47 lines
2.2 KiB
C++
47 lines
2.2 KiB
C++
#ifndef TRIANGLE_H
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#define TRIANGLE_H
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#include "primitive/primitive.h"
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class Triangle : public Primitive {
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public:
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// Constructor
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Triangle(std::shared_ptr<Shader> const &shader);
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Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, std::shared_ptr<Shader> const &shader);
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Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, Vector3d const &nc, std::shared_ptr<Shader> const &shader);
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Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, Vector3d const &nc, Vector2d const &ta, Vector2d const &tb, Vector2d const &tc, std::shared_ptr<Shader> const &shader);
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Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, Vector3d const &nc, Vector3d const &tana, Vector3d const &tanb, Vector3d const &tanc, Vector3d const &ba, Vector3d const &bb,
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Vector3d const &bc, Vector2d const &ta, Vector2d const &tb, Vector2d const &tc, std::shared_ptr<Shader> const &shader);
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// Set
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void setVertex(int index, Vector3d const &vertex) { this->vertex[index] = vertex; }
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void setNormal(int index, Vector3d const &normal) { this->normal[index] = normalized(normal); }
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void setTangent(int index, Vector3d const &tangent) { this->tangent[index] = normalized(tangent); }
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void setBitangent(int index, Vector3d const &bitangent) { this->bitangent[index] = normalized(bitangent); }
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void setSurface(int index, Vector2d const &surface) { this->surface[index] = surface; }
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// Get
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Vector3d getPosition(size_t index) { return this->vertex[index]; }
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Vector3d getNormal(size_t index) { return this->normal[index]; }
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Vector3d getTangent(size_t index) { return this->tangent[index]; }
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Vector3d getBitangent(size_t index) { return this->bitangent[index]; }
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Vector2d getTexCoord(size_t index) { return this->surface[index]; }
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// Primitive functions
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bool intersect(Ray &ray) const override;
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bool intersectArea(Ray &ray) const;
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// Bounding box
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float minimumBounds(int dimension) const override;
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float maximumBounds(int dimension) const override;
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protected:
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Vector3d vertex[3];
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Vector3d normal[3];
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Vector3d tangent[3];
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Vector3d bitangent[3];
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Vector2d surface[3];
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};
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#endif
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