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#include "CGLA/Vec3d.h"
2
#include "Geometry/TriMesh.h"
3
 
4
#include "BSPTree.h"
5
 
6
using namespace std;
7
using namespace CGLA;
8
using namespace Geometry;
9
using namespace BRender;
10
 
11
namespace TriMeshTrace 
12
{
13
  int BSPTree::node_calls;
14
  int BSPTree::tri_calls;
15
 
16
  void create_tri_accel(Vec3f A, Vec3f B, Vec3f C, TriAccel &tri_accel) 
17
  {
18
    Vec3f N = normalize(cross(B-A, C-A));
19
    // Find projection dir
20
    int k,u,v;
21
    if (fabs(N[0]) > fabs(N[1]))
22
      if (fabs(N[0]) > fabs(N[2])) 
23
	k = 0; /* X */ 
24
      else 
25
	k=2;   /* Z */
26
    else
27
      if (fabs(N[1]) > fabs(N[2])) 
28
	k = 1; /* Y */ 
29
      else 
30
	k=2;   /* Z */
31
 
32
    u = (k+1)% 3; 
33
    v = (k+2)% 3;
34
 
35
    Vec3f b = C - A;
36
    Vec3f c = B - A;
37
 
38
    double div = (b[u]*c[v]-b[v]*c[u]);
39
 
40
    tri_accel.n_u = N[u]/N[k];
41
    tri_accel.n_v = N[v]/N[k];
42
    tri_accel.n_d = dot(A, N/N[k]);
43
    tri_accel.k = k;
44
 
45
    tri_accel.b_nu = -b[v]/div;
46
    tri_accel.b_nv = b[u]/div;
47
    tri_accel.b_d = (b[v]*A[u]-b[u]*A[v])/div;
48
 
49
    tri_accel.c_nu = c[v]/div;
50
    tri_accel.c_nv = -c[u]/div;
51
    tri_accel.c_d = (c[u]*A[v]-c[v]*A[u])/div;
52
  }
53
 
54
  // Most of this file is a direct copy from Henrik's notes
55
  BSPTree::BSPTree() 
56
  {
57
    root=0;
58
    b_is_build = false;
59
  }
60
 
61
  BSPTree::~BSPTree() 
62
  {
63
    clear();		
64
  }
65
 
66
  void BSPTree::clear() 
67
  {
68
    if (root!=0) 
69
    {
70
      delete_node(root);
71
      root=0;
72
      b_is_build=false;
73
    }
74
    isecttris.clear();
75
    all_objects.clear();
76
    all_triaccel.clear();
77
  }
78
 
79
  void BSPTree::delete_node(BSPNode *node) 
80
  {
81
    if (node->left!=0)
82
      delete_node(node->left);
83
    if (node->right!=0)
84
      delete_node(node->right);
85
    delete node;
86
  }
87
 
88
  void BSPTree::subdivide_node(BSPNode &node, BBox &bbox, 
89
			       unsigned int level, 
90
			       vector<ISectTri*>& objects, 
91
			       vector<TriAccel*>& tri_objects) 
92
  {
93
    const int TESTS = 2;
94
 
95
    if (objects.size()<=max_objects || level==max_level) 
96
    {
97
      node.axis_leaf = 4; // Means that this is a leaf
98
      node.plane = 0;
99
      node.left = 0;
100
      node.right = 0;
101
      node.id = all_objects.size();
102
      node.count = objects.size();
103
 
104
      for(unsigned int i = 0; i < objects.size(); ++i) 
105
      {
106
	all_objects.push_back(objects[i]);
107
	all_triaccel.push_back(tri_objects[i]);
108
      }  
109
    } 
110
    else 
111
    {
112
      bool right_zero=false;
113
      bool left_zero=false;
114
      unsigned int i;
115
      BSPNode* left_node  = new BSPNode();
116
      BSPNode* right_node = new BSPNode();
117
      vector<ISectTri*> left_objects;
118
      vector<ISectTri*> right_objects;
119
      vector<TriAccel*> tri_left_objects;
120
      vector<TriAccel*> tri_right_objects;
121
 
