Exemplo n.º 1
0
 def calculate_bbox(self):
     p0 = Vector3(9999999.0, 9999999.0, 9999999.0)
     p1 = Vector3(-9999999.0, -9999999.0, -9999999.0)
     self.bounding_box = renmas.shapes.BBox(p0, p1, None) 
     for i in range(self.ntriangles()):
         v0, v1, v2 = self.triangles.get_vertices(i)
         extend_bbox(self.vertex_buffer, v0, v1, v2, self.bounding_box)
Exemplo n.º 2
0
def create_triangle():
    p0 = Vector3(1.1, 0.0, 0.0)    
    p1 = Vector3(4.0, 0.5, 0.2)
    p2 = Vector3(2.5, 4.3, 0.4)
    
    tr = Triangle(p0, p1, p2, 3)
    return tr
Exemplo n.º 3
0
def intersect_sphere(runtime, ds):
    sphere = Sphere(Vector3(0.0, 0.0, 0.0), 1.5, 2)
    direction = Vector3(-7.0, -7.0, -6.0)
    direction.normalize()
    ray = Ray(Vector3(8.0, 7.0, 6.0), direction)
    ds["sph.origin"] = v4(sphere.origin)
    ds["sph.radius"] = sphere.radius
    ds["sph.mat_index"] = sphere.material

    ds["r1.origin"] = v4(ray.origin)
    ds["r1.dir"] = v4(ray.dir)

    hp = sphere.intersect(ray, 999999.0)

    runtime.run("test")
    if hp is not False:
        print(hp.t, ds["t"], ds["hit"])
        print("Python =", hp.t, "Asm = ", ds["hp.t"])
        print("Python =", hp.hit_point)
        print("Asm =", ds["hp.hit"])
        print("Python =", hp.normal)
        print("Asm =", ds["hp.normal"])
        print("Python = ", hp.material, " ASM = ", ds["hp.mat_index"])

        #print(ds["a"], ds["b"], ds["disc"], ds["temp"])
    else:
        print(hp, ds["hit"])
Exemplo n.º 4
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def create_triangle():
    p0 = Vector3(0.1, 0.0, -2.0)
    p1 = Vector3(4.0, 0.5, 0.2)
    p2 = Vector3(2.2, 4.3, -1.0)

    tr = Triangle(p0, p1, p2, 3)
    return tr
Exemplo n.º 5
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 def __init__(self, material):
     self.triangles = None
     self.vertex_buffer = None
     self.material = material #default material 
     p0 = Vector3(9999999.0, 9999999.0, 9999999.0)
     p1 = Vector3(-9999999.0, -9999999.0, -9999999.0)
     import renmas.shapes
     self.bounding_box = renmas.shapes.BBox(p0, p1, None) 
     self.grid = None
     self.ptr_isect = None
Exemplo n.º 6
0
def create_ray():
    origin = Vector3(0.0, 0.0, 0.0)
    dirx = 0.985906665972
    diry = 0.165777376892
    dirz = 0.0224923832256

    #direction = Vector3(8.8, 8.9, 8.7)
    direction = Vector3(dirx, diry, dirz)
    #direction.normalize()
    ray = Ray(origin, direction)
    return ray
Exemplo n.º 7
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 def get_triangle(self, idx):
     v0, v1, v2 = self.triangles.get_vertices(idx)
     vb = self.vertex_buffer
     p0 = vb.get_position(v0)
     p1 = vb.get_position(v1)
     p2 = vb.get_position(v2)
     ver0 = Vector3(p0[0], p0[1], p0[2])
     ver1 = Vector3(p1[0], p1[1], p1[2])
     ver2 = Vector3(p2[0], p2[1], p2[2])
     tri = renmas.shapes.Triangle(ver0, ver1, ver2, self.triangles.get_material(idx)) 
     return tri
Exemplo n.º 8
0
def generate_ray():
    x = 7.0
    y = 6.0
    z = 5.5

    dir_x = 10.0
    dir_y = 10.0
    dir_z = 10.0

    origin = Vector3(x, y, z)
    direction = Vector3(dir_x, dir_y, dir_z)
    direction.normalize()
    ray = Ray(origin, direction)
    return ray
Exemplo n.º 9
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def generate_ray():
    x = random.random() * 10.0
    y = random.random() * 10.0
    z = random.random() * 10.0

    dir_x = random.random() * 10.0 - 5.0
    dir_y = random.random() * 10.0 - 5.0
    dir_z = random.random() * 10.0 - 5.0

