src/scene.cc
author Radek Brich <radek.brich@devl.cz>
Mon, 03 Dec 2007 01:49:23 +0100
branchpyrit
changeset 22 76b7bd51d64a
parent 21 79b516a3803d
child 24 d0d76e8a5203
permissions -rw-r--r--
new make infrastructure generalize floats to Floats, allow compiling as both double/float
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/*
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 * C++ RayTracer
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 * file: scene.cc
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 *
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 * Radek Brich, 2006
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 */
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#include <math.h>
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#include "common.h"
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#include "scene.h"
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void Camera::rotate(const Quaternion &q)
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{
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	/*
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	//non-optimized
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	Quaternion res;
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	res = q * Quaternion(u) * conjugate(q);
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	u = res.toVector();
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	res = q * Quaternion(v) * conjugate(q);
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	v = res.toVector();
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	res = q * Quaternion(p) * conjugate(q);
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	p = res.toVector();
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	*/
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	// optimized
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	Float t2 =   q.a*q.b;
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	Float t3 =   q.a*q.c;
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	Float t4 =   q.a*q.d;
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	Float t5 =  -q.b*q.b;
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	Float t6 =   q.b*q.c;
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	Float t7 =   q.b*q.d;
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	Float t8 =  -q.c*q.c;
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	Float t9 =   q.c*q.d;
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	Float t10 = -q.d*q.d;
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	Float x,y,z;
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	x = 2*( (t8 + t10)*p.x + (t6 -  t4)*p.y + (t3 + t7)*p.z ) + p.x;
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	y = 2*( (t4 +  t6)*p.x + (t5 + t10)*p.y + (t9 - t2)*p.z ) + p.y;
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	z = 2*( (t7 -  t3)*p.x + (t2 +  t9)*p.y + (t5 + t8)*p.z ) + p.z;
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	p = Vector3(x,y,z);
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	x = 2*( (t8 + t10)*u.x + (t6 -  t4)*u.y + (t3 + t7)*u.z ) + u.x;
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	y = 2*( (t4 +  t6)*u.x + (t5 + t10)*u.y + (t9 - t2)*u.z ) + u.y;
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	z = 2*( (t7 -  t3)*u.x + (t2 +  t9)*u.y + (t5 + t8)*u.z ) + u.z;
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	u = Vector3(x,y,z);
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	x = 2*( (t8 + t10)*v.x + (t6 -  t4)*v.y + (t3 + t7)*v.z ) + v.x;
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	y = 2*( (t4 +  t6)*v.x + (t5 + t10)*v.y + (t9 - t2)*v.z ) + v.y;
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	z = 2*( (t7 -  t3)*v.x + (t2 +  t9)*v.y + (t5 + t8)*v.z ) + v.z;
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	v = Vector3(x,y,z);
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	p.normalize();
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	u.normalize();
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	v.normalize();
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}
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void Camera::move(const Float fw, const Float left, const Float up)
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{
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	eye = eye + fw*p + left*u + up*v;
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}
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/* http://www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter3.htm */
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bool BBox::intersect(const Ray &ray, Float &a, Float &b)
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{
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	Float tnear = -FLT_MAX;
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	Float tfar = FLT_MAX;
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	Float t1, t2;
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	for (int i = 0; i < 3; i++)
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	{
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		if (ray.dir.cell[i] == 0) {
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			/* ray is parallel to these planes */
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			if (ray.o.cell[i] < L.cell[i] || ray.o.cell[i] > H.cell[i])
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				return false;
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		} else
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		{
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			/* compute the intersection distance of the planes */
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			t1 = (L.cell[i] - ray.o.cell[i]) / ray.dir.cell[i];
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			t2 = (H.cell[i] - ray.o.cell[i]) / ray.dir.cell[i];
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			if (t1 > t2)
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				swap(t1, t2);
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			if (t1 > tnear)
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				tnear = t1; /* want largest Tnear */
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			if (t2 < tfar)
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				tfar = t2; /* want smallest Tfar */
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			if (tnear > tfar)
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				return false; /* box missed */
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			if (tfar < 0)
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				return false; /* box is behind ray */
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		}
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	}
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	a = tnear;
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	b = tfar;
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	return true;
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}
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bool Sphere::intersect(const Ray &ray, Float &dist)
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{
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	Vector3 V = ray.o - center;
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	register Float d = -dot(V, ray.dir);
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	register Float Det = d * d - (dot(V,V) - sqr_radius);
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	if (Det > 0) {
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		d -= sqrtf(Det);
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		if (d > 0 && d < dist)
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		{
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			dist = d;
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			return true;
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		}
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	}
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	return false;
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}
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bool Sphere::intersect_all(const Ray &ray, Float dist, vector<Float> &allts)
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{
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	//allts = new vector<Float>();
0
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	Vector3 V = ((Ray)ray).o - center;
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	Float Vd = - dot(V, ray.dir);
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	Float Det = Vd * Vd - (dot(V,V) - sqr_radius);
0
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	if (Det > 0) {
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		Det = sqrtf(Det);
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		Float t1 = Vd - Det;
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		Float t2 = Vd + Det;
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		if (t1 < 0)
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		{
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			if (t2 > 0)
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			{
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				// ray from inside of the sphere
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				allts.push_back(0.0);
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				allts.push_back(t2);
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				return true;
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			}
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			else
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				return false;
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		}
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		else
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		{
