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1 #include <algorithm>
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2 #include <float.h>
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3 #include "geom.h"
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4 #include "logger.h"
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5
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6 using namespace goatgfx;
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7
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8 GeomObject::~GeomObject()
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9 {
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10 }
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11
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12
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13 Sphere::Sphere()
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14 {
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15 radius = 1.0;
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16 }
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17
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18 Sphere::Sphere(const Vector3 ¢, float radius)
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19 : center(cent)
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20 {
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21 this->radius = radius;
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22 }
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23
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24 void Sphere::set_union(const GeomObject *obj1, const GeomObject *obj2)
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25 {
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26 const Sphere *sph1 = dynamic_cast<const Sphere*>(obj1);
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27 const Sphere *sph2 = dynamic_cast<const Sphere*>(obj2);
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28
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29 if(!sph1 || !sph2) {
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30 error_log("Sphere::set_union: arguments must be spheres");
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31 return;
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32 }
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33
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34 float dist = (sph1->center - sph2->center).length();
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35 float surf_dist = dist - (sph1->radius + sph2->radius);
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36 float d1 = sph1->radius + surf_dist / 2.0;
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37 float d2 = sph2->radius + surf_dist / 2.0;
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38 float t = d1 / (d1 + d2);
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39
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40 if(t < 0.0) t = 0.0;
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41 if(t > 1.0) t = 1.0;
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42
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43 center = sph1->center * t + sph2->center * (1.0 - t);
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44 radius = std::max(dist * t + sph2->radius, dist * (1.0f - t) + sph1->radius);
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45 }
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46
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47 void Sphere::set_intersection(const GeomObject *obj1, const GeomObject *obj2)
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48 {
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49 error_log("Sphere::intersection undefined\n");
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50 }
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51
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52 bool Sphere::contains(const Vector3 &pt) const
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53 {
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54 float dist_sq = (pt - center).length_sq();
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55 return dist_sq <= radius * radius;
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56 }
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57
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58 bool Sphere::intersect(const Ray &ray, HitPoint *hit) const
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59 {
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60 float a = dot_product(ray.dir, ray.dir);
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61 float b = 2.0 * ray.dir.x * (ray.origin.x - center.x) +
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62 2.0 * ray.dir.y * (ray.origin.y - center.y) +
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63 2.0 * ray.dir.z * (ray.origin.z - center.z);
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64 float c = dot_product(ray.origin, ray.origin) + dot_product(center, center) -
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65 2.0 * dot_product(ray.origin, center) - radius * radius;
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66
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67 float discr = b * b - 4.0 * a * c;
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68 if(discr < 1e-4) {
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69 return false;
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70 }
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71
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72 float sqrt_discr = sqrt(discr);
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73 float t0 = (-b + sqrt_discr) / (2.0 * a);
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74 float t1 = (-b - sqrt_discr) / (2.0 * a);
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75
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76 if(t0 < 1e-4)
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77 t0 = t1;
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78 if(t1 < 1e-4)
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79 t1 = t0;
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80
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81 float t = t0 < t1 ? t0 : t1;
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82 if(t < 1e-4) {
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83 return false;
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84 }
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85
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86 // fill the HitPoint structure
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87 if(hit) {
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88 hit->obj = this;
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89 hit->dist = t;
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90 hit->pos = ray.origin + ray.dir * t;
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91 hit->normal = (hit->pos - center) / radius;
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92 }
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93 return true;
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94 }
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95
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96
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97 AABox::AABox()
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98 {
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99 }
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100
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101 AABox::AABox(const Vector3 &vmin, const Vector3 &vmax)
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102 : min(vmin), max(vmax)
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103 {
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104 }
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105
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106 void AABox::set_union(const GeomObject *obj1, const GeomObject *obj2)
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107 {
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108 const AABox *box1 = dynamic_cast<const AABox*>(obj1);
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109 const AABox *box2 = dynamic_cast<const AABox*>(obj2);
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110
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111 if(!box1 || !box2) {
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112 error_log("AABox::set_union: arguments must be AABoxes too\n");
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113 return;
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114 }
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115
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116 min.x = std::min(box1->min.x, box2->min.x);
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117 min.y = std::min(box1->min.y, box2->min.y);
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118 min.z = std::min(box1->min.z, box2->min.z);
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119
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120 max.x = std::max(box1->max.x, box2->max.x);
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121 max.y = std::max(box1->max.y, box2->max.y);
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122 max.z = std::max(box1->max.z, box2->max.z);
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123 }
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124
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125 void AABox::set_intersection(const GeomObject *obj1, const GeomObject *obj2)
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126 {
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127 const AABox *box1 = dynamic_cast<const AABox*>(obj1);
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128 const AABox *box2 = dynamic_cast<const AABox*>(obj2);
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129
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130 if(!box1 || !box2) {
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131 error_log("AABox::set_intersection: arguments must be AABoxes too\n");
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132 return;
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133 }
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134
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135 for(int i=0; i<3; i++) {
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136 min[i] = std::max(box1->min[i], box2->min[i]);
