Beispiel #1
0
		/**
	 * FindLightBlock
	 *
	 * @param tree
	 * @param ray
	 * @param maxt
	 * @return boolean
	 */
		private bool FindLightBlock (OctNode tree, Ray ray, double maxt)
		{
			OctNode current = tree.FindTreeNode (ray.GetOrigin ());
			IntersectPt test = new IntersectPt ();
			Point testpt = new Point ();

			while (current != null) {
				ObjNode currentnode = current.GetList ();
				while (currentnode != null) {
					bool found = false;
					if (currentnode.GetObj ().GetCachePt ().GetID () == ray.GetID ()) {
						found = true;
					}
					if (!found) {
						test.SetOrigID (0);
						if (currentnode.GetObj ().Intersect (ray, test)) {
							if (test.GetT () < maxt) {
								return (true);
							}
						}
					}
					currentnode = currentnode.Next ();
				}
				OctNode adjacent = current.Intersect (ray, testpt, test.GetThreshold ());
				if (adjacent == null) {
					current = null;
				} else {
					current = adjacent.FindTreeNode (testpt);
				}
			}
			return (false);
		}
Beispiel #2
0
		/**
	 * Shade
	 *
	 * @param tree
	 * @param eyeRay
	 * @param color
	 * @param factor
	 * @param level
	 * @param originID
	 */
		private void Shade (OctNode tree, Ray eyeRay, Color color, double factor, int level, int originID)
		{
			Color lightColor = new Color (0.0f, 0.0f, 0.0f);
			Color reflectColor = new Color (0.0f, 0.0f, 0.0f);
			Color refractColor = new Color (0.0f, 0.0f, 0.0f);
			IntersectPt intersect = new IntersectPt ();
			OctNode baseoctn = new OctNode ();
			Vector normal = new Vector ();
			Ray reflect = new Ray ();
			Ray refract = new Ray ();
			double mu;
			int current;

			if (intersect.FindNearestIsect (tree, eyeRay, originID, level, baseoctn)) {
				intersect.GetIntersectObj ().FindNormal (intersect.GetIntersection (), normal);
				GetLightColor (baseoctn, intersect.GetIntersection (), normal, intersect.GetIntersectObj (), lightColor);
				if (level < MaxLevel) {
					double check = factor * (1.0f - intersect.GetIntersectObj ().GetMaterial ().GetKTran ()) * intersect.GetIntersectObj ().GetMaterial ().GetShininess ();
					if (check > MinFactor) {
						reflect.SetOrigin (intersect.GetIntersection ());
						reflect.GetDirection ().Combine (eyeRay.GetDirection (), normal, 1.0f, -2.0f * normal.Dot (eyeRay.GetDirection ()));
						reflect.SetID (RayID);
						this.RayID = this.RayID + 1;
						Shade (baseoctn, reflect, reflectColor, check, level + 1, originID);
						reflectColor.Scale ((1.0f - intersect.GetIntersectObj ().GetMaterial ().GetKTran ()) * intersect.GetIntersectObj ().GetMaterial ().GetShininess (),
							intersect.GetIntersectObj ().GetMaterial ().GetSpecColor ());
					}
					check = factor * intersect.GetIntersectObj ().GetMaterial ().GetKTran ();
					if (check > MinFactor) {
						if (intersect.GetEnter ()) {
							mu = 1.0f / intersect.GetIntersectObj ().GetMaterial ().GetRefIndex ();
							current = intersect.GetIntersectObj ().GetObjID ();
						} else {
							mu = intersect.GetIntersectObj ().GetMaterial ().GetRefIndex ();
							normal.Negate ();
							current = 0;
						}
						double IdotN = normal.Dot (eyeRay.GetDirection ());
						double TotIntReflect = 1.0f - mu * mu * (1.0f - IdotN * IdotN);
						if (TotIntReflect >= 0.0) {
							double gamma = -mu * IdotN - (double)Math.Sqrt (TotIntReflect);
							refract.SetOrigin (intersect.GetIntersection ());
							refract.GetDirection ().Combine (eyeRay.GetDirection (), normal, mu, gamma);
							refract.SetID (RayID);
							this.RayID = RayID + 1;
							Shade (baseoctn, refract, refractColor, check, level + 1, current);
							refractColor.Scale (intersect.GetIntersectObj ().GetMaterial ().GetKTran (), intersect.GetIntersectObj ().GetMaterial ().GetSpecColor ());
						}
					}
				}
				color.Combine (intersect.GetIntersectObj ().GetMaterial ().GetEmissColor (), intersect.GetIntersectObj ().GetMaterial ().GetAmbColor (),
					AmbLightIntensity, lightColor, reflectColor, refractColor);
			}
		}