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use hit::Hit;
use material::Material;
use ray::Ray;
use Traceable;
use cgmath::prelude::*;
extern crate cgmath;
type Float3 = cgmath::Vector3<f64>;
#[derive(Copy, Clone)]
pub struct Triangle {
pub p0: Float3,
pub p1: Float3,
pub p2: Float3,
pub normal: Float3,
pub material: Material,
}
impl Triangle {
pub fn new(p0: Float3, p1: Float3, p2: Float3, material: Material) -> Triangle {
Triangle {
p0: p0,
p1: p1,
p2: p2,
normal: (p2 - p0).normalize().cross((p1 - p0).normalize()),
material: material,
}
}
}
impl Traceable for Triangle {
fn intersect(&self, r: &Ray, result: &mut Hit) -> bool {
let p0p1 = self.p1 - self.p0;
let p0p2 = self.p2 - self.p0;
let pvec = r.direction.cross(p0p2);
let det = p0p1.dot(pvec);
if det < 1e-6 {
return false;
}
let tvec = r.origin - self.p0;
let u = tvec.dot(pvec) / det;
if u < 0.0 || u > 1.0 {
return false;
};
let qvec = tvec.cross(p0p1);
let v = r.direction.dot(qvec) / det;
if v < 0.0 || u + v > 1.0 {
return false;
};
result.t = p0p2.dot(qvec) / det;
result.p = r.origin + r.direction * result.t;
result.n = if Float3::dot(self.normal, r.direction) < 0.0 {
self.normal
} else {
self.normal * -1.0
};
result.material = self.material;
return true;
}
}