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			allts.push_back(t1);
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			allts.push_back(t2);
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			return true;
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		}
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	}
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	return false;
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}
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BBox Sphere::get_bbox()
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{
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	BBox bbox = BBox();
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	bbox.L = center - radius;
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	bbox.H = center + radius;
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	return bbox;
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}
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bool Box::intersect(const Ray &ray, Float &dist)
0
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{
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	Float a,b;
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	bool res = get_bbox().intersect(ray, a, b);
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	if (res && a < dist)
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	{
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		dist = a;
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		return true;
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	}
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	else
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		return false;
0
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}
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Vector3 Box::normal(Vector3 &P)
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{
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	Vector3 N;
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	for (int i = 0; i < 3; i++)
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	{
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		if (P.cell[i] >= L.cell[i]-Eps && P.cell[i] <= L.cell[i]+Eps)
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		//if (P.cell[i] == L.cell[i])
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		{
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			N.cell[i] = -1.0;
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			break;
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		}
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		if (P.cell[i] >= H.cell[i]-Eps && P.cell[i] <= H.cell[i]+Eps)
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		//if (P.cell[i] == H.cell[i])
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		{
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			N.cell[i] = +1.0;
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			break;
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		}
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	}
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	return N;
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}
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   188
0
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// this initialization and following intersection methods implements
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// Fast Triangle Intersection algorithm from
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// http://www.mpi-inf.mpg.de/~wald/PhD/
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Triangle::Triangle(const Vector3 &aA, const Vector3 &aB, const Vector3 &aC, Material *amaterial)
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	: A(aA), B(aB), C(aC)
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{
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	material = amaterial;
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	Vector3 c = B - A;
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	Vector3 b = C - A;
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	N = cross(c, b);
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	if (fabsf(N.x) > fabsf(N.y))
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	{
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		if (fabsf(N.x) > fabsf(N.z))
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			k = 0;
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   205
		else
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			k = 2;
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	}
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	else
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	{
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		if (fabsf(N.y) > fabsf(N.z))
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			k = 1;
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		else
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			k = 2;
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	}
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   215
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	int u = (k + 1) % 3;
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	int v = (k + 2) % 3;
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   218
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	Float krec = 1.0f / N[k];
0
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	nu = N[u] * krec;
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   221
	nv = N[v] * krec;
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	nd = dot(N, A) * krec;
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   223
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	// first line equation
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	Float reci = 1.0f / (b[u] * c[v] - b[v] * c[u]);
0
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   226
	bnu = b[u] * reci;
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	bnv = -b[v] * reci;
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	// second line equation
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	cnu = c[v] * reci;
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	cnv = -c[u] * reci;
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	// finalize normal
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	N.normalize();
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}
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// see comment for previous method
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bool Triangle::intersect(const Ray &ray, Float &dist)
0
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{
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	Vector3 O = ray.o;
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	Vector3 D = ray.dir;
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	const int modulo3[5] = {0,1,2,0,1};
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	const int ku = modulo3[k+1];
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	const int kv = modulo3[k+2];
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	const Float lnd = 1.0f / (D[k] + nu * D[ku] + nv * D[kv]);
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	const Float t = (nd - O[k] - nu * O[ku] - nv * O[kv]) * lnd;
0
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	if (!(t < dist && t > 0))
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		return false;
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	Float hu = O[ku] + t * D[ku] - A[ku];
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	Float hv = O[kv] + t * D[kv] - A[kv];
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	Float beta = hv * bnu + hu * bnv;
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	if (beta < 0)
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		return false;
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	Float gamma = hu * cnu + hv * cnv;
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	if (gamma < 0)
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		return false;
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	if ((beta + gamma) > 1)
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		return false;
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	dist = t;
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	return true;
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}
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BBox Triangle::get_bbox()
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{
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	BBox bbox = BBox();
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	bbox.L = A;
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	if (B.x < bbox.L.x)  bbox.L.x = B.x;
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	if (C.x < bbox.L.x)  bbox.L.x = C.x;
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	if (B.y < bbox.L.y)  bbox.L.y = B.y;
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	if (C.y < bbox.L.y)  bbox.L.y = C.y;
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	if (B.z < bbox.L.z)  bbox.L.z = B.z;
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	if (C.z < bbox.L.z)  bbox.L.z = C.z;
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	bbox.H = A;
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	if (B.x > bbox.H.x)  bbox.H.x = B.x;
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	if (C.x > bbox.H.x)  bbox.H.x = C.x;
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	if (B.y > bbox.H.y)  bbox.H.y = B.y;
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	if (C.y > bbox.H.y)  bbox.H.y = C.y;
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	if (B.z > bbox.H.z)  bbox.H.z = B.z;
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	if (C.z > bbox.H.z)  bbox.H.z = C.z;
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	return bbox;
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};