53 lines
1.2 KiB
C++
53 lines
1.2 KiB
C++
/*
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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::localIntersect(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(Intersection((-b - sqrt(discriminant)) / (2 * a), this));
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ret.add(Intersection((-b + sqrt(discriminant)) / (2 * a), this));
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}
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return ret;
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}
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Tuple Sphere::localNormalAt(Tuple point)
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{
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return (point - Point(0, 0, 0)).normalise();
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}
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void Sphere::dumpMe(FILE *fp)
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{
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fprintf(fp, "\"Type\": \"Sphere\",\n");
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Tuple t = this->transformMatrix * Point(0, 0, 0);
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fprintf(fp, "\"center\": { \"x\": %f, \"y\": %f, \"z\": %f}, \n",
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t.x, t.y, t.z);
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t = this->transformMatrix * Point(1, 1, 1);
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fprintf(fp, "\"radius\": { \"x\": %f, \"y\": %f, \"z\": %f}, \n",
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t.x, t.y, t.z);
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Shape::dumpMe(fp);
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} |