Files
dorayme/source/intersection.cpp

87 lines
2.1 KiB
C++

/*
* DoRayMe - a quick and dirty Raytracer
* Intersection implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <intersection.h>
#include <shape.h>
#include <list.h>
Computation Intersection::prepareComputation(Ray r, Intersect *xs)
{
double n1 = 1.0;
double n2 = 1.0;
Tuple hitP = r.position(this->t);
Tuple normalV = this->object->normalAt(hitP);
Tuple eyeV = -r.direction;
bool inside = false;
if (normalV.dot(eyeV) < 0)
{
inside = true;
normalV = -normalV;
}
Tuple overHitP = hitP + normalV * getEpsilon();
Tuple underHitP = hitP - normalV * getEpsilon();
Tuple reflectV = r.direction.reflect(normalV);
if (xs != nullptr)
{
List containers;
int j, k;
for(j = 0; j < xs->count(); j++)
{
Intersection i = (*xs)[j];
if (*this == i)
{
if (!containers.isEmpty())
{
n1 = containers.last()->material.refractiveIndex;
}
}
if (containers.doesInclude(i.object))
{
containers.remove(i.object);
}
else
{
containers.append(i.object);
}
if (*this == i)
{
if (!containers.isEmpty())
{
n2 = containers.last()->material.refractiveIndex;
}
/* End the loop */
break;
}
}
}
Shape *s = this->object;
/* For now don't get root group material */
//while(s->parent != nullptr) { s = s->parent; }
return Computation(this->object,
this->t,
hitP,
eyeV,
normalV,
overHitP,
inside,
reflectV,
n1,
n2,
underHitP,
&s->material);
}