh
bool TXGrid3D::IntersectRay(const CVector3f& start, const CVector3f& end) 
{
	// pick rays
	m_rays.push_back(TXRay(start, end));
	CVector3f dir;
	dir.Sub(start,end);

	int idir[3] = {
	fabs(dir.GetX()) < DBL_EPSILON ? 0 : (dir.GetX() > 0 ? 1 : -1),
	fabs(dir.GetY()) < DBL_EPSILON ? 0 : (dir.GetY() > 0 ? 1 : -1),
	fabs(dir.GetZ()) < DBL_EPSILON ? 0 : (dir.GetZ() > 0 ? 1 : -1) };

	double dist = 0;
	CVector3f pos;
	pos.Sub(end, m_min);

	int ix = (int)floor((end.GetX() - m_min.GetX())/m_xstep),
	iy = (int)floor((end.GetY() - m_min.GetY())/m_ystep),
	iz = (int)floor((end.GetZ() - m_min.GetZ())/m_zstep);
	double tx = 1.0, ty = 1.0, tz = 1.0;

	// first cell
	ix = MIN(MAX(ix, 0), m_size-1);
	iy = MIN(MAX(iy, 0), m_size-1);
	iz = MIN(MAX(iz, 0), m_size-1);

	// intersection test, from end to start
	while ((dist < 1) && (ix >= 0) && (ix < m_size) &&(iy >= 0) && (iy < m_size) && (iz >= 0) && (iz < m_size)) 
	{
		int csz = m_grid[ix][iy][iz].size();
		for (int i=0; i<csz; i++) 
		{
			TXGridTriangle* gt = m_grid[ix][iy][iz][i];
			double rpdot = dir.Dot(gt->m_n);
			if (rpdot != 0) 
			{
				CVector3f tmp;
				tmp.Sub(gt->m_t->m_v[0]->m_pos,end);
				double t = tmp.Dot(gt->m_n) / rpdot;

				if (t > DBL_EPSILON && t < 1) 
				{
					CVector3f pt;
					pt.ScaleAdd(t,dir,end);

					CVector3f pt0,pt1,pt2;
					pt0.Sub(pt,gt->m_t->m_v[0]->m_pos);
					pt1.Sub(pt,gt->m_t->m_v[1]->m_pos);
					pt2.Sub(pt,gt->m_t->m_v[2]->m_pos);


					if (pt0.Dot(gt->m_en1)> -DBL_EPSILON &&
					  pt1.Dot(gt->m_en2)>-DBL_EPSILON &&
					  pt2.Dot(gt->m_en3)>-DBL_EPSILON) 
					{
						m_rays[m_rays.size()-1].m_p = t;
						return true;
					}
				}
			}
		}

		// next cell
		if (idir[0] != 0)
		  tx = (m_min.GetX() + (ix+(idir[0]+1)/2)*m_xstep - end.GetX()) / dir.GetX();
		if (idir[1] != 0)
		  ty = (m_min.GetY() + (iy+(idir[1]+1)/2)*m_ystep - end.GetY()) / dir.GetY();
		if (idir[2] != 0)
		  tz = (m_min.GetZ() + (iz+(idir[2]+1)/2)*m_zstep - end.GetZ()) / dir.GetZ();
		if ((tx <= ty) && (tx <= tz)) 
		{
			dist = tx, ix += idir[0];
			if (ty == tx) iy += idir[1];
			if (tz == tx) iz += idir[2];
		} 
		else if (ty <= tz) 
		{
			dist = ty, iy += idir[1];
			if (tz == ty) iz += idir[2];
		} 
		else dist = tz, iz += idir[2];
	}

	return false;
}
예제 #4
0
XSIPLUGINCALLBACK CStatus nest_LatticeDeform_Evaluate( ICENodeContext& in_ctxt )
{
   // The current output port being evaluated...
   ULONG out_portID = in_ctxt.GetEvaluatedOutputPortID( );

   switch( out_portID )
   {
      case Array_ID_OUT_Result:
      {
         siICENodeDataType dataType;
         siICENodeStructureType struType;
         siICENodeContextType contType;
         in_ctxt.GetPortInfo(Lattice_ID_IN_Point,dataType,struType,contType);
			
