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geometry.cpp
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#include <algorithm>
#include "geometry.h"
#define EPSILON 1e-10f
//from wikipedia
std::pair<bool, float> Triangle::intersect(const ray &r) const
{
float3 e0 = v1 - v0;
float3 e1 = v2 - v0;
float3 p = r.direction.cross(e1);
float det = e0.dot(p);
if(det > -EPSILON && det < EPSILON)
return std::make_pair(false, 1e32f);
float inv_det = 1.0f / det;
float3 t = r.origin - v0;
float u = t.dot(p) * inv_det;
if(u < 0.0f || u > 1.0f)
return std::make_pair(false, 1e32f);
float3 q = t.cross(e0);
float v = r.direction.dot(q) * inv_det;
if(v < 0.0f || u + v > 1.0f)
return std::make_pair(false, 1e32f);
float d = e1.dot(q) * inv_det;
if(d > EPSILON)
return std::make_pair(true, d);
return std::make_pair(false, 1e32f);
}
float3 Triangle::barycentric_coords(float3 &p) const
{
float3 e0 = v1 - v0, e1 = v2 - v0, e2 = p - v0;
float d00 = e0.dot(e0);
float d01 = e0.dot(e1);
float d11 = e1.dot(e1);
float d20 = e2.dot(e0);
float d21 = e2.dot(e1);
float denom = 1.0f / (d00 * d11 - d01 * d01);
float beta = (d11 * d20 - d01 * d21) * denom;
float gamma = (d00 * d21 - d01 * d20) * denom;
return float3(1.0f - beta - gamma, beta, gamma);
}
std::pair <bool, float> AABB::intersect(const ray &r, float t_min)
{
for (int i = 0; i < 3; ++i)
{
if (r.direction.data[i] == 0 && (r.origin.data[i] < mini.data[i] || r.origin.data[i] > maxi.data[i]))
return std::make_pair(false, 1e32f);
}
float3 t1((mini.x - r.origin.x) * r.inv_d.x,
(mini.y - r.origin.y) * r.inv_d.y,
(mini.z - r.origin.z) * r.inv_d.z);
float3 t2((maxi.x - r.origin.x) * r.inv_d.x,
(maxi.y - r.origin.y) * r.inv_d.y,
(maxi.z - r.origin.z) * r.inv_d.z);
for (int i = 0; i < 3; ++i)
{
if (t1.data[i] > t2.data[i])
std::swap(t1.data[i], t2.data[i]);
}
float t_end = std::min(std::min(t2.x, t2.y), t2.z);
if (t_end < t_min)
return std::make_pair(false, 1e32f);
float t_start = std::max(std::max(t1.x, t1.y), t1.z);
if (t_start > t_end)
return std::make_pair(false, 1e32f);
return std::make_pair(true, t_start);
}
float3 sample_around_normal(float3 &n, float r1, float r2)
{
bool zup = std::abs(n.z) < 0.9f;
float3 upvec = zup ? float3(0.0f, 0.0f, 1.0f) : float3(1.0f, 0.0f, 0.0f);
float3 k = upvec.cross(n);
float ct = upvec.dot(n);
float st = k.norm();
k /= st;
float sq = std::sqrt(1.0f - r2);
float3 v;
if (zup)
{
v = float3(std::cos(2.0f * pi * r1) * sq,
std::sin(2.0f * pi * r1) * sq,
std::sqrt(r2));
}
else
{
v = float3(std::sqrt(r2),
std::cos(2.0f * pi * r1) * sq,
std::sin(2.0f * pi * r1) * sq);
}
return v * ct + k.cross(v) * st + k * k.dot(v) * (1.0f - ct);
}