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/*
 Copyright (c) 2017,2018 Regents of the University of Minnesota.
 All Rights Reserved.
 See corresponding header file for details.
 */

#include "ray.h"

namespace mingfx {
    
    Ray::Ray() : p_(Point3::Origin()), d_(-Vector3::UnitZ()) {
    }
    
    Ray::Ray(const Point3 &origin, const Vector3 &direction) : p_(origin), d_(direction) {
    }
    
    Ray::~Ray() {
    }

    
    bool Ray::operator==(const Ray& other) const {
        return (p_ == other.origin()) && (d_ == other.direction());
    }

    
    bool Ray::operator!=(const Ray& other) const {
        return (p_ != other.origin()) || (d_ != other.direction());
    }

    
    float Ray::Length() const {
        return d_.Length();
    }

    
    Point3 Ray::origin() const {
        return p_;
    }

    
    Vector3 Ray::direction() const {
        return d_;
    }

    
    
    bool Ray::IntersectPlane(const Point3 &planePt, const Vector3 &planeNormal,
                             float *iTime, Point3 *iPoint) const
    {
        float dot = planeNormal.Dot(d_);
        
        // return false if we would hit the back face of the plane
        if (dot > 0.0) {
            return false;
        }
        
        // return false if the ray and plane are parallel
        if (std::fabs(dot) < MINGFX_MATH_EPSILON) {
            return false;
        }
        
        float denom = planeNormal.Dot(d_);
        if (std::abs(denom) > MINGFX_MATH_EPSILON) {
            *iTime = (planePt - p_).Dot(planeNormal) / denom;
            if (*iTime >= 0) {
                *iPoint = p_ + (*iTime)*d_;
                return true;
            }
        }
        return false;
    }
    
    
    bool Ray::IntersectTriangle(const Point3 &vertex0, const Point3 &vertex1, const Point3 &vertex2,
                                float *iTime, Point3 *iPoint) const
    {
        // Implementation of the Möller–Trumbore intersection algorithm
        // https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm

        Vector3 edge1, edge2, h, s, q;
        float a,f,u,v;
        edge1 = vertex1 - vertex0;
        edge2 = vertex2 - vertex0;
        h = d_.Cross(edge2);
        a = edge1.Dot(h);
        if (a > -MINGFX_MATH_EPSILON && a < MINGFX_MATH_EPSILON)
            return false;
        f = 1.f/a;
        s = p_ - vertex0;
        u = f * (s.Dot(h));
        if (u < 0.0 || u > 1.f)
            return false;
        q = s.Cross(edge1);
        v = f * d_.Dot(q);
        if ((v < 0.0) || (u + v > 1.0f))
            return false;
        // At this stage we can compute t to find out where the intersection point is on the line.
        *iTime = f * edge2.Dot(q);
        if (*iTime > MINGFX_MATH_EPSILON) { // ray intersection
            *iPoint = p_ + d_ * (*iTime);
            return true;
        }
        else // This means that there is a line intersection but not a ray intersection.
            return false;
        
        
        /***
        // A basic implementation
         
        // find the point of intersection of the ray with the plane of the triangle
        Vector3 AB = B - A;
        Vector3 AC = C - A;
        Vector3 cross = AB.Cross(AC);
        Vector3 N = cross.ToUnit();
        if (!IntersectPlane(A, N, iTime, iPoint)) {
            return false;
        }
        
        // check to see if iPoint lies within the triangle
        Vector3 edge1 = B - A;
        Vector3 v1 = *iPoint - A;
        Vector3 check1 = edge1.Cross(v1);
        if (N.Dot(check1) < 0.0) {
            return false;
        }

        Vector3 edge2 = C - B;
        Vector3 v2 = *iPoint - B;
        Vector3 check2 = edge2.Cross(v2);
        if (N.Dot(check2) < 0.0) {
            return false;
        }

        Vector3 edge3 = A - C;
        Vector3 v3 = *iPoint - C;
        Vector3 check3 = edge3.Cross(v3);
        if (N.Dot(check3) < 0.0) {
            return false;
        }

        return true;
         ***/
    }

    
    bool Ray::IntersectQuad(const Point3 &A, const Point3 &B, const Point3 &C, const Point3 &D,
                            float *iTime, Point3 *iPoint) const
    {
        if (IntersectTriangle(A, B, C, iTime, iPoint)) {
            return true;
        }
        else if (IntersectTriangle(A, C, D, iTime, iPoint)) {
            return true;
        }
        else {
            return false;
        }
    }

    
    bool Ray::IntersectSphere(const Point3 &center, float radius,
                              float *iTime, Point3 *iPoint) const
    {
        Point3 P = p_ + (Point3::Origin() - center);
        Vector3 D = d_;
        
        // A = (Dx^2 + Dy^2 + Dz^2)
        const double A = ((double)D[0]*D[0] + (double)D[1]*D[1] + (double)D[2]*D[2]);
        
