raytracers/rtiow/renderer/src/triangles.rs

169 lines
4.7 KiB
Rust

use std::f32::EPSILON;
use stl::STL;
use crate::{
aabb::AABB,
hitable::{Hit, HitRecord},
material::Material,
ray::Ray,
vec3::{cross, dot, Vec3},
};
#[derive(Debug)]
pub struct Triangle {
normal: Vec3,
verts: [Vec3; 3],
// Precomputed data
}
#[derive(Debug)]
pub struct Triangles<M>
where
M: Material,
{
pub triangles: Vec<Triangle>,
pub bbox: AABB,
material: M,
}
impl<M> Triangles<M>
where
M: Material,
{
pub fn new(stl: &STL, material: M, scale_factor: f32) -> Triangles<M> {
let triangles: Vec<_> = stl
.triangles
.iter()
.map(|t| {
let v0 = t.verts[0] * scale_factor;
let v1 = t.verts[1] * scale_factor;
let v2 = t.verts[2] * scale_factor;
Triangle {
normal: t.normal,
verts: [v0, v1, v2],
}
})
.collect();
let (min, max) = triangles.iter().fold(
(Vec3::from(f32::MAX), Vec3::from(f32::MIN)),
|(min, max), t| {
let t_min_x = t.verts[0].x.min(t.verts[1].x.min(t.verts[2].x));
let t_min_y = t.verts[0].y.min(t.verts[1].y.min(t.verts[2].y));
let t_min_z = t.verts[0].z.min(t.verts[1].z.min(t.verts[2].z));
let t_max_x = t.verts[0].x.max(t.verts[1].x.max(t.verts[2].x));
let t_max_y = t.verts[0].y.max(t.verts[1].y.max(t.verts[2].y));
let t_max_z = t.verts[0].z.max(t.verts[1].z.max(t.verts[2].z));
(
Vec3::from([min.x.min(t_min_x), min.y.min(t_min_y), min.z.min(t_min_z)]),
Vec3::from([max.x.max(t_max_x), max.y.max(t_max_y), max.z.max(t_max_z)]),
)
},
);
let bbox = AABB::new(min, max);
Triangles {
triangles,
bbox,
material,
}
}
}
/// Based on https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/moller-trumbore-ray-triangle-intersection.html
fn ray_triangle_intersect_moller_trumbore(r: Ray, tri: &Triangle) -> Option<RayTriangleResult> {
// #ifdef MOLLER_TRUMBORE
// Vec3f v0v1 = v1 - v0;
// Vec3f v0v2 = v2 - v0;
// Vec3f pvec = dir.crossProduct(v0v2);
// float det = v0v1.dotProduct(pvec);
// #ifdef CULLING
// // if the determinant is negative, the triangle is 'back facing'
// // if the determinant is close to 0, the ray misses the triangle
// if (det < kEpsilon) return false;
// #else
// // ray and triangle are parallel if det is close to 0
// if (fabs(det) < kEpsilon) return false;
// #endif
// float invDet = 1 / det;
//
// Vec3f tvec = orig - v0;
// u = tvec.dotProduct(pvec) * invDet;
// if (u < 0 || u > 1) return false;
//
// Vec3f qvec = tvec.crossProduct(v0v1);
// v = dir.dotProduct(qvec) * invDet;
// if (v < 0 || u + v > 1) return false;
//
// t = v0v2.dotProduct(qvec) * invDet;
//
let v0 = tri.verts[0];
let v1 = tri.verts[1];
let v2 = tri.verts[2];
let v0v1 = v1 - v0;
let v0v2 = v2 - v0;
let p = cross(r.direction, v0v2);
let det = dot(v0v1, p);
if det < EPSILON {
return None;
}
let inv_det = 1. / det;
let t = r.origin - v0;
let u = dot(t, p) * inv_det;
if u < 0. || u > 1. {
return None;
}
let q = cross(t, v0v1);
let v = dot(r.direction, q) * inv_det;
if v < 0. || u + v > 1. {
return None;
}
let t = dot(v0v2, q) * inv_det;
if t > EPSILON {
return Some(RayTriangleResult {
t,
p: r.origin + r.direction * t,
});
}
None
}
impl<M> Hit for Triangles<M>
where
M: Material,
{
fn hit(&self, r: Ray, _t_min: f32, _t_max: f32) -> Option<HitRecord> {
// TODO(wathiede): add an acceleration structure to more cheaply skip some triangles.
for tri in &self.triangles {
if let Some(RayTriangleResult { t, p }) = ray_triangle_intersect_moller_trumbore(r, tri)
{
//if let Some(RayTriangleResult { t, p }) = ray_triangle_intersect_geometric(r, tri) {
// We don't support UV (yet?).
let uv = (0.5, 0.5);
return Some(HitRecord {
t,
uv,
p,
normal: tri.normal,
material: &self.material,
});
}
}
None
}
fn bounding_box(&self, _t_min: f32, _t_max: f32) -> Option<AABB> {
Some(self.bbox)
}
}
struct RayTriangleResult {
t: f32,
p: Vec3,
}