Implemented bounding spheres for objects
This commit is contained in:
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4596c117df
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14f1ed2a31
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@ -8,3 +8,4 @@ edition = "2018"
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[dependencies]
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[dependencies]
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nalgebra = "0.18"
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nalgebra = "0.18"
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rand = "0.7.3"
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@ -18,14 +18,14 @@ This list may be changed or extended in the future.
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- [x] Plane struct
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- [x] Plane struct
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- [x] Plane intersection test
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- [x] Plane intersection test
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- [x] Color mapping on planes
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- [x] Color mapping on planes
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- [ ] Triangle objects
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- [x] Triangle objects
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- [x] Triangle struct
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- [x] Triangle struct
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- [x] Triangle intersection test
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- [x] Triangle intersection test
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- [x] Triangle normal generation
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- [x] Triangle normal generation
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- [x] Color mapping on triangles
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- [x] Color mapping on triangles
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- [x] Triangle mesh struct
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- [x] Triangle mesh struct
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- [x] Triangle mesh intersection test
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- [x] Triangle mesh intersection test
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- [ ] Bounding boxes
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- [x] Bounding spheres
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- [ ] Direct lighting
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- [ ] Direct lighting
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- [ ] Point light sources
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- [ ] Point light sources
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- [ ] Point source struct
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- [ ] Point source struct
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@ -55,7 +55,7 @@ fn main() -> std::io::Result<()> {
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let camera = Camera::new(Point3::new(0.0,0.0,0.0), Vector3::new(0.0,0.0,1.0), 1.0, 16.0 / 9.0, 2.0, 480);
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let camera = Camera::new(Point3::new(0.0,0.0,0.0), Vector3::new(0.0,0.0,1.0), 1.0, 16.0 / 9.0, 2.0, 480);
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let scene = vec![
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let scene = vec![
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Object::new(TriangleMesh::singleton(Point3::new(-1.0, -1.0, 3.0), Point3::new(0.0, 1.0, 3.0), Point3::new(1.0, -1.0, 3.0), |t, u, v| Color::new(t, u, v)))
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Object::new_boundless(TriangleMesh::singleton(Point3::new(-1.0, -1.0, 2.0), Point3::new(0.0, 1.0, 2.0), Point3::new(1.0, -1.0, 2.0), |t, u, v| Color::new(t, u, v)))
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];
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];
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render(&camera, &scene, "out.ppm")
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render(&camera, &scene, "out.ppm")
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@ -2,6 +2,7 @@
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mod sphere; pub use sphere::*;
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mod sphere; pub use sphere::*;
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mod plane; pub use plane::*;
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mod plane; pub use plane::*;
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mod triangle; pub use triangle::*;
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mod triangle; pub use triangle::*;
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mod bound; pub use bound::*;
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use na::*;
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use na::*;
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@ -22,18 +23,49 @@ pub trait Surface {
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// Takes in a point (assumed to be on the object's surface)
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// Takes in a point (assumed to be on the object's surface)
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// and returns the color information on that point.
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// and returns the color information on that point.
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fn getcolor(&self, point: Point3<f32>) -> Color;
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fn getcolor(&self, point: Point3<f32>) -> Color;
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// Creates a bounding sphere around the object.
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fn bound(&self) -> Bound;
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}
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}
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pub struct Object {
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pub struct Object {
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pub surface: Box<dyn Surface>
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pub surface: Box<dyn Surface>,
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bound: Bound
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}
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}
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#[allow(dead_code)]
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impl Object {
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impl Object {
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pub fn new(surface: impl 'static + Surface) -> Self {
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// Creates a new object with a custom bounding sphere.
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Object { surface: Box::new(surface) }
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pub fn new_(surface: impl 'static + Surface, center: Point3<f32>, radius: f32) -> Self {
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Object {
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surface: Box::new(surface),
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bound: Bound { center: center, radius: radius, bypass: false }
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}
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}
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}
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pub fn intersect(&self, ray: Ray) -> Option<f32> { self.surface.intersect(ray) }
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// Creates a new object with no bounding sphere.
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pub fn new_boundless(surface: impl 'static + Surface) -> Self {
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Object {
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surface: Box::new(surface),
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bound: Bound::bypass()
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}
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}
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// Creates a new object with the default bounding sphere.
