def test_bounding_box_5(self): bbox1 = BBox(Point(0, -2, 0), Point(1, -1, 1)) p1 = Point(-3,3,0.5) bbox2 = union(bbox1, p1) self.assertEqual(bbox2.p_min, Point(-3, -2, 0)) self.assertEqual(bbox2.p_max, Point(1, 3, 1))
def test_bounding_box_6(self): bbox1 = BBox(Point(0, -2, 0), Point(1, -1, 1)) bbox2 = BBox(Point(-2, 0, -2), Point(-1, 1, -1)) bbox3 = union(bbox1, bbox2) self.assertEqual(bbox3.p_min, Point(-2, -2, -2)) self.assertEqual(bbox3.p_max, Point(1, 1, 1))
def __init__(self, accel, lights=None, volume_region=None): """Default constructor for Scene.""" # Primitive self.aggregate = accel # array of Light if lights: self.lights = lights else: self.lights = [] # VolumeRegion self.volume_region = volume_region # initialize bounding box self.bound = self.aggregate.world_bound() if self.volume_region: self.bound = union(self.bound, self.volume_region.world_bound())
def __call__(self, elt): """Overload the operator(). Supported operations: * Transform(Point) * Transform(Vector) * Transform(Normal) * Transform(Ray) * Transform(RayDifferential) * Transform(BBox) """ if isinstance(elt, Point): x = elt.x y = elt.y z = elt.z xp = self.m.m[0][0] * x + self.m.m[0][1] * y + self.m.m[0][ 2] * z + self.m.m[0][3] yp = self.m.m[1][0] * x + self.m.m[1][1] * y + self.m.m[1][ 2] * z + self.m.m[1][3] zp = self.m.m[2][0] * x + self.m.m[2][1] * y + self.m.m[2][ 2] * z + self.m.m[2][3] wp = self.m.m[3][0] * x + self.m.m[3][1] * y + self.m.m[3][ 2] * z + self.m.m[3][3] if wp == 1.0: return Point(xp, yp, zp) else: return Point(xp, yp, zp) / wp elif isinstance(elt, Vector): x = elt.x y = elt.y z = elt.z xp = self.m.m[0][0] * x + self.m.m[0][1] * y + self.m.m[0][2] * z yp = self.m.m[1][0] * x + self.m.m[1][1] * y + self.m.m[1][2] * z zp = self.m.m[2][0] * x + self.m.m[2][1] * y + self.m.m[2][2] * z return Vector(xp, yp, zp) elif isinstance(elt, Normal): x = elt.x y = elt.y z = elt.z return Normal( self.m_inv.m[0][0] * x + self.m_inv.m[1][0] * y + self.m_inv.m[2][0] * z, self.m_inv.m[0][1] * x + self.m_inv.m[1][1] * y + self.m_inv.m[2][1] * z, self.m_inv.m[0][2] * x + self.m_inv.m[1][2] * y + self.m_inv.m[2][2] * z) elif isinstance(elt, RayDifferential): ray = RayDifferential.from_ray_differential(elt) ray.o = self(ray.o) ray.d = self(ray.d) ray.rx_origin = self(ray.rx_origin) ray.ry_origin = self(ray.ry_origin) ray.rx_direction = self(ray.rx_direction) ray.ry_direction = self(ray.ry_direction) return ray elif isinstance(elt, Ray): ray = Ray.from_ray(elt) ray.o = self(ray.o) ray.d = self(ray.d) return ray elif isinstance(elt, BBox): ret = BBox(self(Point(elt.p_min.x, elt.p_min.y, elt.p_min.z))) ret = union(ret, self(Point(elt.p_max.x, elt.p_min.y, elt.p_min.z))) ret = union(ret, self(Point(elt.p_min.x, elt.p_max.y, elt.p_min.z))) ret = union(ret, self(Point(elt.p_min.x, elt.p_min.y, elt.p_max.z))) ret = union(ret, self(Point(elt.p_min.x, elt.p_max.y, elt.p_max.z))) ret = union(ret, self(Point(elt.p_max.x, elt.p_max.y, elt.p_min.z))) ret = union(ret, self(Point(elt.p_max.x, elt.p_min.y, elt.p_max.z))) ret = union(ret, self(Point(elt.p_max.x, elt.p_max.y, elt.p_max.z))) return ret
