Commit 27ba4ce9 authored by Lukas Werner's avatar Lukas Werner
Browse files

Removed marking bodies as invisible, added visibility logic for plane (from...

Removed marking bodies as invisible, added visibility logic for plane (from behind a plane is invisible)
parent 5bf4ed6c
Pipeline #6964 failed with stage
in 259 minutes and 22 seconds
......@@ -165,7 +165,7 @@ int main( int argc, char ** argv )
auto simulationDomain = forest->getDomain();
auto generationDomain = simulationDomain; // simulationDomain.getExtended(-real_c(0.5) * spacing);
//! [Planes]
PlaneID xPosPlane = createPlane(*globalBodyStorage, 0, Vec3(1,0,0), simulationDomain.minCorner(), material );
createPlane(*globalBodyStorage, 0, Vec3(1,0,0), simulationDomain.minCorner(), material );
createPlane(*globalBodyStorage, 0, Vec3(-1,0,0), simulationDomain.maxCorner(), material );
createPlane(*globalBodyStorage, 0, Vec3(0,1,0), simulationDomain.minCorner(), material );
createPlane(*globalBodyStorage, 0, Vec3(0,-1,0), simulationDomain.maxCorner(), material );
......@@ -173,8 +173,6 @@ int main( int argc, char ** argv )
createPlane(*globalBodyStorage, 0, Vec3(0,0,-1), simulationDomain.maxCorner(), material );
//! [Planes]
raytracer.setBodyInvisible(xPosPlane);
//! [Gas]
uint_t numParticles = uint_c(0);
for (auto blkIt = forest->begin(); blkIt != forest->end(); ++blkIt)
......
......@@ -168,6 +168,14 @@ void Raytracer::writeTBufferToFile(const std::map<Coordinates, real_t, Coordinat
ofs.close();
}
/*!\brief Checks if a plane should get rendered.
* \param plane Plane to check for visibility.
* \param ray Ray which is intersected with plane.
*/
bool Raytracer::isPlaneVisible(const PlaneID plane, const Ray& ray) const {
return plane->getNormal() * ray.getDirection() < 0;
}
}
}
}
......@@ -97,10 +97,6 @@ private:
bool tBufferOutputEnabled_; //!< Enable / disable dumping the tbuffer to a file
std::string tBufferOutputDirectory_; //!< Path to the tbuffer output directory
std::set<walberla::id_t> invisibleBodyIDs_; //!< The set for invisible body IDs.
// std::set is used here because for a small number of elements it is often faster than std::unordered_set
//@}
Vec3 n; // normal vector of viewing plane
......@@ -125,15 +121,12 @@ public:
inline const Vec3& getUpVector() const;
inline bool getTBufferOutputEnabled() const;
inline const std::string& getTBufferOutputDirectory() const;
inline bool isBodyInvisible(BodyID body) const;
//@}
/*!\name Set functions */
//@{
inline void setTBufferOutputEnabled(const bool enabled);
inline void setTBufferOutputDirectory(const std::string& path);
inline void setBodyInvisible(BodyID body);
inline void setBodyVisible(BodyID body);
//@}
/*!\name Functions */
......@@ -145,6 +138,7 @@ public:
private:
void writeTBufferToFile(const std::map<Coordinates, real_t, CoordinatesComparator>& tBuffer, const size_t timestep) const;
void writeTBufferToFile(const std::map<Coordinates, real_t, CoordinatesComparator>& tBuffer, const std::string& fileName) const;
bool isPlaneVisible(const PlaneID plane, const Ray& ray) const ;
//@}
};
......@@ -219,14 +213,6 @@ inline const std::string& Raytracer::getTBufferOutputDirectory() const {
return tBufferOutputDirectory_;
}
/*!\brief Returns if the specified body is invisible.
*
* \return True if body invisible, false otherwise.
*/
inline bool Raytracer::isBodyInvisible(BodyID body) const {
return invisibleBodyIDs_.find(body->getSystemID()) != invisibleBodyIDs_.end();
}
/*!\brief Enabled / disable outputting the tBuffer to a file in the specified directory.
* \param enabled Set to true / false to enable / disable tbuffer output.
*/
......@@ -245,21 +231,7 @@ inline void Raytracer::setTBufferOutputDirectory(const std::string& path) {
tBufferOutputDirectory_ = path;
}
/*!\brief Mark the specified body as invisible for the raytracing algorithm.
* \param body Body to set invisible.
*/
inline void Raytracer::setBodyInvisible(BodyID body) {
invisibleBodyIDs_.insert(body->getSystemID());
}
/*!\brief Mark the specified body as visible for the raytracing algorithm.
* \param body Body to set invisible.
*/
inline void Raytracer::setBodyVisible(BodyID body) {
invisibleBodyIDs_.erase(body->getSystemID());
}
/*!\brief Does one raytracing step.
*
* \param timestep The timestep after which the raytracing starts.
......@@ -296,8 +268,11 @@ void Raytracer::rayTrace(const size_t timestep) const {
}
#endif
for (auto bodyIt = LocalBodyIterator::begin(*blockIt, storageID_); bodyIt != LocalBodyIterator::end(); ++bodyIt) {
if (isBodyInvisible(*bodyIt)) {
continue;
if (bodyIt->getTypeID() == Plane::getStaticTypeID()) {
PlaneID plane = (Plane*)(*bodyIt);
if (!isPlaneVisible(plane, ray)) {
continue;
}
}
bool intersects = SingleCast<BodyTypeTuple, IntersectsFunctor, bool>::execute(*bodyIt, func);
......@@ -315,8 +290,11 @@ void Raytracer::rayTrace(const size_t timestep) const {
// optimization required, e.g. split up global bodies over all processes.