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pub fn new(surface: impl 'static + Surface) -> Self {
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let bound = surface.bound();
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Object {
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surface: Box::new(surface),
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bound: bound
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}
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}
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pub fn intersect(&self, ray: Ray) -> Option<f32> {
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if self.bound.is_intersected(ray) {
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self.surface.intersect(ray)
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} else { None }
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}
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pub fn normal(&self, point: Point3<f32>) -> Unit<Vector3<f32>> { self.surface.normal(point) }
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pub fn normal(&self, point: Point3<f32>) -> Unit<Vector3<f32>> { self.surface.normal(point) }
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pub fn getcolor(&self, point: Point3<f32>) -> Color { self.surface.getcolor(point) }
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pub fn getcolor(&self, point: Point3<f32>) -> Color { self.surface.getcolor(point) }
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}
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}
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37
src/object/bound.rs
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37
src/object/bound.rs
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@ -0,0 +1,37 @@
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extern crate nalgebra as na;
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use na::distance;
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use na::geometry::Point3;
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use crate::types::Ray;
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// A bounding sphere, used for
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// intersection test optimization.
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#[derive(Debug)]
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pub struct Bound {
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pub center: Point3<f32>,
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pub radius: f32,
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// If true, then the bounding sphere is disabled.
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pub bypass: bool
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}
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impl Bound {
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pub fn is_intersected(&self, ray: Ray) -> bool {
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if self.bypass { return true; }
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let l = ray.origin - self.center;
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let b_2 = ray.direction.dot(&l);
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let c = l.norm_squared() - self.radius * self.radius;
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let discr = b_2 * b_2 * c;
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discr >= 0.0
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}
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pub fn contains(&self, point: &Point3<f32>) -> bool { distance(&self.center, point) < self.radius }
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pub fn bypass() -> Self { Bound { center: Point3::origin(), radius: 0.0, bypass: true } }
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}
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@ -4,7 +4,7 @@ use na::*;
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use na::geometry::Point3;
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use na::geometry::Point3;
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use crate::types::*;
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use crate::types::*;
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use super::Surface;
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use super::{Surface, bound::*};
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pub struct Plane {
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pub struct Plane {
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pub center: Point3<f32>, // Plane origin (used for texture mapping).
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pub center: Point3<f32>, // Plane origin (used for texture mapping).
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@ -86,6 +86,10 @@ impl Surface for Plane {
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(*self.texture)(x, y)
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(*self.texture)(x, y)
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}
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}
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// Planes are infinite, so no finite
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// bounding sphere could possibly contain one.
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fn bound(&self) -> Bound { Bound::bypass() }
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}
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}
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#[cfg(test)]
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#[cfg(test)]
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@ -6,7 +6,7 @@ use na::*;
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use na::geometry::Point3;
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use na::geometry::Point3;
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use crate::types::*;
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use crate::types::*;
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use super::Surface;
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use super::{Surface, bound::*};
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pub struct Sphere {
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pub struct Sphere {
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pub center: Point3<f32>, // Center point of the sphere.
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pub center: Point3<f32>, // Center point of the sphere.
