Implicit surface rendering via ray tracing
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/*
* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2022 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
namespace nvh {
struct Bbox
{
Bbox() = default;
Bbox(nvmath::vec3f _min, nvmath::vec3f _max)
: m_min(_min)
, m_max(_max)
{
}
Bbox(const std::vector<nvmath::vec3f>& corners)
{
for(auto& c : corners)
{
insert(c);
}
}
void insert(const nvmath::vec3f& v)
{
m_min = {std::min(m_min.x, v.x), std::min(m_min.y, v.y), std::min(m_min.z, v.z)};
m_max = {std::max(m_max.x, v.x), std::max(m_max.y, v.y), std::max(m_max.z, v.z)};
}
void insert(const Bbox& b)
{
insert(b.m_min);
insert(b.m_max);
}
inline Bbox& operator+=(float v)
{
m_min -= v;
m_max += v;
return *this;
}
inline bool isEmpty() const
{
return m_min == nvmath::vec3f{std::numeric_limits<float>::max()}
|| m_max == nvmath::vec3f{std::numeric_limits<float>::lowest()};
}
inline uint32_t rank() const
{
uint32_t result{0};
result += m_min.x < m_max.x;
result += m_min.y < m_max.y;
result += m_min.z < m_max.z;
return result;
}
inline bool isPoint() const { return m_min == m_max; }
inline bool isLine() const { return rank() == 1u; }
inline bool isPlane() const { return rank() == 2u; }
inline bool isVolume() const { return rank() == 3u; }
inline nvmath::vec3f min() { return m_min; }
inline nvmath::vec3f max() { return m_max; }
inline nvmath::vec3f extents() { return m_max - m_min; }
inline nvmath::vec3f center() { return (m_min + m_max) * 0.5f; }
inline float radius() { return nvmath::length(m_max - m_min) * 0.5f; }
Bbox transform(nvmath::mat4f mat)
{
// Make sure this is a 3D transformation + translation:
auto r = mat.row(3);
const float epsilon = 1e-6f;
assert(fabs(r.x) < epsilon && fabs(r.y) < epsilon && fabs(r.z) < epsilon && fabs(r.w - 1.0f) < epsilon);
std::vector<nvmath::vec3f> corners(8);
corners[0] = nvmath::vec3f(mat * nvmath::vec3f(m_min.x, m_min.y, m_min.z));
corners[1] = nvmath::vec3f(mat * nvmath::vec3f(m_min.x, m_min.y, m_max.z));
corners[2] = nvmath::vec3f(mat * nvmath::vec3f(m_min.x, m_max.y, m_min.z));
corners[3] = nvmath::vec3f(mat * nvmath::vec3f(m_min.x, m_max.y, m_max.z));
corners[4] = nvmath::vec3f(mat * nvmath::vec3f(m_max.x, m_min.y, m_min.z));
corners[5] = nvmath::vec3f(mat * nvmath::vec3f(m_max.x, m_min.y, m_max.z));
corners[6] = nvmath::vec3f(mat * nvmath::vec3f(m_max.x, m_max.y, m_min.z));
corners[7] = nvmath::vec3f(mat * nvmath::vec3f(m_max.x, m_max.y, m_max.z));
Bbox result(corners);
return result;
}
private:
nvmath::vec3f m_min{std::numeric_limits<float>::max()};
nvmath::vec3f m_max{-std::numeric_limits<float>::max()};
};
template <typename T, typename TFlag>
inline bool hasFlag(T a, TFlag flag)
{
return (a & flag) == flag;
}
} // namespace nvh