Beispiel #1
0
        public bool Hit(Ray r, float t0, float t1, ref Hit_Record rec)
        {
            var t = (k - r.Origin.Z) / r.Direction.Z;

            if (t < t0 || t > t1)
            {
                return(false);
            }

            var x = r.Origin.X + t * r.Direction.X;
            var y = r.Origin.Y + t * r.Direction.Y;

            if (x < x0 || x > x1 || y < y0 || y > y1)
            {
                return(false);
            }

            rec.U = (x - x0) / (x1 - x0);
            rec.V = (y - y0) / (y1 - y0);
            rec.T = t;
            var outward_normal = new Vector3(0, 0, 1);

            rec.Set_Face_Normal(r, outward_normal);
            rec.Mat_ptr = mp;
            rec.P       = r.At(t);

            return(true);
        }
        public bool Hit(Ray r, float t0, float t1, ref Hit_Record rec)
        {
            var t = (k - r.Origin.X) / r.Direction.X;

            if (t < t0 || t > t1)
            {
                return(false);
            }
            var y = r.Origin.Y + t * r.Direction.Y;
            var z = r.Origin.Z + t * r.Direction.Z;

            if (y < y0 || y > y1 || z < z0 || z > z1)
            {
                return(false);
            }
            rec.U = (y - y0) / (y1 - y0);
            rec.V = (z - z0) / (z1 - z0);
            rec.T = t;
            var outward_normal = new Vector3(1, 0, 0);

            rec.Set_Face_Normal(r, outward_normal);
            rec.Mat_ptr = mp;
            rec.P       = r.At(t);
            return(true);
        }
Beispiel #3
0
        public bool Hit(Ray r, float t_min, float t_max, ref Hit_Record rec)
        {
            Vector3 oc           = r.Origin - this.Center;
            float   a            = r.Direction.LengthSquared();
            float   half_b       = Vector3.Dot(oc, r.Direction);
            float   c            = oc.LengthSquared() - this.Radius * this.Radius;
            float   discriminant = half_b * half_b - a * c;

            if (discriminant > 0)
            {
                float root = (float)Math.Sqrt(discriminant);
                float temp = (-half_b - root) / a;
                if (temp < t_max && temp > t_min)
                {
                    rec.T = temp;
                    rec.P = r.At(rec.T);
                    Vector3 outward_normal = (rec.P - this.Center) / this.Radius;
                    rec.Set_Face_Normal(r, outward_normal);
                    rec.Mat_ptr = Material;
                    this.Get_sphere_uv((rec.P - this.Center) / this.Radius, out rec.U, out rec.V);
                    return(true);
                }
                temp = (-half_b + root) / a;
                if (temp < t_max && temp > t_min)
                {
                    rec.T = temp;
                    rec.P = r.At(rec.T);
                    Vector3 outward_normal = (rec.P - this.Center) / this.Radius;
                    rec.Set_Face_Normal(r, outward_normal);
                    rec.Mat_ptr = Material;
                    this.Get_sphere_uv((rec.P - this.Center) / this.Radius, out rec.U, out rec.V);
                    return(true);
                }
            }

            return(false);
        }
        public bool Hit(Ray r, float t_min, float t_max, ref Hit_Record rec)
        {
            Vector3 oc     = r.Origin - this.Center(r.Time);
            var     a      = r.Direction.LengthSquared();
            var     half_b = Vector3.Dot(oc, r.Direction);
            var     c      = oc.LengthSquared() - radius * radius;

            var discriminant = half_b * half_b - a * c;

            if (discriminant > 0)
            {
                var root = (float)Math.Sqrt(discriminant);

                var temp = (-half_b - root) / a;
                if (temp < t_max && temp > t_min)
                {
                    rec.T = temp;
                    rec.P = r.At(rec.T);
                    var outward_normal = (rec.P - this.Center(r.Time)) / 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);
                    var outward_normal = (rec.P - this.Center(r.Time)) / radius;
                    rec.Set_Face_Normal(r, outward_normal);
                    rec.Mat_ptr = mat_ptr;
                    return(true);
                }
            }
            return(false);
        }