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@ -36,25 +36,24 @@ impl Sphere {
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impl Surface for Sphere {
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impl Surface for Sphere {
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fn intersect(&self, ray: Ray) -> Option<f32> {
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fn intersect(&self, ray: Ray) -> Option<f32> {
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fn solve_quadratic(a: f32, b: f32, c: f32) -> Option<(f32, f32)> {
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fn solve_quadratic(b: f32, c: f32) -> Option<(f32, f32)> {
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let discr = b * b - 4.0 * a * c;
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let discr = b * b - 4.0 * c;
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if discr < 0.0 { None }
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if discr < 0.0 { None }
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else if discr == 0.0 {
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else if discr == 0.0 {
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let x = -0.5 * b / a;
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let x = -0.5 * b;
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Some((x, x))
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Some((x, x))
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} else {
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} else {
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let q = if b > 0.0 { -0.5 * (b + discr.sqrt()) } else { -0.5 * (b - discr.sqrt()) };
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let q = if b > 0.0 { -0.5 * (b + discr.sqrt()) } else { -0.5 * (b - discr.sqrt()) };
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Some((q / a, c / q))
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Some((q, c / q))
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}
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}
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}
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}
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let l = ray.origin - self.center;
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let l = ray.origin - self.center;
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let a = ray.direction.dot(&ray.direction);
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let b = 2.0 * ray.direction.dot(&l);
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let b = 2.0 * ray.direction.dot(&l);
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let c = l.dot(&l) - self.radius * self.radius;
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let c = l.normsquared() - self.radius * self.radius;
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let (mut t0, mut t1) = solve_quadratic(a, b, c)?;
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let (mut t0, mut t1) = solve_quadratic(b, c)?;
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if t0 > t1 { std::mem::swap(&mut t0, &mut t1); }
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if t0 > t1 { std::mem::swap(&mut t0, &mut t1); }
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@ -78,4 +77,6 @@ impl Surface for Sphere {
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(*self.texture)(x, y)
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(*self.texture)(x, y)
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}
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}
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fn bound(&self) -> Bound { Bound::bypass() }
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}
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}
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@ -6,7 +6,7 @@ use na::*;
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use na::geometry::Point3;
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use na::geometry::Point3;
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use crate::types::*;
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use crate::types::*;
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use super::Surface;
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use super::{Surface, bound::*};
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pub struct Triangle {
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pub struct Triangle {
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pub v1: usize, // Handles to 3 vertices.
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pub v1: usize, // Handles to 3 vertices.
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@ -162,6 +162,85 @@ impl Surface for TriangleMesh {
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fn getcolor(&self, point: Point3<f32>) -> Color {
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fn getcolor(&self, point: Point3<f32>) -> Color {
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self.closest_tri(point).getcolor(&self.vertices, point)
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self.closest_tri(point).getcolor(&self.vertices, point)
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}
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}
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// Uses Welzl's algorithm to solve the bounding sphere problem
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fn bound(&self) -> Bound {
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fn triangle_sphere(point1: &Point3<f32>, point2: &Point3<f32>, point3: &Point3<f32>) -> (Point3<f32>, f32) {
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let a = point3 - point1;
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let b = point2 - point1;
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let crs = b.cross(&a);
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let to_center = (crs.cross(&b) * a.norm_squared() + a.cross(&crs) * b.norm_squared())
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/ (2.0 * crs.norm_squared());
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let radius = to_center.norm();
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(point1 + to_center, radius)
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}
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fn tetrahedron_sphere(point1: &Point3<f32>, point2: &Point3<f32>, point3: &Point3<f32>, point4: &Point3<f32>) -> (Point3<f32>, f32) {
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let matrix = Matrix4::from_rows(&[point1.to_homogeneous().transpose(),
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point2.to_homogeneous().transpose(),
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point3.to_homogeneous().transpose(),
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point4.to_homogeneous().transpose()]);
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let a = matrix.determinant() * 2.0;
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let mut matrix_mut = matrix.clone();
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let squares = Vector4::new(point1.coords.norm_squared(), point2.coords.norm_squared(), point3.coords.norm_squared(), point4.coords.norm_squared());
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matrix_mut.set_column(0, &squares);
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let center_x = matrix_mut.determinant();
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matrix_mut.set_column(1, &matrix.index((.., 0)));
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let center_y = -matrix_mut.determinant();
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matrix_mut.set_column(2, &matrix.index((.., 1)));
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let center_z = matrix_mut.determinant();
