#include "object_tracer.hpp" #include "scene/object.hpp" #include #include #include namespace inferno::graphics::rays { bool triangle_ray_collide(Ray* ray, float* t, glm::vec3 vertex0, glm::vec3 vertex1, glm::vec3 vertex2) { glm::vec3 edge1, edge2, h, s, q; float a, f, u, v; edge1 = vertex1 - vertex0; edge2 = vertex2 - vertex0; h = glm::cross(ray->Direction, edge2); a = glm::dot(edge1, h); if (a > -helpers::EPSILON && a < helpers::EPSILON) return false; // This ray is parallel to this triangle. f = 1.0 / a; s = ray->Origin - vertex0; u = f * glm::dot(s, h); if (u < 0.0 || u > 1.0) return false; q = glm::cross(s, edge1); v = f * glm::dot(ray->Direction, q); if (v < 0.0 || u + v > 1.0) return false; // At this stage we can compute t to find out where the intersection point is on the line. *t = f * glm::dot(edge2, q); if (*t > helpers::EPSILON) // ray intersection return true; else // This means that there is a line intersection but not a ray intersection. return false; } HitInfo* object_ray_collide(scene::SceneObject* object, Ray* ray) { HitInfo* info = new HitInfo; info->Distance = INFINITY; info->Did = false; for (auto* mesh : scene::scene_object_get_meshs(object)) { // extract triangles and loop over them, if there is a hit - we return const uint32_t* ind; const float* verts; const float* norms; mesh->getIndicies(&ind); mesh->getVerticies(&verts, &norms); float t = INFINITY; for (int i = 0; i < mesh->getIndexCount(); i++) { uint32_t index = ind[i]; glm::vec3 a = { verts[3 * index + 0], verts[3 * index + 1], verts[3 * index + 2] }; glm::vec3 b = { verts[3 * index + 3], verts[3 * index + 4], verts[3 * index + 5] }; glm::vec3 c = { verts[3 * index + 6], verts[3 * index + 7], verts[3 * index + 8] }; float temp_t; if (!triangle_ray_collide(ray, &temp_t, a, b, c)) continue; info->Did = true; if (temp_t < t) { t = temp_t; info->Distance = t; } } } return info; } }