Created
March 3, 2022 15:46
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| // Möller-Trumbore algorithm | |
| // Find intersection point - from PBRT - www.pbrt.org | |
| float intersect(Ray & ray, bool cullback, float & b1, float & b2) | |
| { | |
| vec3 e1(b - a), e2(c - a); | |
| vec3 pvec = cross(ray.dir, e2); | |
| float det = dot(e1, pvec); | |
| if (cullback) | |
| { | |
| if (det < epsilon) // ray is parallel to triangle | |
| return INFINITY; | |
| } | |
| else | |
| { | |
| if (fabs(det) < epsilon) // ray is parallel to triangle | |
| return INFINITY; | |
| } | |
| float invDet = 1.0f / det; | |
| // Compute first barycentric coordinate | |
| vec3 tvec = ray.origin - a; | |
| b1 = dot(tvec, pvec) * invDet; | |
| if (b1 < 0.0f || b1 > 1.0f) | |
| return INFINITY; | |
| // Compute second barycentric coordinate | |
| vec3 qvec = cross(tvec, e1); | |
| b2 = dot(ray.dir, qvec) * invDet; | |
| if (b2 < 0.0f || b1 + b2 > 1.0f) | |
| return INFINITY; | |
| // Compute t to intersection point | |
| float t = dot(e2, qvec) * invDet; | |
| return t; | |
| } |
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