         // get all of the data that is the same for any structure
         CDataArrayVector3f SubdivData( in_ctxt, Lattice_ID_IN_Subdivision );
         CDataArrayVector3f StepData( in_ctxt, Lattice_ID_IN_Step );
         CDataArray2DVector3f ReferenceData( in_ctxt, Lattice_ID_IN_Reference );
         CDataArray2DVector3f CurrentData( in_ctxt, Lattice_ID_IN_Current );
         CDataArray2DVector3f::Accessor ReferenceDataSub = ReferenceData[0];
         CDataArray2DVector3f::Accessor CurrentDataSub = CurrentData[0];

         // define the things we need to calculate
         long subdiv[3];
         subdiv[0] = long(floor(SubdivData[0].GetX()));
         subdiv[1] = long(floor(SubdivData[0].GetY()));
         subdiv[2] = long(floor(SubdivData[0].GetZ()));
         long subdiv1[3];
         subdiv1[0] = subdiv[0]+1;
         subdiv1[1] = subdiv[1]+1;
         subdiv1[2] = subdiv[2]+1;
         float step[3];
         step[0] = 1.0f / StepData[0].GetX();
         step[1] = 1.0f / StepData[0].GetY();
         step[2] = 1.0f / StepData[0].GetZ();
			float steplength = StepData[0].GetLength();
         long indexX[8];
         long indexY[8];
         long indexZ[8];
         long index[8];
         long lastIndex[3];
			lastIndex[0] = -1;
			lastIndex[1] = -1;
			lastIndex[2] = -1;
			CVector3f posCp;
			CVector3f pos;
         CVector3f diff[8];
         CVector3f motion[8];
         CVector3f motionScl[8];
			CVector3f deform;
         float weight[8];
			float xyz0[3];
			float xyz1[3];
			float weightSum;
         
         if(struType == siICENodeStructureSingle)
         {
            // two behaviours based on the datatype...
            // Get the output port array ...
            CDataArrayVector3f outData( in_ctxt );
   
            // Get the input data buffers for each port
            CDataArrayVector3f PointData( in_ctxt, Lattice_ID_IN_Point );

            // iterate each subset!
            CIndexSet IndexSet( in_ctxt );
            for(CIndexSet::Iterator it = IndexSet.Begin(); it.HasNext(); it.Next())
            {
               // first let's find the index inside the box!
					posCp.Set(PointData[it].GetX(),PointData[it].GetY(),PointData[it].GetZ());
					
					// substract the lowest corner
					pos.Sub(posCp,ReferenceDataSub[0]);
					pos.Set(pos.GetX() * step[0], pos.GetY() * step[1], pos.GetZ() * step[2]);
					xyz0[0] = pos.GetX() - floor(pos.GetX());
					xyz0[1] = pos.GetY() - floor(pos.GetY());
					xyz0[2] = pos.GetZ() - floor(pos.GetZ());

					xyz1[0] = 1.0 - xyz0[0];
					xyz1[1] = 1.0 - xyz0[1];
					xyz1[2] = 1.0 - xyz0[2];
					
					// calculate the indices (decomposed)
					indexX[0] = clampl(long(floor(pos.GetX())),0,subdiv[0]);
					indexY[0] = clampl(long(floor(pos.GetY())),0,subdiv[1]);
					indexZ[0] = clampl(long(floor(pos.GetZ())),0,subdiv[2]);
					
					if(lastIndex[0] != indexX[0] || lastIndex[1] != indexY[0] || lastIndex[2] != indexZ[0])
					{
						indexX[1] = clampl(indexX[0]+1	,0,subdiv[0]);
						indexY[1] = clampl(indexY[0]	,0,subdiv[1]);
						indexZ[1] = clampl(indexZ[0]	,0,subdiv[2]);
	
						indexX[2] = clampl(indexX[0]+1	,0,subdiv[0]);
						indexY[2] = clampl(indexY[0]+1	,0,subdiv[1]);
						indexZ[2] = clampl(indexZ[0]	,0,subdiv[2]);
	
