mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
93 lines
3.2 KiB
C++
93 lines
3.2 KiB
C++
/* ************************************************************************** */
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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: 2025/01/23 19:39:33 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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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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_normal = glm::normalize(glm::cross(_vertex2 - _position, _vertex3 - _position)); //optimization
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_centroid = (_position + _vertex2 + _vertex3) / 3.0f;
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// _vertex2 -= _position; //optimization
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// _vertex3 -= _position; //optimization
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_mat_index = mat_index;
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}
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Triangle(const glm::vec3& position, const glm::vec3& vertex2, const glm::vec3& vertex3,
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const glm::vec2& vt1, const glm::vec2& vt2, const glm::vec2& vt3, const int mat_index)
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: Object(position, mat_index), _vertex2(vertex2), _vertex3(vertex3),
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_texture_vertex1(vt1), _texture_vertex2(vt2), _texture_vertex3(vt3)
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{
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_normal = glm::normalize(glm::cross(_vertex2 - _position, _vertex3 - _position)); //optimization
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_centroid = (_position + _vertex2 + _vertex3) / 3.0f;
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// _vertex2 -= _position; //optimization
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// _vertex3 -= _position; //optimization
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}
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const glm::vec2 &getTextureVertex1() const {return (_texture_vertex1); }
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const glm::vec2 &getTextureVertex2() const {return (_texture_vertex2); }
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const glm::vec2 &getTextureVertex3() const {return (_texture_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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const glm::vec3 &getCentroid() const { return (_centroid); }
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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::vec2 _texture_vertex1;
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glm::vec2 _texture_vertex2;
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glm::vec2 _texture_vertex3;
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glm::vec3 _normal;
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glm::vec3 _centroid;
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};
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#endif
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