84 lines
2.5 KiB
C++
84 lines
2.5 KiB
C++
//
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// Created by LEI XU on 5/13/19.
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//
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#ifndef RAYTRACING_SPHERE_H
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#define RAYTRACING_SPHERE_H
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#include "Object.hpp"
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#include "Vector.hpp"
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#include "Bounds3.hpp"
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#include "Material.hpp"
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class Sphere : public Object{
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public:
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Vector3f center;
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float radius, radius2;
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Material *m;
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Sphere(const Vector3f &c, const float &r) : center(c), radius(r), radius2(r * r), m(new Material()) {}
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bool intersect(const Ray& ray) {
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// analytic solution
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Vector3f L = ray.origin - center;
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float a = dotProduct(ray.direction, ray.direction);
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float b = 2 * dotProduct(ray.direction, L);
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float c = dotProduct(L, L) - radius2;
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float t0, t1;
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if (!solveQuadratic(a, b, c, t0, t1)) return false;
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if (t0 < 0) t0 = t1;
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if (t0 < 0) return false;
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return true;
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}
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bool intersect(const Ray& ray, float &tnear, uint32_t &index) const
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{
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// analytic solution
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Vector3f L = ray.origin - center;
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float a = dotProduct(ray.direction, ray.direction);
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float b = 2 * dotProduct(ray.direction, L);
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float c = dotProduct(L, L) - radius2;
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float t0, t1;
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if (!
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solveQuadratic(a, b, c, t0, t1)) return false;
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if (t0 < 0) t0 = t1;
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if (t0 < 0) return false;
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tnear = t0;
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return true;
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}
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Intersection getIntersection(Ray ray){
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Intersection result;
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result.happened = false;
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Vector3f L = ray.origin - center;
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float a = dotProduct(ray.direction, ray.direction);
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float b = 2 * dotProduct(ray.direction, L);
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float c = dotProduct(L, L) - radius2;
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float t0, t1;
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if (!solveQuadratic(a, b, c, t0, t1)) return result;
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if (t0 < 0) t0 = t1;
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if (t0 < 0) return result;
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result.happened=true;
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result.coords = Vector3f(ray.origin + ray.direction * t0);
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result.normal = normalize(Vector3f(result.coords - center));
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result.m = this->m;
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result.obj = this;
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result.distance = t0;
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return result;
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}
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void getSurfaceProperties(const Vector3f &P, const Vector3f &I, const uint32_t &index, const Vector2f &uv, Vector3f &N, Vector2f &st) const
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{ N = normalize(P - center); }
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Vector3f evalDiffuseColor(const Vector2f &st)const {
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return m->getColor();
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}
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Bounds3 getBounds(){
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return Bounds3(Vector3f(center.x-radius, center.y-radius, center.z-radius),
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Vector3f(center.x+radius, center.y+radius, center.z+radius));
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}
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};
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#endif //RAYTRACING_SPHERE_H
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