        // B = (Px * Dx + Py * Dy + Pz * Dz)
        const double B = ((double)P[0]*D[0] + (double)P[1]*D[1] + (double)P[2]*D[2]);
        
        // C = (Px^2 + Py^2 + Pz^2 - (sphere radius)^2)
        const double C = ((double)P[0]*P[0] + (double)P[1]*P[1] + (double)P[2]*P[2] - (double)radius*radius);
        
        // Discriminant of quadratic = B^2 - A * C
        double discriminant =  B*B - A*C;
        
        if (discriminant < 0.0) {
            return false;
        }
        else {
            double discRoot = sqrt(discriminant);
            double t1 = (-B - discRoot) / A;
            double t2 = (-B + discRoot) / A;
            bool hit1 = false;
            bool hit2 = false;
            if (t1 > MINGFX_MATH_EPSILON) {
                hit1 = true;
                *iTime = (float)t1;
            }
            if (t2 > MINGFX_MATH_EPSILON) {
                hit2 = true;
                *iTime = (float)t2;
            }
            if ((!hit1) && (!hit2)) {
                return false;
            }
            if ((hit1) && (hit2)) {
                if (t1 < t2) {
                    *iTime = (float)t1;
                }
            }
            
            *iPoint = p_ + (*iTime)*d_;
            return true;
        }
    }

    
    bool Ray::IntersectMesh(const Mesh &mesh,
                            float *iTime, Point3 *iPoint, int *iTriangleID) const
    {
        *iTime = -1.0;
        for (int i=0; i<mesh.num_triangles(); i++) {
            Point3 p;
            float t;
            std::vector<unsigned int> indices = mesh.read_triangle_indices_data(i);
            if (IntersectTriangle(mesh.read_vertex_data(indices[0]), mesh.read_vertex_data(indices[1]), mesh.read_vertex_data(indices[2]), &t, &p)) {
                if ((*iTime < 0.0) || (t < *iTime)) {
                    *iPoint = p;
                    *iTime = t;
                    *iTriangleID = i;
                }
            }
        }
        return (*iTime > 0.0);
    }

    bool Ray::FastIntersectMesh(Mesh *mesh, float *iTime,
                                Point3 *iPoint, int *iTriangleID) const
    {
        std::vector<int> tri_ids = mesh->bvh_ptr()->IntersectAndReturnUserData(*this);
        if (tri_ids.size()) {
            *iTime = -1.0;
            for (int i=0; i<tri_ids.size(); i++) {
                Point3 p;
                float t;
                std::vector<unsigned int> indices = mesh->read_triangle_indices_data(tri_ids[i]);
                if (IntersectTriangle(mesh->read_vertex_data(indices[0]), mesh->read_vertex_data(indices[1]), mesh->read_vertex_data(indices[2]), &t, &p)) {
                    if ((*iTime < 0.0) || (t < *iTime)) {
                        *iPoint = p;
                        *iTime = t;
                        *iTriangleID = i;
                    }
                }
            }
            return (*iTime > 0.0);
        }
        else {
            return false;
        }
    }
    
    
    bool Ray::IntersectAABB(const AABB &box, float *iTime) const {
        // https://gamedev.stackexchange.com/questions/18436/most-efficient-aabb-vs-ray-collision-algorithms
        
        Point3 origin = p_;
        
        Vector3 invdir = d_;
        invdir[0] = 1.0f / invdir[0];
        invdir[1] = 1.0f / invdir[1];
        invdir[2] = 1.0f / invdir[2];
        
        float t1 = (box.min()[0] - origin[0])*invdir[0];
        float t2 = (box.max()[0] - origin[0])*invdir[0];
        float t3 = (box.min()[1] - origin[1])*invdir[1];
        float t4 = (box.max()[1] - origin[1])*invdir[1];
        float t5 = (box.min()[2] - origin[2])*invdir[2];
        float t6 = (box.max()[2] - origin[2])*invdir[2];
        
        float tmin = std::max(std::max(std::min(t1, t2), std::min(t3, t4)), std::min(t5, t6));
        float tmax = std::min(std::min(std::max(t1, t2), std::max(t3, t4)), std::max(t5, t6));
        
        // if tmax < 0, ray (line) is intersecting AABB, but the whole AABB is behind us
        if (tmax < 0) {
            *iTime = tmax;
            return false;
        }
        
        // if tmin > tmax, ray doesn't intersect AABB
        if (tmin > tmax) {
            *iTime = tmax;
            return false;
        }
        
        *iTime = tmin;
        return true;
    }
    
    
    void Ray::set(Point3 newOrigin, Vector3 newDir) {
        p_ = newOrigin;
        d_ = newDir;
    }

    std::ostream & operator<< ( std::ostream &os, const Ray &r) {
        return os << r.origin() << " " << r.direction();
    }
    
    std::istream & operator>> ( std::istream &is, Ray &r) {
        // format:  (x, y, z)
        char dummy;
        Point3 p;
        Vector3 d;
        is >> p >> dummy >> d;
        r.set(p, d);
        return is;
    }
    
    
} // end namespace