2022-11-11 14:39:48 +01:00
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#include "common/ray.h"
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#include "primitive/box.h"
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#include <cmath>
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#include <utility>
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// Constructor /////////////////////////////////////////////////////////////////
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Box::Box(std::shared_ptr<Shader> const &shader) : Primitive(shader), size(Vector3d(1, 1, 1)) {}
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Box::Box(Vector3d const ¢er, Vector3d const &size, std::shared_ptr<Shader> const &shader)
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: Primitive(shader), center(center), size(size) {}
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2022-11-15 13:49:33 +01:00
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// Helper functions /////////////////////////////////////////////////////////
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float intersectionParameterDimension(Vector3d bounds, Ray &ray, int dimension)
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{
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return (bounds[dimension] - ray.origin[dimension]) / ray.direction[dimension];
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}
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Vector3d intersectionParameter(Vector3d bounds, Ray &ray)
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{
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return Vector3d(intersectionParameterDimension(bounds, ray, 0),
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intersectionParameterDimension(bounds, ray, 1),
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intersectionParameterDimension(bounds, ray, 2));
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}
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2022-11-11 14:39:48 +01:00
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// Primitive functions /////////////////////////////////////////////////////////
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bool Box::intersect(Ray &ray) const {
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2022-11-18 11:43:53 +01:00
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// Project the ray onto the box
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Vector3d const minBounds = this->center - this->size / 2;
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Vector3d const maxBounds = this->center + this->size / 2;
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Vector3d t1 = componentQuotient(minBounds - ray.origin, ray.direction);
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Vector3d t2 = componentQuotient(maxBounds - ray.origin, ray.direction);
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2022-11-11 14:39:48 +01:00
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2022-11-18 11:43:53 +01:00
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// Determine the intersection points (tNear, tFar)
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// We also have to remember the intersection axes (tNearIndex, tFarIndex)
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float tNear = -INFINITY;
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float tFar = +INFINITY;
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int tNearIndex = 0;
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int tFarIndex = 0;
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for (int d = 0; d < 3; ++d) {
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// Test the trivial case (and to avoid division by zero errors)
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if (ray.direction[d] == 0 && (ray.origin[d] < minBounds[d] || ray.origin[d] > maxBounds[d]))
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return false;
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// Swap the bounds if necessary
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if (t1[d] > t2[d])
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std::swap(t1[d], t2[d]);
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// Check for the near intersection
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if (t1[d] > tNear) {
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tNear = t1[d];
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tNearIndex = d;
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2022-11-15 13:49:33 +01:00
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}
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2022-11-18 11:43:53 +01:00
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// Check for the far intersection
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if (t2[d] < tFar) {
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tFar = t2[d];
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tFarIndex = d;
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}
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2022-11-11 14:39:48 +01:00
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2022-11-18 11:43:53 +01:00
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// Check whether we missed the box completely
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if (tFar < 0 || tNear > tFar)
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return false;
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}
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// Check whether we are on the outside or on the inside of the box
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float const t = (tNear >= 0 ? tNear : tFar);
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int const tIndex = tNear >= 0 ? tNearIndex : tFarIndex;
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2022-11-11 14:39:48 +01:00
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// Test whether this is the foremost primitive in front of the camera
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2022-11-18 11:43:53 +01:00
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if (ray.length < t)
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return false;
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2022-11-11 14:39:48 +01:00
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2022-11-18 11:43:53 +01:00
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// Calculate the normal
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ray.normal = Vector3d(0, 0, 0);
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// Flip the normal if we are on the inside
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ray.normal[tIndex] = std::copysignf(1.0f, ray.direction[tIndex]) * (tNear < 0.0f ? +1.0f : -1.0f);
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2022-11-11 14:39:48 +01:00
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2022-11-18 11:43:53 +01:00
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// Calculate the surface position and tangent vector
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Vector3d const target = ray.origin + t * ray.direction;
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Vector3d const surface = componentQuotient(target - minBounds, maxBounds - minBounds);
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if (tIndex == 0) {
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ray.surface = Vector2d(surface[2], surface[1]);
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ray.tangent = Vector3d(0, 0, 1);
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} else if (tIndex == 1) {
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ray.surface = Vector2d(surface[0], surface[2]);
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ray.tangent = Vector3d(1, 0, 0);
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} else {
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ray.surface = Vector2d(surface[0], surface[1]);
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ray.tangent = Vector3d(1, 0, 0);
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}
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// Set the new length and the current primitive
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ray.length = t;
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ray.primitive = this;
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2022-11-18 11:43:53 +01:00
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// True, because the primitive was hit
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return true;
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2022-11-11 14:39:48 +01:00
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}
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// Bounding box ////////////////////////////////////////////////////////////////
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float Box::minimumBounds(int dimension) const { return this->center[dimension] - this->size[dimension] / 2; }
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float Box::maximumBounds(int dimension) const { return this->center[dimension] + this->size[dimension] / 2; }
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