Created abbreviations for common geometry types

This commit is contained in:
bijan2005 2021-01-23 23:27:54 -05:00
parent ed6e84a240
commit 07445dd4be
8 changed files with 70 additions and 57 deletions

View file

@ -13,7 +13,7 @@ pub struct Triangle {
pub v2: usize,
pub v3: usize,
normal: Unit<Vector3<f32>>, // Precalculated normal vector.
normal: Unit3f, // Precalculated normal vector.
area: f32, // Precalculated area for barycentric calculations.
texture: Box<dyn Fn(f32, f32, f32) -> Color> // Texture map.
@ -21,28 +21,28 @@ pub struct Triangle {
}
pub struct TriangleMesh {
pub vertices: Vec<Point3<f32>>,
pub vertices: Vec<Point3f>,
pub tris: Vec<Triangle>
}
fn tri_area(a: &Point3<f32>, b: &Point3<f32>, c: &Point3<f32>) -> f32 {
fn tri_area(a: &Point3f, b: &Point3f, c: &Point3f) -> f32 {
let prlg_area: f32 = (b - a).cross(&(c - a)).norm();
prlg_area / 2.0
}
impl Triangle {
fn vertex1<'a>(&self, vertices: &'a Vec<Point3<f32>>) -> &'a Point3<f32> { &vertices[self.v1] }
fn vertex2<'a>(&self, vertices: &'a Vec<Point3<f32>>) -> &'a Point3<f32> { &vertices[self.v2] }
fn vertex3<'a>(&self, vertices: &'a Vec<Point3<f32>>) -> &'a Point3<f32> { &vertices[self.v3] }
fn vertex1<'a>(&self, vertices: &'a Vec<Point3f>) -> &'a Point3f { &vertices[self.v1] }
fn vertex2<'a>(&self, vertices: &'a Vec<Point3f>) -> &'a Point3f { &vertices[self.v2] }
fn vertex3<'a>(&self, vertices: &'a Vec<Point3f>) -> &'a Point3f { &vertices[self.v3] }
// Conversion of barycentric coordinates to
// a point on the triangle.
fn from_bary(&self, vertices: &Vec<Point3<f32>>, t: f32, u: f32, v: f32) -> Point3<f32> {
fn from_bary(&self, vertices: &Vec<Point3f>, t: f32, u: f32, v: f32) -> Point3f {
Point::from(t * self.vertex1(vertices).coords + u * self.vertex2(vertices).coords + v * self.vertex3(vertices).coords)
}
// Conversion of a point to barycentric coordinates.
fn to_bary(&self, vertices: &Vec<Point3<f32>>, point: Point3<f32>) -> (f32, f32, f32) {
fn to_bary(&self, vertices: &Vec<Point3f>, point: Point3f) -> (f32, f32, f32) {
let t = tri_area(self.vertex2(vertices), self.vertex3(vertices), &point) / self.area;
let u = tri_area(self.vertex1(vertices), self.vertex3(vertices), &point) / self.area;
let v = tri_area(self.vertex1(vertices), self.vertex2(vertices), &point) / self.area;
@ -50,7 +50,7 @@ impl Triangle {
(t, u, v)
}
fn intersect_(&self, vertices: &Vec<Point3<f32>>, ray: Ray) -> Option<(f32, f32, f32)> {
fn intersect_(&self, vertices: &Vec<Point3f>, ray: Ray) -> Option<(f32, f32, f32)> {
let vect2_1 = self.vertex2(vertices) - self.vertex1(vertices);
let vect3_1 = self.vertex3(vertices) - self.vertex1(vertices);
@ -74,11 +74,11 @@ impl Triangle {
Some((t, u, v))
}
fn intersect(&self, vertices: &Vec<Point3<f32>>, ray: Ray) -> Option<f32> {
fn intersect(&self, vertices: &Vec<Point3f>, ray: Ray) -> Option<f32> {
self.intersect_(vertices, ray).map(|(t, u, v)| distance(&ray.origin, &self.from_bary(vertices, t, u, v)))
}
fn getcolor(&self, vertices: &Vec<Point3<f32>>, point: Point3<f32>) -> Color {
fn getcolor(&self, vertices: &Vec<Point3f>, point: Point3f) -> Color {
let (t, u, v) = self.to_bary(vertices, point);
(*self.texture)(t, u, v)
}
@ -86,7 +86,7 @@ impl Triangle {
#[allow(dead_code)]
impl TriangleMesh {
pub fn new(vertices: Vec<Point3<f32>>, tris: Vec<(usize, usize, usize, Box<dyn Fn(f32, f32, f32) -> Color>)>) -> Self {
