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//
// Copyright (c) 2012-2017 DreamWorks Animation LLC
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///////////////////////////////////////////////////////////////////////////
///
/// @file RayIntersector.h
///
/// @author Ken Museth
///
/// @brief Accelerated intersection of a ray with a narrow-band level
/// set or a generic (e.g. density) volume. This will of course be
/// useful for respectively surface and volume rendering.
///
/// @details This file defines two main classes,
/// LevelSetRayIntersector and VolumeRayIntersector, as well as the
/// three support classes LevelSetHDDA, VolumeHDDA and LinearSearchImpl.
/// The LevelSetRayIntersector is templated on the LinearSearchImpl class
/// and calls instances of the LevelSetHDDA class. The reason to split
/// level set ray intersection into three classes is twofold. First
/// LevelSetRayIntersector defines the public API for client code and
/// LinearSearchImpl defines the actual algorithm used for the
/// ray level-set intersection. In other words this design will allow
/// for the public API to be fixed while the intersection algorithm
/// can change without resolving to (slow) virtual methods. Second,
/// LevelSetHDDA, which implements a hierarchical Differential Digital
/// Analyzer, relies on partial template specialization, so it has to
/// be a standalone class (as opposed to a member class of
/// LevelSetRayIntersector). The VolumeRayIntersector is conceptually
/// much simpler than the LevelSetRayIntersector, and hence it only
/// depends on VolumeHDDA that implements the hierarchical
/// Differential Digital Analyzer.
#ifndef OPENVDB_TOOLS_RAYINTERSECTOR_HAS_BEEN_INCLUDED
#define OPENVDB_TOOLS_RAYINTERSECTOR_HAS_BEEN_INCLUDED
#include <openvdb/math/DDA.h>
#include <openvdb/math/Math.h>
#include <openvdb/math/Ray.h>
#include <openvdb/math/Stencils.h>
#include <openvdb/Grid.h>
#include <openvdb/Types.h>
#include "Morphology.h"
#include <boost/utility.hpp>
#include <boost/type_traits/is_floating_point.hpp>
namespace openvdb {
OPENVDB_USE_VERSION_NAMESPACE
namespace OPENVDB_VERSION_NAME {
namespace tools {
// Helper class that implements the actual search of the zero-crossing
// of the level set along the direction of a ray. This particular
// implementation uses iterative linear search.
template<typename GridT, int Iterations = 0, typename RealT = double>
class LinearSearchImpl;
///////////////////////////////////// LevelSetRayIntersector /////////////////////////////////////
/// @brief This class provides the public API for intersecting a ray
/// with a narrow-band level set.
///
/// @details It wraps a SearchImplT with a simple public API and
/// performs the actual hierarchical tree node and voxel traversal.
///
/// @warning Use the (default) copy-constructor to make sure each
/// computational thread has their own instance of this class. This is
/// important since the SearchImplT contains a ValueAccessor that is
/// not thread-safe. However copying is very efficient.
///
/// @see tools/RayTracer.h for examples of intended usage.
///
/// @todo Add TrilinearSearchImpl, as an alternative to LinearSearchImpl,
/// that performs analytical 3D trilinear intersection tests, i.e., solves
/// cubic equations. This is slower but also more accurate than the 1D
/// linear interpolation in LinearSearchImpl.
template<typename GridT,
typename SearchImplT = LinearSearchImpl<GridT>,
int NodeLevel = GridT::TreeType::RootNodeType::ChildNodeType::LEVEL,
typename RayT = math::Ray<Real> >
class LevelSetRayIntersector
{
public:
typedef GridT GridType;
typedef RayT RayType;
typedef typename RayT::RealType RealType;
typedef typename RayT::Vec3T Vec3Type;
typedef typename GridT::ValueType ValueT;
typedef typename GridT::TreeType TreeT;
BOOST_STATIC_ASSERT( NodeLevel >= -1 && NodeLevel < int(TreeT::DEPTH)-1);
BOOST_STATIC_ASSERT(boost::is_floating_point<ValueT>::value);
/// @brief Constructor
/// @param grid level set grid to intersect rays against.
/// @param isoValue optional iso-value for the ray-intersection.
LevelSetRayIntersector(const GridT& grid, const ValueT& isoValue = zeroVal<ValueT>())
: mTester(grid, isoValue)
{
if (!grid.hasUniformVoxels() ) {
OPENVDB_THROW(RuntimeError,
"LevelSetRayIntersector only supports uniform voxels!");
}
if (grid.getGridClass() != GRID_LEVEL_SET) {
OPENVDB_THROW(RuntimeError,
"LevelSetRayIntersector only supports level sets!"
