Create triangle struct (and add comments)
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@ -19,7 +19,7 @@ This list may be changed or extended in the future.
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- [x] Plane intersection test
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- [x] Color mapping on planes
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- [ ] Triangle objects
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- [ ] Triangle struct
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- [x] Triangle struct
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- [ ] Triangle intersection test
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- [ ] Triangle normal generation
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- [ ] Color mapping on triangles
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@ -7,11 +7,20 @@ use na::*;
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use crate::types::*;
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// A trait for types that can be in Objects.
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pub trait Surface {
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// Takes in a ray and performs an intersection test
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// on itself. If the ray intersects the object,
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// returns the distance to the intersection point.
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fn intersect(&self, ray: Ray) -> Option<f32>;
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// Takes in a point (assumed to be on the object's surface)
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// and returns the normal vector off of that point.
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fn normal(&self, point: Point3<f32>) -> Unit<Vector3<f32>>;
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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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fn getcolor(&self, point: Point3<f32>) -> Color;
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}
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@ -7,15 +7,18 @@ use crate::types::*;
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use super::Surface;
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pub struct Plane {
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pub center: Point3<f32>,
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pub normal: Unit<Vector3<f32>>,
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pub center: Point3<f32>, // Plane origin (used for texture mapping).
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pub normal: Unit<Vector3<f32>>, // Precomputed plane normal.
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x_axis: Vector3<f32>,
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y_axis: Vector3<f32>,
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texture: Box<dyn Fn(f32, f32) -> Color>
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x_axis: Vector3<f32>, // Plane x-axis (The 3D direction that corresponds to the x-direction on the plane).
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y_axis: Vector3<f32>, // Plane y-axis (The 3D direction that corresponds to the y-direction on the plane).
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texture: Box<dyn Fn(f32, f32) -> Color> // Texture map.
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// Input coordinates are defined in terms of the axes above.
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}
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impl Plane {
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// Creates a new plane.
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pub fn new<F: 'static>(center: Point3<f32>, x_axis: Vector3<f32>, y_axis: Vector3<f32>, texture: F) -> Self
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where F: Fn(f32, f32) -> Color
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{
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@ -28,12 +31,33 @@ impl Plane {
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}
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}
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// Creates a new plane with the normal flipped.
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pub fn new_flip<F: 'static>(center: Point3<f32>, x_axis: Vector3<f32>, y_axis: Vector3<f32>, texture: F) -> Self
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where F: Fn(f32, f32) -> Color
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{
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Plane {
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center: center,
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normal: Unit::new_normalize(y_axis.cross(&x_axis)),
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x_axis: x_axis,
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y_axis: y_axis,
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texture: Box::new(texture)
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}
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}
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// Creates a new plane of a solid color.
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pub fn new_solid(center: Point3<f32>, x_axis: Vector3<f32>, y_axis: Vector3<f32>, color: Color) -> Self
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{ Plane::new(center, x_axis, y_axis, move |_, _| color) }
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// Creates a new flipped plane of a solid color.
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pub fn new_solid_flip(center: Point3<f32>, x_axis: Vector3<f32>, y_axis: Vector3<f32>, color: Color) -> Self
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{ Plane::new_flip(center, x_axis, y_axis, move |_, _| color) }
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// Creates a new XY-plane with the given texture map.
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pub fn xy<F: 'static + Fn(f32, f32) -> Color>(texture: F) -> Self
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{ Plane::new(Point3::origin(), Vector3::x(), Vector3::y(), texture) }
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// Creates a new XZ-plane with the given texture map.
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pub fn xz<F: 'static + Fn(f32, f32) -> Color>(texture: F) -> Self
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{ Plane::new(Point3::origin(), Vector3::x(), Vector3::z(), texture) }
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}
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@ -42,7 +66,7 @@ impl Surface for Plane {
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fn intersect(&self, ray: Ray) -> Option<f32> {
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let d = self.normal.dot(&ray.direction);
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if d < 1e-6 { return None; }
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if d < 1e-5 { return None; }
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let t = (self.center - ray.origin).dot(&*self.normal) / d;
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@ -9,13 +9,15 @@ use crate::types::*;
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use super::Surface;
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pub struct Sphere {
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pub center: Point3<f32>,
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pub radius: f32,
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pub center: Point3<f32>, // Center point of the sphere.
