Added triangle function, not working perfectly but u see something like a triangle
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2eb55b9e98
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3 changed files with 54 additions and 9 deletions
1
.gitignore
vendored
1
.gitignore
vendored
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@ -7,6 +7,7 @@ build/
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/data/*
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!/data/README.txt
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/result*
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/cmake-build-debug
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# Latex stuff
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*.aux
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4
ex1.cpp
4
ex1.cpp
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@ -40,8 +40,8 @@ int main() {
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// Set up the camera
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PerspectiveCamera camera;
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camera.setFovAngle(70);
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camera.setPosition(Vector3d(-2.5f, 2.5f, -10.0f));
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camera.setForwardDirection(Vector3d(0.25f, -0.33f, 1.0f));
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camera.setPosition(Vector3d(-2.5f, 2.5f, -12.0f));
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camera.setForwardDirection(Vector3d(0.0f, -0.33f, 1.0f));
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camera.setUpDirection(Vector3d(0.2f, 1.0f, 0.0f));
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// Render the scene
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@ -21,19 +21,63 @@ Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vect
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bool Triangle::intersect(Ray &ray) const {
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// IMPLEMENT ME!
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Vector3d edge1 = this->vertex[0] - this->vertex[2];
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Vector3d edge2 = this->vertex[1] - this->vertex[2];
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Vector3d normalVector = crossProduct(edge1, edge2);
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float d = dotProduct(this->vertex[0], normalVector) / length(normalVector);
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// catch divided by 0
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float dotDirectionNormalVector = dotProduct(ray.direction, normalVector);
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if (dotDirectionNormalVector == 0) {
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return false;
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}
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float t = (d - dotProduct(ray.origin, ray.direction)) / dotDirectionNormalVector;
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Vector3d p = ray.origin + t * ray.direction;
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// Barycentric Coordinates a,b to determine if intersect with Triangle
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float triangleArea = length(normalVector) / 2;
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Vector3d rightSide = crossProduct(this->vertex[2] - this->vertex[1], p - this->vertex[1]);
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Vector3d leftSide = crossProduct(this->vertex[0] - this->vertex[2], p - this->vertex[2]);
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float triangleAreaRightSide = length(rightSide) / 2;
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float triangleAreaLeftSide = length(leftSide) / 2;
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float a = triangleAreaRightSide / triangleArea;
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float b = triangleAreaLeftSide / triangleArea;
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// Determine whether the ray intersects the triangle
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if(1.0f - a - b >= 1.0f || 0.0f >= a || 0.0f >= b){
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return false;
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}
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if(dotProduct(normalVector, leftSide) < 0){
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return false;
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}
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if(dotProduct(normalVector, rightSide) < 0){
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return false;
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}
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// Test whether this is the foremost primitive in front of the camera
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if (t >= ray.length) {
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//it is bigger so further away
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return false;
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}
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// (Optional for now) Calculate the normal
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// (Optional for now) Calculate the surface position
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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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return false;
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return true;
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}
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// Bounding box ////////////////////////////////////////////////////////////////
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