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|
// Shave and a Haircut
// (c) 2019 Epic Games
// US Patent 6720962
/**********************************************************************
*<
FILE: shaveVrayMovingVoxelPrim.cpp -- iplementation file
DESCRIPTION: Motion blurred hair voxel primitive
CREATED BY: Vladimir Dubovoy <[email protected]>
HISTORY: created 04-09-2008
*>
**********************************************************************/
#include "assert.h"
#include "shaveVrayMovingVoxelPrim.h"
#include "shaveVraySharedFunctions.h"
#if defined(VRAY30) || defined(VRAY40)
#include "shaveVrayInstance.h"
using namespace VUtils;
#endif
shaveVrayMovingVoxelPrim::shaveVrayMovingVoxelPrim(IHairVoxel* vox,
VR::VRayCore *vray,
shaveVrayInstance *inst)
:shaveVrayVoxelPrim(vox,vray,inst)
#if defined(VRAY30) || defined(VRAY40)
, movingHairTree(NULL)
#endif
{
_firstid() = -1;
_numblur() = 2;
_pts() = NULL;
_dpts() = NULL;
_uns() = NULL;
_duns() = NULL;
_vns() = NULL;
_dvns() = NULL;
_strands() = NULL;
#if defined(VRAY30) || defined(VRAY40)
minLeaf=0.0f;
leafCoeff=1.0f;
maxDepth=80;
const VRaySequenceData &sdata=vray->getSequenceData();
const VRayFrameData &fdata=vray->getFrameData();
threadman=sdata.threadManager;
prog=sdata.progress;
#if VRAY_DLL_VERSION < 0x36000
tessParams.setFDataParams(fdata.camToWorld.offs, fdata.fov, fdata.imgWidth);
#else
tessParams.setFDataParams(fdata.camToWorld.offs, fdata.fov, fdata.imgWidth, fdata.worldToCam, fdata.projType, fdata.zoomFractor, fdata.devAspect);
#endif
tessParams.setSubdivThresh(inst->plugin->edgeLen);
#endif
if(voxel())
{
VERT pmin;
VERT pmax;
voxel()->GetBbox(pmin,pmax);
_bbox().init();//MovingBox
#if defined(VRAY30)
_bbox().b[0].pmin.x = pmin.x;
_bbox().b[0].pmin.y = pmin.y;
_bbox().b[0].pmin.z = pmin.z;
_bbox().b[0].pmax.x = pmax.x;
_bbox().b[0].pmax.y = pmax.y;
_bbox().b[0].pmax.z = pmax.z;
_bbox().b[0].pmin -= sceneOffset();
_bbox().b[0].pmax -= sceneOffset();
#else
TracePoint tpmin(pmin.x, pmin.y, pmin.z);
TracePoint tpmax(pmax.x, pmax.y, pmax.z);
tpmin -= sceneOffset();
tpmax -= sceneOffset();
_bbox().b[0].pmin = tpmin.toVector();
_bbox().b[0].pmax = tpmax.toVector();
#endif
//calc speed box
const HairType& hair = voxel()->GetHair();
int nv = hair.GetNumVerts();
for(int i = 0; i < nv; i++)
{
float x, y, z;
hair.GetVelocity(i,x,y,z);
_bbox().b[1].pmin.x = bbox().b[1].pmin.x > x ? x : bbox().b[1].pmin.x;
_bbox().b[1].pmin.y = bbox().b[1].pmin.y > y ? y : bbox().b[1].pmin.y;
_bbox().b[1].pmin.z = bbox().b[1].pmin.z > z ? z : bbox().b[1].pmin.z;
_bbox().b[1].pmax.x = bbox().b[1].pmax.x < x ? x : bbox().b[1].pmax.x;
_bbox().b[1].pmax.y = bbox().b[1].pmax.y < y ? y : bbox().b[1].pmax.y;
_bbox().b[1].pmax.z = bbox().b[1].pmax.z < z ? z : bbox().b[1].pmax.z;
}
_bbox().t[0] = 0.0f;
_bbox().t[1] = 1.0f;
/*DebugPrint("[%f %f %f][%f %f %f]\n",
pmin.x, pmin.y, pmin.z,
pmax.x, pmax.y, pmax.z);*/
}
_pool_Vector().init(sizeof(VR::Vector)*2*3*numknots(), 1000);
}
shaveVrayMovingVoxelPrim::~shaveVrayMovingVoxelPrim()
{
//these should be released in ::collapse()
//but we add this code here in any case
if(pts())
delete [] pts();
if(dpts())
delete [] dpts();
