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Copy pathTriangle.cpp
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224 lines (204 loc) · 4.63 KB
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#include <math.h>
#include "precomp.h"
#include "Triangle.h"
// Defult Constructor, gives a triangle on X-Z plane, Normal +Y
Triangle::Triangle()
: GeoPrimitive(),
v0(0, 0, 0),
v1(0, 0, 1),
v2(1, 0, 0),
n (0, 1, 0)
{
}
// Construct from three Point3D
Triangle::Triangle( const Point3D& p0,
const Point3D& p1,
const Point3D& p2 )
: GeoPrimitive(),
v0(p0),
v1(p1),
v2(p2)
{
compute_normal();
}
// Copy Constructor
Triangle::Triangle(const Triangle& triangle)
: GeoPrimitive(),
v0(triangle.v0),
v1(triangle.v1),
v2(triangle.v2),
n (triangle.n)
{
}
// Destructor
Triangle::~Triangle()
{
}
// Assignment operator
Triangle& Triangle::operator= (const Triangle& triangle)
{
if (this == &triangle)
return *this;
v0 = triangle.v0;
v1 = triangle.v1;
v2 = triangle.v2;
n = triangle.n;
return *this;
}
// Normal computer
void Triangle::compute_normal()
{
// Get the normal using cross product
n = (v1 - v0) ^ (v2 - v0);
// Then normalize it
n.normalize();
}
// Color setter
void Triangle::set_color(const RGBColor& colorInput)
{
color = colorInput;
}
// Color getter
RGBColor Triangle::get_color()
{
return color;
}
// Get Bounding Box
AABB Triangle::get_AABB() const
{
float delta = 0.0000001;
return AABB( min(min(v0.x, v1.x), v2.x) - delta,
min(min(v0.y, v1.y), v2.y) - delta,
min(min(v0.z, v1.z), v2.z) - delta,
max(max(v0.x, v1.x), v2.x) + delta,
max(max(v0.y, v1.y), v2.y) + delta,
max(max(v0.z, v1.z), v2.z) + delta );
}
// Get Triangle Area
float Triangle::get_area() const
{
Vector3D Va = v1 - v0, Vb = v2 - v0, Vc = v2 - v1;
float a = Va.length(), b = Vb.length(), c = Vc.length();
float s = (a + b + c) * 0.5f;
return sqrtf(s*(s - a)*(s - b)* (s - c));
}
// Generate a random Point3D on surface
Point3D Triangle::rand_pnt(const Point3D& p3d)
{
float x, y;
do
{
x = drand48();
y = drand48();
} while (x + y > 1.0f);
return this->get_uv(Point2D(x, y));
}
// Return a Point3D corresponding to the Point2D Barycentric coordinates
Point3D Triangle::get_uv(const Point2D& p2d)
{
// If the input p2d is not a valid (u, v), return (0,0,0) //<--- Or neg-INF?
if (p2d.x < 0 || p2d.y < 0 || p2d.x + p2d.y > 1)
return Point3D(0.0);
return Point3D((1.0f - p2d.x - p2d.y) * v0 + p2d.x * v1 + p2d.y * v2);
}
// Ray-Triangle hit function
bool Triangle::hit(Ray& ray) const
{
ray.counter++;
float a = v0.x - v1.x, b = v0.x - v2.x, c = ray.d.x, d = v0.x - ray.o.x;
float e = v0.y - v1.y, f = v0.y - v2.y, g = ray.d.y, h = v0.y - ray.o.y;
float i = v0.z - v1.z, j = v0.z - v2.z, k = ray.d.z, l = v0.z - ray.o.z;
float m = f * k - g * j, n = h * k - g * l, p = f * l - h * j;
float q = g * i - e * k, s = e * j - f * i;
float inv_denom = 1.0f / (a * m + b * q + c * s);
float e1 = d * m - b * n - c * p;
float beta = e1 * inv_denom;
if (beta < 0.0f)
return false;
float r = r = e * l - h * i;
float e2 = a * n + d * q + c * r;
float gamma = e2 * inv_denom;
if (gamma < 0.0f)
return false;
if (beta + gamma > 1.0f)
return false;
float e3 = a * p - b * r + d * s;
float t_ = e3 * inv_denom;
if (t_ > EPSILON && t_ < ray.t)
{
ray.t = t_;
return true;
}
return false;
}
// Ray-Triangle hit function, with RGBColor
bool Triangle::hit(Ray& ray, RGBColor& colorOutput) const
{
if (this->hit(ray))
{
colorOutput = this->color;
return true;
}
return false;
}
// Ray-Triangle hit function, with HitPoint
bool Triangle::hit(Ray& ray, HitPoint& hitPoint) const
{
bool hit = this->hit(ray);
hitPoint.ray_counter = ray.counter;
if (hit)
{
hitPoint.ray_counter++;
hitPoint.hit = true;
hitPoint.color = this->color;
hitPoint.point = ray.o + ray.t * ray.d;
hitPoint.ray_t = ray.t;
hitPoint.normal = this->n;
hitPoint.material = this->material;
return hit;
}
return hit;
}
// Ray-Triangle hit function, Moller method
bool Triangle::hit_moller(Ray& ray) const
{
/// This implementation is based on Tomas Moller's method &/ implementation
/// And it turns out that this method is not the best solution
float u, v;
Vector3D E1, E2;
E1 = v1 - v0;
E2 = v2 - v0;
Vector3D Pvec = ray.d ^ E2;
float det = E1 * Pvec;
float inv_det = float(1.0f / det);
Vector3D Tvec = ray.o - v0;
Vector3D Qvec = Tvec ^ E1;
if (det > EPSILON)
{
u = Tvec * Pvec;
if (u < 0.0f || u > det)
return false;
v = ray.d * Qvec;
if (v < 0.0f || v > det)
return false;
if (u + v > 1.0f)
return false;
}
else if (det < EPSILON)
{
u = Tvec * Pvec;
if (u > 0.0f || u < det)
return false;
v = ray.d * Qvec;
if (v > 0.0f || v < det)
return false;
if (u + v > 1.0f)
return false;
}
else
return false;
ray.t = inv_det * (E2 * Qvec);
u *= inv_det;
v *= inv_det;
return true;
}