def __init__(self, primitives, refine_immediately): """Default constructor for GridAccel.""" # initialize self.primitives with primitives for grid if refine_immediately: self.primitives = [] for primitive in primitives: primitive.fully_refine(self.primitives) else: self.primitives = list(primitives) # compute bounds and choose grid resolution self.bounds = BBox() for primitive in self.primitives: self.bounds = union(self.bounds, primitive.world_bound()) delta = self.bounds.p_max - self.bounds.p_min # find voxels_per_unit_dist for grid max_axis = self.bounds.maximum_extent() inv_max_width = 1.0 / delta[max_axis] cube_root = 3.0 * pow(len(self.primitives), 1.0 / 3.0) voxels_per_unit_dist = cube_root * inv_max_width self.n_voxels = [] for axis in range(3): self.n_voxels.append( clamp(round_to_int(delta[axis] * voxels_per_unit_dist), 1, 64)) # compute voxel widths and allocate voxels self.width = Vector() self.inv_width = Vector() for axis in range(3): self.width[axis] = delta[axis] / self.n_voxels[axis] if self.width[axis] == 0.0: self.inv_width[axis] = 0.0 else: self.inv_width[axis] = 1.0 / self.width[axis] nv = self.n_voxels[0] * self.n_voxels[1] * self.n_voxels[2] # array of voxels, initialized at None self.voxels = [None] * nv # add primitives to grid voxels for primitive in self.primitives: # find voxel extent of primitive primitive_bound = primitive.world_bound() v_min = [] v_max = [] for axis in range(3): v_min.append(self._pos_to_voxel(primitive_bound.p_min, axis)) v_max.append(self._pos_to_voxel(primitive_bound.p_max, axis)) # add primitive to overlapping voxels for z in range(v_min[2], v_max[2] + 1): for y in range(v_min[1], v_max[1] + 1): for x in range(v_min[0], v_max[0] + 1): index = self._offset(x, y, z) if self.voxels[index] is None: self.voxels[index] = Voxel(primitive) else: self.voxels[index].add_primitive(primitive) # create reader-writer mutex for grid self.rw_lock = DummyRWLock()
def __call__(self, elt): """Overload the operator(). Supported operations: * Transform(Point) * Transform(Vector) * Transform(Normal) * Transform(Ray) * Transform(RayDifferential) * Transform(BBox) """ if isinstance(elt, Point): x = elt.x y = elt.y z = elt.z xp = self.m.m[0][0]*x + self.m.m[0][1]*y + self.m.m[0][2]*z + self.m.m[0][3] yp = self.m.m[1][0]*x + self.m.m[1][1]*y + self.m.m[1][2]*z + self.m.m[1][3] zp = self.m.m[2][0]*x + self.m.m[2][1]*y + self.m.m[2][2]*z + self.m.m[2][3] wp = self.m.m[3][0]*x + self.m.m[3][1]*y + self.m.m[3][2]*z + self.m.m[3][3] if wp == 1.0: return Point(xp, yp, zp) else: return Point(xp, yp, zp)/wp elif isinstance(elt, Vector): x = elt.x y = elt.y z = elt.z xp = self.m.m[0][0]*x + self.m.m[0][1]*y + self.m.m[0][2]*z yp = self.m.m[1][0]*x + self.m.m[1][1]*y + self.m.m[1][2]*z zp = self.m.m[2][0]*x + self.m.m[2][1]*y + self.m.m[2][2]*z return Vector(xp, yp, zp) elif isinstance(elt, Normal): x = elt.x y = elt.y z = elt.z return Normal(self.m_inv.m[0][0]*x + self.m_inv.m[1][0]*y + self.m_inv.m[2][0]*z, self.m_inv.m[0][1]*x + self.m_inv.m[1][1]*y + self.m_inv.m[2][1]*z, self.m_inv.m[0][2]*x + self.m_inv.m[1][2]*y + self.m_inv.m[2][2]*z) elif