-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathsphere.cpp
More file actions
222 lines (142 loc) · 4.42 KB
/
sphere.cpp
File metadata and controls
222 lines (142 loc) · 4.42 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
/*
#include "sphere.h"
#include <sstream>
#include <math.h>
Sphere::Sphere() : Renderable() {};
Sphere::Sphere(Vector3 c, float ra) {
center = c;
r = ra;
};
Sphere::Sphere(Vector3 c, float ra, LightCol col) {
center = c;
r = ra;
pixel_col = col;
};
Sphere::Sphere(Vector3 c, float ra, LightCol col, bool can_occ, bool can_self_occ) {
center = c;
r = ra;
pixel_col = col;
can_occlude = can_occ;
can_self_occulde = can_self_occ;
};
std::string Sphere::toString () {
std::ostringstream ss;
ss << "Circle: center " << center.toString() << " radius: " << r;
return ss.str();
};
std::pair<float,float> Sphere::intersectRay(Ray ray) {
float a = ray.grad.Dot(ray.grad);
Vector3 one(1,1,1);
Vector3 start_minus_center = (ray.start - center);
float b = start_minus_center.Dot(ray.grad) * 2;
float c = start_minus_center.Dot(start_minus_center) - r*r;
float descriminant = b*b - 4 * a * c;
if( descriminant < 0) {
return std::make_pair(0.0,0.0);
}
descriminant = sqrt(descriminant);
float t1 = (-b + descriminant)/(2 * a);
float t2 = (-b - descriminant)/(2 * a);
return std::make_pair(t1,t2);
};
Intersection Sphere::getPosInter(Ray ray) {
float a = ray.grad.Dot(ray.grad);
Vector3 one(1,1,1);
Vector3 start_minus_center = (ray.start - center);
float b = start_minus_center.Dot(ray.grad) * 2;
float c = start_minus_center.Dot(start_minus_center) - r*r;
float descriminant = b*b - 4 * a * c;
if( descriminant < 0) {
return Intersection();
}
descriminant = sqrt(descriminant);
float t1 = (-b + descriminant)/(2 * a);
float t2 = (-b - descriminant)/(2 * a);
*
* we know that descrimant > 0 and that a > 0
* so we know that t1 > t2
* we are interested in the closest intersection
* to the camera meaning which means the value of t
* that is smallest but still positive
*
* if t2 > 0 then it will be the closest intersection
* if it is not then if t1 > 0 then it is the closest
*
* if both are less than 0 then the object is
* behind the camera
*
*
//std::cout << "t1: " << t1 << " t2: " << t2 << std::endl;
if(t2 > 0) {
Vector3 p = ray.pos(t2);
return Intersection(this, p, (p - center).normalize());
} else if(t1 > epsilon) {
Vector3 p = ray.pos(t1);
return Intersection(this, p, (p - center).normalize());
} else {
return Intersection();
}
}
Intersection Sphere::getInter(Ray ray) {
float a = ray.grad.Dot(ray.grad);
Vector3 one(1,1,1);
Vector3 start_minus_center = (ray.start - center);
float b = start_minus_center.Dot(ray.grad) * 2;
float c = start_minus_center.Dot(start_minus_center) - r*r;
float descriminant = b*b - 4 * a * c;
if( descriminant < 0) {
return Intersection();
}
descriminant = sqrt(descriminant);
float t1 = (-b + descriminant)/(2 * a);
float t2 = (-b - descriminant)/(2 * a);
/*
* we know that descrimant > 0 and that a > 0
* so we know that t1 > t2
* we are interested in the closest intersection
* to the camera meaning which means the value of t
* that is smallest but still positive
*
* if t2 > 0 then it will be the closest intersection
* if it is not then if t1 > 0 then it is the closest
*
* if both are less than 0 then the object is
* behind the camera
*
*
//using epsilon to check for already being on the surface
if(t2 > 0) {
return Intersection(this, ray.pos(t2));
} else if(t1 > epsilon) {
return Intersection(this, ray.pos(t1));
} else {
return Intersection();
}
}
bool Sphere::hasPositiveInter(Ray ray) {
float a = ray.grad.Dot(ray.grad);
Vector3 one(1,1,1);
Vector3 start_minus_center = (ray.start - center);
float b = start_minus_center.Dot(ray.grad) * 2;
float c = start_minus_center.Dot(start_minus_center) - r*r;
float descriminant = b*b - 4 * a * c;
float t1 = (-b + descriminant)/(2 * a);
return descriminant > 0 && t1 > 0;
};
bool Sphere::doesIntersect(Ray ray) {
float a = ray.grad.Dot(ray.grad);
Vector3 one(1,1,1);
Vector3 start_minus_center = (ray.start - center);
float b = start_minus_center.Dot(ray.grad) * 2;
float c = start_minus_center.Dot(start_minus_center) - r*r;
float descriminant = b*b - 4 * a * c;
return descriminant >= 0;
}
LightCol Sphere::getColAtInter(Intersection inter, Ray insident_ray, FixedSceene* sceene) {
if(sceene->isInShade(inter)) {
return shade_pixel_col;
} else {
return pixel_col;
}
}
*/