math: Have Ray return fitting subtype, scale precision automatically
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0273e12902
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c03c627780
1 changed files with 157 additions and 127 deletions
284
src/math/ray.zig
284
src/math/ray.zig
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@ -32,141 +32,171 @@ fn maxDim(v: math.Vec3) u8 {
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}
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}
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pub const RayHit = packed struct { u: f32, v: f32, w: f32, t: f32 };
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// A Ray in three-dimensional space
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pub fn Ray(comptime Vec3P: type) type {
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// Floating precision, will be either f16, f32, or f64
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const P: type = Vec3P.T;
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pub const Ray = struct {
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origin: math.Vec3,
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direction: math.Vec3,
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// Fallback floating point precision to scale fallback according to
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// input precision
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const PP: type = floatFallbackPrecision(P);
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// Algorithm based on:
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// https://www.jcgt.org/published/0002/01/05/
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/// Check for collision of a ray and a triangle in 3D space.
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/// Triangle winding, which determines front- and backface of
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/// the given triangle, matters if backface culling is to be
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/// enabled. Without backface culling it does not matter.
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/// On hit, will return a RayHit which contains distance t
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/// and barycentric coordinates.
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pub fn triangleIntersect(
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ray: *const Ray,
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va: *const math.Vec3,
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vb: *const math.Vec3,
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vc: *const math.Vec3,
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backface_culling: bool,
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) ?RayHit {
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var kz: u32 = maxDim(math.vec3(
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@abs(ray.direction.v[0]),
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@abs(ray.direction.v[1]),
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@abs(ray.direction.v[2]),
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));
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var kx: u32 = kz + 1;
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if (kx == 3)
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kx = 0;
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var ky: u32 = kx + 1;
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if (ky == 3)
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ky = 0;
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return extern struct {
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origin: Vec3P,
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direction: Vec3P,
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if (ray.direction.v[kz] < 0.0) {
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const tmp = kx;
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kx = ky;
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ky = tmp;
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}
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/// A ray hit for which xyz represent the barycentric coordinates
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/// and w represents hit distance t
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pub const Hit = math.Vec4;
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const sx: f32 = ray.direction.v[kx] / ray.direction.v[kz];
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const sy: f32 = ray.direction.v[ky] / ray.direction.v[kz];
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const sz: f32 = 1.0 / ray.direction.v[kz];
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pub usingnamespace switch (Vec3P) {
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math.Vec3, math.Vec3h, math.Vec3d => struct {
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// Algorithm based on:
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// https://www.jcgt.org/published/0002/01/05/
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/// Check for collision of a ray and a triangle in 3D space.
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/// Triangle winding, which determines front- and backface of
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/// the given triangle, matters if backface culling is to be
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/// enabled. Without backface culling it does not matter.
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/// On hit, will return a RayHit which contains distance t
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/// and barycentric coordinates.
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pub inline fn triangleIntersect(
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ray: *const math.Ray,
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va: *const Vec3P,
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vb: *const Vec3P,
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vc: *const Vec3P,
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backface_culling: bool,
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) ?Hit {
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var kz: u8 = maxDim(math.vec3(
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@abs(ray.direction.v[0]),
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@abs(ray.direction.v[1]),
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@abs(ray.direction.v[2]),
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));
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var kx: u8 = kz + 1;
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if (kx == 3)
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kx = 0;
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var ky: u8 = kx + 1;
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if (ky == 3)
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ky = 0;
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const a: @Vector(3, f32) = va.v - ray.origin.v;
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const b: @Vector(3, f32) = vb.v - ray.origin.v;
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const c: @Vector(3, f32) = vc.v - ray.origin.v;
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if (ray.direction.v[kz] < 0.0) {
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const tmp = kx;
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kx = ky;
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ky = tmp;
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}
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const ax: f32 = a[kx] - sx * a[kz];
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const ay: f32 = a[ky] - sy * a[kz];
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const bx: f32 = b[kx] - sx * b[kz];
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const by: f32 = b[ky] - sy * b[kz];
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const cx: f32 = c[kx] - sx * c[kz];
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const cy: f32 = c[ky] - sy * c[kz];
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const sx: P = ray.direction.v[kx] / ray.direction.v[kz];
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const sy: P = ray.direction.v[ky] / ray.direction.v[kz];
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const sz: P = 1.0 / ray.direction.v[kz];
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var u: f32 = cx * by - cy * bx;
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var v: f32 = ax * cy - ay * cx;
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var w: f32 = bx * ay - by * ax;
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const a: @Vector(3, P) = va.v - ray.origin.v;
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const b: @Vector(3, P) = vb.v - ray.origin.v;