122
      node.left = left_node;
123
      node.right = right_node;
124
      //node.is_leaf = false;
125
 
126
      // Make test on all three axis
127
      int new_axis=-1;
128
      double min_cost=CGLA::BIG;
129
      int new_pos = -1;      
130
/*
131
       float max_size=0;
132
       for(i=0;i<3;i++) {
133
         if (bbox.max_corner[i]-bbox.min_corner[i]>max_size) {
134
	   max_size = bbox.max_corner[i]-bbox.min_corner[i];
135
	   new_axis=i;
136
	   new_pos = 1;
137
	 }
138
       }
139
*/
140
      unsigned int j;		
141
 
142
      for(i=0;i<3;i++) 
143
      {
144
	for(int k=1;k<TESTS;k++) 
145
	{
146
	  BBox left_bbox = bbox;
147
	  BBox right_bbox = bbox;
148
 
149
	  double center = (bbox.max_corner[i]- bbox.min_corner[i])*(double)k/(double)TESTS+bbox.min_corner[i];
150
	  node.plane = center;
151
 
152
	  left_bbox.max_corner[i] = center; 
153
	  right_bbox.min_corner[i] = center; 
154
	  // Try putting the triangles in the left and right boxes
155
	  int left_count = 0;
156
	  int right_count = 0;
157
	  for(j=0;j<objects.size();j++) 
158
	  {
159
	    ISectTri* tri = objects[j];
160
	    if (left_bbox.intersect_triangle(*tri)) 
161
	      left_count++;
162
	    if (right_bbox.intersect_triangle(*tri)) 
163
	      right_count++;
164
	  }
165
 
166
	  if ((double)left_count*left_bbox.area()+(double)right_count*right_bbox.area()<min_cost) 
167
	  {
168
	    min_cost = (double)left_count*left_bbox.area()+(double)right_count*right_bbox.area();
169
	    new_axis=i;
170
	    new_pos = k;
171
	    if (right_count==0)
172
	      right_zero=true;
173
	    else
174
	      right_zero=false;
175
	    if (left_count==0)
176
	      left_zero=true;
177
	    else
178
	      left_zero=false;	    
179
	  }
180
	}
181
      }
182
      node.axis_leaf = new_axis;
183
      //	node.axis_leaf = level %3;
184
      left_node->axis_leaf = -1; //(node.axis + 1)%3;
185
      right_node->axis_leaf = -1; //(node.axis + 1)%3;
186
      // Now chose the right splitting plane
187
      BBox left_bbox = bbox;
188
      BBox right_bbox = bbox;
189
 
190
      double center = (bbox.max_corner[node.axis_leaf]- bbox.min_corner[node.axis_leaf])*(double)new_pos/(double)TESTS+bbox.min_corner[node.axis_leaf];
191
 
192
      // This doesn't help that much
193
      if (left_zero) 
194
      {
195
//			cout << "Old left center: " << center;
196
	// Find min position af alle trekanter og placer center der
197
	center = bbox.max_corner[node.axis_leaf];
198
	for(j=0;j<objects.size();j++) 
199
	{
200
	  ISectTri* tri = objects[j];
201
	  if (tri->point0[node.axis_leaf]<center)
202
	    center=tri->point0[node.axis_leaf];
203
	  if (tri->point1[node.axis_leaf]<center)
204
	    center=tri->point1[node.axis_leaf];
205
	  if (tri->point2[node.axis_leaf]<center)
206
	    center=tri->point2[node.axis_leaf];
207
	}
208
//			cout << "new left center: " << center << endl;
209
      }
210
      if (right_zero) 
211
      {
212
//			cout << "Old right center: " << center;
213
	// Find min position af alle trekanter og placer center der
214
	center = left_bbox.min_corner[node.axis_leaf];
215
	for(j=0;j<objects.size();j++) 
216
	{
217
	  ISectTri* tri = objects[j];
218
	  if (tri->point0[node.axis_leaf]>center)
219
	    center=tri->point0[node.axis_leaf];
220
	  if (tri->point1[node.axis_leaf]>center)
221
	    center=tri->point1[node.axis_leaf];
222
	  if (tri->point2[node.axis_leaf]>center)
223
	    center=tri->point2[node.axis_leaf];
224
	}
225
//			cout << "new right center: " << center << endl;
226
      }
227
 