if(uns())
delete [] uns();
if(duns())
delete [] duns();
if(vns())
delete [] vns();
if(dvns())
delete [] dvns();
#if defined(VRAY30) || defined(VRAY40)
delete movingHairTree;
#endif
}
/*
| from MovingPrimitive
*/
void shaveVrayMovingVoxelPrim::getBBox (VR::MovingBox &box)
{
//DebugPrint("PRIM> shaveVrayMovingVoxelPrim::getBBox ");
box = bbox();
}
/*
| from MovingPrimitive
*/
bool shaveVrayMovingVoxelPrim::splittable ()
{
//DebugPrint("PRIM> shaveVrayMovingVoxelPrim::splitable\n");
return true;
}
/*
| from MovingPrimitive
*/
void shaveVrayMovingVoxelPrim::split (int dim, VR::real middle, VR::MovingBox &bLeft, VR::MovingBox &bRight)
{
//DebugPrint("PRIM> shaveVrayMovingVoxelPrim::split [%i %f]\n",dim,middle);
VR::MovingBox bbox;
getBBox(bbox);
bbox.split(dim, middle, bLeft, bRight);
}
/*
| from MovingPrimitive
*/
int shaveVrayMovingVoxelPrim::expandable()
{
return true;
}
/*
| from MovingHairGenerator
*/
int shaveVrayMovingVoxelPrim::getNumSides() const
{
return 4;
}
/*
| from MovingHairGenerator
*/
int shaveVrayMovingVoxelPrim::getNumKnots()
{
return numknots();
}
/*
| from MovingHairGenerator
*/
void shaveVrayMovingVoxelPrim::getSidesUV(float *&uc, float *&vc)
{
uc = _puc();
vc = _pvc();
}
/*
| from MovingHairGenerator
*/
void shaveVrayMovingVoxelPrim::getSidesUV(const float *&uc, const float *&vc) const
{
uc = puc();
vc = pvc();
}
/*
| from MovingHairGenerator
*/
int shaveVrayMovingVoxelPrim::getFlatNormal() const
{
return true;
}
/*
| from MovingHairGenerator
*/
float shaveVrayMovingVoxelPrim::getRadius()
{
return 1.0f; //not sure
}
/*
| from MovingHairGenerator
*/
float shaveVrayMovingVoxelPrim::getLength()
{
return 100.f; //not sure
}
/*
| from MovingHairGenerator
*/
float shaveVrayMovingVoxelPrim::getTaper()
{
return 0.0f; //not sure
}
/*
| from MovingHairGenerator
*/
VR::Vector shaveVrayMovingVoxelPrim::getGravity()
{
return VR::Vector(0.0f, 0.0f, 0.0f); //not sure
}
/*
| from MovingHairGenerator
*/
float shaveVrayMovingVoxelPrim::getLengthRand()
{
return 0.0f;
}
/*
| from MovingHairGenerator
*/
float shaveVrayMovingVoxelPrim::getRadiusRand()
{
return 0.0f;
}
/*
| from MovingHairGenerator
*/
float shaveVrayMovingVoxelPrim::getGravityRand()
{
return 0.0f;
}
/*
| from MovingHairGenerator
*/
float shaveVrayMovingVoxelPrim::getDirRand()
{
return 0.0f;
}
/*
| from MovingHairGenerator
*/
float shaveVrayMovingVoxelPrim::getBend()
{
return 0.0f;
}
int shaveVrayMovingVoxelPrim::generateStrand(int faceIndex, int strandIndex,
const VR::Vector *pv, const VR::Vector *nv,
VR::Vector *pts, VR::Vector *un, VR::Vector *vn)
{
assert(false);
//maybe we do not need to change array elementws as far as we passed initalized strands
return true;
}
/*
| from MovingHairGenerator
*/
VR::Vector shaveVrayMovingVoxelPrim::getStrandBaryCoords(int faceIndex, int strandIndex) const
{
return VR::Vector(1.0f, 0.0f, 0.f);
}
/*
| from MovingHairGenerator
*/
VR::Vector* shaveVrayMovingVoxelPrim::newVectors(int threadIndex)
{
return (VR::Vector*) _pool_Vector().newElement();
}
/*
| from MovingHairGenerator
*/
void shaveVrayMovingVoxelPrim::deleteVectors(VR::Vector *x, int threadIndex)
{
_pool_Vector().releaseElement(x);
