示例#1
0
bool triangle::intersect(const point &p, const ray &r, point &i)
{
    point i_proj;
    matrix inv;
    float t = 0.0f;
    float alpha = 0.0f, beta = 0.0f;
    t = r.get_dir()*this->normal_;
    if (t == 0.0f)
    {
        return this->OBJECT_NO_INTERSECTION;
    }
    t = (this->plan_offset_ + vector(p)*this->normal_) / t;
    i = p - r.get_dir()*t;
    inv = this->basis_.inverse();
    i_proj = vector(i-this->vertices_[0]);
    i_proj = prod(i_proj, inv);
    alpha = i_proj[0];
    beta = i_proj[1];
    if ( (0.0f <= alpha && alpha <= 1.0f)
            && (0.0f <= beta && beta <= 1.0f)
            && (alpha+beta <= 1.0f) )
    {
        return this->OBJECT_INTERSECTION;
    } else {
        return this->OBJECT_NO_INTERSECTION;
    }
}
示例#2
0
ray triangle::reflect(const ray &r)
{
    ray reflect_ray(r.get_dir() + 2*(r.get_dir()*this->normal_)*this->normal_);
    return reflect_ray;
}