Add intersection test for triangle; not quite working yet though
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@ -4,6 +4,7 @@ pub mod colour;
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pub mod image;
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pub mod image;
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pub mod integrators;
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pub mod integrators;
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pub mod materials;
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pub mod materials;
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pub mod mesh;
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pub mod raycasting;
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pub mod raycasting;
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pub mod sampler;
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pub mod sampler;
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pub mod scene;
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pub mod scene;
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13
src/main.rs
13
src/main.rs
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@ -14,6 +14,7 @@ use vanrijn::camera::partial_render_scene;
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use vanrijn::colour::{ColourRgbF, NamedColour};
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use vanrijn::colour::{ColourRgbF, NamedColour};
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use vanrijn::image::{ClampingToneMapper, ImageRgbF, ImageRgbU8, ToneMapper};
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use vanrijn::image::{ClampingToneMapper, ImageRgbF, ImageRgbU8, ToneMapper};
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use vanrijn::materials::{LambertianMaterial, PhongMaterial, ReflectiveMaterial};
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use vanrijn::materials::{LambertianMaterial, PhongMaterial, ReflectiveMaterial};
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use vanrijn::mesh::Triangle;
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use vanrijn::raycasting::{Plane, Sphere};
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use vanrijn::raycasting::{Plane, Sphere};
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use vanrijn::scene::Scene;
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use vanrijn::scene::Scene;
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@ -96,6 +97,18 @@ pub fn main() -> Result<(), Box<dyn std::error::Error>> {
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specular_strength: 1.0,
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specular_strength: 1.0,
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}),
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}),
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)),
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)),
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Box::new(Triangle {
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vertices: [
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Vector3::new(0.5, 2.0, 6.0),
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Vector3::new(1.5, 2.0, 4.0),
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Vector3::new(1.0, 1.0, 6.0),
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],
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normals: [Vector3::new(0.0, 0.0, 1.0); 3],
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material: Rc::new(LambertianMaterial {
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colour: ColourRgbF::from_named(NamedColour::Green),
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diffuse_strength: 0.1,
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}),
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}),
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],
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],
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};
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};
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@ -0,0 +1,396 @@
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use nalgebra::{RealField, Vector2, Vector3};
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use super::materials::Material;
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use super::raycasting::{Intersect, IntersectionInfo, Ray};
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use std::rc::Rc;
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pub struct Triangle<T: RealField> {
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pub vertices: [Vector3<T>; 3],
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pub normals: [Vector3<T>; 3],
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pub material: Rc<dyn Material<T>>,
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}
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impl<T: RealField> Intersect<T> for Triangle<T> {
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fn intersect<'a>(&'a self, ray: &Ray<T>) -> Option<IntersectionInfo<T>> {
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let translation = -ray.origin;
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let indices = indices_with_index_of_largest_element_last(&ray.direction);
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let permuted_ray_direction = permute_vector_elements(&ray.direction, &indices);
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let shear_slopes = calculate_shear_to_z_axis(&permuted_ray_direction);
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let transformed_vertices: Vec<Vector3<T>> = self
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.vertices
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.iter()
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.map(|elem| {
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apply_shear_to_z_axis(
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&permute_vector_elements(&(elem + translation), &indices),
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&shear_slopes,
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)
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})
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.collect();
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let edge_functions = signed_edge_functions(&transformed_vertices);
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if edge_functions.iter().all(|e| e.is_sign_positive())
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|| edge_functions.iter().all(|e| e.is_sign_negative())
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{
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let barycentric_coordinates = reverse_permute_vector_elements(
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&barycentric_coordinates_from_signed_edge_functions(Vector3::from_iterator(
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edge_functions.iter().map(|e| e.abs()),
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)),
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&indices,
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);
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let location: Vector3<T> = barycentric_coordinates
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.iter()
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.zip(self.vertices.iter())
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.map(|(&coord, vertex)| vertex * coord)