}
/*
| from GeometryGenerator
*/
#if defined(VRAY30)
VR::Vector shaveVrayMovingVoxelPrim::getGNormal(VR::RSRay &rsray)
{
return rsray.is.primitive->getGNormal(rsray);
}
VR::Vector shaveVrayMovingVoxelPrim::getNormal(VR::RSRay &rsray)
{
return rsray.is.primitive->getNormal(rsray);
}
#elif defined(VRAY40)
VR::ShadeVec shaveVrayMovingVoxelPrim::getGNormal(VR::RSRay &rsray)
{
return rsray.is.primitive->getGNormal(rsray);
}
VR::ShadeVec shaveVrayMovingVoxelPrim::getNormal(VR::RSRay &rsray)
{
return rsray.is.primitive->getNormal(rsray);
}
#endif
/*
| from MovingPrimitive
*/
#if defined(VRAY30) || defined(VRAY40)
/*
* ###########################################
* Implementation for V-Ray 3.0+
* ###########################################
*/
int shaveVrayMovingVoxelPrim::initHairData() {
const HairType &hair=voxel()->GetHair();
int numHairs=hair.GetNumStrands();
//assume all hairs have the same number of segments
_numknots()=hair.face_end[0]-hair.face_start[0];
for (int i=0; i<2; ++i) {
hairData[i].vertices=VR::VectorRefList(numHairs*_numknots());
hairData[i].time=float(i);
}
hairData[0].numVertices=VR::IntRefList(numHairs);
hairData[0].widths=VR::FloatRefList(numHairs*_numknots());
hairData[0].colors=VR::ColorRefList(numHairs*_numknots());
// share some arrays as they are the same
hairData[1].numVertices=hairData[0].numVertices;
hairData[1].widths=hairData[0].widths;
hairData[1].colors=hairData[0].colors;
VR::Vector scnoffs=VR::toVector(sceneOffset());
for (int g=0; g<numHairs; ++g) {
float root_radius=hair.radiusroot[g];
float delta_radius=hair.radiustip[g]-root_radius;
for (int k=0; k<numknots(); ++k) {
int knot_idx=hair.face_start[g]+k;
Vector p, v;
hair.GetVert(knot_idx, p.x, p.y, p.z);
p-=scnoffs;
hair.GetVelocity(knot_idx, v.x, v.y, v.z);
int hd_idx=numknots()*g+k;
hairData[0].vertices[hd_idx]=p;
hairData[1].vertices[hd_idx]=p+v;
float t=float(k)/float(numknots()-1);
float w=VR::Max(0.0001f, root_radius+t*delta_radius);
hairData[0].widths[hd_idx]=w;
VR::Color knot_color;
hair.GetVertColor(g, k, knot_color.r, knot_color.g, knot_color.b);
hairData[0].colors[hd_idx]=knot_color;
}
hairData[0].numVertices[g]=_numknots();
}
hairData[0].initVertexOffsets();
hairData[1].vertexOffsets=hairData[0].vertexOffsets;
for (int i=0; i<2; ++i) {
tmHairData[i].hairData=&hairData[i];
tmHairData[i].worldSpaceVertices=hairData[i].vertices;
tmHairData[i].initDirs();
tmHairData[i].time=float(i);
}
if (hinst()->plugin->dynHairTessel) {
tesselateHairData(tmHairData[0], &tessHairData[0],
&tmHairData[1], &tessHairData[1],
tessParams);
}
return numHairs;
}
#if defined(VRAY30)
void shaveVrayMovingVoxelPrim::storeInGlobalTree(VR::RayServerInterface2 *rayserver)
#elif defined(VRAY40)
void shaveVrayMovingVoxelPrim::storeInGlobalTree(VR::RayServerInterface *rayserver)
#endif
{
if (!movingHairTree) {
int num_hairs=initHairData();
if(firstid()==-1)
_firstid()=rayserver->getNewRenderIDArray(num_hairs+1);
movingHairTree=new MovingHairTreePrimitive(firstid(), &tmHairData[0], &tmHairData[1], 0);
}
rayserver->storeMovingHairData(movingHairTree, this, firstid(), tmHairData[0], tmHairData[1]);
}