"\nUse Grid::setGridClass(openvdb::GRID_LEVEL_SET)");
}
}
/// @brief Return the iso-value used for ray-intersections
const ValueT& getIsoValue() const { return mTester.getIsoValue(); }
/// @brief Return @c true if the index-space ray intersects the level set.
/// @param iRay ray represented in index space.
bool intersectsIS(const RayType& iRay) const
{
if (!mTester.setIndexRay(iRay)) return false;//missed bbox
return math::LevelSetHDDA<TreeT, NodeLevel>::test(mTester);
}
/// @brief Return @c true if the index-space ray intersects the level set
/// @param iRay ray represented in index space.
/// @param iTime if an intersection was found it is assigned the time of the
/// intersection along the index ray.
bool intersectsIS(const RayType& iRay, RealType &iTime) const
{
if (!mTester.setIndexRay(iRay)) return false;//missed bbox
iTime = mTester.getIndexTime();
return math::LevelSetHDDA<TreeT, NodeLevel>::test(mTester);
}
/// @brief Return @c true if the index-space ray intersects the level set.
/// @param iRay ray represented in index space.
/// @param xyz if an intersection was found it is assigned the
/// intersection point in index space, otherwise it is unchanged.
bool intersectsIS(const RayType& iRay, Vec3Type& xyz) const
{
if (!mTester.setIndexRay(iRay)) return false;//missed bbox
if (!math::LevelSetHDDA<TreeT, NodeLevel>::test(mTester)) return false;//missed level set
mTester.getIndexPos(xyz);
return true;
}
/// @brief Return @c true if the index-space ray intersects the level set.
/// @param iRay ray represented in index space.
/// @param xyz if an intersection was found it is assigned the
/// intersection point in index space, otherwise it is unchanged.
/// @param iTime if an intersection was found it is assigned the time of the
/// intersection along the index ray.
bool intersectsIS(const RayType& iRay, Vec3Type& xyz, RealType &iTime) const
{
if (!mTester.setIndexRay(iRay)) return false;//missed bbox
if (!math::LevelSetHDDA<TreeT, NodeLevel>::test(mTester)) return false;//missed level set
mTester.getIndexPos(xyz);
iTime = mTester.getIndexTime();
return true;
}
/// @brief Return @c true if the world-space ray intersects the level set.
/// @param wRay ray represented in world space.
bool intersectsWS(const RayType& wRay) const
{
if (!mTester.setWorldRay(wRay)) return false;//missed bbox
return math::LevelSetHDDA<TreeT, NodeLevel>::test(mTester);
}
/// @brief Return @c true if the world-space ray intersects the level set.
/// @param wRay ray represented in world space.
/// @param wTime if an intersection was found it is assigned the time of the
/// intersection along the world ray.
bool intersectsWS(const RayType& wRay, RealType &wTime) const
{
if (!mTester.setWorldRay(wRay)) return false;//missed bbox
wTime = mTester.getWorldTime();
return math::LevelSetHDDA<TreeT, NodeLevel>::test(mTester);
}
/// @brief Return @c true if the world-space ray intersects the level set.
/// @param wRay ray represented in world space.
/// @param world if an intersection was found it is assigned the
/// intersection point in world space, otherwise it is unchanged
bool intersectsWS(const RayType& wRay, Vec3Type& world) const
{
if (!mTester.setWorldRay(wRay)) return false;//missed bbox
if (!math::LevelSetHDDA<TreeT, NodeLevel>::test(mTester)) return false;//missed level set
mTester.getWorldPos(world);
return true;
}
/// @brief Return @c true if the world-space ray intersects the level set.
/// @param wRay ray represented in world space.
/// @param world if an intersection was found it is assigned the
/// intersection point in world space, otherwise it is unchanged.
/// @param wTime if an intersection was found it is assigned the time of the
/// intersection along the world ray.
bool intersectsWS(const RayType& wRay, Vec3Type& world, RealType &wTime) const
{
if (!mTester.setWorldRay(wRay)) return false;//missed bbox
if (!math::LevelSetHDDA<TreeT, NodeLevel>::test(mTester)) return false;//missed level set
mTester.getWorldPos(world);
wTime = mTester.getWorldTime();
return true;
}
/// @brief Return @c true if the world-space ray intersects the level set.
/// @param wRay ray represented in world space.
