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+ | Triangle intersection
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@ -39,6 +39,7 @@ struct Vertex {
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# include "objects/Sphere.hpp"
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# include "objects/Plane.hpp"
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# include "objects/Quad.hpp"
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# include "objects/Triangle.hpp"
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# include "Camera.hpp"
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# include "Window.hpp"
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@ -40,6 +40,7 @@ class Object
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SPHERE,
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PLANE,
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QUAD,
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TRIANGLE,
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};
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virtual Type getType() const = 0;
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@ -27,8 +27,8 @@ struct GPUObject
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float radius; // sphere
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alignas(16) glm::vec3 normal; // plane
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alignas(16) glm::vec3 edge1; //quad
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alignas(16) glm::vec3 edge2; //quad
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alignas(16) glm::vec3 vertex1; //quad triangle
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alignas(16) glm::vec3 vertex2; //quad triangle
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int type;
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};
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71
includes/RT/objects/Triangle.hpp
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71
includes/RT/objects/Triangle.hpp
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@ -0,0 +1,71 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* Triangle.hpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/12/23 19:12:51 by ycontre #+# #+# */
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/* Updated: 2024/12/23 19:47:09 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef RT_TRIANGLE__HPP
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# define RT_TRIANGLE__HPP
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# include "RT.hpp"
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class Triangle : public Object
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{
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public:
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Triangle(std::stringstream &line) : Object(glm::vec3(0.0f), -1)
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{
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try {
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float x, y, z;
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float x2, y2, z2;
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float x3, y3, z3;
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int mat_index;
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if (!(line >> x >> y >> z))
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throw std::runtime_error("Missing first vertex position");
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if (!(line >> x2 >> y2 >> z2))
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throw std::runtime_error("Missing second vertex position");
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if (!(line >> x3 >> y3 >> z3))
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throw std::runtime_error("Missing third vertex position");
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if (!(line >> mat_index))
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throw std::runtime_error("Missing material properties");
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_position = glm::vec3(x, y, z);
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_vertex2 = glm::vec3(x2, y2, z2);
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_vertex3 = glm::vec3(x3, y3, z3);
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_vertex2 -= _position; //optimization
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_vertex3 -= _position; //optimization
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_normal = glm::normalize(glm::cross(_vertex2, _vertex3)); //optimization
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_mat_index = mat_index;
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}
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catch (const std::exception &e) { throw; }
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}
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Triangle(const glm::vec3& position, const glm::vec3& vertex2, const glm::vec3& vertex3, const int mat_index)
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: Object(position, mat_index), _vertex2(vertex2), _vertex3(vertex3) {}
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const glm::vec3 &getVertex2() const { return (_vertex2); }
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const glm::vec3 &getVertex3() const { return (_vertex3); }
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const glm::vec3 &getNormal() const { return (_normal); }
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Type getType() const override { return Type::TRIANGLE; }
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private:
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glm::vec3 _vertex2;
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glm::vec3 _vertex3;
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glm::vec3 _normal;
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};
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#endif
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