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#include "Triangle.h"
#include "SyntopiaCore/Math/Vector3.h"
using namespace SyntopiaCore::Math;
namespace SyntopiaCore {
namespace GLEngine {
Triangle::Triangle(SyntopiaCore::Math::Vector3f p1 ,
SyntopiaCore::Math::Vector3f p2,
SyntopiaCore::Math::Vector3f p3) : p1(p1), p2(p2), p3(p3)
{
from = p1;
to = p3;
Vector3f n1 = Vector3f::cross(p3-p1, p2-p1);
n1.normalize();
rt = RaytraceTriangle(p1,p2,p3,n1,n1,n1);
rt.expandBoundingBox(from,to);
rt.cullBackFaces = false;
};
Triangle::~Triangle() { };
void Triangle::prepareForRaytracing() {
rt.setColor(primaryColor[0],primaryColor[1],primaryColor[2], primaryColor[3]);
}
void Triangle::draw() const {
glPushMatrix();
glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, primaryColor );
glPolygonMode(GL_FRONT, GL_FILL);
glEnable(GL_CULL_FACE);
glEnable (GL_LIGHTING);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glMateriali(GL_FRONT, GL_SPECULAR, 30);
glMateriali(GL_FRONT, GL_SHININESS, 127);
glBegin(GL_TRIANGLES);
vertex3n(p1,p2,p3);
glEnd();
glPopMatrix();
};
bool Triangle::intersectsRay(RayInfo* ri) {
return rt.intersectsRay(ri);
};
bool Triangle::intersectsAABB(Vector3f from2, Vector3f to2) {
return (from.x() < to2.x()) && (to.x() > from2.x()) &&
(from.y() < to2.y()) && (to.y() > from2.y()) &&
(from.z() < to2.z()) && (to.z() > from2.z());
};
}
}
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