pub fn new(vertices: Vec<Point3f>, tris: Vec<(usize, usize, usize, Box<dyn Fn(f32, f32, f32) -> Color>)>) -> Self {
let triangles = tris.into_iter()
.map(|(v1, v2, v3, f)| Triangle {
v1: v1,
@ -102,7 +102,7 @@ impl TriangleMesh {
}
}
pub fn new_solid(vertices: Vec<Point3<f32>>, tris: Vec<(usize, usize, usize)>, color: Color) -> Self {
pub fn new_solid(vertices: Vec<Point3f>, tris: Vec<(usize, usize, usize)>, color: Color) -> Self {
let triangles = tris.into_iter()
.map(|(v1, v2, v3)| Triangle {
v1: v1,
@ -118,15 +118,15 @@ impl TriangleMesh {
}
}
pub fn singleton<F: 'static>(vertex1: Point3<f32>, vertex2: Point3<f32>, vertex3: Point3<f32>, texture: F) -> Self
pub fn singleton<F: 'static>(vertex1: Point3f, vertex2: Point3f, vertex3: Point3f, texture: F) -> Self
where F: Fn(f32, f32, f32) -> Color
{ TriangleMesh::new(vec![vertex1, vertex2, vertex3], vec![(0, 1, 2, Box::new(texture))]) }
pub fn singleton_solid(vertex1: Point3<f32>, vertex2: Point3<f32>, vertex3: Point3<f32>, color: Color) -> Self
pub fn singleton_solid(vertex1: Point3f, vertex2: Point3f, vertex3: Point3f, color: Color) -> Self
{ TriangleMesh::singleton(vertex1, vertex2, vertex3, move |_, _, _| color) }
fn closest_tri(&self, point: Point3<f32>) -> &Triangle {
fn closest_tri(&self, point: Point3f) -> &Triangle {
self.tris.iter()
.map(move |tri| {
@ -155,17 +155,17 @@ impl Surface for TriangleMesh {
.min_by(|a, b| a.partial_cmp(&b).unwrap_or(Ordering::Equal))
}
fn normal(&self, point: Point3<f32>) -> Unit<Vector3<f32>> {
fn normal(&self, point: Point3f) -> Unit3f {
self.closest_tri(point).normal
}
fn getcolor(&self, point: Point3<f32>) -> Color {
fn getcolor(&self, point: Point3f) -> Color {
self.closest_tri(point).getcolor(&self.vertices, point)
}
// Uses Welzl's algorithm to solve the bounding sphere problem
fn bound(&self) -> Bound {
fn triangle_sphere(point1: &Point3<f32>, point2: &Point3<f32>, point3: &Point3<f32>) -> (Point3<f32>, f32) {
fn triangle_sphere(point1: &Point3f, point2: &Point3f, point3: &Point3f) -> (Point3f, f32) {
let a = point3 - point1;
let b = point2 - point1;
@ -179,7 +179,7 @@ impl Surface for TriangleMesh {
(point1 + to_center, radius)
}
fn tetrahedron_sphere(point1: &Point3<f32>, point2: &Point3<f32>, point3: &Point3<f32>, point4: &Point3<f32>) -> (Point3<f32>, f32) {
fn tetrahedron_sphere(point1: &Point3f, point2: &Point3f, point3: &Point3f, point4: &Point3f) -> (Point3f, f32) {
let matrix = Matrix4::from_rows(&[point1.to_homogeneous().transpose(),
point2.to_homogeneous().transpose(),
point3.to_homogeneous().transpose(),
@ -204,7 +204,7 @@ impl Surface for TriangleMesh {
(center, radius)
}
fn smallest_sphere(points: Vec<&Point3<f32>>, boundary: Vec<&Point3<f32>>) -> (Point3<f32>, f32) {
fn smallest_sphere(points: Vec<&Point3f>, boundary: Vec<&Point3f>) -> (Point3f, f32) {
if points.len() == 0 || boundary.len() == 4 {
match boundary.len() {
0 => (Point3::new(0.0, 0.0, 0.0), 0.0),
@ -233,7 +233,7 @@ impl Surface for TriangleMesh {
use rand::thread_rng;
use rand::seq::SliceRandom;
let mut points: Vec<&Point3<f32>> = self.vertices.iter().collect();
let mut points: Vec<&Point3f> = self.vertices.iter().collect();
points.shuffle(&mut thread_rng());
let (center, radius) = smallest_sphere(points, Vec::new());