somithing is wrong with ray/plane. indentation
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@ -1,5 +1,5 @@
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# camera: eye, center, up, fovy, width, height
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camera 5 2 5 0 0 0 0 1 0 45 500 500
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camera 5 2 5 0 0 0 0 1 0 45 50 50
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# recursion depth
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depth 1
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@ -227,7 +227,7 @@ parseMesh' s m = do
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b = F.foldl' minmax (V3 (-infty) (-infty) (-infty), V3 infty infty infty) mv
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minmax (maxin,minin) vec = (max <$> maxin <*> vec, min <$> minin <*> vec)
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infty = 9999999999999 :: Float
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return $ OpI Mesh
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return $ D.trace ("verts: "++show verts++"\nfaces:"++show faces) (OpI Mesh
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{ meshShading = s
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, meshMaterial = m
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, meshVertices = mv
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@ -235,7 +235,7 @@ parseMesh' s m = do
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, meshNormals = mn
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, meshFaceNormals = mfn
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, meshBounds = bounds
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}
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})
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parseTriangle :: Parser (V3 Int)
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parseTriangle = do
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@ -121,53 +121,52 @@ intersect (Ray ro rd) s@(S (Sphere sc sr _)) = if (d > 0 && int > 0) then
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Just $ Collision pos (normalize $ pos - sc) int s
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else
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Nothing
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where
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a = dot rd rd
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b = 2 * dot rd oc
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c = dot oc oc - sr*sr
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! d = b * b - 4 * a * c
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oc = ro - sc
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pos = ro + (rd ^* int)
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int = case ints of
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[] -> 0
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a -> P.foldl1 min a
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ints = P.filter (uncurry (&&).(&&&) (>epsilon) (not.isNaN)) [(-b-(sqrt d))/(2*a),(-b+(sqrt d))/(2*a)]
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where
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a = dot rd rd
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b = 2 * dot rd oc
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c = dot oc oc - sr*sr
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! d = b * b - 4 * a * c
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oc = ro - sc
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pos = ro + (rd ^* int)
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int = case ints of
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[] -> 0
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a -> P.foldl1 min a
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ints = P.filter (uncurry (&&).(&&&) (>epsilon) (not.isNaN)) [(-b-(sqrt d))/(2*a),(-b+(sqrt d))/(2*a)]
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intersect (Ray ro rd) p@(P (Plane pc pn _)) = if det == 0 || t < epsilon
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then Nothing
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else Just $ Collision pos pn t p
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where
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pos = ro + t *^ rd'
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! det = dot rd' pn
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t = (dot (pc - ro) pn)/det
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rd' = normalize rd
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intersect (Ray ro rd) m@(M (Mesh s _ v f n fn b)) = case catMaybes . elems $ possHits of
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where
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pos = ro + t *^ rd'
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! det = dot rd' pn
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t = (dot (pc - ro) pn)/det
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rd' = normalize rd
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intersect (Ray ro rd) m@(M (Mesh s _ v f vn fn b)) = case catMaybes . elems $ possHits of
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[] -> Nothing
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a -> Just . P.head . L.sort $ a
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where
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possHits = case s of
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Flat -> hitsFlat v fn `IM.mapWithKey` f
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--Phong -> hitsPhong v n <$> f
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_ -> undefined
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hitsFlat :: IntMap (V3 Float) -> IntMap (V3 Float) -> Int -> V3 Int -> Maybe Collision
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hitsFlat verts norm f (V3 w1 w2 w3) =
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if det == 0 || t < epsilon || not det2
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then Nothing
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else Just $ Collision pos (norm IM.! f) t m
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where
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! det = dot rd' (norm IM.! f) --do we hit the plane
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rd' = normalize rd
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t = (dot ((verts IM.! w1) - ro) (norm IM.! f))/det --when do we hit the plane
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pos = ro + t *^ rd' --where do we hit the plane
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v1 = (verts IM.! w2) - (verts IM.! w1)
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v2 = (verts IM.! w3) - (verts IM.! w1)
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det2m = fromJust $ inv33 $ V3 v1 v2 (norm IM.! f) -- base-change-matrix into triangle-coordinates
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det2v = det2m !* (pos - (verts IM.! w1))
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-- fromJust is justified as we only make a base-change and all 3
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-- vectors are linear independent.
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det2 = det2v ^. _x > 0 && det2v ^. _y > 0
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&& det2v ^. _x + det2v ^. _y < 1
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--hitsPhong :: IntMap (V3 Float) -> IntMap (V3 Float) -> V3 Int -> Maybe Collision
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where
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possHits = case s of
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Flat -> hitsFlat v fn `IM.mapWithKey` f
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--Phong -> hitsPhong v n <$> f
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_ -> undefined
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hitsFlat :: IntMap (V3 Float) -> IntMap (V3 Float) -> Int -> V3 Int -> Maybe Collision
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hitsFlat verts norm f (V3 w1 w2 w3) =
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if det == 0 || t < epsilon || not det2
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then Nothing
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else D.trace (show t ++ "\t" ++ show pos) (Just $ Collision pos (norm IM.! f) t m)
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where
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! det = dot rd' (norm IM.! f) --do we hit the plane
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rd' = normalize rd
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t = (dot ((verts IM.! w1) - ro) (norm IM.! f))/det --when do we hit the plane
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pos = ro + t *^ rd' --where do we hit the plane
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v1 = (verts IM.! w2) - (verts IM.! w1)
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v2 = (verts IM.! w3) - (verts IM.! w1)
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det2m = fromJust $ inv33 $ V3 v1 v2 (norm IM.! f) -- base-change-matrix into triangle-coordinates
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det2v = det2m !* (pos - (verts IM.! w1))
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-- fromJust is justified as we only make a base-change and all 3
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-- vectors are linear independent.
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det2 = det2v ^. _x > 0 && det2v ^. _y > 0
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&& det2v ^. _x + det2v ^. _y < 1
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--hitsPhong :: IntMap (V3 Float) -> IntMap (V3 Float) -> V3 Int -> Maybe Collision
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-- deprecated - wrong calculation of rays.
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rotCam :: Float -> Float -> Int -> Int -> V3 Float -> V3 Float -> Float -> V3 Float
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