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- /*
- * DoRayMe - a quick and dirty Raytracer
- * Cone implementation
- *
- * Created by Manoël Trapier
- * Copyright (c) 2020 986-Studio.
- *
- */
- #include <ray.h>
- #include <shape.h>
- #include <triangle.h>
- #include <math_helper.h>
- #include <renderstat.h>
- 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));
- return ret;
- }
- Tuple Triangle::localNormalAt(Tuple point)
- {
- return this->normal;
- }
- BoundingBox Triangle::getBounds()
- {
- BoundingBox ret;
- ret | p1;
- ret | p2;
- ret | p3;
- ret.min = this->objectToWorld(ret.min);
- ret.max = this->objectToWorld(ret.max);
- return ret;
- }
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