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Triangle.cpp
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#include "Triangle.h"
#include <glm/glm.hpp>
#include <iostream>
using namespace glm;
using namespace std;
Triangle::Triangle(void) {
a = vec3(0);
b = vec3(0);
c = vec3(0);
normA = vec3(0);
normB = vec3(0);
normC = vec3(0);
}
Triangle::Triangle(vec3 _a, vec3 _b, vec3 _c, vec3 _normA, vec3 _normB, vec3 _normC, vec3 _colour) {
a = _a;
b = _b;
c = _c;
normA = _normA;
normB = _normB;
normC = _normC;
colour = _colour;
}
bool Triangle::Intersection(vec3 rayOrigin, vec3 rayDirection, float& u, float& v, float& w, float* t) {
vec3 e1 = b - a;
vec3 e2 = c - a;
u = dot((rayOrigin - a), cross(rayDirection, e2)) / dot(e1, (cross(rayDirection, e2)));
v = dot(rayDirection, (cross((rayOrigin - a), e1)) / dot(e1, cross(rayDirection, e2)));
w = 1 - u - v;
float t0 = dot(e2, cross((rayOrigin - a), e1)) / dot(e1, cross(rayDirection, e2));
if ((u < 0) || (u > 1)) {
return false;
}
else if ((v < 0) || (u + v > 1)) {
return false;
}
else if (t0 <= 0) {
return false;
}
else {
*t = t0;
return true;
}
}
vec3 Triangle::CalculateNormal(vec3 p0, float& u, float& v, float& w, int* shininess, vec3* diffuseColour, vec3* specularColour) {
*shininess = 100;
*diffuseColour = colour;
*specularColour = vec3(0.7);
return (w * normA) + (u * normB) + (v * normC);
}
Triangle::~Triangle() {
}