Files
dorayme/source/shapes/cone.cpp
Godzil 2ea4abdce7 Boundingboxes should be ready.
Next step (later) would be to properly use them other than group to lower the number of intersection calculation per ray.
2020-02-25 18:03:12 +00:00

141 lines
3.6 KiB
C++

/*
* DoRayMe - a quick and dirty Raytracer
* Cone implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <tuple.h>
#include <ray.h>
#include <shape.h>
#include <cone.h>
#include <math_helper.h>
bool Cone::checkCap(Ray r, double t, double y)
{
/* Helping function to reduce duplication.
* Checks to see if the intersection ot t is within a radius
* of 1 (the radius of our Cone from the y axis
*/
double x = r.origin.x + t * r.direction.x;
double z = r.origin.z + t * r.direction.z;
return (x * x + z * z) <= fabs(y);
}
void Cone::intersectCaps(Ray r, Intersect &xs)
{
/* Caps only mattter is the Cone is closed, and might possibly be
* intersected by the ray
*/
if ((this->isClosed) && (fabs(r.direction.y) > getEpsilon()))
{
double t;
/* Check for an intersection with the lower end cap by intersecting
* the ray with the plan at y = this->minCap
*/
t = (this->minCap - r.origin.y) / r.direction.y;
if (this->checkCap(r, t, this->minCap))
{
xs.add(Intersection(t, this));
}
/* Check for an intersection with the upper end cap by intersecting
* the ray with the plan at y = this->maxCap
*/
t = (this->maxCap - r.origin.y) / r.direction.y;
if (this->checkCap(r, t, this->maxCap))
{
xs.add(Intersection(t, this));
}
}
}
Intersect Cone::localIntersect(Ray r)
{
Intersect ret;
double A = pow(r.direction.x, 2) -
pow(r.direction.y, 2) +
pow(r.direction.z, 2);
double B = (2 * r.origin.x * r.direction.x) -
(2 * r.origin.y * r.direction.y) +
(2 * r.origin.z * r.direction.z);
double C = pow(r.origin.x, 2) -
pow(r.origin.y, 2) +
pow(r.origin.z, 2);
if ((fabs(A) <= getEpsilon()) && (fabs(B) >= getEpsilon()))
{
double t = -C / (2*B);
ret.add(Intersection(t, this));
}
else if (fabs(A) >= getEpsilon())
{
double disc = pow(B, 2) - 4 * A * C;
if (disc >= 0)
{
double t0 = (-B - sqrt(disc)) / (2 * A);
double t1 = (-B + sqrt(disc)) / (2 * A);
double y0 = r.origin.y + t0 * r.direction.y;
if ((this->minCap < y0) && (y0 < this->maxCap))
{
ret.add(Intersection(t0, this));
}
double y1 = r.origin.y + t1 * r.direction.y;
if ((this->minCap < y1) && (y1 < this->maxCap))
{
ret.add(Intersection(t1, this));
}
}
}
this->intersectCaps(r, ret);
return ret;
}
Tuple Cone::localNormalAt(Tuple point)
{
/* Compute the square of the distance from the Y axis */
double dist = point.x * point.x + point.z * point.z;
if ((dist < 1) && (point.y >= (this->maxCap - getEpsilon())))
{
return Vector(0, 1, 0);
}
if ((dist < 1) && (point.y <= this->minCap + getEpsilon()))
{
return Vector(0, -1, 0);
}
double y = sqrt(point.x * point.x + point.z * point.z);
if (point.y > 0)
{
y = -y;
}
return Vector(point.x, y, point.z);
}
BoundingBox Cone::getBounds()
{
BoundingBox ret;
double a = fabs(this->minCap);
double b = fabs(this->maxCap);
double limit = (a > b)?a:b;
ret.min = this->objectToWorld(Point(-limit, this->minCap, -limit));
ret.max = this->objectToWorld(Point(limit, this->maxCap, limit));
ret.min.fixPoint();
ret.max.fixPoint();
return ret;
}