228
      node.plane = center;
229
      left_bbox.max_corner[node.axis_leaf] = center+f_eps; 
230
      right_bbox.min_corner[node.axis_leaf] = center-f_eps; 
231
 
232
 
233
		// Now put the triangles in the right and left node
234
      for(i=0;i<objects.size();i++) 
235
      {
236
	ISectTri* tri = objects[i];
237
	TriAccel *tri_accel = tri_objects[i];
238
	if (left_bbox.intersect_triangle(*tri)) 
239
	{
240
	  left_objects.push_back(tri);
241
	  tri_left_objects.push_back(tri_accel);
242
	}
243
	if (right_bbox.intersect_triangle(*tri)) 
244
	{
245
	  right_objects.push_back(tri);
246
	  tri_right_objects.push_back(tri_accel);
247
	}
248
      }
249
/*	if (left_zero||right_zero) {
250
			cout << left_objects.size() << "," << right_objects.size() << endl;
251
		}
252
*/
253
      objects.clear();
254
      subdivide_node(*left_node , left_bbox , level+1, left_objects, tri_left_objects);
255
      subdivide_node(*right_node, right_bbox, level+1, right_objects, tri_right_objects);
256
    }
257
  }
258
 
259
  void BSPTree::init() 
260
  {
261
    root = new BSPNode();
262
    bbox.compute_bbox(isecttris);
263
    bbox.min_corner-=Vec3f(f_eps*100,f_eps*100,f_eps*100);
264
    bbox.max_corner+=Vec3f(f_eps*100,f_eps*100,f_eps*100);
265
  }
266
 
267
  void BSPTree::init(vector<TriMesh*>& _trimesh, 
268
		     vector<Mat4x4f>& _transforms, 
269
		     int _max_objects, int _max_level) 
270
  {
271
    trimesh = _trimesh;
272
    transforms = _transforms;
273
    for(unsigned int i=0;i<trimesh.size();i++) 
274
    {
275
      TriMesh *mesh = trimesh[i];
276
      // Loop through all triangles and add them to intersection structure
277
      for(int j=0;j<mesh->geometry.no_faces();j++) 
278
      {
279
	Vec3i face = mesh->geometry.face(j);
280
	ISectTri new_tri;
281
	new_tri.point0 = transforms[i].mul_3D_point(mesh->geometry.vertex(face[0]));
282
	new_tri.point1 = transforms[i].mul_3D_point(mesh->geometry.vertex(face[1]));
283
	new_tri.point2 = transforms[i].mul_3D_point(mesh->geometry.vertex(face[2]));
284
	new_tri.edge0 = new_tri.point1 - new_tri.point0;
285
	new_tri.edge1 = new_tri.point2 - new_tri.point0;
286
	new_tri.mesh_id = i;
287
	new_tri.tri_id = j;
288
	isecttris.push_back(new_tri);
289
	TriAccel ta;
290
	create_tri_accel(new_tri.point0, new_tri.point1, new_tri.point2, ta);
291
	ta.mesh_id = i;
292
	ta.tri_id = j;
293
	triaccel.push_back(ta);
294
      }
295
    }
296
 
297
    max_objects = _max_objects;
298
    max_level = _max_level;
299
    init();
300
  }
301
 
302
  void BSPTree::init(TriMesh* mesh, Mat4x4f transform, 
303
		     vector<int> &trilist, 
304
		     int _max_objects, int _max_level) 
305
  {
306
    trimesh.push_back(mesh);
307
    transforms.push_back(transform);
308
    // Loop through all triangles and add them to intersection structure
309
    for(unsigned int j=0;j<trilist.size();j++) 
310
    {
311
      Vec3i face = mesh->geometry.face(trilist[j]);
312
      ISectTri new_tri;
313
      new_tri.point0 = transform.mul_3D_point(mesh->geometry.vertex(face[0]));
314
      new_tri.point1 = transform.mul_3D_point(mesh->geometry.vertex(face[1]));
315
      new_tri.point2 = transform.mul_3D_point(mesh->geometry.vertex(face[2]));
316
      new_tri.edge0 = new_tri.point1 - new_tri.point0;
317
      new_tri.edge1 = new_tri.point2 - new_tri.point0;
318
      new_tri.mesh_id = 0;
319
      new_tri.tri_id = trilist[j];
320
      isecttris.push_back(new_tri);
321
      TriAccel ta;
322
      create_tri_accel(new_tri.point0, new_tri.point1, new_tri.point2, ta);
323
      ta.mesh_id = 0;
324
      ta.tri_id = trilist[j];
325
      triaccel.push_back(ta);
326
    }
327
 
