Пример #1
0
// Intersect ray r with the triangle abc.  If it hits returns true,
// and puts the t parameter, barycentric coordinates, normal, object id,
// and object material in the isect object
bool TrimeshFace::intersectLocal( const ray& r, isect& i ) const
{
  const Vec3d& a = parent->vertices[ids[0]];
  const Vec3d& b = parent->vertices[ids[1]];
  const Vec3d& c = parent->vertices[ids[2]];

  // tangent vectors
  Vec3d t1 = b - a;
  Vec3d t2 = c - a;
  
  Vec3d n = crossProd(t1,t2);

  double D = -n*a;

  // if the surface is parallel to the ray there is no intersection
  if(r.getDirection()*n == 0)
  {
    return false;
  }  

  double t = -(n*r.getPosition() + D)/(n*r.getDirection() );
  if (t <= RAY_EPSILON)
    return false;

  // point of intersection with the same plane (doesn't mean intersection with triangle) p(t)=p+t*d
  Vec3d p = r.at(t);

  // triangle area
  double A = n.length()/2.0;

  // barycentric coords
  double wa = crossProd(c-b, p-b).length() / (2.0*A);
  double wb = crossProd(a-c, p-c).length() / (2.0*A);
  double wc = crossProd(b-a, p-a).length() / (2.0*A);

  if((wa >= 0.0) && (wb >= 0.0) && (wc >= 0.0) && (wa+wb+wc-1.0 <= 0.00001)) {
    i.setT(t);
    i.setBary(wa, wb, wc);
    if (parent->normals.size() == 0) {
      i.setN(n);
    } else {
      Vec3d inter_n = wa*parent->normals[ids[0]] + wb*parent->normals[ids[1]]
                    + wc*parent->normals[ids[2]];
      inter_n.normalize();
      i.setN(inter_n);
    }
    i.setObject(this);
    if (parent->materials.size() == 0) {
      i.setMaterial(this->getMaterial() );
    } else {
      Material inter_m = wa*(*parent->materials[ids[0]]);
      inter_m += wb*(*parent->materials[ids[1]]);
      inter_m += wc*(*parent->materials[ids[2]]);
      i.setMaterial(inter_m);
    }
    return true;
  }

  return false;
}
Пример #2
0
// Get any intersection with an object.  Return information about the 
// intersection through the reference parameter.
bool Scene::intersect( const ray& r, isect& i ) const {
	double tmin = 0.0;
	double tmax = 0.0;
	bool have_one = false;
	typedef vector<Geometry*>::const_iterator iter;
	for( iter j = objects.begin(); j != objects.end(); ++j ) {
		isect cur;
		if( (*j)->intersect( r, cur ) ) {
			if( !have_one || (cur.t < i.t) ) {
				i = cur;
				have_one = true;
			}
		}
	}
	if( !have_one ) i.setT(1000.0);
	// if debugging,
	intersectCache.push_back( std::make_pair(r,i) );
	return have_one;
}
Пример #3
0
bool Trimesh::intersectLocal(const ray&r, isect&i) const
{
  double tmin = 0.0;
  double tmax = 0.0;
  typedef Faces::const_iterator iter;
  bool have_one = false;
  for( iter j = faces.begin(); j != faces.end(); ++j ) {
    isect cur;
    if( (*j)->intersectLocal( r, cur ) )
    {
      if( !have_one || (cur.t < i.t) )
      {
        i = cur;
        have_one = true;
      }
    }
  }
  if( !have_one ) i.setT(1000.0);
  return have_one;
}
Пример #4
0
bool Box::intersectLocal( const ray& r, isect& i ) const
{

        Vec3d p = r.getPosition();
        Vec3d d = r.getDirection();

        int it;
        double x, y, t, bestT; 
        int mod0, mod1, mod2, bestIndex;

        bestT = HUGE_DOUBLE;
        bestIndex = -1;

        for(it=0; it<6; it++){ 
                mod0 = it%3;

                if(d[mod0] == 0){
                        continue;
                }
                
                t = ((it/3) - 0.5 - p[mod0]) / d[mod0];                 

                if(t < RAY_EPSILON || t > bestT){
                        continue;
                }

                mod1 = (it+1)%3;
                mod2 = (it+2)%3;
                x = p[mod1]+t*d[mod1];
                y = p[mod2]+t*d[mod2];
                
                if(     x<=0.5 && x>=-0.5 &&
                        y<=0.5 && y>=-0.5)
                {
                        if(bestT > t){
                                bestT = t;
                                bestIndex = it;
                        }
                }                       
                
        }

        if(bestIndex < 0) return false;
        
        i.setT(bestT);
        i.setObject(this);

