And now we have cylinders!
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33
source/include/cylinder.h
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33
source/include/cylinder.h
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Cylinder 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_CYLINDER_H
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#define DORAYME_CYLINDER_H
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#include <shape.h>
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#include <ray.h>
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#include <intersect.h>
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class Cylinder : public Shape {
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private:
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Intersect localIntersect(Ray r);
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Tuple localNormalAt(Tuple point);
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bool checkCap(Ray r, double t);
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void intersectCaps(Ray r, Intersect &xs);
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public:
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bool isClosed;
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double minCap;
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double maxCap;
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Cylinder() : minCap(-INFINITY), maxCap(INFINITY), isClosed(false), Shape(SHAPE_CYLINDER) {};
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};
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#endif //DORAYME_CYLINDER_H
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@@ -23,6 +23,7 @@ enum ShapeType
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SHAPE_SPHERE,
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SHAPE_PLANE,
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SHAPE_CUBE,
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SHAPE_CYLINDER,
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SHAPE_CONE,
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};
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109
source/shapes/cylinder.cpp
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109
source/shapes/cylinder.cpp
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Cylinder 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 <tuple.h>
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#include <ray.h>
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#include <shape.h>
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#include <cylinder.h>
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#include <math_helper.h>
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bool Cylinder::checkCap(Ray r, double t)
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{
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/* Helping function to reduce duplication.
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* Checks to see if the intersection ot t is within a radius
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* of 1 (the radius of our cylinder from the y axis
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*/
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double x = r.origin.x + t * r.direction.x;
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double z = r.origin.z + t * r.direction.z;
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return (x * x + z * z) <= 1;
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}
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void Cylinder::intersectCaps(Ray r, Intersect &xs)
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{
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/* Caps only mattter is the cylinder is closed, and might possibly be
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* intersected by the ray
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*/
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if ((this->isClosed) && (fabs(r.direction.y) > getEpsilon()))
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{
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double t;
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/* Check for an intersection with the lower end cap by intersecting
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* the ray with the plan at y = this->minCap
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*/
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t = (this->minCap - r.origin.y) / r.direction.y;
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if (this->checkCap(r, t))
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{
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xs.add(Intersection(t, this));
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}
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/* Check for an intersection with the upper end cap by intersecting
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* the ray with the plan at y = this->maxCap
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*/
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t = (this->maxCap - r.origin.y) / r.direction.y;
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if (this->checkCap(r, t))
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{
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xs.add(Intersection(t, this));
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}
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}
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}
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Intersect Cylinder::localIntersect(Ray r)
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{
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Intersect ret;
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double A = r.direction.x * r.direction.x + r.direction.z * r.direction.z;
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/* Ray is parallel to the Y axis */
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if (A >= getEpsilon())
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{
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double B = 2 * r.origin.x * r.direction.x +
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2 * r.origin.z * r.direction.z;
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double C = r.origin.x * r.origin.x + r.origin.z * r.origin.z - 1;
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double disc = B * B - 4 * A * C;
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if (disc >= 0)
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{
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double t0 = (-B - sqrt(disc)) / (2 * A);
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double t1 = (-B + sqrt(disc)) / (2 * A);
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double y0 = r.origin.y + t0 * r.direction.y;
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if ((this->minCap < y0) && (y0 < this->maxCap))
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{
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ret.add(Intersection(t0, this));
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}
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double y1 = r.origin.y + t1 * r.direction.y;
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if ((this->minCap < y1) && (y1 < this->maxCap))
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{
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ret.add(Intersection(t1, this));
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}
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}
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}
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this->intersectCaps(r, ret);
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return ret;
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}
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Tuple Cylinder::localNormalAt(Tuple point)
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{
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/* Compute the square of the distance from the Y axis */
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double dist = point.x * point.x + point.z * point.z;
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if ((dist < 1) && (point.y >= (this->maxCap - getEpsilon())))
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{
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return Vector(0, 1, 0);
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}
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if ((dist < 1) && (point.y <= this->minCap + getEpsilon()))
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{
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return Vector(0, -1, 0);
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}
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return Vector(point.x, 0, point.z);
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}
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