    origin = Vector3(x, y, z)
    direction = Vector3(dir_x, dir_y, dir_z)
    direction.normalize()
    ray = Ray(origin, direction)
    return ray
Exemplo n.º 10
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 def lst_triangles(self):
     lst = []
     for i in range(self.ntriangles()):
         v0, v1, v2 = self.triangles.get_vertices(i)
         vb = self.vertex_buffer
         p0 = vb.get_position(v0)
         p1 = vb.get_position(v1)
         p2 = vb.get_position(v2)
         ver0 = Vector3(p0[0], p0[1], p0[2])
         ver1 = Vector3(p1[0], p1[1], p1[2])
         ver2 = Vector3(p2[0], p2[1], p2[2])
         tri = renmas.shapes.Triangle(ver0, ver1, ver2, self.triangles.get_material(i)) 
         lst.append(tri)
     return lst
Exemplo n.º 11
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    def bbox(self):

        epsilon = 0.001
        p0X = self.origin.x - self.radius - epsilon
        p0Y = self.origin.y - self.radius - epsilon
        p0Z = self.origin.z - self.radius - epsilon

        p1X = self.origin.x + self.radius + epsilon
        p1Y = self.origin.y + self.radius + epsilon
        p1Z = self.origin.z + self.radius + epsilon

        p0 = Vector3(p0X, p0Y, p0Z)
        p1 = Vector3(p1X, p1Y, p1Z)

        return BBox(p0, p1, None)
Exemplo n.º 12
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def generate_plane():
    x = random.random() * 10.0
    y = random.random() * 10.0
    z = random.random() * 10.0

    dir_x = random.random() * 10.0 - 5.0
    dir_y = random.random() * 10.0 - 5.0
    dir_z = random.random() * 10.0 - 5.0

    point = Vector3(x, y, z)
    normal = Vector3(dir_x, dir_y, dir_z)
    normal.normalize()

    plane = Plane(point, normal, 3)
    return plane
Exemplo n.º 13
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def generate_sphere():
    x = random.random() * 10.0 - 5.0
    y = random.random() * 10.0 - 5.0
    z = random.random() * 10.0 - 5.0
    radius = random.random() * 10.0

    sphere = Sphere(Vector3(x, y, z), radius, 2)
    return sphere
Exemplo n.º 14
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    def bbox_tri(self, idx):
        v0, v1, v2 = self.triangles.get_vertices(idx)

        vb = self.vertex_buffer
        p0 = vb.get_position(v0)
        p1 = vb.get_position(v1)
        p2 = vb.get_position(v2)

        epsilon = 0.0001
        minx = min(min(p0[0], p1[0]), p2[0]) - epsilon
        maxx = max(max(p0[0], p1[0]), p2[0]) + epsilon
        miny = min(min(p0[1], p1[1]), p2[1]) - epsilon
        maxy = max(max(p0[1], p1[1]), p2[1]) + epsilon
        minz = min(min(p0[2], p1[2]), p2[2]) - epsilon
        maxz = max(max(p0[2], p1[2]), p2[2]) + epsilon

        p0 = Vector3(minx, miny, minz)
        p1 = Vector3(maxx, maxy, maxz)
        return renmas.shapes.BBox(p0, p1, 99999) #material undefined #TODO fix BBox  implement Box
Exemplo n.º 15
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def random_sphere():
    x = 0.0
    y = 0.0
    z = 0.0
    radius = 3.0

    v1 = Vector3(x, y, z)
    sphere = Sphere(v1, radius, 99999)

    return sphere
Exemplo n.º 16
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 def get_normal(self, face):
     if face == 0: return Vector3(-1.0, 0.0, 0.0)
     elif face == 1: return Vector3(0.0, -1.0, 0.0)
     elif face == 2: return Vector3(0.0, 0.0, -1.0)
     elif face == 3: return Vector3(1.0, 0.0, 0.0)
     elif face == 4: return Vector3(0.0, 1.0, 0.0)
     elif face == 5: return Vector3(0.0, 0.0, 1.0)
Exemplo n.º 17
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def create_triangle_array(n):
    lst_arr = []

    dy = util.DynamicArray(Triangle.struct())
    for x in range(n):
        p0 = Vector3(random.random() * 10.0 - 5.0,
                     random.random() * 10 - 5.0,
                     random.random() * 10 - 5.0)
        p1 = Vector3(random.random() * 10.0 - 5.0,
                     random.random() * 10 - 5.0,
                     random.random() * 10 - 5.0)
        p2 = Vector3(random.random() * 10.0 - 5.0,
                     random.random() * 10 - 5.0,
                     random.random() * 10 - 5.0)