328
    max_objects = _max_objects;
329
    max_level = _max_level;
330
    init();
331
  }
332
 
333
  void BSPTree::build() 
334
  {
335
    if (!b_is_build) 
336
    {
337
      vector<ISectTri*> objects;
338
      vector<TriAccel*> tri_objects;
339
      for(unsigned int i=0;i<isecttris.size();i++) 
340
      {
341
	ISectTri& tri = isecttris[i];
342
	TriAccel& tri_accel = triaccel[i];
343
	objects.push_back(&tri);
344
	tri_objects.push_back(&tri_accel);
345
      }
346
      subdivide_node(*root, bbox, 0, objects, tri_objects);
347
      b_is_build = true;
348
    }
349
    isecttris.clear();
350
    all_objects.clear();
351
    make_fast_tree(root);
352
  }
353
 
354
  bool BSPTree::is_build() 
355
  {
356
    return b_is_build;
357
  }
358
 
359
  void BSPTree::print(BSPNode *node, int depth) 
360
  {
361
    if (node==0)
362
      return;
363
    for(int i=0;i<depth;i++)
364
      cout << " ";
365
//	cout << "axis:" << node->axis_leaf << ", count:" << node->objects.size() << ", plane:" << node->plane << ", " << endl;
366
    print(node->left, depth+1);
367
    print(node->right, depth+1);
368
  }
369
 
370
  int BSPTree::size(BSPNode *node) 
371
  {
372
    if (node==0)
373
      return 0;
374
    int s = sizeof(BSPNode);
375
    s+= node->count * sizeof(ISectTri);
376
    s+=size(node->left);
377
    s+=size(node->right);
378
    return s;
379
  }
380
 
381
  int BSPTree::size() 
382
  {
383
    return size(root);
384
  }
385
 
386
/*__declspec(align(16))*/ static const unsigned int modulo[] = {0,1,2,0,1};
387
 
388
  inline bool intersect2(Ray &ray, const TriAccel &acc, double t_max) 
389
  {
390
//	cout << "Acc: " << (int)&acc << " ";
391
//inline bool Intersect(TriAccel &acc,Ray &ray)
392
#define ku modulo[acc.k+1]
393
#define kv modulo[acc.k+2]
394
    // don’t prefetch here, assume data has already been prefetched
395
    // start high-latency division as early as possible
396
    const double nd = 1.0/((double)ray.direction[acc.k]	+ (double)acc.n_u * (double)ray.direction[ku] + (double)acc.n_v * (double)ray.direction[kv]);
397
    const double f = ((double)acc.n_d - (double)ray.origin[acc.k]	- (double)acc.n_u * (double)ray.origin[ku] - (double)acc.n_v * (double)ray.origin[kv]) * nd;
398
    // check for valid distance.
399
    if (!(t_max > f && f > f_eps)||ray.dist<f) return false;
400
    // compute hitpoint positions on uv plane
401
    const double hu = (ray.origin[ku] + f * ray.direction[ku]);
402
    const double hv = (ray.origin[kv] + f * ray.direction[kv]);
403
    // check first barycentric coordinate
404
    const double lambda = (hu * (double)acc.b_nu + hv * (double)acc.b_nv + (double)acc.b_d);
405
    if (lambda < 0.0) return false;
406
    // check second barycentric coordinate
407
    const double mue = (hu * (double)acc.c_nu + hv * (double)acc.c_nv + (double)acc.c_d);
408
    if (mue < 0.0) return false;
409
    // check third barycentric coordinate
410
    if (lambda+mue > 1.0) return false;
411
    // have a valid hitpoint here. store it.
412
    ray.dist = f;
413
    ray.u = lambda;
414
    ray.v = mue;
415
    ray.hit_object = (TriMesh*)acc.mesh_id;
416
    ray.hit_face_id = acc.tri_id;
417
    ray.has_hit=true;
418
    return true;
419
  }
420
 
