/
sample.cpp
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sample.cpp
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#include "sample.h"
#include "matrix.h"
#include "array.h"
#include "integrate.h"
#include <cstdlib>
Vector3 UniformPoint(const Vector3 &v0, const Vector3 &v1,
const Vector3 &v2)
{
// Pick a random point
double w0 = drand48(), w1 = drand48();
// Reflect if needed
if (w0 + w1 > 1.0f) {
w0 = 1.0f - w0;
w1 = 1.0f - w1;
}
double w2 = 1.0f - w0 - w1;
return Vector3(w0*v0[0] + w1*v1[0] + w2*v2[0],
w0*v0[1] + w1*v1[1] + w2*v2[1],
w0*v0[2] + w1*v1[2] + w2*v2[2]);
}
Vector3 InterpolateNormal(const Vector3 &p,
const Vector3 &n0, const Vector3 &v0, const Vector3 &n1,
const Vector3 &v1, const Vector3 &n2, const Vector3 &v2)
{
Vector3 e0 = v2 - v1;
Vector3 e1 = v0 - v2;
Vector3 e2 = v1 - v0;
double w0 = Norm(Cross(e0, p - v2));
double w1 = Norm(Cross(e1, p - v0));
double w2 = Norm(Cross(e2, p - v1));
Vector3 s = w0*n0 + w1*n1 + w2*n2;
return Normalize(s);
}
class Rank {
public:
Rank(const Vector3 &_p, double _lambda, double _divisor)
{
p = _p;
lambda = _lambda;
divisor = _divisor;
total = 0;
}
void operator() (const Vector3 &v0, const Vector3 &v1,
const Vector3 &v2, double a)
{
Vector3 c = (v0 + v1 + v2)/3;
double distance = Norm(p - c)/divisor;
double probability = a*lambda*exp(-lambda*distance);
candidate.push_back(Candidate(v0, v1, v2, probability));
}
void Done(void)
{
total = 0;
for (int i = 0; i < candidate.GetSize(); i++) {
total += candidate[i].probability;
}
}
bool Sample(Vector3 *v)
{
double target = total*drand48();
int c = 0;
while (c < candidate.GetSize()) {
target -= candidate[c].probability;
if (target < 0) break;
c++;
}
if (c < candidate.GetSize()) {
*v = UniformPoint(candidate[c].v0,candidate[c].v1,candidate[c].v2);
return true;
} else return false;
}
private:
class Candidate {
public:
Candidate(const Vector3 &_v0, const Vector3 &_v1, const Vector3 &_v2,
double _probability): v0(_v0), v1(_v1), v2(_v2),
probability(_probability) { ; }
Vector3 v0, v1, v2;
double probability;
};
Array<Candidate> candidate;
Vector3 p;
double lambda;
double divisor;
double total;
};
bool ExponentialPoint(const Vector3 &p, double lambda,
double divisor, const Vector3 &v0, const Vector3 &v1,
const Vector3 &v2, BBox3 &box, Vector3 *v)
{
Rank rank(p, lambda, divisor);
Integrate(v0, v1, v2, box, rank, divisor*divisor/25);
rank.Done();
return rank.Sample(v);
}
// Computes the furthest point in a triangle to a reference point.
Vector3 FurthestToPointInTriangle(const Vector3 &p, const Vector3 &v0,
const Vector3 &v1, const Vector3 &v2)
{
double d0 = Norm2(v0 - p);
double d1 = Norm2(v1 - p);
double d2 = Norm2(v2 - p);
if (d0 > d1) {
if (d0 > d2) return v0;
else return v2;
} else if (d1 > d2) return v1;
else return v2;
}
// Checks if a point is inside a triangle
bool PointInTriangle(const Vector3 &p, const Vector3 &v0,
const Vector3 &v1, const Vector3 &v2)
{
// Get edges
Vector3 e0 = v2 - v1;
Vector3 e1 = v0 - v2;
Vector3 e2 = v1 - v0;
// Test if point is in the same plane as the triangle
Vector3 n = Cross(e0, e1);
if (!Equal(Dot(n, v0), Dot(n, p))) return false;
// Test if point is in correct side of each edge
Vector3 t0 = Cross(e2, p - v0);
Vector3 t1 = Cross(e0, p - v1);
Vector3 t2 = Cross(e1, p - v2);
double s0 = Dot(t0, t1);
double s1 = Dot(t0, t2);
if (Negative(s0) || Negative(s1)) return false;
else return true;
}
// Computes the closest point in a triangle to a reference point.
Vector3 ClosestToPointInTriangle(const Vector3 &p, const Vector3 &v0,
Vector3 v1, Vector3 v2)
{
v1 = v1 - v0;
v2 = v2 - v0;
Vector3 pv0 = v0 - p;
double a = Dot(v1, v1);
double b = Dot(v1, v2);
double c = Dot(v2, v2);
double d = Dot(v1, pv0);
double e = Dot(v2, pv0);
double det = a*c - b*b;
double s = b*e - c*d;
double t = b*d - a*e;
if (s+t <= det) {
if (s < 0) {
if (t < 0) {
// minimum on edge t=0
if (d < 0) {
t = 0;
s = (-d >= a ? 1 : (d >= 0 ? 0 : -d/a));
// minimum on edge s=0
} else {
s = 0;
t = (-e >= c ? 1 : (e >= 0 ? 0 : -e/c));
}
// debugf(("%d", 4));
} else {
s = 0;
t = (e >= 0 ? 0 : (-e >= c ? 1 : -e/c));
// debugf(("%d", 3));
}
} else if (t < 0) {
t = 0;
s = (d >= 0 ? 0 : (-d >= a ? 1 : -d/a));
// debugf(("%d", 5));
} else {
double invDet = 1/det;
s *= invDet;
t *= invDet;
// debugf(("%d", 0));
}
} else {
if (s < 0) {
double tmp0 = b + d;
double tmp1 = c + e;
// minimum on edge s+t=1
if (tmp1 > tmp0 ) {
double numer = tmp1 - tmp0;
double denom = a - 2*b + c;
s = (numer >= denom ? 1 : numer/denom);
t = 1-s;
// minimum on edge s=0
} else {
s = 0;
t = (tmp1 <= 0 ? 1 : (e >= 0 ? 0 : -e/c));
}
// debugf(("%d", 2));
} else if (t < 0) {
double tmp1 = a + d;
// minimum on edge s+t=1
if (tmp1 > b + e) {
double numer = c - d + e - b;
double denom = a - 2*b + c;
s = (numer >= denom ? 1 : numer/denom);
t = 1-s;
// minimum on edge t=0
} else {
t = 0;
s = (tmp1 <= 0 ? 1 : (d >= 0 ? 0 : -d/a));
}
// debugf(("%d", 6));
} else {
double numer = c + e - b - d;
if ( numer <= 0 ) {
s = 0;
} else {
double denom = a - 2*b + c; // positive quantity
s = ( numer >= denom ? 1 : numer/denom );
}
t = 1 - s;
// debugf(("%d", 1));
}
}
return v0 + s*v1 + t*v2;
}