library: shape: add Triangle implementation
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@ -14,3 +14,6 @@ pub trait Shape: Bounded + std::fmt::Debug {
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pub mod sphere;
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pub mod sphere;
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pub use sphere::*;
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pub use sphere::*;
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pub mod triangle;
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pub use triangle::*;
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183
src/shape/triangle.rs
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183
src/shape/triangle.rs
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@ -0,0 +1,183 @@
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use super::super::{Point, Point2D, Vector};
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use super::Shape;
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use bvh::aabb::{Bounded, AABB};
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use bvh::ray::Ray;
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/// Represent a triangle inside the scene.
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#[derive(Debug, PartialEq)]
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pub struct Triangle {
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c0: Point,
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c0c1: Vector,
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c0c2: Vector,
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}
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impl Triangle {
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pub fn new(c0: Point, c1: Point, c2: Point) -> Self {
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Triangle {
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c0,
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c0c1: c1 - c0,
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c0c2: c2 - c0,
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}
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}
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fn barycentric(&self, point: &Point) -> Point2D {
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let c0_pos = point - self.c0;
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// P - A = u * (B - A) + v * (C - A)
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// (C - A) = v0 is c0c2
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// (B - A) = v1 is c0c1
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// (P - A) = v2 is c0_pos
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let dot00 = self.c0c2.dot(&self.c0c2);
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let dot01 = self.c0c2.dot(&self.c0c1);
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let dot02 = self.c0c2.dot(&c0_pos);
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let dot11 = self.c0c1.dot(&self.c0c1);
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let dot12 = self.c0c1.dot(&c0_pos);
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let inv_denom = 1. / (dot00 * dot11 - dot01 * dot01);
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let u = (dot00 * dot12 - dot01 * dot02) * inv_denom;
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let v = (dot11 * dot02 - dot01 * dot12) * inv_denom;
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Point2D::new(u, v)
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}
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}
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impl Bounded for Triangle {
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fn aabb(&self) -> AABB {
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AABB::empty()
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.grow(&self.c0)
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.grow(&(self.c0 + self.c0c1))
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.grow(&(self.c0 + self.c0c2))
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}
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}
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impl Shape for Triangle {
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fn intersect(&self, ray: &Ray) -> Option<f32> {
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let pvec = ray.direction.cross(&self.c0c2);
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let det = self.c0c1.dot(&pvec);
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if det.abs() < 1e-5 {
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return None;
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}
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let to_ray = ray.origin - self.c0;
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let inv_det = 1. / det;
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let u = to_ray.dot(&pvec) * inv_det;
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if u < 0. || u > 1. {
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return None;
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}
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let qvec = to_ray.cross(&self.c0c1);
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let v = ray.direction.dot(&qvec) * inv_det;
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if v < 0. || u + v > 1. {
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return None;
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}
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let t = self.c0c2.dot(&qvec) * inv_det;
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if t < 0. {
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None
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} else {
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Some(t)
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}
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}
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fn normal(&self, _: &Point) -> Vector {
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self.c0c1.cross(&self.c0c2).normalize()
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}
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fn project_texel(&self, point: &Point) -> Point2D {
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self.barycentric(point)
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}
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}
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#[cfg(test)]
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mod test {
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use super::*;
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fn simple_triangle() -> Triangle {
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Triangle::new(
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Point::origin(),
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Point::new(0., 1., 1.),
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Point::new(0., 1., 0.),
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)
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}
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#[test]
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fn intersect_along_normal_works() {
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let triangle = simple_triangle();
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let ans = triangle.intersect(&Ray::new(
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Point::new(-1., 0.5, 0.5),
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Vector::new(1., 0., 0.),
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));
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assert_eq!(ans, Some(1.0))
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}
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#[test]
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fn intersect_at_angle_works() {
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let triangle = simple_triangle();
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let ans = triangle.intersect(&Ray::new(
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Point::new(-1., 0.5, 0.),
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Vector::new(1., 0., 0.5),
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));
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assert!(ans.is_some());
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assert!((ans.unwrap() - f32::sqrt(1.0 + 0.25)).abs() < 1e-5)
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}
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#[test]
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fn intersect_out_of_bounds_is_none() {
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let triangle = simple_triangle();
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let ans = triangle.intersect(&Ray::new(Point::new(-1., 0.5, 0.), Vector::new(1., 1., 1.)));
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assert_eq!(ans, None)
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}
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#[test]
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fn normal_works() {
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let triangle = simple_triangle();
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let normal = triangle.normal(&Point::origin());
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assert_eq!(normal, Vector::new(-1., 0., 0.));
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}
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#[test]
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fn project_texel_works_1() {
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let triangle = simple_triangle();
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let ans = triangle.project_texel(&Point::origin());
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assert!((ans - Point2D::origin()).magnitude() < 1e-5)
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}
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#[test]
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fn project_texel_works_2() {
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let triangle = simple_triangle();
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let ans = triangle.project_texel(&Point::new(0., 1., 1.));
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assert!((ans - Point2D::new(1., 0.)).norm() < 1e-5)
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}
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#[test]
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fn project_texel_works_3() {
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let triangle = simple_triangle();
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let ans = triangle.project_texel(&Point::new(0., 1., 0.));
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assert!((ans - Point2D::new(0., 1.)).norm() < 1e-5)
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}
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#[test]
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fn project_texel_works_4() {
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let triangle = Triangle::new(
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Point::new(0., f32::sqrt(3.) / 2., 0.),
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Point::new(-0.5, 0., 0.),
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Point::new(0.5, 0., 0.),
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);
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// The centroid is at a third of the length of the height of the triangle
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let ans = triangle.project_texel(&Point::new(0., f32::sqrt(3.) / 6., 0.));
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assert!((ans - Point2D::new(1. / 3., 1. / 3.)).norm() < 1e-5);
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}
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#[test]
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fn project_texel_works_5() {
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let triangle = Triangle::new(
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Point::new(0., f32::sqrt(3.) / 2., 0.),
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Point::new(-0.5, 0., 0.),
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Point::new(0.5, 0., 0.),
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);
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// The centroid is at a third of the length of the height of the triangle
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let ans = triangle.project_texel(&Point::origin());
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assert!((ans - Point2D::new(0.5, 0.5)).norm() < 1e-5);
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}
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}
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