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.sum();
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let distance = (ray.origin - location).norm();
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let normal = barycentric_coordinates
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.iter()
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.zip(self.normals.iter())
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.map(|(&coord, vertex)| vertex * coord)
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.sum();
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let cotangent = (self.vertices[0] - self.vertices[1])
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.cross(&normal)
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.normalize();
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let tangent = cotangent.cross(&normal).normalize();
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let retro = (ray.origin - location).normalize();
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let material = Rc::clone(&self.material);
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Some(IntersectionInfo {
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distance,
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location,
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normal,
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tangent,
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cotangent,
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retro,
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material,
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})
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} else {
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None
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}
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}
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}
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fn indices_with_index_of_largest_element_last<T: RealField>(v: &Vector3<T>) -> [usize; 3] {
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if v.x > v.y {
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if v.z > v.x {
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[0, 1, 2]
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} else {
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[1, 2, 0]
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}
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} else {
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if v.z > v.y {
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[0, 1, 2]
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} else {
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[2, 0, 1]
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}
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}
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}
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fn is_valid_permutation(indices: &[usize; 3]) -> bool {
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(0..2).all(|i: usize| indices.iter().any(|&j| j == i))
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}
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fn permute_vector_elements<T: RealField>(v: &Vector3<T>, indices: &[usize; 3]) -> Vector3<T> {
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debug_assert!(is_valid_permutation(&indices));
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Vector3::new(v[indices[0]], v[indices[1]], v[indices[2]])
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}
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fn reverse_permute_vector_elements<T: RealField>(
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v: &Vector3<T>,
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indices: &[usize; 3],
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) -> Vector3<T> {
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debug_assert!(is_valid_permutation(&indices));
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let mut result = Vector3::zeros();
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for i in 0..3 {
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result[indices[i]] = v[i];
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}
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result
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}
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fn calculate_shear_to_z_axis<T: RealField>(v: &Vector3<T>) -> Vector2<T> {
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Vector2::new(-v.x / v.z, -v.y / v.z)
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}
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fn apply_shear_to_z_axis<T: RealField>(v: &Vector3<T>, s: &Vector2<T>) -> Vector3<T> {
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Vector3::new(v.x + s.x * v.z, v.y + s.y * v.z, v.z)
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}
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fn signed_edge_function<T: RealField>(a: &Vector3<T>, b: &Vector3<T>) -> T {
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a.x * b.y - b.x * a.y
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}
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fn signed_edge_functions<T: RealField>(vertices: &Vec<Vector3<T>>) -> Vector3<T> {
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// Iterate over the inputs in such a way that each output element is calculated
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// from the twoother elements of the input. ( (y,z) -> x, (z,x) -> y, (x,y) -> z )
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Vector3::from_iterator(
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vertices
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.iter()
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.cycle()
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.skip(1)
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.zip(vertices.iter().cycle().skip(2))
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.take(vertices.len())
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.map(|(v1, v2)| signed_edge_function(v1, v2)),
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)
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}
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fn barycentric_coordinates_from_signed_edge_functions<T: RealField>(e: Vector3<T>) -> Vector3<T> {
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e * (T::one() / e.iter().fold(T::zero(), |a, b| a + *b))
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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mod index_of_largest_element {
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use super::*;
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use quickcheck_macros::quickcheck;
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#[quickcheck]
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fn result_is_valid_permutation(v: Vector3<f32>) -> bool {
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let indices = indices_with_index_of_largest_element_last(&v);
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is_valid_permutation(&indices)
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}
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#[quickcheck]
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fn result_includes_x(v: Vector3<f32>) -> bool {