int shaveVrayMovingVoxelPrim::expand(VR::DynamicRaycaster<VR::MovingBox> *raycaster, int threadIndex) {
int num_hairs=initHairData();
if(firstid()==-1) _firstid()=raycaster->getNewRenderIDArray(num_hairs+1);
#if VRAY_DLL_VERSION < 0x31000
movingHairTree=new MovingHairTreePrimitive(firstid()+1, &tmHairData[0], &tmHairData[1], true);
#else
#if VRAY_DLL_VERSION >= 0x40000
RayServerInterface* rayserver = vrayCore->getSequenceData().rayserver;
#else
RayServerInterface2* rayserver = vrayCore->getSequenceData().rayserver;
#endif
VoxelTree * tree = rayserver->newMovingVoxelTree(&tmHairData[0], tmHairData[0].time, tmHairData[1].time, voxelTreeType_hairTree);
movingHairTree=new MovingHairTreePrimitive(firstid()+1, &tmHairData[0], &tmHairData[1], tree);
#endif
movingHairTree->build(prog, threadman, maxDepth, minLeaf, leafCoeff);
raycaster->insertPrimitive(threadIndex, movingHairTree, this, firstid());
int totalVertices=num_hairs*numknots();
uint64 memUsage=movingHairTree->getMemUsage();
return memUsage+3*2*sizeof(Vector)*totalVertices;
}
int shaveVrayMovingVoxelPrim::collapse(VR::DynamicRaycaster<VR::MovingBox> *raycaster, int threadIndex) {
raycaster->removePrimitive(threadIndex, movingHairTree);
uint64 memUsage=movingHairTree->getMemUsage();
delete movingHairTree;
movingHairTree=NULL;
memUsage+=3*2*sizeof(Vector)*tmHairData[1].hairData->vertices.size();
for (int i=0; i<2; ++i) {
tmHairData[i].freeMem();
hairData[i].freeMem();
tessHairData[i].freeMem();
}
return memUsage;
}
void shaveVrayMovingVoxelPrim::getMovingIntersectionData(int strandIdx, int segmentIdx, float time, Vector *p, Vector *dirs) {
int startIdx = tmHairData[0].hairData->vertexOffsets[strandIdx] + segmentIdx;
const Vector *p0 = &tmHairData[0].worldSpaceVertices[startIdx];
const Vector *dirs0 = &tmHairData[0].dirs[startIdx];
const Vector *p1 = &tmHairData[1].worldSpaceVertices[startIdx];
const Vector *dirs1 = &tmHairData[1].dirs[startIdx];
float time0=0.0f;//tmHairData[0].time;
float time1=1.0f;//tmHairData[1].time;
float k=(time-time0)/(time1-time0);
p[0] = p0[0]+(p1[0]-p0[0])*k;
p[1] = p0[1]+(p1[1]-p0[1])*k;
dirs[0] = dirs0[0]+(dirs1[0]-dirs0[0])*k;
dirs[1] = dirs0[1]+(dirs1[1]-dirs0[1])*k;
}
#if defined(VRAY30)
void shaveVrayMovingVoxelPrim::setCommonIntersectionData(VR::RSRay &rsray, void *isd, int strandIdx, int segmentIdx,
float wParam, const Vector &gNormal, const Vector &normal)
#elif defined(VRAY40)
void shaveVrayMovingVoxelPrim::setCommonIntersectionData(VR::RSRay &rsray, void *isd, int strandIdx, int segmentIdx,
float wParam, const ShadeVec &gNormal, const ShadeVec &normal)
#endif
{
IntersectionData &isData=*((IntersectionData*) isd);
RSIntersection &is=rsray.is;
isData.primitive=rsray.is.primitive;
isData.skipTag=is.skipTag;
isData.sb=getShadeable();
isData.sd=getExtTexMapping();
isData.si=getExtShadeData();
isData.surfaceProps=NULL;
isData.volume=NULL;
isData.wpointCoeff=is.t;
#if defined(VRAY30)
isData.wpoint=rsray.p+TracePoint(rsray.dir)*is.t;
#elif defined(VRAY40)
isData.wpoint=rsray.p+rsray.dir*is.t;
#endif
isData.gnormal=gNormal;
isData.normal=normal;
// These will be used to get per-vertex attributes like color, transparency, etc.
