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+ | Triangle intersection
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@ -31,23 +31,19 @@ bool intersectPlane(Ray ray, GPUObject obj, out hitInfo hit)
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bool intersectQuad(Ray ray, GPUObject obj, out hitInfo hit)
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{
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// obj.edge1 and obj.edge2 are the two edge vectors from quad origin
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vec3 normal = normalize(cross(obj.edge1, obj.edge2));
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vec3 normal = normalize(cross(obj.vertex1, obj.vertex2));
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float d = dot(normal, ray.direction);
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float t = dot(obj.position - ray.origin, normal) / d;
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if (t <= 0.0 || d == 0.0) return (false);
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// Get hit point relative to quad origin
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vec3 p = ray.origin + ray.direction * t - obj.position;
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// Project hit point onto edges using dot product
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float e1 = dot(p, obj.edge1);
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float e2 = dot(p, obj.edge2);
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float e1 = dot(p, obj.vertex1);
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float e2 = dot(p, obj.vertex2);
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// Check if point is inside quad using edge lengths
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float l1 = dot(obj.edge1, obj.edge1);
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float l2 = dot(obj.edge2, obj.edge2);
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float l1 = dot(obj.vertex1, obj.vertex1);
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float l2 = dot(obj.vertex2, obj.vertex2);
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bool inside = e1 >= 0.0 && e1 <= l1 && e2 >= 0.0 && e2 <= l2;
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@ -58,6 +54,60 @@ bool intersectQuad(Ray ray, GPUObject obj, out hitInfo hit)
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return (inside);
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}
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// bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
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// {
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// vec3 pvec = cross(ray.direction, obj.vertex2);
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// float det = dot(obj.vertex1, pvec);
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// vec3 tvec = ray.origin - obj.position;
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// float invDet = 1.0 / det;
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// float u = dot(tvec, pvec) * invDet;
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// vec3 qvec = cross(tvec, obj.vertex1);
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// float v = dot(ray.direction, qvec) * invDet;
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// float t = dot(obj.vertex2, qvec) * invDet;
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// bool valid = abs(det) > 1e-8 &&
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// u >= 0.0 && u <= 1.0 &&
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// v >= 0.0 && (u + v) <= 1.0 &&
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// t > 0.0;
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// hit.t = t;
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// hit.position = ray.origin + ray.direction * t;
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// hit.normal = obj.normal * sign(-dot(ray.direction, obj.normal));
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// return (valid);
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// }
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bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
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{
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vec3 pvec = cross(ray.direction, obj.vertex2);
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float det = dot(obj.vertex1, pvec);
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if (abs(det) < 1e-8) return (false); // det < 0.0
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float invDet = 1.0 / det;
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vec3 tvec = ray.origin - obj.position;
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float u = dot(tvec, pvec) * invDet;
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if (u < 0.0 || u > 1.0) return (false);
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vec3 qvec = cross(tvec, obj.vertex1);
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float v = dot(ray.direction, qvec) * invDet;
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if (v < 0.0 || u + v > 1.0) return (false);
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float t = dot(obj.vertex2, qvec) * invDet;
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if (t <= 0.0) return (false);
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hit.t = t;
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hit.position = ray.origin + ray.direction * t;
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vec3 normal = obj.normal;
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hit.normal = dot(ray.direction, normal) < 0.0 ? normal : -normal;
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return (true);
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}
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bool intersect(Ray ray, GPUObject obj, out hitInfo hit)
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{
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if (obj.type == 0)
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@ -66,6 +116,8 @@ bool intersect(Ray ray, GPUObject obj, out hitInfo hit)
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return (intersectPlane(ray, obj, hit));
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if (obj.type == 2)
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return (intersectQuad(ray, obj, hit));
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if (obj.type == 3)
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return (intersectTriangle(ray, obj, hit));
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return (false);
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}
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