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sphere.h
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#ifndef RAYTRACING_DEV_SPHERE_H
#define RAYTRACING_DEV_SPHERE_H
#include <utility>
#include "hittable.h"
#include "aabb.h"
#include "vec3.h"
class sphere : public hittable {
public:
sphere() {}
sphere(vec3 cen,double r,shared_ptr<material> m)
: center(cen),radius(r),mat_ptr(m) {};
virtual bool hit(const ray& r,double t_min,double t_max,hit_record& rec) const;
virtual bool bounding_box(double t0, double t1, aabb &output_box) const;
public:
vec3 center;
double radius;
shared_ptr<material> mat_ptr;
private:
static void get_sphere_uv(const vec3& p, double& u, double& v) {
// p: a given point on the sphere of radius one, centered at the origin.
// u: returned value [0,1] of angle around the Y axis from X=-1.
// v: returned value [0,1] of angle from Y=-1 to Y=+1.
// <1 0 0> yields <0.50 0.50> <-1 0 0> yields <0.00 0.50>
// <0 1 0> yields <0.50 1.00> < 0 -1 0> yields <0.50 0.00>
// <0 0 1> yields <0.25 0.50> < 0 0 -1> yields <0.75 0.50>
auto phi = atan2(p.z(), p.x());
auto theta = asin(p.y());
u = 1 - (phi + pi) / (2 * pi);
v = (theta + pi / 2) / pi;
}
};
bool sphere::hit(const ray& r, double t_min, double t_max, hit_record& rec) const{
vec3 oc = r.origin() - center;
auto a = r.direction().length_squared();
auto half_b = dot(oc,r.direction());
auto c = oc.length_squared() - radius * radius;
auto discriminant = half_b * half_b - a * c;
if (discriminant > 0) {
auto root = sqrt(discriminant);
auto temp = (-half_b - sqrt(discriminant)) / a;
if (temp < t_max && temp > t_min){
rec.t = temp;
rec.p = r.at(rec.t);
vec3 outward_normal = (rec.p - center) / radius;
rec.set_face_normal(r,outward_normal);
rec.mat_ptr = mat_ptr;
return true;
}
temp = (-half_b + root) / a;
if (temp < t_max && temp > t_min){
rec.t = temp;
rec.p = r.at(rec.t);
vec3 outward_normal = (rec.p - center) / radius;
rec.set_face_normal(r,outward_normal);
get_sphere_uv(outward_normal, rec.u, rec.v);
rec.mat_ptr = mat_ptr;
return true;
}
}
return false;
}
bool sphere::bounding_box(double t0, double t1, aabb &output_box) const {
output_box = aabb(
center - vec3(radius, radius, radius),
center + vec3(radius, radius, radius));
return true;
}
#endif //RAYTRACING_DEV_SPHERE_H