isData.extra_int[1]=strandIdx; // the hair strand index
isData.faceIndex=segmentIdx; // the segment index within a hair strand
#if defined(VRAY30)
isData.bary = Vector(wParam, 0.0f, 0.0f); // the length along the segment
isData.faceBase = Vector(0.0f, 0.0f, 0.0f);
isData.faceEdge0 = Vector(0.0f, 0.0f, 0.0f);
isData.faceEdge1 = Vector(0.0f, 0.0f, 0.0f);
#elif defined(VRAY40)
isData.bary = ShadeVec(wParam, 0.0f, 0.0f); // the length along the segment
isData.faceBase = ShadeVec(0.0f, 0.0f, 0.0f);
isData.faceEdge0 = ShadeVec(0.0f, 0.0f, 0.0f);
isData.faceEdge1 = ShadeVec(0.0f, 0.0f, 0.0f);
#endif
}
#if defined(VRAY30)
void shaveVrayMovingVoxelPrim::setCommonIntersectionData(const VR::RayBunchParams& params, VR::PrimitiveIntersections& result,
const RAY_IDX idx, int strandIdx, int segmentIdx, float wParam,
const VUtils::Vector &gNormal, const VUtils::Vector &normal)
{
VR::Ireal t = result.rayDistances()[ idx ];
for(int d=0; d<3; d++) result.isectPoints(d)[idx] = params.origins(d)[idx] + params.dirs(d)[idx] * t;
for(int d=0; d<3; d++) result.geomNormals(d)[idx] = gNormal[d];
for(int d=0; d<3; d++) result.smoothNormals(d)[idx] = normal[d];
// These will be used to get per-vertex attributes like color, transparency, etc.
result.extraInts(1)[idx] = strandIdx; // the hair strand index
result.faceIndices()[idx] = segmentIdx; // the segment index within a hair strand
VR::Vector bary = VR::Vector(wParam, 0.0f, 0.0f); // the length along the segment
for(int d=0; d<3; d++) result.baryCoords(d)[idx] = bary[d];
for(int d=0; d<3; d++) result.facesBase(d)[idx] = 0.0f;
for(int d=0; d<3; d++) result.facesEdge0(d)[idx] = 0.0f;
for(int d=0; d<3; d++) result.facesEdge1(d)[idx] = 0.0f;
}
#endif
void shaveVrayMovingVoxelPrim::setIntersectionData(VR::RSRay &rsray, void *isd) {
MovingHairTreePrimitive *treePrim=static_cast<MovingHairTreePrimitive*>(rsray.is.primitive);
int strandIdx=treePrim->getStrandIndex(rsray);
int segmentIdx=treePrim->getSegmentIndex(rsray);
Vector p[2], dirs[2];
getMovingIntersectionData(strandIdx, segmentIdx, rsray.time, p, dirs);
setCommonIntersectionData(rsray, isd, strandIdx, segmentIdx,
treePrim->getWparam(rsray, p),
treePrim->getGNormal(rsray, p),
treePrim->getNormal(rsray, p, dirs, getFlatNormal()));
}
#if defined(VRAY30)
void shaveVrayMovingVoxelPrim::setIntersectionData(const VR::RayBunchParams& params, VR::PrimitiveIntersections& result,
const RAY_IDX* idxs, size_t count)
{
// Iterate over the active rays
for( size_t i = 0; i < count; i++ ) {
const RAY_IDX idx = idxs[ i ];
MovingHairTreePrimitive *treePrim=static_cast<MovingHairTreePrimitive*>(result.primitives()[idx]);
int strandIdx=treePrim->getStrandIndex(params, result, idx);
int segmentIdx=treePrim->getSegmentIndex(params, result, idx);
Vector p[2], dirs[2];
getMovingIntersectionData(strandIdx, segmentIdx, params.times()[idx], p, dirs);
setCommonIntersectionData(params, result, idx, strandIdx, segmentIdx,
treePrim->getWparam(params, result, idx, p),
treePrim->getGNormal(params, result, idx, p),
treePrim->getNormal(params, result, idx, p, dirs, getFlatNormal()));
}
}
#endif
