39 lines
No EOL
1.4 KiB
Text
39 lines
No EOL
1.4 KiB
Text
#include "triangle.cuh"
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#include "../../math/const.cuh"
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#include "../../math/dot.cuh"
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#include "../../math/cross.cuh"
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#include "../../math/operations.cuh"
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#include "../../lighting/ray.cuh"
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/*
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contributors: Inigo Quiles
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description: Based on https://www.iquilezles.org/www/articles/intersectors/intersectors.htm
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use: <float> intersect(<Triangle> tri, <float3> rayOrigin, <float3> rayDir, out <float3> intersectionPoint)
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*/
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#ifndef FNC_TRIANGLE_INTERSECT
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#define FNC_TRIANGLE_INTERSECT
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inline __host__ __device__ float intersect(const Triangle& _tri, const float3& _rayOrigin, const float3& _rayDir, float3& _point) {
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float3 v1v0 = _tri.b - _tri.a;
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float3 v2v0 = _tri.c - _tri.a;
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float3 rov0 = _rayOrigin - _tri.a;
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_point = cross(v1v0, v2v0);
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float3 q = cross(rov0, _rayDir);
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float d = 1.0f / dot(_rayDir, _point);
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float u = d * -dot(q, v2v0);
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float v = d * dot(q, v1v0);
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float t = d * -dot(_point, rov0);
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if (u < 0.0f || u > 1.0f || v < 0.0f || (u+v) > 1.0f || t < 0.0f)
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t = MAX_FLOAT_VALUE; // No intersection
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return t;
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}
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inline __host__ __device__ float intersect(const Triangle& _tri, const Ray& _ray, float3& _point) { return intersect(_tri, _ray.origin, _ray.direction, _point); }
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inline __host__ __device__ float intersect(const Triangle& _tri, const Ray& _ray) {
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float3 p;
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return intersect(_tri, _ray, p);
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}
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#endif |