Ejemplo n.º 1
0
        public bool Hit(Ray ray, float t0, float t1, out HitRect hitrect)
        {
            hitrect = new HitRect();
            bool  hit_anything   = false;
            float closest_so_far = t1;

            foreach (var p in list)
            {
                if (p.Hit(ray, t0, closest_so_far, out HitRect temp_rec))
                {
                    hit_anything   = true;
                    closest_so_far = temp_rec.t;
                    hitrect.t      = temp_rec.t;
                    hitrect.point  = temp_rec.point;
                    hitrect.normal = temp_rec.normal;
                }
            }
            return(hit_anything);
        }
Ejemplo n.º 2
0
        public bool Hit(Ray ray, float t0, float t1, out HitRect rect)
        {
            rect = new HitRect();
            // center ->c
            // ray p(t) = ->o + t * ->d
            // ->oc = ->o - ->c
            Vector3 o_c = ray.Origin - center;
            // a = ->o・->o
            float a = Vector3.Dot(ray.Direction, ray.Direction);
            // b = 2(->d・->oc))
            float b = 2.0f * Vector3.Dot(ray.Direction, o_c);
            // c = (->oc・->oc) - r^2
            float c = Vector3.Dot(o_c, o_c) - (float)Math.Pow(radius, 2);
            // D = b^2 - 4ac
            float D = b * b - 4 * a * c;

            // hit
            if (D > 0)
            {
                // y = (-b - √D) / 2a
                float root = (float)Math.Sqrt(D);
                float temp = (-b - root) / (2.0f * a);
                if (temp < t1 && temp > t0)
                {
                    rect.t      = temp;
                    rect.point  = ray.At(rect.t);
                    rect.normal = (rect.point - center) / radius;
                    return(true);
                }
                // y = (-b + √D) / 2a
                temp = (-b + root) / (2.0f * a);
                if (temp < t1 && temp > t0)
                {
                    rect.t      = temp;
                    rect.point  = ray.At(rect.t);
                    rect.normal = (rect.point - center) / radius;
                    return(true);
                }
            }
            return(false);
        }