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/******************************************************************/
/* This file is part of the homework assignments for CSCI-427/527 */
/* at The College of William & Mary and authored by Pieter Peers. */
/* No part of this file, whether altered or in original form, can */
/* be distributed or used outside the context of CSCI-427/527     */
/* without consent of either the College of William & Mary or     */
/* Pieter Peers.                                                  */
/******************************************************************/

#include <cassert>
#include <algorithm>

#include "triangle.h"
#include "constants.h"

//////////////////
// Constructors //
//////////////////
triangle::triangle(void)
{
  _vertex_list = nullptr;
  _normal_list = nullptr;
  _textureCoord_list = nullptr;
}


//////////////////////
// Copy Constructor //
//////////////////////
triangle::triangle(const triangle& t)
  : triangle()
{
  // share ptr to list
  _vertex_list = t._vertex_list;
  _normal_list = t._normal_list;
  _textureCoord_list = t._textureCoord_list;

  // copy indices
  _vertex_idx = t._vertex_idx;
  _normal_idx = t._normal_idx;
  _textureCoord_idx = t._textureCoord_idx;
}


//////////////////////
// Move Constructor //
//////////////////////
triangle::triangle(triangle&& t)
  : triangle()
{
  // swap list (no need to increment ref-count)
  std::swap(_vertex_list, t._vertex_list);
  std::swap(_normal_list, t._normal_list);
  std::swap(_textureCoord_list, t._textureCoord_list);

  // copy indices
  _vertex_idx = t._vertex_idx;
  _normal_idx = t._normal_idx;
  _textureCoord_idx = t._textureCoord_idx;
}


//////////////////////////
// General Constructors //
//////////////////////////
triangle::triangle(const vec3d& v1, const vec3d& v2, const vec3d& v3)
  : triangle()
{
  // create a list of three vertices
  auto vertex_list = std::make_shared<std::vector<vec3d>>(3);
  _vertex_list = vertex_list;

  // copy values
  (*vertex_list)[0] = v1;
  (*vertex_list)[1] = v2;
  (*vertex_list)[2] = v3;

  // set indices
  _vertex_idx = {0,1,2};
}


triangle::triangle(size_t v1_idx, size_t v2_idx, size_t v3_idx, const std::shared_ptr<const std::vector<vec3d>>& vertex_list)
  : triangle()
{
  // share vertex list
  _vertex_list = vertex_list;

  // copy indices
  _vertex_idx[0] = v1_idx;
  _vertex_idx[1] = v2_idx;
  _vertex_idx[2] = v3_idx;
}



triangle::triangle(const vec3d& v1, const vec3d& v2, const vec3d& v3,
		  const vec3d& n1, const vec3d& n2, const vec3d& n3)
  : triangle(v1, v2, v3)
{
  // create a list of three normals
  auto normal_list = std::make_shared<std::vector<vec3d>>(3);
  _normal_list = normal_list;

  // copy values
  (*normal_list)[0] = n1;
  (*normal_list)[1] = n2;
  (*normal_list)[2] = n3;

  // set indices
  _normal_idx = {0,1,2};
}


triangle::triangle(size_t v1_idx, size_t v2_idx, size_t v3_idx, const std::shared_ptr<const std::vector<vec3d>>& vertex_list,
		     size_t n1_idx, size_t n2_idx, size_t n3_idx, const std::shared_ptr<const std::vector<vec3d>>& normal_list)
  : triangle(v1_idx, v2_idx, v3_idx, vertex_list)
{
  // share normal list
  _normal_list = normal_list;

  // copy indices
  _normal_idx[0] = n1_idx;
  _normal_idx[1] = n2_idx;
  _normal_idx[2] = n3_idx;
}



triangle::triangle(const vec3d& v1, const vec3d& v2, const vec3d& v3,
		   const vec2d& t1, const vec2d& t2, const vec2d& t3)
  : triangle(v1, v2, v3)
{
  // create a list of three texture coordinates
  auto textureCoord_list = std::make_shared<std::vector<vec2d>>(3);
  _textureCoord_list = textureCoord_list;

  // copy values
  (*textureCoord_list)[0] = t1;
  (*textureCoord_list)[1] = t2;
  (*textureCoord_list)[2] = t3;

  // set indices
  _textureCoord_idx = {0,1,2};
}


triangle::triangle(size_t v1_idx, size_t v2_idx, size_t v3_idx, const std::shared_ptr<const std::vector<vec3d>>& vertex_list,
		   size_t t1_idx, size_t t2_idx, size_t t3_idx, const std::shared_ptr<const std::vector<vec2d>>& texcoord_list)
  : triangle(v1_idx, v2_idx, v3_idx, vertex_list)
{
  // share normal list
  _textureCoord_list = texcoord_list;