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let indices = indices_with_index_of_largest_element_last(&v);
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indices.iter().any(|&i| i == 0)
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}
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#[quickcheck]
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fn result_includes_y(v: Vector3<f32>) -> bool {
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let indices = indices_with_index_of_largest_element_last(&v);
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indices.iter().any(|&i| i == 1)
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}
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#[quickcheck]
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fn result_includes_z(v: Vector3<f32>) -> bool {
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let indices = indices_with_index_of_largest_element_last(&v);
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indices.iter().any(|&i| i == 2)
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}
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#[quickcheck]
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fn last_index_is_greater_than_or_equal_to_x(v: Vector3<f32>) -> bool {
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let indices = indices_with_index_of_largest_element_last(&v);
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v[indices[2]] >= v.x
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}
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#[quickcheck]
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fn last_index_is_greater_than_or_equal_to_y(v: Vector3<f32>) -> bool {
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let indices = indices_with_index_of_largest_element_last(&v);
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v[indices[2]] >= v.y
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}
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#[quickcheck]
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fn last_index_is_greater_than_or_equal_to_z(v: Vector3<f32>) -> bool {
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let indices = indices_with_index_of_largest_element_last(&v);
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v[indices[2]] >= v.z
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}
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}
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mod permute_vector_elements {
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use super::*;
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use quickcheck_macros::quickcheck;
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#[quickcheck]
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fn permute_and_reverse_yields_input(v: Vector3<f32>) -> bool {
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let indices = indices_with_index_of_largest_element_last(&v);
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v == reverse_permute_vector_elements(&permute_vector_elements(&v, &indices), &indices)
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}
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#[quickcheck]
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fn last_index_is_greater_than_or_equal_to_x(v: Vector3<f32>) -> bool {
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let p = permute_vector_elements(&v, &indices_with_index_of_largest_element_last(&v));
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p.z >= v.x
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}
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#[quickcheck]
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fn last_index_is_greater_than_or_equal_to_y(v: Vector3<f32>) -> bool {
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let p = permute_vector_elements(&v, &indices_with_index_of_largest_element_last(&v));
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p.z >= v.y
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}
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#[quickcheck]
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fn last_index_is_greater_than_or_equal_to_z(v: Vector3<f32>) -> bool {
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let p = permute_vector_elements(&v, &indices_with_index_of_largest_element_last(&v));
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p.z >= v.z
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}
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}
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mod shear_to_z_axis {
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use super::*;
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use quickcheck_macros::quickcheck;
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#[quickcheck]
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fn shear_to_z_axis_makes_x_zero(v: Vector3<f32>) -> bool {
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let s = calculate_shear_to_z_axis(&v);
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apply_shear_to_z_axis(&v, &s).x.abs() < 0.00001
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}
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#[quickcheck]
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fn shear_to_z_axis_makes_y_zero(v: Vector3<f32>) -> bool {
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let s = calculate_shear_to_z_axis(&v);
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apply_shear_to_z_axis(&v, &s).y.abs() < 0.00001
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}
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#[quickcheck]
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fn shear_to_z_axis_leaves_z_unchanged(v: Vector3<f32>) -> bool {
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let s = calculate_shear_to_z_axis(&v);
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apply_shear_to_z_axis(&v, &s).z == v.z
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}
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}
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mod barycentric_coordinates {
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use super::*;
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use quickcheck::TestResult;
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use quickcheck_macros::quickcheck;
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#[quickcheck]
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fn sign_of_signed_edge_function_matches_winding(
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a: Vector3<f32>,
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b: Vector3<f32>,
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) -> TestResult {
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let a_2d = Vector2::new(a.x, a.y);
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let b_2d = Vector2::new(b.x, b.y);
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let c_2d = Vector2::new(0.0, 0.0);
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let winding = (b_2d - a_2d).perp(&(c_2d - b_2d));
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if winding.abs() < 0.00001 {
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TestResult::discard()
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} else {
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let winding = winding.is_sign_positive();
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let area_sign = signed_edge_function(&a, &b).is_sign_positive();