421
  bool BSPTree::intersect_node(Ray &ray, const BSPNode &node, double t_min, double t_max) const 
422
  {
423
    //cout << node.plane << endl;
424
    node_calls++;
425
    static bool found;
426
    static int i;
427
 
428
    if (node.axis_leaf==4) 
429
    {
430
      found = false; 
431
      for(i=0;i<node.count;i++) 
432
      {
433
//	const TriAccel* tri2 = all_triaccel[node.id+i];
434
	const ISectTri* tri = all_objects[node.id+i];
435
//			if (intersect2(ray, *tri2, t_max))  
436
//				found=true;
437
	if (intersect(ray, *tri, t_max))  
438
	  found=true;
439
      }
440
      if (found)
441
	return true;
442
      else 
443
	return false;
444
    } 
445
    else 
446
    {
447
      BSPNode *near_node;
448
      BSPNode *far_node;
449
      if (ray.direction[node.axis_leaf]>=0) 
450
      {
451
	near_node = node.left;
452
	far_node = node.right;
453
      } 
454
      else 
455
      {
456
	near_node = node.right;
457
	far_node = node.left;
458
      }
459
 
460
      // In order to avoid instability
461
      double t;
462
      if (fabs(ray.direction[node.axis_leaf])<d_eps)
463
	t = (node.plane - ray.origin[node.axis_leaf])/d_eps;// intersect node plane;
464
      else
465
	t = (node.plane - ray.origin[node.axis_leaf])/ray.direction[node.axis_leaf];// intersect node plane;
466
 
467
      if (t>t_max) 
468
      	return intersect_node(ray, *near_node, t_min, t_max);
469
 
470
      else if (t<t_min) 
471
	return intersect_node(ray, *far_node, t_min, t_max);
472
      else 
473
      {
474
	if (intersect_node(ray, *near_node, t_min, t))
475
	  return true;
476
	else 
477
	  return intersect_node(ray, *far_node, t, t_max);
478
      }
479
    }
480
  }
481
 
482
  bool BSPTree::intersect(Ray &ray) const 
483
  {
484
    double t_min, t_max;
485
    bbox.intersect_min_max(ray, t_min, t_max);
486
    if (t_min>t_max)
487
      return false;
488
    if (!intersect_node(ray, *root, t_min, t_max))
489
      return false;
490
//	cout << "____" << endl;
491
//	ray.reset();
492
//	cout << "Here " << endl;
493
//	intersect_fast_node(ray, &fast_tree[0], t_min, t_max);
494
//	if (!ray.has_hit)
495
//		return false;
496
    else 
497
    {
498
      // Calculate the normal at the intersection
499
      ray.hit_object = trimesh[(int)ray.hit_object];
500
      Vec3i face = ray.hit_object->normals.face(ray.hit_face_id);
501
      Vec3f normal0 = ray.hit_object->normals.vertex(face[0]);
502
      Vec3f normal1 = ray.hit_object->normals.vertex(face[1]);
503
      Vec3f normal2 = ray.hit_object->normals.vertex(face[2]);
504
      ray.hit_normal = normalize(normal0*(1 - ray.u - ray.v)
505
				 +normal1*ray.u
506
				 +normal2*ray.v);
507
      ray.hit_pos = ray.origin + ray.direction*ray.dist;
508
      return true;
509
    }
510
  }
511
 
512
  const int MAX_DEPTH=25;
513
 
514
  void BSPTree::make_fast_tree(BSPNode *node) 
515
  {
516
    fast_tree.resize(1000000); // 
517
    FastBSPNode f_node;
518
    fast_tree.push_back(f_node);
519
    push_fast_bsp_node(node,0);
520
  }
521
 