        tr = Triangle(p0, p1, p2, 4)
        lst_arr.append(tr)

    dy = util.DynamicArray(Triangle.struct(), len(lst_arr))
    for sh in lst_arr:
        dy.add_instance(sh.attributes())

    return dy, lst_arr
Exemplo n.º 18
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    def setup(self, mesh):
        self.mesh = mesh

        p0 = Vector3(9999999.0, 9999999.0, 9999999.0)
        p1 = Vector3(-9999999.0, -9999999.0, -9999999.0)
        bb_min = BBox(p0, p1, None)

        ntriangles = mesh.ntriangles()  #get number of triangles
        self.bbox = mesh.bbox()  #get bounding box around mesh
        bb_min = self.bbox

        num_shapes = ntriangles
        wx = bb_min.x1 - bb_min.x0
        wy = bb_min.y1 - bb_min.y0
        wz = bb_min.z1 - bb_min.z0
        multiplier = 1.3  # about 8 times more cells than objects ako stavimo faktor 2 TODO test this!

        s = math.pow(wx * wy * wz / float(num_shapes), 0.333333)
        nx = int(multiplier * wx / s + 1)
        ny = int(multiplier * wy / s + 1)
        nz = int(multiplier * wz / s + 1)
        self.nx = nx
        self.ny = ny
        self.nz = nz

        num_cells = int(nx * ny * nz)
        print("wx=", wx, " wy=", wy, " wz=", wz)
        print("nx=", nx, " ny=", ny, " nz=", nz)

        # every cell have referencs to objects that are in that cell
        self.cells = []  # we need to initialize empty lists
        for c in range(num_cells):
            self.cells.append([])

        max_len = 0
        num_arrays = 0
        num_objects = 0

        for idx_triangle in range(ntriangles):
            bbox = mesh.bbox_tri(idx_triangle)

            ixmin = int(
                clamp((bbox.x0 - bb_min.x0) * nx / (bb_min.x1 - bb_min.x0), 0,
                      nx - 1))
            iymin = int(
                clamp((bbox.y0 - bb_min.y0) * ny / (bb_min.y1 - bb_min.y0), 0,
                      ny - 1))
            izmin = int(
                clamp((bbox.z0 - bb_min.z0) * nz / (bb_min.z1 - bb_min.z0), 0,
                      nz - 1))
            ixmax = int(
                clamp((bbox.x1 - bb_min.x0) * nx / (bb_min.x1 - bb_min.x0), 0,
                      nx - 1))
            iymax = int(
                clamp((bbox.y1 - bb_min.y0) * ny / (bb_min.y1 - bb_min.y0), 0,
                      ny - 1))
            izmax = int(
                clamp((bbox.z1 - bb_min.z0) * nz / (bb_min.z1 - bb_min.z0), 0,
                      nz - 1))
            #print("x = ", ixmin, ixmax)
            #print("y = ", iymin, iymax)
            #print("z = ", izmin, izmax)

            for k in range(izmin, izmax + 1):
                for j in range(iymin, iymax + 1):
                    for i in range(ixmin, ixmax + 1):
                        idx = i + nx * j + nx * ny * k
                        self.cells[idx].append(idx_triangle)

                        duzina = len(self.cells[idx])
                        num_objects += 1
                        if duzina == 1: num_arrays += 1
                        if duzina > max_len: max_len = duzina

        nx_1 = float(self.nx - 1)
        ny_1 = float(self.ny - 1)
        nz_1 = float(self.nz - 1)
        self.n_1 = Vector3(nx_1, ny_1, nz_1)

        ovx = 1.0 / self.nx
        ovy = 1.0 / self.ny
        ovz = 1.0 / self.nz
        self.one_overn = Vector3(ovx, ovy, ovz)

        nboxx = float(self.nx / (self.bbox.x1 - self.bbox.x0))
        nboxy = float(self.ny / (self.bbox.y1 - self.bbox.y0))
        nboxz = float(self.nz / (self.bbox.z1 - self.bbox.z0))
        self.nbox_width = Vector3(nboxx, nboxy, nboxz)

        # we must alocate memory 3d grid and arrays
        self.asm_cells = x86.MemData(num_cells * 4)
        self.lin_array = x86.MemData(
            num_arrays * 4 + num_objects * 4 +
            4)  #we start of index[1] that why extra four bytes
        x86.SetUInt32(self.lin_array.ptr(), 0, 0)
        offset = 4  # offset is in bytes

        for k in range(nz):
            for j in range(ny):
                for i in range(nx):
                    idx = i + nx * j + nx * ny * k
                    cell = self.cells[idx]
                    if len(cell) == 0:
                        adr = self.asm_cells.ptr()
                        adr = adr + idx * 4
                        x86.SetUInt32(adr, 0, 0)
                    else:
                        adr = self.asm_cells.ptr()
                        adr = adr + idx * 4
                        x86.SetUInt32(adr, offset, 0)