VR::ShadeVec shaveVrayMovingVoxelPrim::getHairDir(const VR::VRayContext &rc) const {
const VR::Vector *vertices0 = tmHairData[0].worldSpaceVertices.get();
const VR::Vector *vertices1 = tmHairData[1].worldSpaceVertices.get();
VR::ShadeVec v0, v1, v2;
int strandIdx, segmentIdx;
shaveVrayGetHairParams(rc, strandIdx, segmentIdx);
int pos=hairData[0].vertexOffsets[strandIdx]+segmentIdx;
float blend=rc.rayresult.bary[0];
VR::ShadeVec result(0.0f, 0.0f, 0.0f);
float k=(rc.rayparams.rayTime-tmHairData[0].time)/(tmHairData[1].time-tmHairData[0].time);
if (segmentIdx==0) {
VR::ShadeVec vertex0=VR::toShadeVec(vertices0[pos]);
VR::ShadeVec vertex1=VR::toShadeVec(vertices1[pos]);
VR::ShadeVec vertex0_next=VR::toShadeVec(vertices0[pos+1]);
VR::ShadeVec vertex1_next=VR::toShadeVec(vertices1[pos+1]);
v1=vertex0+(vertex1-vertex0)*k;
v2=vertex0_next+(vertex1_next-vertex0_next)*k;
result=normalize0(v2-v1);
} else {
VR::ShadeVec vertex0_prev=VR::toShadeVec(vertices0[pos-1]);
VR::ShadeVec vertex1_prev=VR::toShadeVec(vertices1[pos-1]);
VR::ShadeVec vertex0=VR::toShadeVec(vertices0[pos]);
VR::ShadeVec vertex1=VR::toShadeVec(vertices1[pos]);
VR::ShadeVec vertex0_next=VR::toShadeVec(vertices0[pos+1]);
VR::ShadeVec vertex1_next=VR::toShadeVec(vertices1[pos+1]);
v0=vertex0_prev+(vertex1_prev-vertex0_prev)*k;
v1=vertex0+(vertex1-vertex0)*k;
v2=vertex0_next+(vertex1_next-vertex0_next)*k;
VR::ShadeVec prev_dir=normalize0(v1-v0);
VR::ShadeVec curr_dir=normalize0(v2-v1);
result=normalize0(prev_dir + (curr_dir - prev_dir)*blend);
}
return result;
}
#else //VRAY30 not defined below this line
/*
* ###########################################
* Implementation for V-Ray <= 2.99
* ###########################################
*/
int shaveVrayMovingVoxelPrim::expand (VR::DynamicRaycaster< VR::MovingBox > *raycaster, int threadIndex)
{
const HairType& hair = voxel()->GetHair();
int numHairs = hair.GetNumStrands();
if(numHairs == 0)
return 0;
int numblur_prims = numblur() - 1;
if(firstid() == -1)
_firstid() = raycaster->getNewRenderIDArray(numHairs*numblur_prims);
//assume all hairs have the same number of segments
_numknots() = hair.face_end[0] - hair.face_start[0];
int nalloc = numknots()*numHairs*numblur();
int nalloc2= numknots()*numHairs*numblur_prims;
_pts() = new VR::Vector[nalloc];
_dpts()= new VR::Vector[nalloc2];
_uns() = new VR::Vector[nalloc];
_duns()= new VR::Vector[nalloc2];
_vns() = new VR::Vector[nalloc];
_dvns()= new VR::Vector[nalloc2];
float step = 1.0f/(float)numblur_prims;
//calc point and vectors
for(int i = 0; i < numHairs; i++)
{
int strand_offset = i*numknots()*numblur();
float root_radius = hair.radiusroot[i];
float delta_radius = hair.radiustip[i] - root_radius;
//calc stuff for moving strands
for(int oo = 0; oo < numblur(); oo++)
{
float T = step*(float)oo;
int pts_offset = strand_offset + oo*numknots();
VR::Vector initialNormal;
VR::Vector sv0, sv1;
hair.GetVert(0, sv0.x, sv0.y, sv0.z);
hair.GetVert(1, sv1.x, sv1.y, sv1.z);
initialNormal=VR::normalize0(sv1-sv0);
// Compute the initial tangent vectors - these are later on propagated along the
// strand length to avoids issues with flipped tangent vectors.