522
  void BSPTree::push_fast_bsp_node(BSPNode *node, int id) 
523
  {
524
    if (node->axis_leaf==4)  // It is a leaf
525
    {
526
      fast_tree[id].leaf.flagAndOffset = (unsigned int)1<<31 | (unsigned int)(&all_triaccel[node->id]);
527
      fast_tree[id].leaf.count = node->count;
528
    } 
529
    else // It is an inner node
530
    { 
531
      FastBSPNode fnode;
532
      int p_l = fast_tree.size();
533
      fast_tree.push_back(fnode); // left
534
      fast_tree.push_back(fnode); // right
535
      push_fast_bsp_node(node->left, p_l);
536
      push_fast_bsp_node(node->right, p_l+1);
537
      fast_tree[id].inner.flagAndOffset = (unsigned int) &fast_tree[p_l] | node->axis_leaf;
538
      fast_tree[id].inner.splitCoordinate = node->plane;
539
      node->ref = fast_tree[id].inner.flagAndOffset;
540
    }
541
  }
542
 
543
#define ABSP_ISLEAF(n)       (n->inner.flagAndOffset & (unsigned int)1<<31)
544
#define ABSP_DIMENSION(n)    (n->inner.flagAndOffset & 0x3)
545
#define ABSP_OFFSET(n)       (n->inner.flagAndOffset & (0x7FFFFFFC))
546
#define ABSP_NEARNODE(n)     (FastBSPNode*)(ray.direction[dimension]>=0?ABSP_OFFSET(node):ABSP_OFFSET(node)+sizeof(*node))
547
#define ABSP_FARNODE(n)      (FastBSPNode*)(ray.direction[dimension]>=0?ABSP_OFFSET(node)+sizeof(*node):ABSP_OFFSET(node))
548
#define ABSP_TRIANGLENODE(n) (vector<TriAccel*>::iterator)(n->flagAndOffset & (0x7FFFFFFF))
549
 
550
  struct Stack 
551
  {
552
    FastBSPNode *node;
553
    double t_min;
554
    double t_max;
555
  };
556
 
557
  inline void IntersectAlltrianglesInLeaf(const BSPLeaf* leaf, Ray &ray, double t_max) {
558
    TriAccel** tri_acc_ptr = reinterpret_cast<TriAccel**>(leaf->flagAndOffset & (0x7FFFFFFF));
559
    vector<TriAccel*>::iterator acc = vector<TriAccel*>::iterator(tri_acc_ptr);
560
//	vector<TriAccel*>::iterator acc = ABSP_TRIANGLENODE(leaf);
561
    for(unsigned int i=0;i<leaf->count;++i)
562
      intersect2(ray, *(*acc++), t_max);
563
  }
564
 
565
  void BSPTree::intersect_fast_node(Ray &ray, const FastBSPNode *node, double t_min, double t_max) const 
566
  {
567
    Stack stack[MAX_DEPTH];
568
    int stack_id=0;
569
    double t;
570
    // Precalculate one over dir
571
    double one_over_dir[3];
572
    for(int i=0;i<3;i++) 
573
    {
574
      if (ray.direction[i]!=0)
575
	one_over_dir[i]=1.0/ray.direction[i];
576
      else
577
	one_over_dir[i]=1.0/d_eps;
578
    }
579
 
580
    int dimension;
581
    while(1) 
582
    {
583
      while(!ABSP_ISLEAF(node)) 
584
      {
585
	dimension = ABSP_DIMENSION(node);
586
	t = (node->inner.splitCoordinate - ray.origin[dimension])*one_over_dir[dimension];
587
	if (t>=t_max) 
588
	  node = ABSP_NEARNODE(node);
589
	else if (t<=t_min)
590
	  node = ABSP_FARNODE(node);
591
	else 
592
	{
593
	  // Stack push
594
	  stack[stack_id].node = ABSP_FARNODE(node);
595
	  stack[stack_id].t_min = t;
596
	  stack[stack_id++].t_max = t_max;
597
	  // Set current node to near side
598
	  node = ABSP_NEARNODE(node);
599
	  t_max = t;
600
	}
601
      }
602
 