  // copy indices
  _textureCoord_idx[0] = t1_idx;
  _textureCoord_idx[1] = t2_idx;
  _textureCoord_idx[2] = t3_idx;
}



triangle::triangle(const vec3d& v1, const vec3d& v2, const vec3d& v3,
		   const vec3d& n1, const vec3d& n2, const vec3d& n3,
		   const vec2d& t1, const vec2d& t2, const vec2d& t3)
  : triangle(v1, v2, v3, n1, n2, n3)
{
  // create a list of three texture coordinates
  auto textureCoord_list = std::make_shared<std::vector<vec2d>>(3);
  _textureCoord_list = textureCoord_list;

  // copy values
  (*textureCoord_list)[0] = t1;
  (*textureCoord_list)[1] = t2;
  (*textureCoord_list)[2] = t3;

  // set indices
  _textureCoord_idx = {0,1,2};
}


triangle::triangle(size_t v1_idx, size_t v2_idx, size_t v3_idx, const std::shared_ptr<const std::vector<vec3d>>& vertex_list,
		   size_t n1_idx, size_t n2_idx, size_t n3_idx, const std::shared_ptr<const std::vector<vec3d>>& normal_list,
		   size_t t1_idx, size_t t2_idx, size_t t3_idx, const std::shared_ptr<const std::vector<vec2d>>& texcoord_list)
  : triangle(v1_idx, v2_idx, v3_idx, vertex_list,
	     n1_idx, n2_idx, n3_idx, normal_list)
{
  // share normal list
  _textureCoord_list = texcoord_list;

  // copy indices
  _textureCoord_idx[0] = t1_idx;
  _textureCoord_idx[1] = t2_idx;
  _textureCoord_idx[2] = t3_idx;
}



////////////////
// Inspectors //
////////////////
const vec3d& triangle::vertex(size_t index) const
{
  // bounds check
  assert(_vertex_list && index < 3);

  // Done.
  return (*_vertex_list)[_vertex_idx[index]];
}


const vec3d& triangle::normal(size_t index) const
{
  // bounds check
  assert(_normal_list && index < 3);
  
  // Done.
  return (*_normal_list)[_normal_idx[index]];
}


const vec2d& triangle::textureCoordinate(size_t index) const
{
  // bounds check
  assert(_textureCoord_list && index < 3);

  // Done.
  return (*_textureCoord_list)[_textureCoord_idx[index]];
}


bool triangle::hasPerVertexNormals(void) const
{
  return (bool)(_normal_list);
}


bool triangle::hasPerVertexTextureCoordinates(void) const
{
  return (bool)(_textureCoord_list);
}


///////////////
// Operators //
///////////////
triangle& triangle::operator=(const triangle& t)
{
  _assign(t);
  return *this;
}


triangle& triangle::operator=(triangle&& t)
{
  // swap list (no need to increment ref-count)
  std::swap(_vertex_list, t._vertex_list);
  std::swap(_normal_list, t._normal_list);
  std::swap(_textureCoord_list, t._textureCoord_list);

  // copy indices
  _vertex_idx = t._vertex_idx;
  _normal_idx = t._normal_idx;
  _textureCoord_idx = t._textureCoord_idx;

  // Done.
  return *this;
}


/////////////
// Methods //
/////////////
bool triangle::intersect(const ray& r, vec3d& barycentricCoord, float& t) const
{
  // Ray-Triangle intersection [Moller and Trumbore 1997]
  //
  // [t           ]                1             [ ((r.origin-v0) x (v1-v0)).(v2-v0) ]
  // [barycenter.y] = -------------------------- [ (r.dir x (v2-v0)).(r.origin-v0)   ]
  // [barycenter.z]   ((r.dir x (v2-vo)).(v1-v0) [ ((r.origin-v0) x (v1-v0)).r.dir   ]
  //
  
  // compute denominator
  vec3d e1 = vertex(1) - vertex(0);
  vec3d e2 = vertex(2) - vertex(0);
  vec3d p = r.direction().cross(e2);
  float denom = p.dot(e1);

  // check if parallel (denominator == 0)
  if(fabs(denom) < EPSILON) return false;
  denom = 1.0f / denom;

  // compute barycentricCoord.y
  vec3d diff = r.origin() - vertex(0);
  barycentricCoord.y = denom * p.dot(diff);

  // check if barycenter.y inside triangle
  if(barycentricCoord.y < -EPSILON || barycentricCoord.y > 1.0f+EPSILON) return false;

  // compute barycentricCoord.z
  vec3d diffXe1 = diff.cross(e1);
  barycentricCoord.z = denom * diffXe1.dot(r.direction());
  
  // check if barycenter.z inside triangle
  if(barycentricCoord.z < -EPSILON || barycentricCoord.z > 1.0f+EPSILON) return false;

