/* * DoRayMe - a quick and dirty Raytracer * Triangle implementation * * Created by Manoƫl Trapier * Copyright (c) 2020 986-Studio. * */ #include #include #include #include #include Triangle::Triangle(Point p1, Point p2, Point p3) : Shape(SHAPE_TRIANGLE), p1(p1), p2(p2), p3(p3) { stats.addTriangle(); this->e1 = p2 - p1; this->e2 = p3 - p1; this->normal = e2.cross(e1).normalise(); } Intersect Triangle::localIntersect(Ray r) { Intersect ret; Tuple dirCrossE2 = r.direction.cross(this->e2); double determinant = this->e1.dot(dirCrossE2); if (fabs(determinant) < getEpsilon()) { return ret; } double f = 1.0 / determinant; Tuple p1ToOrigin = r.origin - this->p1; Tuple originCrossE1 = p1ToOrigin.cross(this->e1); double u = f * p1ToOrigin.dot(dirCrossE2); double v = f * r.direction.dot(originCrossE1); if ((u < 0) || (u > 1)) { return ret; } if ((v < 0) || ((u + v) > 1)) { return ret; } double t = f * this->e2.dot(originCrossE1); ret.add(Intersection(t, this, u, v)); return ret; } Tuple Triangle::localNormalAt(Tuple point, Intersection *hit) { return this->normal; } BoundingBox Triangle::getLocalBounds() { BoundingBox ret; ret | p1; ret | p2; ret | p3; return ret; } void Triangle::dumpMe(FILE *fp) { fprintf(fp, "\"Type\": \"Triangle\",\n"); Tuple t = this->transformMatrix * this->p1; fprintf(fp, "\"p1\": { \"x\": %f, \"y\": %f, \"z\": %f}, \n", t.x, t.y, t.z); t = this->transformMatrix * this->p2; fprintf(fp, "\"p2\": { \"x\": %f, \"y\": %f, \"z\": %f}, \n", t.x, t.y, t.z); t = this->transformMatrix * this->p3; fprintf(fp, "\"p3\": { \"x\": %f, \"y\": %f, \"z\": %f}, \n", t.x, t.y, t.z); Shape::dumpMe(fp); }