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TestResult::from_bool(winding == area_sign)
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}
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}
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#[quickcheck]
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fn signed_edge_functions_has_same_result_as_signed_edge_function(
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a: Vector3<f32>,
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b: Vector3<f32>,
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c: Vector3<f32>,
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) -> bool {
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let es = signed_edge_functions(&vec![a, b, c]);
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es[0] == signed_edge_function(&b, &c)
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&& es[1] == signed_edge_function(&c, &a)
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&& es[2] == signed_edge_function(&a, &b)
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}
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#[quickcheck]
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fn barycentric_coordinates_sum_to_one(
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a: Vector3<f64>,
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b: Vector3<f64>,
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c: Vector3<f64>,
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) -> bool {
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let barycentric_coordinates = dbg!(barycentric_coordinates_from_signed_edge_functions(
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signed_edge_functions(&vec![a, b, c]),
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));
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(barycentric_coordinates.iter().fold(0.0, |a, b| a + b) - 1.0).abs() < 0.00000001
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}
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}
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mod triangle_intersect {
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use super::*;
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use crate::materials::LambertianMaterial;
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#[test]
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fn intersection_passes_with_ray_along_z_axis_ccw_winding() {
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let target_triangle = Triangle {
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vertices: [
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Vector3::new(0.0, 1.0, 1.0),
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Vector3::new(1.0, -1.0, 1.0),
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Vector3::new(-1.0, -1.0, 1.0),
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],
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normals: [Vector3::zeros(); 3],
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material: Rc::new(LambertianMaterial::new_dummy()),
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};
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let target_ray = Ray::new(Vector3::zeros(), Vector3::new(0.0, 0.0, 1.0));
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if let None = target_triangle.intersect(&target_ray) {
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panic!()
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}
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}
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#[test]
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fn intersection_passes_with_ray_along_z_axis_cw_winding() {
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let target_triangle = Triangle {
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vertices: [
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Vector3::new(0.0, 1.0, 1.0),
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Vector3::new(-1.0, -1.0, 1.0),
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Vector3::new(1.0, -1.0, 1.0),
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],
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||||||
|
normals: [Vector3::zeros(); 3],
|
||||||
|
material: Rc::new(LambertianMaterial::new_dummy()),
|
||||||
|
};
|
||||||
|
let target_ray = Ray::new(Vector3::zeros(), Vector3::new(0.0, 0.0, 1.0));
|
||||||
|
if let None = target_triangle.intersect(&target_ray) {
|
||||||
|
panic!()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn intersection_passes_with_ray_along_nagative_z_axis_ccw_winding() {
|
||||||
|
let target_triangle = Triangle {
|
||||||
|
vertices: [
|
||||||
|
Vector3::new(0.0, 1.0, -1.0),
|
||||||
|
Vector3::new(1.0, -1.0, -1.0),
|
||||||
|
Vector3::new(-1.0, -1.0, -1.0),
|
||||||
|
],
|
||||||
|
normals: [Vector3::zeros(); 3],
|
||||||
|
material: Rc::new(LambertianMaterial::new_dummy()),
|
||||||
|
};
|
||||||
|
let target_ray = Ray::new(Vector3::zeros(), Vector3::new(0.0, 0.0, -1.0));
|
||||||
|
if let None = target_triangle.intersect(&target_ray) {
|
||||||
|
panic!()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn intersection_passes_with_ray_along_negativez_axis_cw_winding() {
|
||||||
|
let target_triangle = Triangle {
|
||||||
|
vertices: [
|
||||||
|
Vector3::new(0.0, 1.0, -1.0),
|
||||||
|
Vector3::new(-1.0, -1.0, -1.0),
|
||||||
|
Vector3::new(1.0, -1.0, -1.0),
|
||||||
|
],
|
||||||
|
normals: [Vector3::zeros(); 3],
|
||||||
|
material: Rc::new(LambertianMaterial::new_dummy()),
|
||||||
|
};
|
||||||
|
let target_ray = Ray::new(Vector3::zeros(), Vector3::new(0.0, 0.0, -1.0));
|
||||||
|
if let None = target_triangle.intersect(&target_ray) {
|
||||||
|
panic!()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn intersection_passes_with_ray_along_z_axis_but_translated_ccw_winding() {
|
||||||
|
let target_triangle = Triangle {
|
||||||
|
vertices: [
|
||||||
|
Vector3::new(5.0, 6.0, 6.0),
|
||||||
|
Vector3::new(6.0, 4.0, 6.0),
|
||||||
|
Vector3::new(4.0, 4.0, 6.0),
|
||||||
|
],
|
||||||
|
normals: [Vector3::zeros(); 3],
|
||||||
|
material: Rc::new(LambertianMaterial::new_dummy()),
|
||||||
|
};
|
||||||
|
let target_ray = Ray::new(Vector3::new(5.0, 5.0, 5.0), Vector3::new(0.0, 0.0, 1.0));
|
||||||
|
if let None = target_triangle.intersect(&target_ray) {
|
||||||
|
panic!()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn intersection_passes_with_ray_at_angle_to_z_axisand_translated_ccw_winding() {
|
||||||
|
let target_triangle = Triangle {
|
||||||
|
vertices: [
|
||||||
|
Vector3::new(6.0, 6.5, 6.0),
|
||||||
|
Vector3::new(7.0, 4.5, 6.0),
|
||||||
|
Vector3::new(5.0, 4.5, 6.0),
|
||||||
|
],
|
||||||
|
normals: [Vector3::zeros(); 3],
|
||||||
|
material: Rc::new(LambertianMaterial::new_dummy()),
|
||||||
|
};
|
||||||
|
let target_ray = Ray::new(Vector3::new(5.0, 5.0, 5.0), Vector3::new(1.0, 0.5, 1.0));
|
||||||
|
if let None = target_triangle.intersect(&target_ray) {
|
||||||
|
panic!()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -6,8 +6,8 @@ use std::rc::Rc;
|
||||||
|
|
||||||
#[derive(Clone, Debug)]
|
#[derive(Clone, Debug)]
|
||||||
pub struct Ray<T: RealField> {
|
pub struct Ray<T: RealField> {
|
||||||
origin: Vector3<T>,
|
pub origin: Vector3<T>,
|
||||||
direction: Vector3<T>,
|
pub direction: Vector3<T>,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl<T: RealField> Ray<T> {
|
impl<T: RealField> Ray<T> {
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue