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|
// Shave and a Haircut
// (c) 2019 Epic Games
// US Patent 6720962
/**********************************************************************
*<
FILE: shaveVrayStaticVoxelPrim.cpp -- iplementation file
DESCRIPTION: Static (non motion blurred) hair primitive
CREATED BY: Vladimir Dubovoy <[email protected]>
HISTORY: created 20-08-2008 ( as part of 3ds Max + VRay hair shaders)
merged 31-03-2010
*>
**********************************************************************/
#include "assert.h"
#include "shaveVrayStaticVoxelPrim.h"
#include "shaveVrayInstance.h"
//#include "HairVrPrimsSharedFunctions.h"
#include "misc_ray.h"
#if defined(VRAY30) || defined(VRAY40)
using namespace VUtils;
#endif
shaveVrayStaticVoxelPrim::shaveVrayStaticVoxelPrim(IHairVoxel* voxel,VR::VRayCore *vray, shaveVrayInstance *inst)
:shaveVrayVoxelPrim(voxel,vray,inst)
#if defined(VRAY30) || defined(VRAY40)
,staticHairTree(NULL)
#endif
{
_firstid() = -1;
_pts() = NULL;
_uns() = NULL;
_vns() = 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);
#else
_pool_Vector().init(sizeof(VR::Vector)*3*numknots(), 1000);
#endif
}
shaveVrayStaticVoxelPrim::~shaveVrayStaticVoxelPrim()
{
//these should be released in ::collapse()
//but we add this code here in any case
if(pts())
delete [] pts();
if(uns())
delete [] uns();
if(vns())
delete [] vns();
#if defined(VRAY30) || defined(VRAY40)
if(staticHairTree)
delete staticHairTree;
#endif
}
/*
| from StaticPrimitive
*/
void shaveVrayStaticVoxelPrim::getBBox (VR::StaticBox &bbox)
{
//DebugPrint("PRIM> shaveVrayStaticVoxelPrim::getBBox ");
if(voxel())
{
VERT pmin;
VERT pmax;
voxel()->GetBbox(pmin,pmax);
bbox.pmin.x = pmin.x;
bbox.pmin.y = pmin.y;
bbox.pmin.z = pmin.z;
bbox.pmax.x = pmax.x;
bbox.pmax.y = pmax.y;
bbox.pmax.z = pmax.z;
/*DebugPrint("[%f %f %f][%f %f %f]\n",
bbox.pmin.x, bbox.pmin.y, bbox.pmin.z,
bbox.pmax.x, bbox.pmax.y, bbox.pmax.z);*/
VR::Vector scnoffs = VR::toVector(sceneOffset());
bbox.pmin -= scnoffs;
bbox.pmax -= scnoffs;
}
}
/*
| from StaticPrimitive
*/
bool shaveVrayStaticVoxelPrim::splittable ()
{
//DebugPrint("PRIM> shaveVrayStaticVoxelPrim::splitable\n");
return true;
}
/*
| from StaticPrimitive
*/
void shaveVrayStaticVoxelPrim::split (int dim, VR::real middle, VR::StaticBox &bLeft, VR::StaticBox &bRight)
{
//DebugPrint("PRIM> shaveVrayStaticVoxelPrim::split [%i %f]\n",dim,middle);
VR::StaticBox bbox;
getBBox(bbox);
bbox.split(dim, middle, bLeft, bRight);
}
/*
| from StaticPrimitive
*/
int shaveVrayStaticVoxelPrim::expandable()
{
return true;
}
/*
| from StaticHairGenerator
*/
int shaveVrayStaticVoxelPrim::getNumSides() const
{
return 4;
}
/*
| from StaticHairGenerator
*/
int shaveVrayStaticVoxelPrim::getNumKnots()
{
return numknots();
}
/*
| from StaticHairGenerator
*/
void shaveVrayStaticVoxelPrim::getSidesUV(float *&uc, float *&vc)
{
uc = _puc();
vc = _pvc();
}
/*
| from StaticHairGenerator
*/
void shaveVrayStaticVoxelPrim::getSidesUV(const float *&uc, const float *&vc) const
{
uc = puc();
vc = pvc();
//int size = eNumSides*sizeof(float);
//memcpy((void*)uc,puc(),size);
//memcpy((void*)vc,pvc(),size);
}
/*
| from StaticHairGenerator
*/
int shaveVrayStaticVoxelPrim::getFlatNormal() const
{
return true;
}
/*
| from StaticHairGenerator
*/
float shaveVrayStaticVoxelPrim::getRadius()
{
return 1.0f; //not sure
}
/*
| from StaticHairGenerator
*/
float shaveVrayStaticVoxelPrim::getLength()
{
return 100.f; //not sure
}
/*
| from StaticHairGenerator
*/
float shaveVrayStaticVoxelPrim::getTaper()
{
return 0.0f; //not sure
}
/*
| from StaticHairGenerator
*/
VR::Vector shaveVrayStaticVoxelPrim::getGravity()
{
return VR::Vector(0.0f, 0.0f, 0.0f); //not sure
}
/*
| from StaticHairGenerator
*/
float shaveVrayStaticVoxelPrim::getLengthRand()
{
return 0.0f;
}
/*
| from StaticHairGenerator
*/
float shaveVrayStaticVoxelPrim::getRadiusRand()
{
return 0.0f;
}
/*
| from StaticHairGenerator
*/
float shaveVrayStaticVoxelPrim::getGravityRand()
{
return 0.0f;
}
/*
| from StaticHairGenerator
*/
float shaveVrayStaticVoxelPrim::getDirRand()
{
return 0.0f;
}
/*
| from StaticHairGenerator
*/
float shaveVrayStaticVoxelPrim::getBend()
{
return 0.0f;
}
int shaveVrayStaticVoxelPrim::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 StaticHairGenerator
*/
VR::Vector shaveVrayStaticVoxelPrim::getStrandBaryCoords(int faceIndex, int strandIndex) const
{
return VR::Vector(1.0f, 0.0f, 0.f);
}
/*
| from StaticHairGenerator
*/
VR::Vector* shaveVrayStaticVoxelPrim::newVectors(int threadIndex)
{
#if defined(VRAY30) || defined(VRAY40)
return NULL;
#else
return (VR::Vector*) _pool_Vector().newElement();
#endif
}
/*
| from StaticHairGenerator
*/
void shaveVrayStaticVoxelPrim::deleteVectors(VR::Vector *x, int threadIndex)
{
_pool_Vector().releaseElement(x);
}
/*
| from GeometryGenerator
*/
#if defined(VRAY30)
VR::Vector shaveVrayStaticVoxelPrim::getGNormal(VR::RSRay &rsray)
{
return rsray.is.primitive->getGNormal(rsray);
}
VR::Vector shaveVrayStaticVoxelPrim::getNormal(VR::RSRay &rsray)
{
return rsray.is.primitive->getNormal(rsray);
}
#elif defined(VRAY40)
VR::ShadeVec shaveVrayStaticVoxelPrim::getGNormal(VR::RSRay &rsray)
{
return rsray.is.primitive->getGNormal(rsray);
}
VR::ShadeVec shaveVrayStaticVoxelPrim::getNormal(VR::RSRay &rsray)
{
return rsray.is.primitive->getNormal(rsray);
}
#endif
#if defined(VRAY30) || defined(VRAY40)
/*
* ###########################################
* Implementation for V-Ray 3.0+
