/*============================================================================= Copyright (c) 2011-2014 Bolero MURAKAMI https://github.com/bolero-MURAKAMI/Sprout Distributed under the Boost Software License, Version 1.0. (See accompanying file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt) =============================================================================*/ #ifndef SPROUT_DARKROOM_OBJECTS_POLYGON_TRIANGLE_HPP #define SPROUT_DARKROOM_OBJECTS_POLYGON_TRIANGLE_HPP #include <type_traits> #include <sprout/config.hpp> #include <sprout/array.hpp> #include <sprout/tuple/tuple.hpp> #include <sprout/tuple/functions.hpp> #include <sprout/darkroom/access/access.hpp> #include <sprout/darkroom/coords/vector.hpp> #include <sprout/darkroom/rays/ray.hpp> #include <sprout/darkroom/materials/material.hpp> namespace sprout { namespace darkroom { namespace objects { // // basic_triangle // template<typename Material, typename Vertex = sprout::darkroom::coords::vector3d_t> class basic_triangle { public: typedef Material material_type; typedef Vertex position_type; typedef typename sprout::darkroom::access::unit<position_type>::type unit_type; typedef sprout::array<position_type, 3> vertices_type; public: template<typename Ray> struct intersection { typedef sprout::tuples::tuple< bool, unit_type, position_type, position_type, decltype(sprout::darkroom::materials::calculate_material( std::declval<material_type const&>(), std::declval<unit_type const&>(), std::declval<unit_type const&>() )), bool > type; }; private: material_type mat_; vertices_type vertices_; position_type normal_; private: template<typename Vector> SPROUT_CONSTEXPR bool within_test(Vector const& d0, Vector const& d1) const { return sprout::darkroom::coords::dot( sprout::darkroom::coords::cross(d0, d1), normal_ ) >= 0 ; } template<typename Ray> SPROUT_CONSTEXPR typename intersection<Ray>::type intersect_5(Ray const& ray, int /*hit_side*/, bool does_intersect, unit_type distance) const { return typename intersection<Ray>::type( does_intersect, distance, does_intersect ? sprout::darkroom::rays::point_of_intersection(ray, distance) : position_type(0, 0, 0) , normal_,// !!! TEMP: hit_side > 0 ? normal_ : sprout::darkroom::coords::negate(normal_), sprout::darkroom::materials::calculate_material(mat_, unit_type(0), unit_type(0)), // ??? false // !!! TEMP: is_from_inside ); } template<typename Ray> SPROUT_CONSTEXPR typename intersection<Ray>::type intersect_4(Ray const& ray, position_type const& v, int hit_side, bool does_intersect) const { return intersect_5( ray, hit_side, does_intersect, does_intersect ? sprout::darkroom::coords::length(v) : unit_type(-1) ); } template<typename Ray> SPROUT_CONSTEXPR typename intersection<Ray>::type intersect_3(Ray const& ray, position_type const& v, position_type const& p, int hit_side, bool exist_forward) const { return intersect_4( ray, v, hit_side, exist_forward && within_test( sprout::darkroom::coords::sub(p, vertices_[0]), sprout::darkroom::coords::sub(vertices_[1], vertices_[0]) ) && within_test( sprout::darkroom::coords::sub(p, vertices_[1]), sprout::darkroom::coords::sub(vertices_[2], vertices_[1]) ) && within_test( sprout::darkroom::coords::sub(p, vertices_[2]), sprout::darkroom::coords::sub(vertices_[0], vertices_[2]) ) ); } template<typename Ray> SPROUT_CONSTEXPR typename intersection<Ray>::type intersect_2(Ray const& ray, unit_type const& t, int hit_side) const { return intersect_3( ray, sprout::darkroom::coords::scale(sprout::darkroom::rays::direction(ray), t), sprout::darkroom::coords::add( sprout::darkroom::rays::position(ray), sprout::darkroom::coords::scale(sprout::darkroom::rays::direction(ray), t) ), hit_side, // ??? // hit_side > 0 && t >= 0 t >= 0 ); } template<typename Ray> SPROUT_CONSTEXPR typename intersection<Ray>::type intersect_1(Ray const& ray, unit_type const& xpn, unit_type const& vn) const { return intersect_2( ray, xpn / vn, vn >= 0 ? 1 : -1 ); } public: SPROUT_CONSTEXPR basic_triangle(material_type const& mat, position_type const& v0, position_type const& v1, position_type const& v2) : mat_(mat) , vertices_{{v0, v1, v2}} , normal_( sprout::darkroom::coords::normalize( sprout::darkroom::coords::cross( sprout::darkroom::coords::sub(v2, v0), sprout::darkroom::coords::sub(v1, v0) ) ) ) {} template<typename Ray> SPROUT_CONSTEXPR typename intersection<Ray>::type intersect(Ray const& ray) const { return intersect_1( ray, sprout::darkroom::coords::dot( sprout::darkroom::coords::sub(vertices_[0], sprout::darkroom::rays::position(ray)), normal_ ), sprout::darkroom::coords::dot( sprout::darkroom::rays::direction(ray), normal_ ) ); } }; // // make_triangle // template<typename Material, typename Vertex> inline SPROUT_CONSTEXPR sprout::darkroom::objects::basic_triangle<Material, Vertex> make_triangle(Material const& mat, Vertex const& v0, Vertex const& v1, Vertex const& v2) { return sprout::darkroom::objects::basic_triangle<Material, Vertex>(mat, v0, v1, v2); } } // namespace objects } // namespace darkroom } // namespace sprout #endif // #ifndef SPROUT_DARKROOM_OBJECTS_POLYGON_TRIANGLE_HPP