Add Hittable Triangle

This commit is contained in:
Jonathan Flueren 2022-07-12 17:55:16 +02:00
parent a5eed43b0f
commit c8ce9060b1
2 changed files with 88 additions and 23 deletions

View file

@ -1,11 +1,11 @@
use super::{Arc, Color, Material, Metal, Point3, Ray, Vec3}; use super::{Arc, Color, Material, Metal, Point3, Ray, Vec3};
pub struct HitRecord { pub struct HitRecord {
pub p: Point3, pub p: Point3, // hit location
pub normal: Vec3, pub normal: Vec3, // normal of hit location
pub mat_ptr: Arc<dyn Material>, pub mat_ptr: Arc<dyn Material>,
pub t: f64, pub t: f64, // ray steps (distance) from camera to hit
pub front_face: bool, pub front_face: bool, // whether object was hitted from front or back
} }
pub struct Sphere { pub struct Sphere {
@ -113,39 +113,65 @@ impl Triangle {
impl Hittable for Triangle { impl Hittable for Triangle {
fn hit(&self, r: &Ray, t_min: f64, t_max: f64, rec: &mut HitRecord) -> bool { fn hit(&self, r: &Ray, t_min: f64, t_max: f64, rec: &mut HitRecord) -> bool {
let epsilon = 0.0000001;
let a_to_b = self.b - self.a; let a_to_b = self.b - self.a;
let a_to_c = self.c - self.a; let a_to_c = self.c - self.a;
let u_vec = Vec3::cross(r.direction(), a_to_c); let h = Vec3::cross(r.direction(), a_to_c);
let det = Vec3::dot(a_to_b, u_vec); let a = Vec3::dot(a_to_b, h);
if det < 0.0 { // only positive bound if a > -epsilon && a < epsilon {
// ray is parallel to triangle
return false; return false;
} }
let inv_det = 1.0 / det; let f = 1.0 / a;
let a_to_origin = r.origin() - self.a; let a_to_origin = r.origin() - self.a;
let u = Vec3::dot(a_to_origin, u_vec) * inv_det; let u = Vec3::dot(a_to_origin, h) * f;
if u < 0.0 || u > 1.0 { //check if outside of triangle if u < 0.0 || u > 1.0 {
//check if outside of triangle
return false; return false;
} }
let v_vec = Vec3::cross(a_to_origin, a_to_b); let q = Vec3::cross(a_to_origin, a_to_b);
let v = Vec3::dot(r.direction(), v_vec) * inv_det; let v = Vec3::dot(r.direction(), q) * f;
if v < 0.0 || u+v > 1.0 { // intersection outside of triangle if v < 0.0 || u + v > 1.0 {
// intersection outside of triangle
return false; return false;
} }
let dist = Vec3::dot(a_to_c, v_vec) * inv_det; let t = Vec3::dot(a_to_c, q) * f; // where is intersection on ray?
if dist > 0.0 { if t <= epsilon {
// line intersection but no ray intersection
return false;
}
// ray intersection
rec.t = t;
rec.p = r.at(t);
rec.mat_ptr = self.mat_ptr.clone();
// triangle normal alg from https://stackoverflow.com/questions/19350792/calculate-normal-of-a-single-triangle-in-3d-space
let normal_to_camera = Vec3::new(
a_to_b.y() * a_to_c.z() - a_to_b.z() * a_to_c.y(),
a_to_b.z() * a_to_c.x() - a_to_b.x() * a_to_c.z(),
a_to_b.x() * a_to_c.y() - a_to_b.y() * a_to_c.x(),
);
let unit_normal = normal_to_camera / normal_to_camera.length();
if Vec3::dot(unit_normal, r.direction()) >= 0.0 {
// normal towards camera
rec.set_face_normal(r, unit_normal);
} else {
// normal not towards camera, has to be flipped
rec.set_face_normal(r, -1.0 * unit_normal);
} }
return true; return true;