* ###########################################
*/
int shaveVrayStaticVoxelPrim::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];
// hair data will hold data from voxel
hairData.numVertices=VR::IntRefList(numHairs);
hairData.vertices=VR::VectorRefList(numHairs*_numknots());
hairData.widths=VR::FloatRefList(numHairs*_numknots());
hairData.colors=VR::ColorRefList(numHairs*_numknots());
VR::Vector scnoffs=VR::toVector(sceneOffset());
// fill in our hair data
for(int i=0; i<numHairs; ++i) {
int pts_offset=i*numknots();
float root_radius=hair.radiusroot[i];
float delta_radius=hair.radiustip[i]-root_radius;
for(int j=0; j<numknots(); ++j) {
int vert_idx=hair.face_start[i] + j;
int pt_idx=pts_offset+j;
VR::Vector pt;
hair.GetVert(vert_idx, pt.x, pt.y, pt.z);
pt-=scnoffs;
hairData.vertices[pt_idx]=pt;
float t=float(j)/float(numknots()-1);
float w=VR::Max(0.0001f, root_radius+t*delta_radius);
hairData.widths[pt_idx]=w;
VR::Color knot_color;
hair.GetVertColor(i, j, knot_color.r, knot_color.g, knot_color.b);
hairData.colors[pt_idx]=knot_color;
}
hairData.numVertices[i]=_numknots();
}
hairData.initVertexOffsets();
tmHairData.hairData=&hairData;
tmHairData.worldSpaceVertices=hairData.vertices;
tmHairData.initDirs();
if (hinst()->plugin->dynHairTessel) {
tesselateHairData(tmHairData, &tessHairData, NULL, NULL, tessParams);
}
return numHairs;
}
#if defined(VRAY30)
void shaveVrayStaticVoxelPrim::storeInGlobalTree(VR::RayServerInterface2 *rayserver)
#elif defined(VRAY40)
void shaveVrayStaticVoxelPrim::storeInGlobalTree(VR::RayServerInterface *rayserver)
#endif
{
if (!staticHairTree) {
int num_hairs=initHairData();
if(firstid()==-1)
_firstid()=rayserver->getNewRenderIDArray(num_hairs+1);
staticHairTree=new StaticHairTreePrimitive(firstid(), &tmHairData, NULL, 0);
}
rayserver->storeStaticHairData(staticHairTree, this, firstid(), tmHairData);
}
int shaveVrayStaticVoxelPrim::expand(VR::DynamicRaycaster< VR::StaticBox > *raycaster, int threadIndex) {
int num_hairs=initHairData();
if(firstid()==-1)
_firstid()=raycaster->getNewRenderIDArray(num_hairs+1);
#if VRAY_DLL_VERSION < 0x31000
staticHairTree=new VR::StaticHairTreePrimitive(firstid()+1, &tmHairData, NULL, true);
#else
#if VRAY_DLL_VERSION >= 0x40000
RayServerInterface* rayserver = vrayCore->getSequenceData().rayserver;
#else
RayServerInterface2* rayserver = vrayCore->getSequenceData().rayserver;
#endif
VoxelTree * tree = rayserver->newStaticVoxelTree(&tmHairData, voxelTreeType_hairTree);
staticHairTree=new StaticHairTreePrimitive(firstid()+1, &tmHairData, NULL, tree);
#endif
#if VRAY_DLL_VERSION < 0x36000
staticHairTree->visibleToCamera=_hinst()->primary_visibility; // should we intersect this hair tree wil cam rays?