/// @param world if an intersection was found it is assigned the
/// intersection point in world space, otherwise it is unchanged.
/// @param normal if an intersection was found it is assigned the normal
/// of the level set surface in world space, otherwise it is unchanged.
bool intersectsWS(const RayType& wRay, Vec3Type& world, Vec3Type& normal) const
{
if (!mTester.setWorldRay(wRay)) return false;//missed bbox
if (!math::LevelSetHDDA<TreeT, NodeLevel>::test(mTester)) return false;//missed level set
mTester.getWorldPosAndNml(world, normal);
return true;
}
/// @brief Return @c true if the world-space ray intersects the level set.
/// @param wRay ray represented in world space.
/// @param world if an intersection was found it is assigned the
/// intersection point in world space, otherwise it is unchanged.
/// @param normal if an intersection was found it is assigned the normal
/// of the level set surface in world space, otherwise it is unchanged.
/// @param wTime if an intersection was found it is assigned the time of the
/// intersection along the world ray.
bool intersectsWS(const RayType& wRay, Vec3Type& world, Vec3Type& normal, RealType &wTime) const
{
if (!mTester.setWorldRay(wRay)) return false;//missed bbox
if (!math::LevelSetHDDA<TreeT, NodeLevel>::test(mTester)) return false;//missed level set
mTester.getWorldPosAndNml(world, normal);
wTime = mTester.getWorldTime();
return true;
}
private:
mutable SearchImplT mTester;
};// LevelSetRayIntersector
////////////////////////////////////// VolumeRayIntersector //////////////////////////////////////
/// @brief This class provides the public API for intersecting a ray
/// with a generic (e.g. density) volume.
/// @details Internally it performs the actual hierarchical tree node traversal.
/// @warning Use the (default) copy-constructor to make sure each
/// computational thread has their own instance of this class. This is
/// important since it contains a ValueAccessor that is
/// not thread-safe and a CoordBBox of the active voxels that should
/// not be re-computed for each thread. However copying is very efficient.
/// @par Example:
/// @code
/// // Create an instance for the master thread
/// VolumeRayIntersector inter(grid);
/// // For each additional thread use the copy constructor. This
/// // amortizes the overhead of computing the bbox of the active voxels!
/// VolumeRayIntersector inter2(inter);
/// // Before each ray-traversal set the index ray.
/// iter.setIndexRay(ray);
/// // or world ray
/// iter.setWorldRay(ray);
/// // Now you can begin the ray-marching using consecutive calls to VolumeRayIntersector::march
/// double t0=0, t1=0;// note the entry and exit times are with respect to the INDEX ray
/// while ( inter.march(t0, t1) ) {
/// // perform line-integration between t0 and t1
/// }}
/// @endcode
template<typename GridT,
int NodeLevel = GridT::TreeType::RootNodeType::ChildNodeType::LEVEL,
typename RayT = math::Ray<Real> >
class VolumeRayIntersector
{
public:
typedef GridT GridType;
typedef RayT RayType;
typedef typename RayT::RealType RealType;
typedef typename GridT::TreeType::RootNodeType RootType;
typedef tree::Tree<typename RootType::template ValueConverter<bool>::Type> TreeT;
BOOST_STATIC_ASSERT( NodeLevel >= 0 && NodeLevel < int(TreeT::DEPTH)-1);
/// @brief Grid constructor
/// @param grid Generic grid to intersect rays against.
/// @param dilationCount The number of voxel dilations performed
/// on (a boolean copy of) the input grid. This allows the
/// intersector to account for the size of interpolation kernels
/// in client code.
/// @throw RuntimeError if the voxels of the grid are not uniform
/// or the grid is empty.
VolumeRayIntersector(const GridT& grid, int dilationCount = 0)
: mIsMaster(true)
, mTree(new TreeT(grid.tree(), false, TopologyCopy()))
, mGrid(&grid)
, mAccessor(*mTree)
{
if (!grid.hasUniformVoxels() ) {
OPENVDB_THROW(RuntimeError,
"VolumeRayIntersector only supports uniform voxels!");
}
if ( grid.empty() ) {
OPENVDB_THROW(RuntimeError, "LinearSearchImpl does not supports empty grids");
}
// Dilate active voxels to better account for the size of interpolation kernels
tools::dilateVoxels(*mTree, dilationCount);
mTree->root().evalActiveBoundingBox(mBBox, /*visit individual voxels*/false);
mBBox.max().offset(1);//padding so the bbox of a node becomes (origin,origin + node_dim)
}
/// @brief Grid and BBox constructor
/// @param grid Generic grid to intersect rays against.