View file

@ -10,7 +10,7 @@ mod utility;
mod vec3; mod vec3;
use camera::Camera; use camera::Camera;
use hittable::{HitRecord, Hittable, Sphere}; use hittable::{HitRecord, Hittable, Sphere, Triangle};
use hittable_list::HittableList; use hittable_list::HittableList;
use image::{Rgb, RgbImage}; use image::{Rgb, RgbImage};
use material::{Dielectric, Lambertian, Material, Metal}; use material::{Dielectric, Lambertian, Material, Metal};
@ -50,14 +50,13 @@ fn ray_color(r: &Ray, world: &HittableList, depth: u32) -> Color {
fn random_world() -> HittableList { fn random_world() -> HittableList {
let mut world = HittableList::new(); let mut world = HittableList::new();
let material_ground = Arc::new(Lambertian::new(&Color::new(0.05, 0.05,0.05))); let material_ground = Arc::new(Lambertian::new(&Color::new(0.05, 0.05, 0.05)));
world.add(Box::<Sphere>::new(Sphere::new( world.add(Box::<Sphere>::new(Sphere::new(
Point3::new(0.0, -50000.0, 0.0), Point3::new(0.0, -50000.0, 0.0),
50000.0, 50000.0,
material_ground.clone(), material_ground.clone(),
))); )));
(-6..5).into_iter().for_each(|a| { (-6..5).into_iter().for_each(|a| {
(-6..5).into_iter().for_each(|b| { (-6..5).into_iter().for_each(|b| {
let choose_mat = utility::random_f64(); let choose_mat = utility::random_f64();
@ -138,18 +137,58 @@ fn random_world() -> HittableList {
material5.clone(), material5.clone(),
))); )));
world.add(Box::<Triangle>::new(Triangle::new(
Point3::new(0.0, 1.0, 5.0),
Point3::new(3.0, 2.0, 0.0),
Point3::new(0.0, 4.0, 0.0),
material2.clone(),
)));
world.add(Box::<Triangle>::new(Triangle::new(
Point3::new(5.0, 1.0, -6.0),
Point3::new(1.0, 3.0, -5.0),
Point3::new(6.0, 4.0, -6.0),
material5.clone(),
)));
world.add(Box::<Triangle>::new(Triangle::new(
Point3::new(5.0, 1.0, -6.0),
Point3::new(8.0, 1.0, -7.0),
Point3::new(6.0, 4.0, -6.0),
material5.clone(),
)));
world.add(Box::<Triangle>::new(Triangle::new(
Point3::new(8.0, 4.0, -5.0),
Point3::new(8.0, 1.0, -7.0),
Point3::new(6.0, 4.0, -6.0),
material5.clone(),
)));
return world; return world;
} }
/*
Current world view:
I y
I
I
I
/ \
/ \
/ \
/ z \ x
*/
fn main() { fn main() {
// File // File
let mut default_file = "image.ppm"; let mut default_file = "image.ppm";
// Image // Image
let aspect_ratio = 16.0 / 9.0; let aspect_ratio = 16.0 / 9.0;
let image_width = 600; let image_width = 1200;
let image_height = (image_width as f64 / aspect_ratio) as u32; let image_height = (image_width as f64 / aspect_ratio) as u32;
let samples_per_pixel = 50_u32; let samples_per_pixel = 100_u32;
let max_depth = 50; let max_depth = 50;
let vfov = 40.0; let vfov = 40.0;
@ -183,7 +222,7 @@ fn main() {
let atomic_counter = Arc::new(AtomicU32::new(0)); let atomic_counter = Arc::new(AtomicU32::new(0));
let color_lines: Vec<_> = (0..image_height) let color_lines: Vec<_> = (0..image_height)
.into_par_iter() // threadded/parallel variant .into_par_iter() // threadded/parallel variant
//.into_iter() // iterative variant //.into_iter() // iterative variant
.rev() .rev()
.map(|j| { .map(|j| {