#else
staticHairTree->visibleToCamera = _hinst()->getPrimaryVisibility();
#endif
staticHairTree->build(prog, threadman, maxDepth, minLeaf, leafCoeff);
raycaster->insertPrimitive(threadIndex, staticHairTree, this, firstid());
int totalVertices=numknots()*num_hairs;
uint64 memUsage=staticHairTree->getMemUsage();
return memUsage+3*sizeof(VR::Vector)*totalVertices;
}
int shaveVrayStaticVoxelPrim::collapse(VR::DynamicRaycaster< VR::StaticBox > *raycaster, int threadIndex) {
raycaster->removePrimitive(threadIndex, staticHairTree);
uint64 memUsage=staticHairTree->getMemUsage();
delete staticHairTree;
staticHairTree=NULL;
memUsage+=3*sizeof(Vector)*tmHairData.hairData->vertices.size();
tmHairData.freeMem();
hairData.freeMem();
tessHairData.freeMem();
return memUsage;
}
void shaveVrayStaticVoxelPrim::getStaticIntersectionData(int strandIdx, int segmentIdx, const VR::Vector* &p, const VR::Vector* &dirs) {
int startIdx = tmHairData.hairData->vertexOffsets[strandIdx] + segmentIdx;
p = &tmHairData.worldSpaceVertices[startIdx];
dirs = &tmHairData.dirs[startIdx];
}
void shaveVrayStaticVoxelPrim::setCommonIntersectionData(VR::RSRay &rsray, void *isd, int strandIdx, int segmentIdx,
float wParam, const ShadeVec &gNormal, const ShadeVec &normal)
{
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
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);
}
#if defined(VRAY30)
void shaveVrayStaticVoxelPrim::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 shaveVrayStaticVoxelPrim::setIntersectionData(VR::RSRay &rsray, void *isd) {
VR::StaticHairTreePrimitive *treePrim=static_cast<VR::StaticHairTreePrimitive*>(rsray.is.primitive);
int strandIdx=treePrim->getStrandIndex(rsray);
int segmentIdx=treePrim->getSegmentIndex(rsray);
const VR::Vector *p, *dirs;
getStaticIntersectionData(strandIdx, segmentIdx, 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 shaveVrayStaticVoxelPrim::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 ];
VR::StaticHairTreePrimitive *treePrim=static_cast<VR::StaticHairTreePrimitive*>(result.primitives()[idx]);
int strandIdx=treePrim->getStrandIndex(params, result, idx);
int segmentIdx=treePrim->getSegmentIndex(params, result, idx);
const VR::Vector *p, *dirs;
getStaticIntersectionData(strandIdx, segmentIdx, 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 shaveVrayStaticVoxelPrim::getHairDir(const VR::VRayContext &rc) const {
int strandIdx, segmentIdx;
shaveVrayGetHairParams(rc, strandIdx, segmentIdx);
int pos=hairData.vertexOffsets[strandIdx]+segmentIdx;
float blend=rc.rayresult.bary[0];
VR::ShadeVec result(0.0f, 0.0f, 0.0f);
const VR::VectorRefList &vertices=tmHairData.worldSpaceVertices;
if (segmentIdx==0) {
VR::ShadeVec v=VR::toShadeVec(vertices[pos]);
VR::ShadeVec vnext=VR::toShadeVec(vertices[pos+1]);
result=normalize0(vnext-v);
} else {
VR::ShadeVec vprev=VR::toShadeVec(vertices[pos-1]);
VR::ShadeVec v=VR::toShadeVec(vertices[pos]);
VR::ShadeVec vnext=VR::toShadeVec(vertices[pos+1]);
VR::ShadeVec prev_dir = normalize0(v-vprev);
VR::ShadeVec curr_dir = normalize0(vnext-v);
result=normalize0(prev_dir + (curr_dir - prev_dir)*blend);
}
return result;
}
#else //VRAY30 not defined below this line
/*
* ###########################################
* Implementation for V-Ray <= 2.99
* ###########################################
*/
/*
| from StaticPrimitive
*/
int shaveVrayStaticVoxelPrim::expand (VR::DynamicRaycaster< VR::StaticBox > *raycaster, int threadIndex)
{
const HairType& hair = voxel()->GetHair();
int numHairs = hair.GetNumStrands();
if(numHairs == 0)
return 0;
if(firstid() == -1)
_firstid() = raycaster->getNewRenderIDArray(numHairs);
