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Triangle.cpp
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/*
Triangle.cpp
*/
#include <iostream>
#include "Triangle.h"
typedef glm::dmat3 mat3;
typedef glm::dmat4 mat4;
typedef glm::dvec3 vec3;
typedef glm::dvec4 vec4;
Triangle::Triangle(vec3& vertex0, vec3& vertex1, vec3& vertex2)
{
vertexArray = new vec3[3];
vertexArray[0] = vertex0;
vertexArray[1] = vertex1;
vertexArray[2] = vertex2;
vec3 norm = glm::normalize(glm::cross(vertex2 - vertex1, vertex0 - vertex1));
normalArray = new vec3[3];
normalArray[0] = norm;
normalArray[1] = norm;
normalArray[2] = norm;
faceNormal = norm;
isFace = true;
}
Triangle::Triangle(vec3& vertex0, vec3& vertex1, vec3& vertex2,
vec3& normal0, vec3& normal1, vec3& normal2)
{
vertexArray = new vec3[3];
vertexArray[0] = vertex0;
vertexArray[1] = vertex1;
vertexArray[2] = vertex2;
normalArray = new vec3[3];
normalArray[0] = normal0;
normalArray[1] = normal1;
normalArray[2] = normal2;
faceNormal = glm::normalize(glm::cross(vertex2 - vertex1, vertex0 - vertex1));
isFace = false;
}
Triangle::~Triangle()
{
//delete aabb;
delete[] vertexArray;
delete[] normalArray;
}
int Triangle::getIntersectionPoint(const Ray& ray, Intersection& intersection, const double dt)
{
vec3 dir = vec3(ray.direction[0],ray.direction[1],ray.direction[2]);
vec3 pos = vec3(ray.position[0],ray.position[1],ray.position[2]);
vec3 normal;
double denom = glm::dot(dir,faceNormal);
if (denom == 0.0) {
return 0;
} else {
double t = (glm::dot(vertexArray[1],faceNormal) - glm::dot(pos,faceNormal)) / denom;
intersection.t = t;
vec3 p = pos + dir * t;
intersection.position = vec4(p,1);
// Barycentric coordinate calculations
vec3 u = p - vertexArray[1];
vec3 v = vertexArray[0] - vertexArray[1];
vec3 w = vertexArray[2] - vertexArray[1];
double ww = glm::dot(w,w);
double wv = glm::dot(w,v);
double uv = glm::dot(u,v);
double uw = glm::dot(u,w);
double vv = glm::dot(v,v);
double beta = (ww*uv - wv*uw) / (vv*ww - wv*wv);
double gamma = (vv*uw - wv*uv) / (vv*ww - wv*wv);
if (isFace) {
normal = faceNormal;
} else {
normal = normalArray[1] + beta * (normalArray[0] - normalArray[1]) +
gamma * (normalArray[2] - normalArray[1]);
}
intersection.normal = vec4(normal,0);
if (beta >= 0 && gamma >= 0 && (beta + gamma <= 1)) {
return 1;
} else {
return 0;
}
}
}
bool Triangle::doesRayIntersect(const Ray& ray, const double tmax, const double dt)
{
vec3 dir = vec3(ray.direction[0],ray.direction[1],ray.direction[2]);
vec3 pos = vec3(ray.position[0],ray.position[1],ray.position[2]);
double denom = glm::dot(dir,faceNormal);
if (denom == 0.0) {
return false;
} else {
double t = (glm::dot(vertexArray[1],faceNormal) - glm::dot(pos,faceNormal)) / denom;
vec3 p = pos + dir * t;
vec3 u = p - vertexArray[1];
vec3 v = vertexArray[0] - vertexArray[1];
vec3 w = vertexArray[2] - vertexArray[1];
double ww = glm::dot(w,w);
double wv = glm::dot(w,v);
double uv = glm::dot(u,v);
double uw = glm::dot(u,w);
double vv = glm::dot(v,v);
double beta = (ww*uv - wv*uw) / (vv*ww - wv*wv);
double gamma = (vv*uw - wv*uv) / (vv*ww - wv*wv);
if (beta >= 0 && gamma >= 0 && (beta + gamma <= 1) && t >= 0.0 && t <= tmax) {
return true;
} else {
return false;
}
}
return false;
}