603
      IntersectAlltrianglesInLeaf(&node->leaf, ray, t_max);
604
      if (ray.dist<t_max)
605
	return;
606
      if (stack_id==0)
607
	return;
608
      // Stack pop
609
 
610
      node = stack[--stack_id].node;
611
      t_min = stack[stack_id].t_min;
612
      t_max = stack[stack_id].t_max;
613
    }
614
  }
615
 
616
  bool BSPTree::intersect(Ray &ray, const ISectTri &isecttri, double t_max) const 
617
  {
618
    tri_calls++;
619
    // This is the Möller-Trumbore method
620
    static Vec3d direction; // = Vec3d(ray.direction);
621
    static Vec3d origin; // = Vec3d(ray.direction);
622
    static Vec3d edge1; // = Vec3d(ray.direction);
623
    static Vec3d edge0; // = Vec3d(ray.direction);
624
    static Vec3d point0; // = Vec3d(ray.direction);
625
    static Vec3d p;
626
    static Vec3d q;
627
    static Vec3d s;
628
    static Vec3f point;
629
    static double a, f, u, v, t;
630
    static double ray_dist_sq;
631
 
632
    static double dist_sq;
633
 
634
    static Vec3f found_point;
635
 
636
    direction.set((double)ray.direction[0], (double)ray.direction[1], (double)ray.direction[2]);
637
    edge0.set((double)isecttri.edge0[0], (double)isecttri.edge0[1], (double)isecttri.edge0[2]);
638
    edge1.set((double)isecttri.edge1[0], (double)isecttri.edge1[1], (double)isecttri.edge1[2]);
639
 
640
// Ray-tri intersection
641
//		const double eps = 0.001f;
642
/********* Complain!!!!!!!!!!!!!!!! *****************/		
643
	//p = cross(direction, edge1);
644
	// Why the &%¤/ is this so much faster????? - Because of MS Compiler - the intel compiler does it right!!
645
    p.set(direction[1] * edge1[2] - direction[2] * edge1[1], 
646
	  direction[2] * edge1[0] - direction[0] * edge1[2], 
647
	  direction[0] * edge1[1] - direction[1] * edge1[0]);
648
/****************************************************/
649
    a = dot(edge0,p);
650
    if (a>-d_eps && a<d_eps)
651
      return false;
652
  // Just delay these 
653
    origin.set((double)ray.origin[0], (double)ray.origin[1], (double)ray.origin[2]);
654
    point0.set((double)isecttri.point0[0], (double)isecttri.point0[1], (double)isecttri.point0[2]);
655
 
656
    f = 1.0/a;
657
    s = origin - point0;
658
    u = f*dot(s,p);
659
    if (u<0.0 || u>1.0)
660
      return false;
661
/********* Complain!!!!!!!!!!!!!!!! *****************/		
662
  //q = cross(s, edge0);
663
  // Why the &%¤/ is this so much faster?????
664
    q.set(s[1] * edge0[2] - s[2] * edge0[1], 
665
	  s[2] * edge0[0] - s[0] * edge0[2], 
666
	  s[0] * edge0[1] - s[1] * edge0[0]);
667
/****************************************************/
668
 
669
    v = f * dot(direction, q);  
670
    if (v<0.0 || u+v>1.0)
671
      return false;
672
    t = f*dot(edge1, q);
673
    if (t<0)
674
      return false;
675
    if (fabs(t)<d_eps)
676
      return false;
677
    if (t_max<t)
678
      return false;
679
    point = ray.origin + ray.direction*t;
680
 
681
    dist_sq = dot(point-ray.origin, point-ray.origin);
682
    ray_dist_sq = ray.dist * ray.dist;
683
 
684
    if (dist_sq<f_eps)
685
      return false;
686
    if (dist_sq>ray_dist_sq)
687
      return false;
688
 
689
    ray.dist = sqrt(dist_sq);
690
    ray.u = u;
691
    ray.v = v;
692
    ray.hit_object = (TriMesh*)isecttri.mesh_id;
693
    ray.hit_face_id = isecttri.tri_id;
694
    ray.has_hit=true;
695
    return true; 
696
  }
697
}