VR::Vector u,v;
VR::computeTangentVectors(initialNormal, u, v);
VR::Vector v0;
for(int j = 0; j < numknots(); j++)
{
int vert_idx = hair.face_start[i] + j;
int pt_idx = pts_offset + j;
VR::Vector v1;
VR::Vector s(0.0f,0.0f,0.0f);
//not moved vert
hair.GetVert(vert_idx,v1.x,v1.y,v1.z);
//vertex velosity
hair.GetVelocity(vert_idx,s.x,s.y,s.z);
//calc moved vert locations
//v1 += (T + 0.5f)*s;
v1 += T*s;
_pt(pt_idx) = v1;
_pt(pt_idx) -= sceneOffset();
//calc un and vn
if(j == 0)
{
float radius = root_radius;
if (radius<0.001f) radius=0.001f;
// For the first point, just use the tangent vectors directly
_un(pt_idx) = u*radius;
_vn(pt_idx) = v*radius;
}
else
{
float t = (float)j/(float)(numknots()-1);
float radius = root_radius + t*delta_radius;
VR::Vector d=v1-v0;
float dlenSqr=d.lengthSqr();
if (dlenSqr>1e-12f) {
VR::Vector nu=u-d*((u*d)/sqrtf(dlenSqr)); // Project the previous u vector on the current cross plane
float nuLenSqr=lengthSqr(nu);
if (nuLenSqr>1e-12f) {
u=nu/sqrtf(nuLenSqr);
v=normalize(d^nu);
}
}
_un(pt_idx) = u*radius;
_vn(pt_idx) = v*radius;
}
v0 = v1;
}
}
}
//calc differences
for(int i = 0; i < numHairs; i++)
{
int strand_offset = i*numknots()*numblur();
int strand_offset2 = i*numknots()*numblur_prims;
for(int oo = 0; oo < numblur_prims; oo++)
{
int pts_offset0 = strand_offset + oo*numknots();
int pts_offset1 = pts_offset0 + numknots();
int pts_offset2 = strand_offset2+ oo*numknots();
for(int j = 0; j < numknots(); j++)
{
int pt_offset0 = pts_offset0 + j;
int pt_offset1 = pts_offset1 + j;
int pt_offset2 = pts_offset2 + j;
_dpt(pt_offset2) = pt(pt_offset1) - pt(pt_offset0);
_dun(pt_offset2) = un(pt_offset1) - un(pt_offset0);
_dvn(pt_offset2) = vn(pt_offset1) - vn(pt_offset0);
}
}
}
//alloc and place strands
int k = 0;
_strands() = new VR::MovingHairStrand[numHairs*numblur_prims];
for(int i = 0; i < numHairs; i++)
{
int strand_offset = i*numknots()*numblur();
int strand_offset2 = i*numknots()*numblur_prims;
for(int oo = 0; oo < numblur_prims; oo++)
{
float t0 = step*(float)oo;
float t1 = t0 + step;
int pts_offset0 = strand_offset + oo*numknots();
int pts_offset2 = strand_offset2 + oo*numknots();
_strand(i).init(static_cast<MovingHairGenerator*>(this),
t0, pts(pts_offset0), uns(pts_offset0), vns(pts_offset0),
t1, dpts(pts_offset2),duns(pts_offset2), dvns(pts_offset2));
raycaster->insertPrimitive(threadIndex, &_strand(i), static_cast<GeometryGenerator*>(this), k + firstid());
k++;
}
}
return numHairs*numblur_prims*sizeof(VR::MovingHairStrand) +
nalloc*3*sizeof(VR::Vector)+
nalloc2*3*sizeof(VR::Vector);
}
/*
| from MovingPrimitive
*/
int shaveVrayMovingVoxelPrim::collapse (VR::DynamicRaycaster< VR::MovingBox > *raycaster, int threadIndex)
{
// DebugPrint("PRIM> shaveVrayMovingVoxelPrim::collapse\n");
const HairType& hair = voxel()->GetHair();
int numHairs = hair.GetNumStrands();
if(numHairs == 0)
return 0;
if(strands())
{
int n = numHairs*(numblur()-1);
for (int i=0; i < n; i++)
raycaster->removePrimitive(threadIndex, &_strand(i));
delete[] strands();
_strands() = NULL;
}
if(pts())
{
delete [] pts();
_pts() = NULL;