  // compute barycenter.x and check if inside
  barycentricCoord.x = 1.0f - barycentricCoord.y - barycentricCoord.z;
  if(barycentricCoord.y + barycentricCoord.z > 1.0f+EPSILON) return false;

  // compute t
  t = denom * diffXe1.dot(e2);

  // check if in front (i.e., t>0)
  if(t < EPSILON) return false;

  // Clamp (to compensate for roundoff errors)
  barycentricCoord.clamp(0.0f, 1.0f);

  // Done.
  return true;
}


boundingBox triangle::boundingbox(void) const
{
  boundingBox bb;
  for(unsigned int i=0; i < 3; i++)
    bb += vertex(i);
  return bb;
}


vec3d triangle::vertex(const vec3d& barycentricCoord) const
{
  vec3d result(0.0f);
  for(unsigned int i=0; i < 3; i++)
    result += vertex(i) * barycentricCoord[i];
  return result;
}


vec3d triangle::normal(void) const
{
  vec3d e1 = vertex(1) - vertex(0);
  vec3d e2 = vertex(2) - vertex(0);
  return e1.cross(e2).normalize();
}

vec3d triangle::shadingAxis(void) const
{
  // follow texture coordinates if defined, otherwise, return the first axis.
  if(!_textureCoord_list) return normalize(vertex(1)-vertex(0));

  // find the vector that follows the U-axis of the texture coordinates
  // solve:
  // [ (t1-t0) (t2-t0) ] [ delta_beta delta_gamma ]^T = [1 0]^T
  // for delta_beta and delta_gamma.
  vec3d v1 = vertex(1) - vertex(0);
  vec3d v2 = vertex(2) - vertex(0);
  vec2d t1 = textureCoordinate(1) - textureCoordinate(0);
  vec2d t2 = textureCoordinate(2) - textureCoordinate(0);

  // check special cases where U or V is aligned with a vertex
  if( fabs(t1.v) < EPSILON ) return normalize(t1.u*v1);
  if( fabs(t2.v) < EPSILON ) return normalize(t2.u*v2);

  // compute delta_beta
  float inv_delta_beta = t1.u - t1.v*t2.u/t2.v;

  // => degenrate case
  if(fabs(inv_delta_beta) < EPSILON) return normalize(v1);

  float delta_beta = 1.0f / inv_delta_beta;
  float delta_gamma = -delta_beta * t1.v / t2.v;

  // compute U
  return normalize( delta_beta*v1 + delta_gamma*v2 );
}


vec3d triangle::normal(const vec3d& barycentricCoord) const
{
  // sanity check
  if(!hasPerVertexNormals()) return normal();
  
  // interpolate
  vec3d result(0.0f);
  for(unsigned int i=0; i < 3; i++)
    result += normal(i) * barycentricCoord[i];
  return result.normalize();
}


vec2d triangle::textureCoordinate(const vec3d& barycentricCoord) const
{
  // sanity check
  if(!hasPerVertexTextureCoordinates()) return vec2d();

  // interpolate
  vec2d result(0.0f);
  for(unsigned int i=0; i < 3; i++)
    result += textureCoordinate(i) * barycentricCoord[i];
  return result;
}


float triangle::area(void) const
{
  vec3d e1 = vertex(1) - vertex(0);
  vec3d e2 = vertex(2) - vertex(0);
  return 0.5f * e1.cross(e2).length();
}


vec3d triangle::sample(float r1, float r2, vec3d& barycentricCoord, float& pdf) const
{
  r2 = sqrt(r2);

  // compute barycentric coordinate
  barycentricCoord.x = r1*r2;
  barycentricCoord.y = (1.0f - r2);
  barycentricCoord.z = 1.0f - barycentricCoord.x - barycentricCoord.y;
  
  // compute pdf
  pdf = 1.0f / area();

  // Done.
  return vertex(barycentricCoord);
}


/////////////////////
// Private Methods //
/////////////////////
void triangle::_assign(const triangle& t)
{
  // avoid self-assign
  if(&t == this) return;

  // share ptr to list
  _vertex_list = t._vertex_list;
  _normal_list = t._normal_list;
  _textureCoord_list = t._textureCoord_list;

  // copy indices
  _vertex_idx = t._vertex_idx;
  _normal_idx = t._normal_idx;
  _textureCoord_idx = t._textureCoord_idx;
}


void triangle::_swap(triangle& t)
{
  // copy list ptr
  std::swap(_vertex_list, t._vertex_list);
  std::swap(_normal_list, t._normal_list);
  std::swap(_textureCoord_list, t._textureCoord_list);

  // copy indices
  std::swap(_vertex_idx, t._vertex_idx);
  std::swap(_normal_idx, t._normal_idx);
  std::swap(_textureCoord_idx, t._textureCoord_idx);
}