		Vec3d intersect_point = r.at(i.t);

		int i1 = (bestIndex + 1) % 3;
		int i2 = (bestIndex + 2) % 3;

        if(bestIndex < 3)
		{
                i.setN(Vec3d(-double(bestIndex == 0), -double(bestIndex == 1), -double(bestIndex == 2)));
				i.setUVCoordinates( Vec2d(	0.5 - intersect_point[ min(i1, i2) ], 
											0.5 + intersect_point[ max(i1, i2) ] ) );
		}
        else
		{
                i.setN(Vec3d(double(bestIndex==3), double(bestIndex == 4), double(bestIndex == 5)));
				i.setUVCoordinates( Vec2d(	0.5 + intersect_point[ min(i1, i2) ],
											0.5 + intersect_point[ max(i1, i2) ] ) );

		}
        return true;

}
Пример #5
0
bool Cone::intersectLocal(ray& r, isect& i) const
{
	bool ret = false;
	const int x = 0, y = 1, z = 2;	// For the dumb array indexes for the vectors

	Vec3d normal;
	
	Vec3d R0 = r.getPosition();
	Vec3d Rd = r.getDirection();
	double pz = R0[2];
	double dz = Rd[2];
	
	double a = Rd[x]*Rd[x] + Rd[y]*Rd[y] - beta_squared * Rd[z]*Rd[z];

	if( a == 0.0) return false;		// We're in the x-y plane, no intersection

	double b = 2 * (R0[x]*Rd[x] + R0[y]*Rd[y] - beta_squared * ((R0[z] + gamma) * Rd[z]));
	double c = -beta_squared*(gamma + R0[z])*(gamma + R0[z]) + R0[x] * R0[x] + R0[y] * R0[y];

	double discriminant = b * b - 4 * a * c;
	
	double farRoot, nearRoot, theRoot = RAY_EPSILON;
	bool farGood, nearGood;
	
	if(discriminant <= 0) return false;		// No intersection

	discriminant = sqrt(discriminant);

	// We have two roots, so calculate them
	nearRoot = (-b + discriminant) / ( 2 * a );
	farRoot = (-b - discriminant) / ( 2 * a );
	
	// This is confusing, but it figures out which
	// root is closer and puts into theRoot
	nearGood = isGoodRoot(r.at(nearRoot));
	if(nearGood && (nearRoot > theRoot))
	{
		theRoot = nearRoot;
		normal = Vec3d((r.at(theRoot))[x], (r.at(theRoot))[y], -2.0 * beta_squared * (r.at(theRoot)[z] + gamma));
	}
	farGood = isGoodRoot(r.at(farRoot));
	if(farGood && ( (nearGood && farRoot < theRoot) || farRoot > RAY_EPSILON) ) 
	{
		theRoot = farRoot;
		normal = Vec3d((r.at(theRoot))[x], (r.at(theRoot))[y], -2.0 * beta_squared * (r.at(theRoot)[z] + gamma));
	}

	// In case we are _inside_ the _uncapped_ cone, we need to flip the normal.
	// Essentially, the cone in this case is a double-sided surface
	// and has _2_ normals
	if( !capped && (normal * r.getDirection()) > 0 )
		normal = -normal;

	// These are to help with finding caps
	double t1 = (-pz)/dz;
	double t2 = (height-pz)/dz;
	
	Vec3d p( r.at( t1 ) );
	
	if(capped) {
		if( p[0]*p[0] + p[1]*p[1] <=  b_radius*b_radius)
		{
			if(t1 < theRoot && t1 > RAY_EPSILON)
			{
				theRoot = t1;
				if( dz > 0.0 ) {
					// Intersection with cap at z = 0.
					normal = Vec3d( 0.0, 0.0, -1.0 );
				} else {
					normal = Vec3d( 0.0, 0.0, 1.0 );
				}
			}
		}
		Vec3d q( r.at( t2 ) );
		if( q[0]*q[0] + q[1]*q[1] <=  t_radius*t_radius)
		{
			if(t2 < theRoot && t2 > RAY_EPSILON)
			{
				theRoot = t2;
				if( dz > 0.0 ) {
					// Intersection with interior of cap at z = 1.
					normal = Vec3d( 0.0, 0.0, 1.0 );
				} else {
					normal = Vec3d( 0.0, 0.0, -1.0 );
				}
			}
		}
	}
	
	if(theRoot <= RAY_EPSILON) return false;
	
	i.setT(theRoot);
	normal.normalize();
	i.setN(normal);
	i.obj = this;
	i.setMaterial(this->getMaterial());
	return true;
	
	return ret;
}