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let center = Point3::new(center_x / a, center_y / a, center_z / a);
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let radius = distance(point1, ¢er);
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(center, radius)
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}
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fn smallest_sphere(points: Vec<&Point3<f32>>, boundary: Vec<&Point3<f32>>) -> (Point3<f32>, f32) {
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println!("{:?}\n{:?}\n", points, boundary);
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if points.len() == 0 || boundary.len() == 4 {
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match boundary.len() {
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0 => (Point3::new(0.0, 0.0, 0.0), 0.0),
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1 => (*boundary[0], 0.0),
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2 => { let half_span = 0.5 * (boundary[1] - boundary[0]);
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(*boundary[0] + half_span, half_span.norm()) },
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3 => triangle_sphere(boundary[0], boundary[1], boundary[2]),
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4 => tetrahedron_sphere(boundary[0], boundary[1], boundary[2], boundary[3]),
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_ => unreachable!()
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}
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} else {
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let removed = points[0];
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let points = Vec::from(&points[1..]);
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let bound = smallest_sphere(points.clone(), boundary.clone());
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if distance(&bound.0, removed) < bound.1 { return bound; }
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let mut boundary = boundary.clone();
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boundary.push(removed);
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smallest_sphere(points, boundary)
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}
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}
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extern crate rand;
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use rand::thread_rng;
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use rand::seq::SliceRandom;
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let mut points: Vec<&Point3<f32>> = self.vertices.iter().collect();
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points.shuffle(&mut thread_rng());
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let (center, radius) = smallest_sphere(points, Vec::new());
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Bound { center: center, radius: radius + 0.01, bypass: false }
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}
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}
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}
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#[cfg(test)]
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#[cfg(test)]
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@ -199,4 +278,66 @@ mod tests {
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assert_eq!(roundcolor(triangle.getcolor(point)), roundcolor(Color::new(t, u, v)));
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assert_eq!(roundcolor(triangle.getcolor(point)), roundcolor(Color::new(t, u, v)));
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}
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}
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#[test]
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fn triangle_bounds() {
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let point1 = Point3::new(0.0, 0.0, 0.0);
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let point2 = Point3::new(1.0, 0.0, 0.0);
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let point3 = Point3::new(0.0, 1.0, 0.0);
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let triangle = TriangleMesh::singleton_solid(point1, point2, point3, Color::black());
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let bound = triangle.bound();
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println!("{:?}", bound);
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assert!(bound.contains(&point1));
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assert!(bound.contains(&point2));
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assert!(bound.contains(&point3));
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}
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/*
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#[test]
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fn triangle_tobound() {
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let point1 = Point3::new(-3.0, 4.0, -6.0);
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let point2 = Point3::new(5.0, -2.0, -7.0);
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let point3 = Point3::new(9.0, -7.0, 3.0);
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let (center, radius) = triangle_sphere(&point1, &point2, &point3);
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let bound = Bound { center: center, radius: radius + 0.01, bypass: false };
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println!("{:?}", bound);
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println!("{}\n{}\n{}", distance(&bound.center, &point1),
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distance(&bound.center, &point2),
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distance(&bound.center, &point3));
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assert!(bound.contains(&point1));
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assert!(bound.contains(&point2));
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assert!(bound.contains(&point3));
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}
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#[test]
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fn triangle_tetrabound() {
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let point1 = Point3::new(8.0, -2.0, -5.0);
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let point2 = Point3::new(-3.0, 4.0, -6.0);
|
||||||
|
let point3 = Point3::new(-3.0, -9.0, 3.0);
|
||||||
|
let point4 = Point3::new(-6.0, 5.0, -9.0);
|
||||||
|
|
||||||
|
let (center, radius) = tetrahedron_sphere(&point1, &point2, &point3, &point4);
|
||||||
|
|
||||||
|
let bound = Bound { center: center, radius: radius + 0.01, bypass: false };
|
||||||
|
|
||||||
|
println!("{:?}", bound);
|
||||||
|
|
||||||
|
println!("{}\n{}\n{}\n{}", distance(&bound.center, &point1),
|
||||||
|
distance(&bound.center, &point2),
|
||||||
|
distance(&bound.center, &point3),
|
||||||
|
distance(&bound.center, &point4));
|
||||||
|
|
||||||
|
assert!(bound.contains(&point1));
|
||||||
|
assert!(bound.contains(&point2));
|
||||||
|
assert!(bound.contains(&point3));
|
||||||
|
assert!(bound.contains(&point4));
|
||||||
|
}
|
||||||
|
*/
|
||||||
}
|
}
|
||||||
|
|
|
@ -30,6 +30,7 @@ pub struct Color {
|
||||||
_private: () // Private field prevents direct construction
|
_private: () // Private field prevents direct construction
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[allow(dead_code)]
|
||||||
impl Color {
|
impl Color {
|
||||||
pub fn new(red: f32, green: f32, blue: f32) -> Self {
|
pub fn new(red: f32, green: f32, blue: f32) -> Self {
|
||||||
Color {
|
Color {
|
||||||
|
|
Loading…
Reference in a new issue