init
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#pragma once
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#include "Vector2.h"
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#include "BoundingBox.h"
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#include "Vertex.h"
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#include <cstdint>
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#include <algorithm>
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#include <cmath>
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#include <Vector3.h>
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#include <cstdlib>
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namespace RenderData
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{
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struct Triangle
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{
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Scene::Vertex v0;
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Scene::Vertex v1;
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Scene::Vertex v2;
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Triangle() : v0(), v1(), v2() {}
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Triangle(const Scene::Vertex a, const Scene::Vertex b, const Scene::Vertex c) : v0(a), v1(b), v2(c) {}
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BoundingBox2D get_boundingBox() const
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{
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using namespace Math;
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int32_t minX = static_cast<int32_t>(std::floor(std::min({ v0.position.x, v1.position.x, v2.position.x })));
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int32_t maxX = static_cast<int32_t>(std::ceil(std::max({ v0.position.x, v1.position.x, v2.position.x })));
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int32_t minY = static_cast<int32_t>(std::floor(std::min({ v0.position.y, v1.position.y, v2.position.y })));
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int32_t maxY = static_cast<int32_t>(std::ceil(std::max({ v0.position.y, v1.position.y, v2.position.y })));
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Vector2Int min(minX, minY);
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Vector2Int max(maxX, maxY);
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return BoundingBox2D(min, max);
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}
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/// <summary>
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/// 给定屏幕像素坐标,输出该点的面积坐标
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/// </summary>
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/// <param name="pos">要计算的屏幕像素点</param>
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/// <param name="w0">面积坐标的 x 分量(引用)</param>
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/// <param name="w1">面积坐标的 y 分量(引用)</param>
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/// <param name="w2">面积坐标的 z 分量(引用)</param>
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/// <returns>是否计算成功</returns>
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bool get_barycentric(const Math::Vector2& p, float& w0, float& w1, float& w2) const
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{
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using namespace Math;
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const float x0 = v0.position.x;
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const float y0 = v0.position.y;
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const float x1 = v1.position.x;
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const float y1 = v1.position.y;
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const float x2 = v2.position.x;
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const float y2 = v2.position.y;
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const float square2D = (y1 - y2) * (x0 - x2) + (x2 - x1) * (y0 - y2);
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if (std::abs(square2D) < 1e-6f)
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{
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return false;
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}
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w0 = ((y1 - y2) * (p.x - x2) + (x2 - x1) * (p.y - y2)) / square2D;
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w1 = ((y2 - y0) * (p.x - x2) + (x0 - x2) * (p.y - y2)) / square2D;
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w2 = 1.0f - w0 - w1;
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return true;
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}
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};
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}
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