Пример #1
0
        protected override void Raycast(ref State state, ref TriangleSoA container)
        {
            Ray   ray = state.ray;
            float minDist = state.minDist, maxDist = state.maxDist;
            int   rayIndex = state.rayIndex;

            HitInfo[] hits    = state.hits;
            HitInfo   hitInfo = new HitInfo();

            for (int i = 0; i < container.objectCount; i++)
            {
                // https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
                Vector3 e1, e2;
                Vector3 p1 = container.p1[i];
                Vector3 p2 = container.p2[i];
                Vector3 p3 = container.p3[i];

                e1 = p2 - p1;
                e2 = p3 - p1;
                Vector3 h = Vector3.Cross(ray.direction, e2);
                float   a = Vector3.Dot(e1, h);
                if (a > -Epsilon && a < Epsilon)
                {
                    continue;
                }

                float   f = 1.0f / a;
                Vector3 s = ray.origin - p1;
                float   u = f * Vector3.Dot(s, h);
                if (u < 0 || u > 1)
                {
                    continue;
                }

                Vector3 q = Vector3.Cross(s, e1);
                float   v = f * Vector3.Dot(ray.direction, q);
                if (v < 0 || (u + v) > 1)
                {
                    continue;
                }

                float t = f * Vector3.Dot(e2, q);
                if (t > minDist && t <= maxDist)
                {
                    hitInfo.distance = t;
                    hitInfo.material = container.material[i];
                    ray.GetPointOptimized(t, ref hitInfo.point);

                    // Barycentric normal
                    Vector3 v0 = p2 - p1, v1 = p3 - p1, v2 = hitInfo.point - p1;
                    float   d00   = Vector3.Dot(v0, v0);
                    float   d01   = Vector3.Dot(v0, v1);
                    float   d11   = Vector3.Dot(v1, v1);
                    float   d20   = Vector3.Dot(v2, v0);
                    float   d21   = Vector3.Dot(v2, v1);
                    float   denom = d00 * d11 - d01 * d01;
                    float   baryV = (d11 * d20 - d01 * d21) / denom;
                    float   baryW = (d00 * d21 - d01 * d20) / denom;
                    float   baryU = 1.0f - baryV - baryW;

                    hitInfo.normal = container.n1[i] * baryU + container.n2[i] * baryV + container.n3[i] * baryW;
                    if (BitHelper.GetBit(ref state.hitMask, rayIndex))
                    {
                        HitInfo.ExchangeIfBetter(ref hits[rayIndex], hitInfo);
                    }
                    else
                    {
                        hits[rayIndex] = hitInfo;
                        BitHelper.SetBit(ref state.hitMask, rayIndex);
                    }
                }
            }
        }