Files
IMX6U-Game/src/RenderData/Triangle.h
T
2026-06-05 17:55:22 +08:00

67 lines
2.1 KiB
C++

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