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180 lines
6 KiB
C++
180 lines
6 KiB
C++
/*=============================================================================
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Copyright (c) 2011-2017 Bolero MURAKAMI
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https://github.com/bolero-MURAKAMI/Sprout
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Distributed under the Boost Software License, Version 1.0. (See accompanying
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file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
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=============================================================================*/
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#ifndef SPROUT_DARKROOM_OBJECTS_POLYGON_TRIANGLE_HPP
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#define SPROUT_DARKROOM_OBJECTS_POLYGON_TRIANGLE_HPP
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#include <type_traits>
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#include <sprout/config.hpp>
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#include <sprout/array.hpp>
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#include <sprout/tuple/tuple.hpp>
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#include <sprout/tuple/functions.hpp>
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#include <sprout/darkroom/access/access.hpp>
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#include <sprout/darkroom/coords/vector.hpp>
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#include <sprout/darkroom/rays/ray.hpp>
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#include <sprout/darkroom/materials/material.hpp>
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namespace sprout {
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namespace darkroom {
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namespace objects {
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//
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// basic_triangle
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//
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template<typename Material, typename Vertex = sprout::darkroom::coords::vector3d_t>
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class basic_triangle {
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public:
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typedef Material material_type;
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typedef Vertex position_type;
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typedef typename sprout::darkroom::access::unit<position_type>::type unit_type;
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typedef sprout::array<position_type, 3> vertices_type;
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public:
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template<typename Ray>
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struct intersection {
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typedef sprout::tuples::tuple<
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bool,
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unit_type,
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position_type,
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position_type,
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decltype(sprout::darkroom::materials::calculate_material(
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std::declval<material_type const&>(),
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std::declval<unit_type const&>(),
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std::declval<unit_type const&>()
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)),
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bool
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> type;
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};
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private:
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material_type mat_;
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vertices_type vertices_;
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position_type normal_;
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private:
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template<typename Vector>
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SPROUT_CONSTEXPR bool
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within_test(Vector const& d0, Vector const& d1) const {
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return sprout::darkroom::coords::dot(
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sprout::darkroom::coords::cross(d0, d1),
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normal_
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)
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>= 0
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;
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}
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template<typename Ray>
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SPROUT_CONSTEXPR typename intersection<Ray>::type
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intersect_5(Ray const& ray, int /*hit_side*/, bool does_intersect, unit_type distance) const {
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return typename intersection<Ray>::type(
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does_intersect,
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distance,
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does_intersect
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? sprout::darkroom::rays::point_of_intersection(ray, distance)
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: position_type(0, 0, 0)
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,
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normal_,// !!! TEMP: hit_side > 0 ? normal_ : sprout::darkroom::coords::negate(normal_),
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sprout::darkroom::materials::calculate_material(mat_, unit_type(0), unit_type(0)), // ???
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false // !!! TEMP: is_from_inside
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);
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}
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template<typename Ray>
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SPROUT_CONSTEXPR typename intersection<Ray>::type
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intersect_4(Ray const& ray, position_type const& v, int hit_side, bool does_intersect) const {
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return intersect_5(
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ray,
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hit_side,
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does_intersect,
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does_intersect
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? sprout::darkroom::coords::length(v)
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: unit_type(-1)
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);
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}
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template<typename Ray>
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SPROUT_CONSTEXPR typename intersection<Ray>::type
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intersect_3(Ray const& ray, position_type const& v, position_type const& p, int hit_side, bool exist_forward) const {
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return intersect_4(
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ray,
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v,
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hit_side,
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exist_forward
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&& within_test(
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sprout::darkroom::coords::sub(p, vertices_[0]),
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sprout::darkroom::coords::sub(vertices_[1], vertices_[0])
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)
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&& within_test(
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sprout::darkroom::coords::sub(p, vertices_[1]),
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sprout::darkroom::coords::sub(vertices_[2], vertices_[1])
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)
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&& within_test(
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sprout::darkroom::coords::sub(p, vertices_[2]),
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sprout::darkroom::coords::sub(vertices_[0], vertices_[2])
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)
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);
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}
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template<typename Ray>
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SPROUT_CONSTEXPR typename intersection<Ray>::type
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intersect_2(Ray const& ray, unit_type const& t, int hit_side) const {
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return intersect_3(
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ray,
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sprout::darkroom::coords::scale(sprout::darkroom::rays::direction(ray), t),
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sprout::darkroom::coords::add(
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sprout::darkroom::rays::position(ray),
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sprout::darkroom::coords::scale(sprout::darkroom::rays::direction(ray), t)
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),
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hit_side,
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// ???
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// hit_side > 0 && t >= 0
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t >= 0
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);
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}
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template<typename Ray>
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SPROUT_CONSTEXPR typename intersection<Ray>::type
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intersect_1(Ray const& ray, unit_type const& xpn, unit_type const& vn) const {
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return intersect_2(
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ray,
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xpn / vn,
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vn >= 0 ? 1 : -1
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);
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}
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public:
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SPROUT_CONSTEXPR basic_triangle(material_type const& mat, position_type const& v0, position_type const& v1, position_type const& v2)
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: mat_(mat)
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, vertices_{{v0, v1, v2}}
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, normal_(
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sprout::darkroom::coords::normalize(
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sprout::darkroom::coords::cross(
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sprout::darkroom::coords::sub(v2, v0),
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sprout::darkroom::coords::sub(v1, v0)
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)
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)
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)
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{}
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template<typename Ray>
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SPROUT_CONSTEXPR typename intersection<Ray>::type
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intersect(Ray const& ray) const {
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return intersect_1(
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ray,
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sprout::darkroom::coords::dot(
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sprout::darkroom::coords::sub(vertices_[0], sprout::darkroom::rays::position(ray)),
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normal_
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),
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sprout::darkroom::coords::dot(
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sprout::darkroom::rays::direction(ray),
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normal_
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)
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);
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}
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};
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//
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// make_triangle
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//
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template<typename Material, typename Vertex>
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inline SPROUT_CONSTEXPR sprout::darkroom::objects::basic_triangle<Material, Vertex>
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make_triangle(Material const& mat, Vertex const& v0, Vertex const& v1, Vertex const& v2) {
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return sprout::darkroom::objects::basic_triangle<Material, Vertex>(mat, v0, v1, v2);
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}
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} // namespace objects
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} // namespace darkroom
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} // namespace sprout
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#endif // #ifndef SPROUT_DARKROOM_OBJECTS_POLYGON_TRIANGLE_HPP
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