						indexX[3] = clampl(indexX[0]+1	,0,subdiv[0]);
						indexY[3] = clampl(indexY[0]	,0,subdiv[1]);
						indexZ[3] = clampl(indexZ[0]+1	,0,subdiv[2]);
	
						indexX[4] = clampl(indexX[0]+1	,0,subdiv[0]);
						indexY[4] = clampl(indexY[0]+1	,0,subdiv[1]);
						indexZ[4] = clampl(indexZ[0]+1	,0,subdiv[2]);
						
						indexX[5] = clampl(indexX[0]	,0,subdiv[0]);
						indexY[5] = clampl(indexY[0]+1	,0,subdiv[1]);
						indexZ[5] = clampl(indexZ[0]	,0,subdiv[2]);
	
						indexX[6] = clampl(indexX[0]	,0,subdiv[0]);
						indexY[6] = clampl(indexY[0]	,0,subdiv[1]);
						indexZ[6] = clampl(indexZ[0]+1	,0,subdiv[2]);
	
						indexX[7] = clampl(indexX[0]	,0,subdiv[0]);
						indexY[7] = clampl(indexY[0]+1	,0,subdiv[1]);
						indexZ[7] = clampl(indexZ[0]+1	,0,subdiv[2]);
						
						for(int i=0;i<8;i++)
						{
							// compose the indices!
							index[i] = compose(indexX[i],indexY[i],indexZ[i],subdiv1[1],subdiv1[2]);
							
							// calculate the motions
							motion[i].Sub(CurrentDataSub[index[i]],ReferenceDataSub[index[i]]);
						}
					}
					else
					{
						// for performance, remember the last used index
						lastIndex[0] = indexX[0];
						lastIndex[1] = indexY[0];
						lastIndex[2] = indexZ[0];
					}

					// compute the weights
					weight[0] = xyz1[0] * xyz1[1] * xyz1[2];
					weight[1] = xyz0[0] * xyz1[1] * xyz1[2];
					weight[2] = xyz0[0] * xyz0[1] * xyz1[2];
					weight[3] = xyz0[0] * xyz1[1] * xyz0[2];
					weight[4] = xyz0[0] * xyz0[1] * xyz0[2];
					weight[5] = xyz1[0] * xyz0[1] * xyz1[2];
					weight[6] = xyz1[0] * xyz1[1] * xyz0[2];
					weight[7] = xyz1[0] * xyz0[1] * xyz0[2];

					// sum up all weighted motions
					deform.SetNull();
					for(int i=0;i<8;i++)
					{
						motionScl[i].Scale(weight[i],motion[i]);
						deform.AddInPlace(motionScl[i]);
					}
					
					// output the deformed position
					outData[it] = deform;
            }
         }
			else
         {
            // two behaviours based on the datatype...
            // Get the output port array ...
            CDataArray2DVector3f outData( in_ctxt );
   
            // Get the input data buffers for each port
            CDataArray2DVector3f PointData( in_ctxt, Lattice_ID_IN_Point );

            // iterate each subset!
            CIndexSet IndexSet( in_ctxt );
            for(CIndexSet::Iterator it = IndexSet.Begin(); it.HasNext(); it.Next())
            {
		         CDataArray2DVector3f::Accessor PointDataSub = PointData[it];
					long subCount = PointDataSub.GetCount();
					Application().LogMessage(CString((LONG)subCount));
					outData.Resize(it,subCount);
					for(long k=0;k<subCount;k++)
					{
						// first let's find the index inside the box!
						posCp.Set(PointDataSub[k].GetX(),PointDataSub[k].GetY(),PointDataSub[k].GetZ());
						
						// substract the lowest corner
						pos.Sub(posCp,ReferenceDataSub[0]);
						pos.Set(pos.GetX() * step[0], pos.GetY() * step[1], pos.GetZ() * step[2]);
						xyz0[0] = pos.GetX() - floor(pos.GetX());
						xyz0[1] = pos.GetY() - floor(pos.GetY());
						xyz0[2] = pos.GetZ() - floor(pos.GetZ());
	
						xyz1[0] = 1.0 - xyz0[0];
						xyz1[1] = 1.0 - xyz0[1];
						xyz1[2] = 1.0 - xyz0[2];
						