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pub radius: f32, // Radius of the sphere.
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texture: Box<dyn Fn(f32, f32) -> Color>
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texture: Box<dyn Fn(f32, f32) -> Color> // Texture map.
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// Uses spherical coordinates (normalized from 0-1) as input.
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}
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impl Sphere {
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// Creates a new sphere.
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pub fn new<F: 'static>(x: f32, y: f32, z: f32, radius: f32, texture: F) -> Self
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where F: Fn(f32, f32) -> Color
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{
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@ -26,6 +28,7 @@ impl Sphere {
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}
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}
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// Creates a new sphere of a solid color.
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pub fn new_solid(x: f32, y: f32, z: f32, radius: f32, color: Color) -> Self
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{ Sphere::new(x, y, z, radius, move |_, _| color) }
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}
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@ -69,8 +72,6 @@ impl Surface for Sphere {
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// In this particular case, the normal is simular to a point on a unit sphere
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// centred around the origin. We can thus use the normal coordinates to compute
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// the spherical coordinates of the point.
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// atan2 returns a value in the range [-pi, pi] and we need to remap it to range [0, 1]
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// acosf returns a value in the range [0, pi] and we also need to remap it to the range [0, 1]
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let x = 0.5 + normal.z.atan2(normal.x) / (2.0 * PI);
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let y = normal.y.acos() / PI;
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@ -0,0 +1,74 @@
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extern crate nalgebra as na;
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use na::*;
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use na::geometry::Point3;
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use crate::types::*;
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use super::Surface;
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pub struct Triangle<'a> {
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pub vertex1: &'a Point3<f32>, // References to 3 vertices.
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pub vertex2: &'a Point3<f32>,
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pub vertex3: &'a Point3<f32>,
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area: f32, // Precalculated area for barycentric calculations.
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texture: Box<dyn Fn(f32, f32, f32) -> Color> // Texture map.
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// Uses barycentric coordinates as input.
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}
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pub struct TriangleMesh<'a> {
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pub points: Vec<Box<Point3<f32>>>,
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pub tris: Vec<Triangle<'a>>
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}
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fn tri_area(a: &Point3<f32>, b: &Point3<f32>, c: &Point3<f32>) -> f32 {
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let prlg_area: f32 = (b - a).cross(&(c - a)).norm();
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prlg_area / 2.0
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}
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impl<'a> Triangle<'a> {
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pub fn new<F: 'static>(vertex1: &'a Point3<f32>,
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vertex2: &'a Point3<f32>,
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vertex3: &'a Point3<f32>,
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texture: F) -> Self
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where F: Fn(f32, f32, f32) -> Color
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{
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Triangle {
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vertex1: vertex1,
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vertex2: vertex2,
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vertex3: vertex3,
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area: tri_area(vertex1, vertex2, vertex3),
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texture: Box::new(texture)
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}
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}
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pub fn new_solid(vertex1: &'a Point3<f32>,
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vertex2: &'a Point3<f32>,
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vertex3: &'a Point3<f32>, color: Color) -> Self
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{ Triangle::new(vertex1, vertex2, vertex3, move |_, _, _| color) }
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// Conversion of barycentric coordinates to
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// a point on the triangle.
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pub fn from_bary(&self, t: f32, u: f32, v: f32) -> Point3<f32> {
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Point::from(t * self.vertex1.coords + u * self.vertex2.coords + v * self.vertex3.coords)
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}
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// Conversion of a point to barycentric coordinates.
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pub fn to_bary(&self, point: Point3<f32>) -> (f32, f32, f32) {
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let t = tri_area(self.vertex2, self.vertex3, &point) / self.area;
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let u = tri_area(self.vertex1, self.vertex3, &point) / self.area;
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let v = tri_area(self.vertex1, self.vertex2, &point) / self.area;
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(t, u, v)
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}
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}
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impl<'a> TriangleMesh<'a> {
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pub fn new(points: Vec<Box<Point3<f32>>>, tris: Vec<Triangle<'a>>) -> Self {
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TriangleMesh {
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points: points,
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tris: tris
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}
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}
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}
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