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const c: @Vector(3, P) = vc.v - ray.origin.v;
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// Double precision fallback
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if (u == 0.0 or v == 0.0 or w == 0.0) {
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var cxby: f64 = @as(f64, @floatCast(cx)) * @as(f64, @floatCast(by));
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var cybx: f64 = @as(f64, @floatCast(cy)) * @as(f64, @floatCast(bx));
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u = @floatCast(cxby - cybx);
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//const a: Vec3P = va.sub(&ray.origin);
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//const b: Vec3P = vb.sub(&ray.origin);
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//const c: Vec3P = vc.sub(&ray.origin);
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var axcy: f64 = @as(f64, @floatCast(ax)) * @as(f64, @floatCast(cy));
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var aycx: f64 = @as(f64, @floatCast(ay)) * @as(f64, @floatCast(cx));
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v = @floatCast(axcy - aycx);
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const ax: P = a[kx] - sx * a[kz];
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const ay: P = a[ky] - sy * a[kz];
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const bx: P = b[kx] - sx * b[kz];
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const by: P = b[ky] - sy * b[kz];
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const cx: P = c[kx] - sx * c[kz];
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const cy: P = c[ky] - sy * c[kz];
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var bxay: f64 = @as(f64, @floatCast(bx)) * @as(f64, @floatCast(ay));
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var byax: f64 = @as(f64, @floatCast(by)) * @as(f64, @floatCast(ax));
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v = @floatCast(bxay - byax);
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}
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var u: P = cx * by - cy * bx;
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var v: P = ax * cy - ay * cx;
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var w: P = bx * ay - by * ax;
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if (backface_culling) {
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if (u < 0.0 or v < 0.0 or w < 0.0)
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return null; // no hit
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} else {
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if ((u < 0.0 or v < 0.0 or w < 0.0) and
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(u > 0.0 or v > 0.0 or w > 0.0))
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return null; // no hit
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}
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// Double precision fallback
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if (u == 0.0 or v == 0.0 or w == 0.0) {
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const cxby: PP = @as(PP, @floatCast(cx)) *
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@as(PP, @floatCast(by));
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var cybx: PP = @as(PP, @floatCast(cy)) *
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@as(PP, @floatCast(bx));
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u = @floatCast(cxby - cybx);
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var det: f32 = u + v + w;
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if (det == 0.0)
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return null; // no hit
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var axcy: PP = @as(PP, @floatCast(ax)) *
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@as(PP, @floatCast(cy));
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var aycx: PP = @as(PP, @floatCast(ay)) *
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@as(PP, @floatCast(cx));
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v = @floatCast(axcy - aycx);
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// Calculate scaled z-coordinates of vertices and use them to calculate
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// the hit distance
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const az: f32 = sz * a[kz];
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const bz: f32 = sz * b[kz];
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const cz: f32 = sz * c[kz];
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var t: f32 = u * az + v * bz + w * cz;
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var bxay: PP = @as(PP, @floatCast(bx)) *
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@as(PP, @floatCast(ay));
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var byax: PP = @as(PP, @floatCast(by)) *
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@as(PP, @floatCast(ax));
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v = @floatCast(bxay - byax);
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}
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// hit.t counts as a previous hit for backface culling, in which
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// case triangle behind will no longer be considered a hit
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var hit: RayHit = RayHit{
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.u = undefined,
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.v = undefined,
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.w = undefined,
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.t = std.math.inf(f32),
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if (backface_culling) {
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if (u < 0.0 or v < 0.0 or w < 0.0)
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return null; // no hit
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} else {
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if ((u < 0.0 or v < 0.0 or w < 0.0) and
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(u > 0.0 or v > 0.0 or w > 0.0))
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return null; // no hit
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}
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var det: P = u + v + w;
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if (det == 0.0)
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return null; // no hit
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// Calculate scaled z-coordinates of vertices and use them to calculate
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// the hit distance
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const az: P = sz * a[kz];
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const bz: P = sz * b[kz];
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const cz: P = sz * c[kz];
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var t: P = u * az + v * bz + w * cz;
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// hit.t counts as a previous hit for backface culling, in which
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// case triangle behind will no longer be considered a hit
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// Since Ray.Hit is represented by a Vec4, t is the last element
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// of that vector
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var hit: Hit = math.vec4(
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undefined,
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undefined,
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undefined,
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std.math.inf(f32),
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);
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if (backface_culling) {
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if ((t < 0.0) or (t > hit.v[3] * det))
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return null; // no hit
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} else {
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if (det < 0) {
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t = -t;
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det = -det;
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}
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if ((t < 0.0) or (t > hit.v[3] * det))
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return null; // no hit
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}
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// Normalize u, v, w and t
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const rcp_det = 1.0 / det;
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hit.v[0] = u * rcp_det;
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hit.v[1] = v * rcp_det;