                        adr = self.lin_array.ptr()
                        adr += offset
                        num = len(cell)
                        x86.SetUInt32(adr, num, 0)
                        offset += 4

                        x86.SetUInt32(adr + 4, tuple(cell), 0)
                        offset = offset + len(cell) * 4

        print("Najduzi niz je", duzina)
        return None
Exemplo n.º 19
0
def create_ray():
    origin = Vector3(0.0, 0.0, 0.0) 
    direction = Vector3(8.8, 8.9, 8.7)
    direction.normalize()
    ray = Ray(origin, direction)
    return ray
Exemplo n.º 20
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    def ray_tri(self, ray, idx, min_dist = 999999.0):
        v0, v1, v2 = self.triangles.get_vertices(idx)
        vb = self.vertex_buffer
        p0 = vb.get_position(v0)
        p1 = vb.get_position(v1)
        p2 = vb.get_position(v2)

        a = p0[0] - p1[0]
        b = p0[0] - p2[0] 
        c = ray.dir.x
        d = p0[0] - ray.origin.x
        e = p0[1] - p1[1]
        f = p0[1] - p2[1]
        g = ray.dir.y
        h = p0[1] - ray.origin.y
        i = p0[2] - p1[2] 
        j = p0[2] - p2[2]
        k = ray.dir.z
        l = p0[2] - ray.origin.z

        m = f * k - g * j
        n = h * k - g * l
        p = f * l - h * j
        q = g * i - e * k
        s = e * j - f * i

        temp3 =  (a * m + b * q + c * s)
        if temp3 == 0.0: return False
        inv_denom = 1.0 / temp3

        e1 = d * m - b * n - c * p
        beta = e1 * inv_denom

        if beta < 0.0: return False

        r = e * l - h * i
        e2 = a * n + d * q + c * r
        gamma = e2 * inv_denom

        if gamma < 0.0: return False

        if beta + gamma > 1.0: return False

        e3 = a * p - b * r + d * s
        t = e3 * inv_denom

        if t < 0.00001: return False # self-intersection

        hit_point = ray.origin + ray.dir * t

        #temp = self.triangles.get_normal(idx)
        #normal = Vector3(temp[0], temp[1], temp[2])

        temp1 = vb.get_normal(v0)
        temp2 = vb.get_normal(v1)
        temp3 = vb.get_normal(v2)
        normal1 = Vector3(temp1[0], temp1[1], temp1[2])
        normal2 = Vector3(temp2[0], temp2[1], temp2[2])
        normal3 = Vector3(temp3[0], temp3[1], temp3[2])
        normal = normal1 * (1.0-beta-gamma) + normal2*beta + normal3*gamma
        normal.normalize()

        return renmas.shapes.HitPoint(t, hit_point, normal, self.triangles.get_material(idx), ray)
Exemplo n.º 21
0
    def setup(self, shapes, ren=None):

        p0 = Vector3(9999999.0, 9999999.0, 9999999.0)
        p1 = Vector3(-9999999.0, -9999999.0, -9999999.0)
        bb_min = BBox(p0, p1, None)

        for shape in shapes:
            bbox = shape.bbox()

            if bbox.x0 < bb_min.x0: bb_min.x0 = bbox.x0
            if bbox.y0 < bb_min.y0: bb_min.y0 = bbox.y0
            if bbox.z0 < bb_min.z0: bb_min.z0 = bbox.z0

            if bbox.x1 > bb_min.x1: bb_min.x1 = bbox.x1
            if bbox.y1 > bb_min.y1: bb_min.y1 = bbox.y1
            if bbox.z1 > bb_min.z1: bb_min.z1 = bbox.z1

        self.bbox = bb_min

        num_shapes = len(shapes)  #FIXME when we incoorporate mesh
        wx = bb_min.x1 - bb_min.x0
        wy = bb_min.y1 - bb_min.y0
        wz = bb_min.z1 - bb_min.z0
        multiplier = 1.3  # about 8 times more cells than objects TODO test this!

        s = math.pow(wx * wy * wz / float(num_shapes), 0.333333)
        nx = int(multiplier * wx / s + 1)
        ny = int(multiplier * wy / s + 1)
        nz = int(multiplier * wz / s + 1)
        self.nx = nx
        self.ny = ny
        self.nz = nz

        num_cells = int(nx * ny * nz)
        print("wx=", wx, " wy=", wy, " wz=", wz)
        print("nx=", nx, " ny=", ny, " nz=", nz)

