Next step (later) would be to properly use them other than group to lower the number of intersection calculation per ray.
141 lines
3.6 KiB
C++
141 lines
3.6 KiB
C++
/*
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* DoRayMe - a quick and dirty Raytracer
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* Cone 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 <cone.h>
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#include <math_helper.h>
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bool Cone::checkCap(Ray r, double t, double y)
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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 Cone 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) <= fabs(y);
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}
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void Cone::intersectCaps(Ray r, Intersect &xs)
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{
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/* Caps only mattter is the Cone 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, this->minCap))
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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, this->maxCap))
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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 Cone::localIntersect(Ray r)
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{
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Intersect ret;
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double A = pow(r.direction.x, 2) -
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pow(r.direction.y, 2) +
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pow(r.direction.z, 2);
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double B = (2 * r.origin.x * r.direction.x) -
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(2 * r.origin.y * r.direction.y) +
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(2 * r.origin.z * r.direction.z);
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double C = pow(r.origin.x, 2) -
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pow(r.origin.y, 2) +
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pow(r.origin.z, 2);
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if ((fabs(A) <= getEpsilon()) && (fabs(B) >= getEpsilon()))
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{
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double t = -C / (2*B);
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ret.add(Intersection(t, this));
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}
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else if (fabs(A) >= getEpsilon())
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{
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double disc = pow(B, 2) - 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 Cone::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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double y = sqrt(point.x * point.x + point.z * point.z);
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if (point.y > 0)
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{
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y = -y;
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}
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return Vector(point.x, y, point.z);
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}
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BoundingBox Cone::getBounds()
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{
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BoundingBox ret;
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double a = fabs(this->minCap);
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double b = fabs(this->maxCap);
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double limit = (a > b)?a:b;
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ret.min = this->objectToWorld(Point(-limit, this->minCap, -limit));
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ret.max = this->objectToWorld(Point(limit, this->maxCap, limit));
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ret.min.fixPoint();
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ret.max.fixPoint();
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return ret;
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} |