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hit.v[2] = w * rcp_det;
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hit.v[3] = t * rcp_det;
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return hit;
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}
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},
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else => @compileError("Expected Vec3, Vec3h, or Vec3d, found '" ++
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@typeName(Vec3P) ++ "'"),
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};
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};
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}
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if (backface_culling) {
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if ((t < 0.0) or (t > hit.t * det))
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return null; // no hit
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} else {
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if (det < 0) {
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t = -t;
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det = -det;
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}
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if ((t < 0.0) or (t > hit.t * det))
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return null; // no hit
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}
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// Normalize u, v, w and t
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const rcp_det = 1.0 / det;
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hit.u = u * rcp_det;
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hit.v = v * rcp_det;
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hit.w = w * rcp_det;
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hit.t = t * rcp_det;
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return hit;
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}
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};
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test "triIntersect_basic_frontface_bc_hit" {
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test "triangleIntersect_basic_frontface_bc_hit" {
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const a: math.Vec3 = math.vec3(0, 0, 0);
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const b: math.Vec3 = math.vec3(1, 0, 0);
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const c: math.Vec3 = math.vec3(0, 1, 0);
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const ray0: Ray = Ray{
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const ray0: math.Ray = math.Ray{
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.origin = math.vec3(0.1, 0.1, 1),
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.direction = math.vec3(0.1, 0.1, -1),
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};
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const result: RayHit = ray0.triangleIntersect(
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const result: math.Ray.Hit = ray0.triangleIntersect(
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&a,
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&b,
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&c,
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@ -177,23 +207,23 @@ test "triIntersect_basic_frontface_bc_hit" {
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const expected_u: f32 = 0.6;
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const expected_v: f32 = 0.2;
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const expected_w: f32 = 0.2;
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try testing.expect(f32, expected_t).eql(result.t);
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try testing.expect(f32, expected_u).eql(result.u);
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try testing.expect(f32, expected_v).eql(result.v);
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try testing.expect(f32, expected_w).eql(result.w);
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try testing.expect(f32, expected_u).eql(result.v[0]);
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try testing.expect(f32, expected_v).eql(result.v[1]);
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try testing.expect(f32, expected_w).eql(result.v[2]);
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try testing.expect(f32, expected_t).eql(result.v[3]);
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}
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test "triIntersect_basic_backface_no_bc_hit" {
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test "triangleIntersect_basic_backface_no_bc_hit" {
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const a: math.Vec3 = math.vec3(0, 0, 0);
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const b: math.Vec3 = math.vec3(1, 0, 0);
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const c: math.Vec3 = math.vec3(0, 1, 0);
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const ray0: Ray = Ray{
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const ray0: math.Ray = math.Ray{
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.origin = math.vec3(0.1, 0.1, 1),
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.direction = math.vec3(0.1, 0.1, -1),
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};
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// Reverse winding from previous test
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const result: RayHit = ray0.triangleIntersect(
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const result: math.Ray.Hit = ray0.triangleIntersect(
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&a,
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&c,
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&b,
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@ -204,28 +234,28 @@ test "triIntersect_basic_backface_no_bc_hit" {
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const expected_u: f32 = -0.6;
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const expected_v: f32 = -0.2;
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const expected_w: f32 = -0.2;
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try testing.expect(f32, expected_t).eql(result.t);
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try testing.expect(f32, expected_u).eql(result.u);
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try testing.expect(f32, expected_v).eql(result.v);
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try testing.expect(f32, expected_w).eql(result.w);
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try testing.expect(f32, expected_u).eql(result.v[0]);
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try testing.expect(f32, expected_v).eql(result.v[1]);
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try testing.expect(f32, expected_w).eql(result.v[2]);
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try testing.expect(f32, expected_t).eql(result.v[3]);
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}
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test "triIntersect_basic_backface_bc_miss" {
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test "triangleIntersect_basic_backface_bc_miss" {
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const a: math.Vec3 = math.vec3(0, 0, 0);
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const b: math.Vec3 = math.vec3(1, 0, 0);
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const c: math.Vec3 = math.vec3(0, 1, 0);
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const ray0: Ray = Ray{
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const ray0: math.Ray = math.Ray{
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.origin = math.vec3(0.1, 0.1, 1),
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.direction = math.vec3(0.1, 0.1, -1),
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};
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// Reverse winding from previous test
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const result: ?RayHit = ray0.triangleIntersect(
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const result: ?math.Ray.Hit = ray0.triangleIntersect(
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&a,
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&c,
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&b,
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true,
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);
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try testing.expect(?RayHit, null).eql(result);
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try testing.expect(?math.Ray.Hit, null).eql(result);
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}
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