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137 max[i] = std::min(box1->max[i], box2->max[i]);
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138
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139 if(max[i] < min[i]) {
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140 max[i] = min[i];
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141 }
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142 }
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143 }
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144
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145 bool AABox::contains(const Vector3 &pt) const
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146 {
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147 return pt.x >= min.x && pt.x <= max.x &&
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148 pt.y >= min.y && pt.y <= max.y &&
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149 pt.z >= min.z && pt.z <= max.z;
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150 }
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151
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152 bool AABox::intersect(const Ray &ray, HitPoint *hit) const
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153 {
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154 Vector3 param[2] = {min, max};
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155 Vector3 inv_dir(1.0 / ray.dir.x, 1.0 / ray.dir.y, 1.0 / ray.dir.z);
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156 int sign[3] = {inv_dir.x < 0, inv_dir.y < 0, inv_dir.z < 0};
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157
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158 float tmin = (param[sign[0]].x - ray.origin.x) * inv_dir.x;
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159 float tmax = (param[1 - sign[0]].x - ray.origin.x) * inv_dir.x;
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160 float tymin = (param[sign[1]].y - ray.origin.y) * inv_dir.y;
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161 float tymax = (param[1 - sign[1]].y - ray.origin.y) * inv_dir.y;
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162
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163 if(tmin > tymax || tymin > tmax) {
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164 return false;
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165 }
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166 if(tymin > tmin) {
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167 tmin = tymin;
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168 }
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169 if(tymax < tmax) {
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170 tmax = tymax;
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171 }
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172
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173 float tzmin = (param[sign[2]].z - ray.origin.z) * inv_dir.z;
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174 float tzmax = (param[1 - sign[2]].z - ray.origin.z) * inv_dir.z;
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175
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176 if(tmin > tzmax || tzmin > tmax) {
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177 return false;
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178 }
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179 if(tzmin > tmin) {
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180 tmin = tzmin;
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181 }
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182 if(tzmax < tmax) {
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183 tmax = tzmax;
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184 }
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185
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186 float t = tmin < 1e-4 ? tmax : tmin;
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187 if(t >= 1e-4) {
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188
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189 if(hit) {
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190 hit->obj = this;
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191 hit->dist = t;
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192 hit->pos = ray.origin + ray.dir * t;
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193
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194 float min_dist = FLT_MAX;
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195 Vector3 offs = min + (max - min) / 2.0;
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196 Vector3 local_hit = hit->pos - offs;
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197
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198 static const Vector3 axis[] = {
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199 Vector3(1, 0, 0), Vector3(0, 1, 0), Vector3(0, 0, 1)
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200 };
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201 //int tcidx[][2] = {{2, 1}, {0, 2}, {0, 1}};
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202
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203 for(int i=0; i<3; i++) {
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204 float dist = fabs((max[i] - offs[i]) - fabs(local_hit[i]));
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205 if(dist < min_dist) {
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206 min_dist = dist;
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207 hit->normal = axis[i] * (local_hit[i] < 0.0 ? 1.0 : -1.0);
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208 //hit->texcoord = Vector2(hit->pos[tcidx[i][0]], hit->pos[tcidx[i][1]]);
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209 }
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210 }
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211 }
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212 return true;
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213 }
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214 return false;
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215
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216 }
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217
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218 Plane::Plane()
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219 : normal(0.0, 1.0, 0.0)
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220 {
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221 }
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222
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223 Plane::Plane(const Vector3 &p, const Vector3 &norm)
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224 : pt(p)
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225 {
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226 normal = norm.normalized();
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227 }
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228
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229 Plane::Plane(const Vector3 &p1, const Vector3 &p2, const Vector3 &p3)
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230 : pt(p1)
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231 {
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232 normal = cross_product(p2 - p1, p3 - p1).normalized();
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233 }
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234
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235 Plane::Plane(const Vector3 &normal, float dist)
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236 {
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237 this->normal = normal.normalized();
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238 pt = this->normal * dist;
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239 }
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240
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241 void Plane::set_union(const GeomObject *obj1, const GeomObject *obj2)
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242 {
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243 error_log("Plane::set_union undefined\n");
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244 }
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245
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246 void Plane::set_intersection(const GeomObject *obj1, const GeomObject *obj2)
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247 {
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248 error_log("Plane::set_intersection undefined\n");
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249 }
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250
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251 bool Plane::contains(const Vector3 &pt) const
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252 {
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253 return false; // TODO: maybe define containment as half-space containment?
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254 }
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255
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256 bool Plane::intersect(const Ray &ray, HitPoint *hit) const
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257 {
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258 float ndotdir = dot_product(normal, ray.dir);
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259 if(fabs(ndotdir) < 1e-4) {
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260 return false;
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261 }
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262
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263 if(hit) {
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264 Vector3 ptdir = pt - ray.origin;
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265 float t = dot_product(normal, ptdir) / ndotdir;
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266
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267 hit->pos = ray.origin + ray.dir * t;
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268 hit->normal = normal;
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269 hit->obj = this;
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270 }
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271 return true;
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272 }
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