100 lines
2.4 KiB
C++
100 lines
2.4 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;
|
|
|
|
if (xs != nullptr)
|
|
{
|
|
Intersection hit = xs->hit();
|
|
normalV = this->object->normalAt(hitP, &hit);
|
|
}
|
|
else
|
|
{
|
|
normalV = this->object->normalAt(hitP, nullptr);
|
|
}
|
|
|
|
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 the hit object is not transparent, there is no need to do that. I think .*/
|
|
if ((xs != nullptr) && (xs->hit().object->material.transparency > 0))
|
|
{
|
|
List containers;
|
|
int j;
|
|
|
|
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->materialSet) && (s->parent != nullptr)) { s = s->parent; }
|
|
|
|
return Computation(this->object,
|
|
this->t,
|
|
hitP,
|
|
eyeV,
|
|
normalV,
|
|
overHitP,
|
|
inside,
|
|
reflectV,
|
|
n1,
|
|
n2,
|
|
underHitP,
|
|
&s->material);
|
|
} |