						// calculate the indices (decomposed)
						indexX[0] = clampl(long(floor(pos.GetX())),0,subdiv[0]);
						indexY[0] = clampl(long(floor(pos.GetY())),0,subdiv[1]);
						indexZ[0] = clampl(long(floor(pos.GetZ())),0,subdiv[2]);
						
						if(lastIndex[0] != indexX[0] || lastIndex[1] != indexY[0] || lastIndex[2] != indexZ[0])
						{
							indexX[1] = clampl(indexX[0]+1	,0,subdiv[0]);
							indexY[1] = clampl(indexY[0]	,0,subdiv[1]);
							indexZ[1] = clampl(indexZ[0]	,0,subdiv[2]);
		
							indexX[2] = clampl(indexX[0]+1	,0,subdiv[0]);
							indexY[2] = clampl(indexY[0]+1	,0,subdiv[1]);
							indexZ[2] = clampl(indexZ[0]	,0,subdiv[2]);
		
							indexX[3] = clampl(indexX[0]+1	,0,subdiv[0]);
							indexY[3] = clampl(indexY[0]	,0,subdiv[1]);
							indexZ[3] = clampl(indexZ[0]+1	,0,subdiv[2]);
		
							indexX[4] = clampl(indexX[0]+1	,0,subdiv[0]);
							indexY[4] = clampl(indexY[0]+1	,0,subdiv[1]);
							indexZ[4] = clampl(indexZ[0]+1	,0,subdiv[2]);
							
							indexX[5] = clampl(indexX[0]	,0,subdiv[0]);
							indexY[5] = clampl(indexY[0]+1	,0,subdiv[1]);
							indexZ[5] = clampl(indexZ[0]	,0,subdiv[2]);
		
							indexX[6] = clampl(indexX[0]	,0,subdiv[0]);
							indexY[6] = clampl(indexY[0]	,0,subdiv[1]);
							indexZ[6] = clampl(indexZ[0]+1	,0,subdiv[2]);
		
							indexX[7] = clampl(indexX[0]	,0,subdiv[0]);
							indexY[7] = clampl(indexY[0]+1	,0,subdiv[1]);
							indexZ[7] = clampl(indexZ[0]+1	,0,subdiv[2]);
							
							for(int i=0;i<8;i++)
							{
								// compose the indices!
								index[i] = compose(indexX[i],indexY[i],indexZ[i],subdiv1[1],subdiv1[2]);
								
								// calculate the motions
								motion[i].Sub(CurrentDataSub[index[i]],ReferenceDataSub[index[i]]);
							}
						}
						else
						{
							// for performance, remember the last used index
							lastIndex[0] = indexX[0];
							lastIndex[1] = indexY[0];
							lastIndex[2] = indexZ[0];
						}
	
						// compute the weights
						weight[0] = xyz1[0] * xyz1[1] * xyz1[2];
						weight[1] = xyz0[0] * xyz1[1] * xyz1[2];
						weight[2] = xyz0[0] * xyz0[1] * xyz1[2];
						weight[3] = xyz0[0] * xyz1[1] * xyz0[2];
						weight[4] = xyz0[0] * xyz0[1] * xyz0[2];
						weight[5] = xyz1[0] * xyz0[1] * xyz1[2];
						weight[6] = xyz1[0] * xyz1[1] * xyz0[2];
						weight[7] = xyz1[0] * xyz0[1] * xyz0[2];
	
						// sum up all weighted motions
						deform.SetNull();
						for(int i=0;i<8;i++)
						{
							motionScl[i].Scale(weight[i],motion[i]);
							deform.AddInPlace(motionScl[i]);
						}
						
						// output the deformed position
						outData[it][k] = deform;
					}
				}
         }
      }
      break;

      // Other output ports...

   };

   return CStatus::OK;
}