/// @param bbox The axis-aligned bounding-box in the index space of the grid.
/// @warning It is assumed that bbox = (min, min + dim) where min denotes
/// to the smallest grid coordinates and dim are the integer length of the bbox.
/// @throw RuntimeError if the voxels of the grid are not uniform
/// or the grid is empty.
VolumeRayIntersector(const GridT& grid, const math::CoordBBox& bbox)
: mIsMaster(true)
, mTree(new TreeT(grid.tree(), false, TopologyCopy()))
, mGrid(&grid)
, mAccessor(*mTree)
, mBBox(bbox)
{
if (!grid.hasUniformVoxels() ) {
OPENVDB_THROW(RuntimeError,
"VolumeRayIntersector only supports uniform voxels!");
}
if ( grid.empty() ) {
OPENVDB_THROW(RuntimeError, "LinearSearchImpl does not supports empty grids");
}
}
/// @brief Shallow copy constructor
/// @warning This copy constructor creates shallow copies of data
/// members of the instance passed as the argument. For
/// performance reasons we are not using shared pointers (their
/// mutex-lock impairs multi-threading).
VolumeRayIntersector(const VolumeRayIntersector& other)
: mIsMaster(false)
, mTree(other.mTree)//shallow copy
, mGrid(other.mGrid)//shallow copy
, mAccessor(*mTree)//initialize new (vs deep copy)
, mRay(other.mRay)//deep copy
, mTmax(other.mTmax)//deep copy
, mBBox(other.mBBox)//deep copy
{
}
/// @brief Destructor
~VolumeRayIntersector() { if (mIsMaster) delete mTree; }
/// @brief Return @c false if the index ray misses the bbox of the grid.
/// @param iRay Ray represented in index space.
/// @warning Call this method (or setWorldRay) before the ray
/// traversal starts and use the return value to decide if further
/// marching is required.
inline bool setIndexRay(const RayT& iRay)
{
mRay = iRay;
const bool hit = mRay.clip(mBBox);
if (hit) mTmax = mRay.t1();
return hit;
}
/// @brief Return @c false if the world ray misses the bbox of the grid.
/// @param wRay Ray represented in world space.
/// @warning Call this method (or setIndexRay) before the ray
/// traversal starts and use the return value to decide if further
/// marching is required.
/// @details Since hit times are computed with respect to the ray
/// represented in index space of the current grid, it is
/// recommended that either the client code uses getIndexPos to
/// compute index position from hit times or alternatively keeps
/// an instance of the index ray and instead uses setIndexRay to
/// initialize the ray.
inline bool setWorldRay(const RayT& wRay)
{
return this->setIndexRay(wRay.worldToIndex(*mGrid));
}
inline typename RayT::TimeSpan march()
{
const typename RayT::TimeSpan t = mHDDA.march(mRay, mAccessor);
if (t.t1>0) mRay.setTimes(t.t1 + math::Delta<RealType>::value(), mTmax);
return t;
}
/// @brief Return @c true if the ray intersects active values,
/// i.e. either active voxels or tiles. Only when a hit is
/// detected are t0 and t1 updated with the corresponding entry
/// and exit times along the INDEX ray!
/// @note Note that t0 and t1 are only resolved at the node level
/// (e.g. a LeafNode with active voxels) as opposed to the individual
/// active voxels.
/// @param t0 If the return value > 0 this is the time of the
/// first hit of an active tile or leaf.
/// @param t1 If the return value > t0 this is the time of the
/// first hit (> t0) of an inactive tile or exit point of the
/// BBOX for the leaf nodes.
/// @warning t0 and t1 are computed with respect to the ray represented in
/// index space of the current grid, not world space!
inline bool march(RealType& t0, RealType& t1)
{
const typename RayT::TimeSpan t = this->march();
t.get(t0, t1);
return t.valid();
}
/// @brief Generates a list of hits along the ray.
///
/// @param list List of hits represented as time spans.