isinstance(elt, RayDifferential): ray = RayDifferential.from_ray_differential(elt) ray.o = self(ray.o) ray.d = self(ray.d) ray.rx_origin = self(ray.rx_origin) ray.ry_origin = self(ray.ry_origin) ray.rx_direction = self(ray.rx_direction) ray.ry_direction = self(ray.ry_direction) return ray elif isinstance(elt, Ray): ray = Ray.from_ray(elt) ray.o = self(ray.o) ray.d = self(ray.d) return ray elif isinstance(elt, BBox): ret = BBox(self(Point(elt.p_min.x, elt.p_min.y, elt.p_min.z))) ret = union(ret, self(Point(elt.p_max.x, elt.p_min.y, elt.p_min.z))) ret = union(ret, self(Point(elt.p_min.x, elt.p_max.y, elt.p_min.z))) ret = union(ret, self(Point(elt.p_min.x, elt.p_min.y, elt.p_max.z))) ret = union(ret, self(Point(elt.p_min.x, elt.p_max.y, elt.p_max.z))) ret = union(ret, self(Point(elt.p_max.x, elt.p_max.y, elt.p_min.z))) ret = union(ret, self(Point(elt.p_max.x, elt.p_min.y, elt.p_max.z))) ret = union(ret, self(Point(elt.p_max.x, elt.p_max.y, elt.p_max.z))) return ret
def __init__(self, primitives, refine_immediately): """Default constructor for GridAccel.""" # initialize self.primitives with primitives for grid if refine_immediately: self.primitives = [] for primitive in primitives: primitive.fully_refine(self.primitives) else: self.primitives = list(primitives) # compute bounds and choose grid resolution self.bounds = BBox() for primitive in self.primitives: self.bounds = union(self.bounds, primitive.world_bound()) delta = self.bounds.p_max - self.bounds.p_min # find voxels_per_unit_dist for grid max_axis = self.bounds.maximum_extent() inv_max_width = 1.0 / delta[max_axis] cube_root = 3.0 * pow(len(self.primitives), 1.0/3.0) voxels_per_unit_dist = cube_root * inv_max_width self.n_voxels = [] for axis in range(3): self.n_voxels.append(clamp( round_to_int(delta[axis] * voxels_per_unit_dist), 1, 64)) # compute voxel widths and allocate voxels self.width = Vector() self.inv_width = Vector() for axis in range(3): self.width[axis] = delta[axis] / self.n_voxels[axis] if self.width[axis] == 0.0: self.inv_width[axis] = 0.0 else: self.inv_width[axis] = 1.0 / self.width[axis] nv = self.n_voxels[0] * self.n_voxels[1] * self.n_voxels[2] # array of voxels, initialized at None self.voxels = [None] * nv # add primitives to grid voxels for primitive in self.primitives: # find voxel extent of primitive primitive_bound = primitive.world_bound() v_min = [] v_max = [] for axis in range(3): v_min.append(self._pos_to_voxel(primitive_bound.p_min, axis)) v_max.append(self._pos_to_voxel(primitive_bound.p_max, axis)) # add primitive to overlapping voxels for z in range(v_min[2], v_max[2]+1): for y in range(v_min[1], v_max[1]+1): for x in range(v_min[0], v_max[0]+1): index = self._offset(x, y, z) if self.voxels[index] is None: self.voxels[index] = Voxel(primitive) else: self.voxels[index].add_primitive(primitive) # create reader-writer mutex for grid self.rw_lock = DummyRWLock()
def test_bounding_box_5(self): bbox1 = BBox(Point(0, -2, 0), Point(1, -1, 1)) p1 = Point(-3, 3, 0.5) bbox2 = union(bbox1, p1) self.assertEqual(bbox2.p_min, Point(-3, -2, 0)) self.assertEqual(bbox2.p_max, Point(1, 3, 1))