}
if(dpts())
{
delete [] dpts();
_dpts() = NULL;
}
if(uns())
{
delete [] uns();
_uns() = NULL;
}
if(duns())
{
delete [] duns();
_duns() = NULL;
}
if(dvns())
{
delete [] dvns();
_dvns() = NULL;
}
_pool_Vector().freeMem();
return numHairs*(numblur()-1)*sizeof(VR::MovingHairStrand) +
numHairs*(numblur()-1)*3*sizeof(VR::Vector) +
numHairs*numblur()*3*sizeof(VR::Vector);
}
/*
| from GeometryGenerator
*/
void shaveVrayMovingVoxelPrim::setIntersectionData(VR::RSRay &rsray, void *isd)
{
VR::IntersectionData &isData=*((VR::IntersectionData*) isd);
VR::RSIntersection &is=rsray.is;
//assert(PRIM_TYPE_STATIC_HAIR_SEGMENT_LINE == is.primitive->type());
VR::MovingHairStrand *s=(VR::MovingHairStrand*) (is.primitive->owner);
isData.primitive=is.primitive;
isData.skipTag =is.skipTag;
isData.faceIndex= (s->ownerIndex - firstid())/(numblur()-1);
if(ownbsdf())
isData.sb = shade();
else
isData.sb = shdata();
isData.sd = shdata();
isData.si = /*NULL;*/ shinst();
isData.volume=NULL;
isData.bary= VR::Vector(0.5f, 0.5f, 0.5f);
isData.wpointCoeff=is.t;
isData.gnormal=getGNormal(rsray);
isData.normal =getNormal(rsray);
isData.wpoint=rsray.p + VR::TracePoint(rsray.dir)*is.t;
//isData.wpoint= (rsray.p + VR::TracePoint(rsray.dir)*is.t) - sceneOffset();
isData.extraf=(float) s->getSegmentIndex((VR::MovingHairSegmentLine*) is.primitive);
isData.bary[2]=((VR::MovingHairSegmentLine*) is.primitive)->getWparam(rsray);
// Vector *verts=fface->getVerts();
// isData.faceBase=verts[0];
// isData.faceEdge0=verts[1]-verts[0];
// isData.faceEdge1=verts[2]-verts[0];
// We don't have any meaningful data here
isData.surfaceProps = NULL; // sfprops();
}
void shaveVrayMovingVoxelPrim::setIntersectionData(const VR::RayBunchParams& params, VR::PrimitiveIntersections& result, const RAY_IDX* idxs, size_t count)
{
for(size_t ii=0; ii<count; ++ii) {
const RAY_IDX idx=idxs[ii];
VR::MovingHairSegmentLine *segment=static_cast<VR::MovingHairSegmentLine*>(result.primitives()[idx]);
VR::MovingHairStrand *strand=static_cast<VR::MovingHairStrand*>(segment->owner);
float t=result.rayDistances()[idx];
for(int d=0; d<3; d++)
result.isectPoints(d)[idx]=params.origins(d)[idx]+double(params.dirs(d)[idx])*t;
VR::Vector gnormal = segment->getGNormal(params, result, idx);
for(int d=0; d<3; d++)
result.geomNormals(d)[idx]=gnormal[d];
VR::Vector normal = segment->getNormal(params, result, idx);
for(int d=0; d<3; d++)
result.smoothNormals(d)[idx]=normal[d];
// These will be used to get per-vertex attributes like color, transparency, etc.
result.faceIndices()[idx]=strand->ownerIndex - firstid();
result.extraFloats(6)[idx]=(float)strand->getSegmentIndex(segment); // the segment index within a hair strand
VR::Vector bary(0.5f, 0.5f, segment->getWparam(params, result, idx)); // the length along the segment
for(int d=0; d<3; d++)
result.baryCoords(d)[idx]=bary[d];
for(int d=0; d<3; d++)
result.facesBase(d)[idx]=0.0f;
for(int d=0; d<3; d++)
result.facesEdge0(d)[idx]=0.0f;
for(int d=0; d<3; d++)
result.facesEdge1(d)[idx]=0.0f;
}
}
#endif //VRAY30
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