//assume all hairs have the same number of segments
_numknots() = hair.face_end[0] - hair.face_start[0];
int nalloc = numknots()*numHairs;
_pts() = new VR::Vector[nalloc];
_uns() = new VR::Vector[nalloc];
_vns() = new VR::Vector[nalloc];
_strands() = new VR::StaticHairStrand[numHairs];
for(int i = 0; i < numHairs; i++)
{
int pts_offset = i*numknots();
float root_radius = hair.radiusroot[i];
float delta_radius = hair.radiustip[i] - root_radius;
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);
for(int j = 0; j < numknots(); j++)
{
int vert_idx = hair.face_start[i] + j;
int pt_idx = pts_offset + j;
hair.GetVert(vert_idx,_pt(pt_idx).x,_pt(pt_idx).y,_pt(pt_idx).z);
_pt(pt_idx) -= sceneOffset();
if(j == 0)
{
float radius = root_radius;
if (radius<0.0001f) radius=0.0001f;
// 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;
if (radius<0.0001f) radius=0.0001f;
VR::Vector v0, v1;
hair.GetVert(vert_idx, v1.x, v1.y, v1.z);
hair.GetVert(vert_idx-1, v0.x, v0.y, v0.z);
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;
}
}
_strand(i).init(static_cast<StaticHairGenerator*>(this),pts(pts_offset), uns(pts_offset), vns(pts_offset));
raycaster->insertPrimitive(threadIndex, &_strand(i), static_cast<GeometryGenerator*>(this), i + firstid());
}
#ifdef _DEBUG
#ifdef WIN32
assert(_CrtCheckMemory());
#endif
#endif
return numHairs*sizeof(VR::StaticHairStrand) + numknots()*numHairs*3*sizeof(VR::Vector);
}
/*
| from StaticPrimitive
*/
int shaveVrayStaticVoxelPrim::collapse (VR::DynamicRaycaster< VR::StaticBox > *raycaster, int threadIndex)
{
const HairType& hair = voxel()->GetHair();
int numHairs = hair.GetNumStrands();
if(numHairs == 0)
return 0;
if(strands())
{
for (int i=0; i < numHairs; i++)
raycaster->removePrimitive(threadIndex, &_strand(i));
delete[] strands();
_strands() = NULL;
}
if(pts())
{
delete [] pts();
_pts() = NULL;
}
if(uns())
{
delete [] uns();
_uns() = NULL;
}
if(vns())
{
delete [] vns();
_vns() = NULL;
}
_pool_Vector().freeMem();
return numHairs*sizeof(VR::StaticHairStrand) + numknots()*numHairs*3*sizeof(VR::Vector);
}
/*
| from GeometryGenerator
*/
void shaveVrayStaticVoxelPrim::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::StaticHairStrand *s=(VR::StaticHairStrand*) (is.primitive->owner);
// VR::RayParams* rayparams = (VR::RayParams*)rsray.rayparams;
// assert( rayparams->currentPass == RPASS_GI);
// assert( rayparams->currentPass == RPASS_LIGHTMAP);
isData.primitive=is.primitive;
isData.skipTag =is.skipTag;
isData.faceIndex= s->ownerIndex - firstid();
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.gnormal.makeNormalized();
//if(isData.gnormal.length() < 0.99f)
//{
// printf("gn %f %f %f\n",isData.gnormal.x, isData.gnormal.y, isData.gnormal.z);
// fflush(stdout);
//}
isData.normal =getNormal(rsray);
isData.wpoint=rsray.p + VR::TracePoint(rsray.dir)*is.t;
isData.extraf=(float) s->getSegmentIndex((VR::StaticHairSegmentLine*) is.primitive);
isData.bary[2]=((VR::StaticHairSegmentLine*) 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 shaveVrayStaticVoxelPrim::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::StaticHairSegmentLine *segment=static_cast<VR::StaticHairSegmentLine*>(result.primitives()[idx]);
VR::StaticHairStrand *strand=static_cast<VR::StaticHairStrand*>(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->getSegmentIndex(segment);
// result.extraFloats(6)[idx]=(float)strand->getSegmentIndex(segment); // the segment index within a hair strand
result.extraInts(1)[idx]=strand->ownerIndex - firstid(); // emil 10 Nov
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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