///
/// @note ListType is a list of RayType::TimeSpan and is required to
/// have the two methods: clear() and push_back(). Thus, it could
/// be std::vector<typename RayType::TimeSpan> or
/// std::deque<typename RayType::TimeSpan>.
template <typename ListType>
inline void hits(ListType& list)
{
mHDDA.hits(mRay, mAccessor, list);
}
/// @brief Return the floating-point index position along the
/// current index ray at the specified time.
inline Vec3R getIndexPos(RealType time) const { return mRay(time); }
/// @brief Return the floating-point world position along the
/// current index ray at the specified time.
inline Vec3R getWorldPos(RealType time) const { return mGrid->indexToWorld(mRay(time)); }
inline RealType getWorldTime(RealType time) const
{
return time*mGrid->transform().baseMap()->applyJacobian(mRay.dir()).length();
}
/// @brief Return a const reference to the input grid.
const GridT& grid() const { return *mGrid; }
/// @brief Return a const reference to the (potentially dilated)
/// bool tree used to accelerate the ray marching.
const TreeT& tree() const { return *mTree; }
/// @brief Return a const reference to the BBOX of the grid
const math::CoordBBox& bbox() const { return mBBox; }
/// @brief Print bbox, statistics, memory usage and other information.
/// @param os a stream to which to write textual information
/// @param verboseLevel 1: print bbox only; 2: include boolean tree
/// statistics; 3: include memory usage
void print(std::ostream& os = std::cout, int verboseLevel = 1)
{
if (verboseLevel>0) {
os << "BBox: " << mBBox << std::endl;
if (verboseLevel==2) {
mTree->print(os, 1);
} else if (verboseLevel>2) {
mTree->print(os, 2);
}
}
}
private:
typedef typename tree::ValueAccessor<const TreeT,/*IsSafe=*/false> AccessorT;
const bool mIsMaster;
TreeT* mTree;
const GridT* mGrid;
AccessorT mAccessor;
RayT mRay;
RealType mTmax;
math::CoordBBox mBBox;
math::VolumeHDDA<TreeT, RayType, NodeLevel> mHDDA;
};// VolumeRayIntersector
//////////////////////////////////////// LinearSearchImpl ////////////////////////////////////////
/// @brief Implements linear iterative search for an iso-value of
/// the level set along the direction of the ray.
///
/// @note Since this class is used internally in
/// LevelSetRayIntersector (define above) and LevelSetHDDA (defined below)
/// client code should never interact directly with its API. This also
/// explains why we are not concerned with the fact that several of
/// its methods are unsafe to call unless roots were already detected.
///
/// @details It is approximate due to the limited number of iterations
/// which can can be defined with a template parameter. However the default value
/// has proven surprisingly accurate and fast. In fact more iterations
/// are not guaranteed to give significantly better results.
///
/// @warning Since the root-searching algorithm is approximate
/// (first-order) it is possible to miss intersections if the
/// iso-value is too close to the inside or outside of the narrow
/// band (typically a distance less than a voxel unit).
///
/// @warning Since this class internally stores a ValueAccessor it is NOT thread-safe,
/// so make sure to give each thread its own instance. This of course also means that
/// the cost of allocating an instance should (if possible) be amortized over
/// as many ray intersections as possible.
template<typename GridT, int Iterations, typename RealT>
class LinearSearchImpl
{
public:
typedef math::Ray<RealT> RayT;
typedef math::Vec3<RealT> VecT;
typedef typename GridT::ValueType ValueT;
typedef typename GridT::ConstAccessor AccessorT;
typedef math::BoxStencil<GridT> StencilT;
/// @brief Constructor from a grid.
/// @throw RunTimeError if the grid is empty.
/// @throw ValueError if the isoValue is not inside the narrow-band.
LinearSearchImpl(const GridT& grid, const ValueT& isoValue = zeroVal<ValueT>())
: mStencil(grid),
mIsoValue(isoValue),
mMinValue(isoValue - ValueT(2 * grid.voxelSize()[0])),
mMaxValue(isoValue + ValueT(2 * grid.voxelSize()[0]))
{
if ( grid.empty() ) {
OPENVDB_THROW(RuntimeError, "LinearSearchImpl does not supports empty grids");
}
if (mIsoValue<= -grid.background() ||
mIsoValue>= grid.background() ){
OPENVDB_THROW(ValueError, "The iso-value must be inside the narrow-band!");
}
grid.tree().root().evalActiveBoundingBox(mBBox, /*visit individual voxels*/false);
}
/// @brief Return the iso-value used for ray-intersections
const ValueT& getIsoValue() const { return mIsoValue; }
/// @brief Return @c false if the ray misses the bbox of the grid.
/// @param iRay Ray represented in index space.
/// @warning Call this method before the ray traversal starts.
inline bool setIndexRay(const RayT& iRay)
{
mRay = iRay;
return mRay.clip(mBBox);//did it hit the bbox
}
/// @brief Return @c false if the ray misses the bbox of the grid.