WALBERLA_ROOT_SECTION() {
for( auto bodyIt = globalBodyStorage_->begin(); bodyIt != globalBodyStorage_->end(); ++bodyIt ) {
if (isBodyInvisible(*bodyIt)) {
continue;
if (bodyIt->getTypeID() == Plane::getStaticTypeID()) {
PlaneID plane = (Plane*)(*bodyIt);
if (!isPlaneVisible(plane, ray)) {
continue;
}
}
bool intersects = SingleCast<BodyTypeTuple, IntersectsFunctor, bool>::execute(*bodyIt, func);
......
......@@ -146,37 +146,29 @@ void RaytracerTest() {
Vec3(-5,0,0), Vec3(-1,0,0), Vec3(0,0,1));
MaterialID iron = Material::find("iron");
Plane pl1(1, 1, Vec3(2, 0, 0), Vec3(1, 0, 0), real_t(1.0), iron);
PlaneID xNegPlane = createPlane(*globalBodyStorage, 0, Vec3(-1,0,0), Vec3(5,0,0), iron);
//PlaneID xNegPlane = createPlane(*globalBodyStorage, 0, Vec3(-1,0,0), Vec3(5,0,0), iron);
// xNegPlane obstructs only the top left sphere and intersects some objects
WALBERLA_CHECK(xNegPlane != NULL);
WALBERLA_CHECK(!raytracer.isBodyInvisible(xNegPlane), "Body invisible but should be visible.");
raytracer.setBodyInvisible(xNegPlane);
WALBERLA_CHECK(raytracer.isBodyInvisible(xNegPlane), "Body visible but should be invisible.");
raytracer.setBodyVisible(xNegPlane);
WALBERLA_CHECK(!raytracer.isBodyInvisible(xNegPlane), "Body invisible but should be visible.");
raytracer.setBodyInvisible(xNegPlane);
PlaneID xNegPlaneClose = createPlane(*globalBodyStorage, 0, Vec3(-1,0,0), Vec3(1,0,0), iron);
raytracer.setBodyInvisible(xNegPlaneClose); // xNegPlaneClose would obstruct all objects
createPlane(*globalBodyStorage, 0, Vec3(0,1,0), Vec3(0,5,0), iron); // left wall
//PlaneID xNegPlaneClose = createPlane(*globalBodyStorage, 0, Vec3(-1,0,0), Vec3(1,0,0), iron);
// Test Scene v1 - Spheres, (rotated) boxes, confining walls, tilted plane in right bottom back corner
createPlane(*globalBodyStorage, 0, Vec3(0,-1,0), Vec3(0,5,0), iron); // left wall
createPlane(*globalBodyStorage, 0, Vec3(0,1,0), Vec3(0,-5,0), iron); // right wall
createPlane(*globalBodyStorage, 0, Vec3(0,0,1), Vec3(0,0,-5), iron); // floor
createPlane(*globalBodyStorage, 0, Vec3(0,0,1), Vec3(0,0,5), iron); // ceiling
createPlane(*globalBodyStorage, 0, Vec3(1,0,0), Vec3(10,0,0), iron); // back wall
PlaneID frontWall = createPlane(*globalBodyStorage, 0, Vec3(1,0,0), Vec3(0,0,0), iron); // front wall
raytracer.setBodyInvisible(frontWall);
createPlane(*globalBodyStorage, 0, Vec3(0,0,-1), Vec3(0,0,5), iron); // ceiling
createPlane(*globalBodyStorage, 0, Vec3(-1,0,0), Vec3(10,0,0), iron); // back wall
createPlane(*globalBodyStorage, 0, Vec3(1,0,0), Vec3(0,0,0), iron); // front wall, should not get rendered
createPlane(*globalBodyStorage, 0, Vec3(-1,1,1), Vec3(8,-3,-3), iron); // tilted plane in right bottom back corner
createSphere(*globalBodyStorage, *forest, storageID, 2, Vec3(6,4.5,4.5), real_t(0.5));
createSphere(*globalBodyStorage, *forest, storageID, 3, Vec3(3.5,-2,0), real_t(1));
SphereID sp1 = createSphere(*globalBodyStorage, *forest, storageID, 6, Vec3(3,2,0), real_t(1));
BoxID box = createBox(*globalBodyStorage, *forest, storageID, 7, Vec3(5,0,0), Vec3(2,4,3));
createSphere(*globalBodyStorage, *forest, storageID, 3, Vec3(4,0.5,0), real_t(1));
createSphere(*globalBodyStorage, *forest, storageID, 6, Vec3(3,3.5,0), real_t(1));
BoxID box = createBox(*globalBodyStorage, *forest, storageID, 7, Vec3(5,1.5,0), Vec3(2,4,3));
box->rotate(0,math::M_PI/4,math::M_PI/4);
createBox(*globalBodyStorage, *forest, storageID, 7, Vec3(5,-4,3), Vec3(2,2,2));
raytracer.setBodyInvisible(sp1);
createBox(*globalBodyStorage, *forest, storageID, 8, Vec3(5,-4,3), Vec3(2,2,2));
// Test scene v1 end
raytracer.setTBufferOutputDirectory("/Users/ng/Desktop/walberla");
raytracer.setTBufferOutputEnabled(true);
......@@ -191,10 +183,10 @@ int main( int argc, char** argv )
SetBodyTypeIDs<BodyTuple>::execute();
SphereIntersectsTest();
PlaneIntersectsTest();
BoxIntersectsTest();
AABBIntersectsTest();
//SphereIntersectsTest();
//PlaneIntersectsTest();
//BoxIntersectsTest();
//AABBIntersectsTest();
RaytracerTest();
return EXIT_SUCCESS;
......
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