Add 3 new type of object: Sphere, Object and Intersect.
Add Intersect object as a way to report where a ray intersect another object and which one it is. Add an Object base class for all object that can be rendered. Add the Sphere object.
This commit is contained in:
@@ -3,9 +3,11 @@
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# First most is build as a library
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add_library(rayonnement STATIC)
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set(RAY_HEADERS include/tuple.h include/math_helper.h include/colour.h include/canvas.h include/matrix.h include/transformation.h
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include/ray.h)
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set(RAY_SOURCES tuple.cpp math_helper.cpp colour.cpp canvas.cpp matrix.cpp transformation.cpp objects/ray.cpp)
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set(RAY_HEADERS include/tuple.h include/math_helper.h include/colour.h include/canvas.h
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include/matrix.h include/transformation.h include/intersect.h include/intersection.h
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include/object.h include/ray.h include/sphere.h)
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set(RAY_SOURCES tuple.cpp math_helper.cpp colour.cpp canvas.cpp matrix.cpp transformation.cpp intersect.cpp
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objects/object.cpp objects/ray.cpp objects/sphere.cpp)
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target_include_directories(rayonnement PUBLIC include)
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target_sources(rayonnement PRIVATE ${RAY_HEADERS} ${RAY_SOURCES})
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28
source/include/intersect.h
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28
source/include/intersect.h
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@@ -0,0 +1,28 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Intersect header
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#ifndef DORAYME_INTERSECT_H
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#define DORAYME_INTERSECT_H
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#include <stdint.h>
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#include <intersection.h>
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class Intersect
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{
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private:
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Intersection **list;
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uint32_t num;
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uint32_t allocated;
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public:
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Intersect();
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void add(Intersection *i);
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int count() { return this->num; };
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Intersection *operator[](const int p) { return this->list[p]; }
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};
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#endif //DORAYME_INTERSECT_H
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43
source/include/intersection.h
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43
source/include/intersection.h
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@@ -0,0 +1,43 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Intersection header
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#ifndef DORAYME_INTERSECTION_H
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#define DORAYME_INTERSECTION_H
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#include <stdlib.h>
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class Object;
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struct Intersection
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{
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double t;
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Object *object;
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};
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static Intersection *newIntersection(double t, Object *object)
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{
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Intersection *ret = (Intersection *)calloc(sizeof(Intersection), 1);
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if (ret != nullptr)
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{
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ret->t = t;
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ret->object = object;
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}
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return ret;
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}
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static void freeIntersection(Intersection *i)
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{
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if ( i != nullptr )
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{
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free(i);
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}
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}
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#endif //DORAYME_INTERSECTION_H
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24
source/include/object.h
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24
source/include/object.h
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@@ -0,0 +1,24 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Object header
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#ifndef DORAYME_OBJECT_H
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#define DORAYME_OBJECT_H
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class Object;
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#include <ray.h>
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#include <intersect.h>
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/* Base class for all object that can be presented in the world */
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class Object
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{
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public:
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virtual Intersect intersect(Ray r);
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};
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#endif //DORAYME_OBJECT_H
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23
source/include/sphere.h
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23
source/include/sphere.h
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@@ -0,0 +1,23 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Sphere header
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#ifndef DORAYME_SPHERE_H
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#define DORAYME_SPHERE_H
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#include <object.h>
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#include <ray.h>
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#include <intersect.h>
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class Sphere : public Object
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{
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public:
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/* All sphere are at (0, 0, 0) and radius 1*/
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virtual Intersect intersect(Ray r);
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};
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#endif //DORAYME_SPHERE_H
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30
source/intersect.cpp
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30
source/intersect.cpp
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@@ -0,0 +1,30 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Intersect implementation
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#include <stdlib.h>
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#include <intersect.h>
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#define MIN_ALLOC (2)
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Intersect::Intersect()
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{
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this->allocated = MIN_ALLOC;
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this->list = (Intersection **)calloc(sizeof(Object *), MIN_ALLOC);
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this->num = 0;
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}
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void Intersect::add(Intersection *i)
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{
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if ((this->num + 1) < this->allocated)
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{
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this->allocated *= 2;
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this->list = (Intersection **)realloc(this->list, sizeof(Object *) * this->allocated);
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}
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this->list[this->num++] = i;
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}
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17
source/objects/object.cpp
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17
source/objects/object.cpp
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@@ -0,0 +1,17 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Object implementation
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#include <ray.h>
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#include <object.h>
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#include <intersect.h>
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Intersect Object::intersect(Ray r)
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{
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return Intersect();
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};
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35
source/objects/sphere.cpp
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35
source/objects/sphere.cpp
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@@ -0,0 +1,35 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Sphere implementation
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#include <math.h>
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#include <sphere.h>
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#include <ray.h>
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#include <tuple.h>
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#include <intersect.h>
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Intersect Sphere::intersect(Ray r)
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{
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Intersect ret;
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double a, b, c, discriminant;
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Tuple sphere_to_ray = r.origin - Point(0, 0, 0);
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a = r.direction.dot(r.direction);
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b = 2 * r.direction.dot(sphere_to_ray);
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c = sphere_to_ray.dot(sphere_to_ray) - 1;
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discriminant = b * b - 4 * a * c;
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if (discriminant >= 0)
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{
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ret.add(newIntersection((-b - sqrt(discriminant)) / (2 * a), this));
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ret.add(newIntersection((-b + sqrt(discriminant)) / (2 * a), this));
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}
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return ret;
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}
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