/// @param wRay Ray represented in world space.
/// @warning Call this method before the ray traversal starts.
inline bool setWorldRay(const RayT& wRay)
{
mRay = wRay.worldToIndex(mStencil.grid());
return mRay.clip(mBBox);//did it hit the bbox
}
/// @brief Get the intersection point in index space.
/// @param xyz The position in index space of the intersection.
inline void getIndexPos(VecT& xyz) const { xyz = mRay(mTime); }
/// @brief Get the intersection point in world space.
/// @param xyz The position in world space of the intersection.
inline void getWorldPos(VecT& xyz) const { xyz = mStencil.grid().indexToWorld(mRay(mTime)); }
/// @brief Get the intersection point and normal in world space
/// @param xyz The position in world space of the intersection.
/// @param nml The surface normal in world space of the intersection.
inline void getWorldPosAndNml(VecT& xyz, VecT& nml)
{
this->getIndexPos(xyz);
mStencil.moveTo(xyz);
nml = mStencil.gradient(xyz);
nml.normalize();
xyz = mStencil.grid().indexToWorld(xyz);
}
/// @brief Return the time of intersection along the index ray.
inline RealT getIndexTime() const { return mTime; }
/// @brief Return the time of intersection along the world ray.
inline RealT getWorldTime() const
{
return mTime*mStencil.grid().transform().baseMap()->applyJacobian(mRay.dir()).length();
}
private:
/// @brief Initiate the local voxel intersection test.
/// @warning Make sure to call this method before the local voxel intersection test.
inline void init(RealT t0)
{
mT[0] = t0;
mV[0] = static_cast<ValueT>(this->interpValue(t0));
}
inline void setRange(RealT t0, RealT t1) { mRay.setTimes(t0, t1); }
/// @brief Return a const reference to the ray.
inline const RayT& ray() const { return mRay; }
/// @brief Return true if a node of the specified type exists at ijk.
template <typename NodeT>
inline bool hasNode(const Coord& ijk)
{
return mStencil.accessor().template probeConstNode<NodeT>(ijk) != NULL;
}
/// @brief Return @c true if an intersection is detected.
/// @param ijk Grid coordinate of the node origin or voxel being tested.
/// @param time Time along the index ray being tested.
/// @warning Only if an intersection is detected is it safe to
/// call getIndexPos, getWorldPos and getWorldPosAndNml!
inline bool operator()(const Coord& ijk, RealT time)
{
ValueT V;
if (mStencil.accessor().probeValue(ijk, V) &&//within narrow band
V>mMinValue && V<mMaxValue) {// and close to iso-value?
mT[1] = time;
mV[1] = static_cast<ValueT>(this->interpValue(time));
if (math::ZeroCrossing(mV[0], mV[1])) {
mTime = this->interpTime();
OPENVDB_NO_UNREACHABLE_CODE_WARNING_BEGIN
for (int n=0; Iterations>0 && n<Iterations; ++n) {//resolved at compile-time
V = static_cast<ValueT>(this->interpValue(mTime));
const int m = math::ZeroCrossing(mV[0], V) ? 1 : 0;
mV[m] = V;
mT[m] = mTime;
mTime = this->interpTime();
}
OPENVDB_NO_UNREACHABLE_CODE_WARNING_END
return true;
}
mT[0] = mT[1];
mV[0] = mV[1];
}
return false;
}
inline RealT interpTime()
{
assert( math::isApproxLarger(mT[1], mT[0], RealT(1e-6) ) );
return mT[0]+(mT[1]-mT[0])*mV[0]/(mV[0]-mV[1]);
}
inline RealT interpValue(RealT time)
{
const VecT pos = mRay(time);
mStencil.moveTo(pos);
return mStencil.interpolation(pos) - mIsoValue;
}
template<typename, int> friend struct math::LevelSetHDDA;
RayT mRay;
StencilT mStencil;
RealT mTime;//time of intersection
ValueT mV[2];
RealT mT[2];
const ValueT mIsoValue, mMinValue, mMaxValue;
math::CoordBBox mBBox;
};// LinearSearchImpl
} // namespace tools
} // namespace OPENVDB_VERSION_NAME
} // namespace openvdb
#endif // OPENVDB_TOOLS_RAYINTERSECTOR_HAS_BEEN_INCLUDED
// Copyright (c) 2012-2017 DreamWorks Animation LLC
// All rights reserved. This software is distributed under the
// Mozilla Public License 2.0 ( http://www.mozilla.org/MPL/2.0/ )
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