        # every cell have referencs to objects that are in that cell
        self.cells = []  # we need to initialize list
        for c in range(num_cells):
            self.cells.append([])

        max_len = 0
        num_arrays = 0
        num_objects = 0

        for shape in shapes:
            bbox = shape.bbox()

            ixmin = int(
                clamp((bbox.x0 - bb_min.x0) * nx / (bb_min.x1 - bb_min.x0), 0,
                      nx - 1))
            iymin = int(
                clamp((bbox.y0 - bb_min.y0) * ny / (bb_min.y1 - bb_min.y0), 0,
                      ny - 1))
            izmin = int(
                clamp((bbox.z0 - bb_min.z0) * nz / (bb_min.z1 - bb_min.z0), 0,
                      nz - 1))
            ixmax = int(
                clamp((bbox.x1 - bb_min.x0) * nx / (bb_min.x1 - bb_min.x0), 0,
                      nx - 1))
            iymax = int(
                clamp((bbox.y1 - bb_min.y0) * ny / (bb_min.y1 - bb_min.y0), 0,
                      ny - 1))
            izmax = int(
                clamp((bbox.z1 - bb_min.z0) * nz / (bb_min.z1 - bb_min.z0), 0,
                      nz - 1))
            #print("x = ", ixmin, ixmax)
            #print("y = ", iymin, iymax)
            #print("z = ", izmin, izmax)

            for k in range(izmin, izmax + 1):
                for j in range(iymin, iymax + 1):
                    for i in range(ixmin, ixmax + 1):
                        idx = i + nx * j + nx * ny * k
                        self.cells[idx].append(shape)

                        duzina = len(self.cells[idx])
                        num_objects += 1
                        if duzina == 1: num_arrays += 1
                        if duzina > max_len: max_len = duzina

        nx_1 = float(self.nx - 1)
        ny_1 = float(self.ny - 1)
        nz_1 = float(self.nz - 1)
        self.n_1 = Vector3(nx_1, ny_1, nz_1)

        ovx = 1.0 / self.nx
        ovy = 1.0 / self.ny
        ovz = 1.0 / self.nz
        self.one_overn = Vector3(ovx, ovy, ovz)

        nboxx = float(self.nx / (self.bbox.x1 - self.bbox.x0))
        nboxy = float(self.ny / (self.bbox.y1 - self.bbox.y0))
        nboxz = float(self.nz / (self.bbox.z1 - self.bbox.z0))
        self.nbox_width = Vector3(nboxx, nboxy, nboxz)

        # we must alocate memory 3d grid and arrays
        self.asm_cells = x86.MemData(num_cells * 4)
        self.lin_array = x86.MemData(
            num_arrays * 4 + num_objects * 8 +
            4)  #we start of index[1] that why extra four bytes
        x86.SetUInt32(self.lin_array.ptr(), 0, 0)
        offset = 4  # offset is in bytes

        self.runtime = runtime = Runtime()

        for k in range(nz):
            for j in range(ny):
                for i in range(nx):
                    idx = i + nx * j + nx * ny * k
                    cell = self.cells[idx]
                    if len(cell) == 0:
                        adr = self.asm_cells.ptr()
                        adr = adr + idx * 4
                        x86.SetUInt32(adr, 0, 0)
                    else:
                        adr = self.asm_cells.ptr()
                        adr = adr + idx * 4
                        x86.SetUInt32(adr, offset, 0)

                        adr = self.lin_array.ptr()
                        adr += offset
                        num = len(cell)
                        x86.SetUInt32(adr, num, 0)
                        offset += 4

                        if ren is None:
                            lst_address = renmas.interface.objfunc_array(
                                cell, runtime)
                        else:
                            lst_address = self.objfunc_array(
                                cell, runtime, ren)
                        n = len(lst_address)
                        x86.SetUInt32(adr + 4, lst_address, 0)
                        offset = offset + n * 4

        #br = x86.GetUInt32(self.lin_array.ptr(), 0, 30)
        #print("br", br)
        #for k in range(nz):
        #    for j in range(ny):
        #        for i in range(nx):
        #            idx = i + nx * j + nx * ny * k
        #            adr = self.asm_cells.ptr()
        #            adr = adr + idx * 4
        #            br = x86.GetUInt32(adr, 0, 0)
        #            print(k, j, i, idx, br)

        print("duzina", max_len)
        print("num objects =", num_objects, " num arrays", num_arrays)
        return None