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-rw-r--r--src/hittable/triangle.rs79
1 files changed, 79 insertions, 0 deletions
diff --git a/src/hittable/triangle.rs b/src/hittable/triangle.rs
new file mode 100644
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+++ b/src/hittable/triangle.rs
@@ -0,0 +1,79 @@
+use std::sync::Arc;
+
+use crate::{hittable::{HitRecord, Hittable, AABB}, material::Material, ray::Ray, vec3::{Point3, Vec3}};
+
+pub struct Triangle {
+ pub v0: Point3,
+ pub v1: Point3,
+ pub v2: Point3,
+ pub material: Arc<dyn Material>,
+ pub custom_normal: Option<Vec3>,
+}
+
+impl Triangle {
+ fn has_vertex_at_infinity(&self) -> bool {
+ self.v0.has_infinite_member() || self.v1.has_infinite_member() || self.v2.has_infinite_member()
+ }
+}
+
+impl Hittable for Triangle {
+ // https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
+ fn hit(&self, ray: &Ray, t_min: f64, t_max: f64) -> Option<HitRecord> {
+ let epsilon: f64 = 0.0000001;
+ let edge1 = &self.v1 - &self.v0;
+ let edge2 = &self.v2 - &self.v0;
+ let h = ray.direction.cross(&edge2);
+ let a = edge1.dot(&h);
+
+ if a > -epsilon && a < epsilon {
+ return None; // This ray is parallel to the triangle.
+ }
+ let f = 1.0 / a;
+ let s = &ray.origin - &self.v0;
+ let u = f * s.dot(&h);
+ if u < 0.0 || u > 1.0 {
+ return None;
+ }
+ let q = s.cross(&edge1);
+ let v = f * ray.direction.dot(&q);
+ if v < 0.0 || u + v > 1.0 {
+ return None;
+ }
+ // At this point, we can compute the point of intersection.
+ let t = f * edge2.dot(&q);
+ if t < t_min || t > t_max {
+ return None;
+ }
+ let mut hit_record = HitRecord::new();
+ hit_record.u = u;
+ hit_record.v = v;
+ hit_record.t = t;
+ hit_record.p = ray.at(t);
+ // TODO: i don't love this, but it allows for custom surface normals from OBJ data.
+ if let Some(normal) = &self.custom_normal {
+ hit_record.set_face_normal(ray, &normal);
+ } else {
+ let outward_normal = edge2.cross(&edge1).unit_vector();
+ hit_record.set_face_normal(ray, &outward_normal);
+ }
+ hit_record.material = Some(self.material.clone());
+ Some(hit_record)
+ }
+ fn bounding_box(&self, _: f64, _: f64) -> Option<AABB> {
+ match self.has_vertex_at_infinity() {
+ true => None,
+ false => Some(AABB {
+ minimum: Point3 {
+ x: self.v0.x.min(self.v1.x).min(self.v2.x) - 0.0001,
+ y: self.v0.y.min(self.v1.y).min(self.v2.y) - 0.0001,
+ z: self.v0.z.min(self.v1.z).min(self.v2.z) - 0.0001,
+ },
+ maximum: Point3 {
+ x: self.v0.x.max(self.v1.x).max(self.v2.x) + 0.0001,
+ y: self.v0.y.max(self.v1.y).max(self.v2.y) + 0.0001,
+ z: self.v0.z.max(self.v1.z).max(self.v2.z) + 0.0001,
+ },
+ })
+ }
+ }
+}