71 lines
1.4 KiB
C++
71 lines
1.4 KiB
C++
/*
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* DoRayMe - a quick and dirty Raytracer
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* Cone implementation
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#include <ray.h>
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#include <shape.h>
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#include <triangle.h>
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#include <math_helper.h>
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Triangle::Triangle(Point p1, Point p2, Point p3) : Shape(SHAPE_TRIANGLE), p1(p1), p2(p2), p3(p3)
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{
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this->e1 = p2 - p1;
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this->e2 = p3 - p1;
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this->normal = e2.cross(e1).normalise();
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}
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Intersect Triangle::localIntersect(Ray r)
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{
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Intersect ret;
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Tuple dirCrossE2 = r.direction.cross(this->e2);
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double determinant = this->e1.dot(dirCrossE2);
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if (fabs(determinant) < getEpsilon())
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{
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return ret;
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}
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double f = 1.0 / determinant;
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Tuple p1ToOrigin = r.origin - this->p1;
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Tuple originCrossE1 = p1ToOrigin.cross(this->e1);
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double u = f * p1ToOrigin.dot(dirCrossE2);
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double v = f * r.direction.dot(originCrossE1);
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if ((u < 0) || (u > 1))
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{
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return ret;
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}
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if ((v < 0) || ((u + v) > 1))
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{
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return ret;
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}
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double t = f * this->e2.dot(originCrossE1);
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ret.add(Intersection(t, this));
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return ret;
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}
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Tuple Triangle::localNormalAt(Tuple point)
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{
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return this->normal;
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}
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BoundingBox Triangle::getBounds()
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{
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BoundingBox ret;
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ret | p1;
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ret | p2;
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ret | p3;
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ret.min = this->objectToWorld(ret.min);
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ret.max = this->objectToWorld(ret.max);
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return ret;
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} |