forked from taichi-dev/taichi
/
renderer_utils.py
179 lines (145 loc) · 3.95 KB
/
renderer_utils.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
import taichi as ti
import numpy as np
import math
eps = 1e-4
inf = 1e10
@ti.func
def out_dir(n):
u = ti.Vector([1.0, 0.0, 0.0])
if ti.abs(n[1]) < 1 - 1e-3:
u = ti.Matrix.normalized(ti.Matrix.cross(n, ti.Vector([0.0, 1.0, 0.0])))
v = ti.Matrix.cross(n, u)
phi = 2 * math.pi * ti.random(ti.f32)
r = ti.random(ti.f32)
ay = ti.sqrt(r)
ax = ti.sqrt(1 - r)
return ax * (ti.cos(phi) * u + ti.sin(phi) * v) + ay * n
@ti.func
def ray_aabb_intersection(box_min, box_max, o, d):
intersect = 1
near_int = -inf
far_int = inf
for i in ti.static(range(3)):
if d[i] == 0:
if o[i] < box_min[i] or o[i] > box_max[i]:
intersect = 0
else:
i1 = (box_min[i] - o[i]) / d[i]
i2 = (box_max[i] - o[i]) / d[i]
new_far_int = ti.max(i1, i2)
new_near_int = ti.min(i1, i2)
far_int = ti.min(new_far_int, far_int)
near_int = ti.max(new_near_int, near_int)
if near_int > far_int:
intersect = 0
return intersect, near_int, far_int
# (T + x d)(T + x d) = r * r
# T*T + 2Td x + x^2 = r * r
# x^2 + 2Td x + (T * T - r * r) = 0
refine = True
@ti.func
def intersect_sphere(pos, d, center, radius):
T = pos - center
A = 1.0
B = 2.0 * T.dot(d)
C = T.dot(T) - radius * radius
delta = B * B - 4.0 * A * C
dist = inf
hit_pos = ti.Vector([0.0, 0.0, 0.0])
if delta > -1e-4:
delta = ti.max(delta, 0)
sdelta = ti.sqrt(delta)
ratio = 0.5 / A
ret1 = ratio * (-B - sdelta)
dist = ret1
if ti.static(refine):
if dist < inf:
# refinement
old_dist = dist
new_pos = pos + d * dist
T = new_pos - center
A = 1.0
B = 2.0 * T.dot(d)
C = T.dot(T) - radius * radius
delta = B * B - 4 * A * C
if delta > 0:
sdelta = ti.sqrt(delta)
ratio = 0.5 / A
ret1 = ratio * (-B - sdelta) + old_dist
if ret1 > 0:
dist = ret1
hit_pos = new_pos + ratio * (-B - sdelta) * d
else:
pass
#ret2 = ratio * (-B + sdelta) + old_dist
#if ret2 > 0:
# dist = ret2
# hit_pos = new_pos + ratio * (-B + sdelta) * d
else:
dist = inf
return dist, hit_pos
@ti.func
def point_aabb_distance2(box_min, box_max, o):
p = ti.Vector([0.0, 0.0, 0.0])
for i in ti.static(range(3)):
p[i] = ti.max(ti.min(o[i], box_max[i]), box_min[i])
return ti.Matrix.norm_sqr(p - o)
@ti.func
def sphere_aabb_intersect(box_min, box_max, o, radius):
return point_aabb_distance2(box_min, box_max, o) < radius * radius
@ti.func
def sphere_aabb_intersect_motion(box_min, box_max, o1, o2, radius):
lo = 0.0
hi = 1.0
while lo + 1e-5 < hi:
m1 = 2 * lo / 3 + hi / 3
m2 = lo / 3 + 2 * hi / 3
d1 = point_aabb_distance2(box_min, box_max, (1 - m1) * o1 + m1 * o2)
d2 = point_aabb_distance2(box_min, box_max, (1 - m2) * o1 + m2 * o2)
if d2 > d1:
hi = m2
else:
lo = m1
return point_aabb_distance2(box_min, box_max,
(1 - lo) * o1 + lo * o2) < radius * radius
@ti.func
def inside(p, c, r):
return (p - c).norm_sqr() <= r * r
@ti.func
def inside_left(p, c, r):
return inside(p, c, r) and p[0] < c[0]
@ti.func
def inside_right(p, c, r):
return inside(p, c, r) and p[0] > c[0]
def Vector2(x, y):
return ti.Vector([x, y])
@ti.func
def inside_taichi(p_):
p = p_
ret = -1
if not inside(p, Vector2(0.50, 0.50), 0.52):
if ret == -1:
ret = 0
if not inside(p, Vector2(0.50, 0.50), 0.495):
if ret == -1:
ret = 1
p = Vector2(0.5, 0.5) + (p - Vector2(0.5, 0.5))
if inside(p, Vector2(0.50, 0.25), 0.08):
if ret == -1:
ret = 1
if inside(p, Vector2(0.50, 0.75), 0.08):
if ret == -1:
ret = 0
if inside(p, Vector2(0.50, 0.25), 0.25):
if ret == -1:
ret = 0
if inside(p, Vector2(0.50, 0.75), 0.25):
if ret == -1:
ret = 1
if p[0] < 0.5:
if ret == -1:
ret = 1
else:
if ret == -1:
ret = 0
return ret