Exemple #1
0
        public override bool Hit(Ray ray, float tMin, float tMax, out RayHit hit)
        {
            var oc    = ray.Origin - Center;
            var a     = ray.Dir.LengthSquared;
            var halfB = 2 * Vector3.Dot(oc, ray.Dir);
            var c     = oc.LengthSquared - (Radius * Radius);

            float discriminant = (halfB * halfB) - (4 * (a * c));

            if (discriminant < Utils.Epsilon)
            {
                hit = new RayHit();
                return(false);
            }

            float tmp = MathF.Sqrt(discriminant);
            float t   = (-halfB - tmp) / (2 * a);

            if (t > tMin && t < tMax)
            {
                Vector3 position = ray.PointAt(t);
                Vector3 normal   = (position - Center) / Radius;
                hit = new RayHit(position, t, this);
                hit.SetNormal(ray, normal);
                return(true);
            }
            t = (-halfB + tmp) / (2 * a);
            if (t > tMin && t < tMax)
            {
                Vector3 position = ray.PointAt(t);
                Vector3 normal   = (position - Center) / Radius;
                hit = new RayHit(position, t, this);
                hit.SetNormal(ray, -normal);
                return(true);
            }

            hit = new RayHit();
            return(false);
        }
Exemple #2
0
 public override bool Hit(Ray ray, float tMin, float tMax, out RayHit hit)
 {
     hit = new RayHit();
     for (int i = 0; i < Faces.Count; i++)
     {
         float denom = Vector3.Dot(ray.Dir, Faces[i].Normal);
         if (denom < -Utils.Epsilon)                 // denom can't be 0
         {
             float t = (Vector3.Dot(Faces[i].PointInPlane - ray.Origin, Faces[i].OriginalNormal)) / denom;
             if (t > tMin && t < tMax)
             {
                 hit = new RayHit(ray.PointAt(t), t, this);
                 hit.SetNormal(ray, Faces[i].Normal.Normalized());
                 return(true);
             }
         }
     }
     return(false);
 }