public bool Hit(Ray ray, out HitRecord hitRecord)
        {
            hitRecord.m_t      = -1;
            hitRecord.m_point  = Vector3.zero;
            hitRecord.m_normal = Vector3.zero;
            bool  hit     = false;
            float closest = float.MaxValue;

            foreach (var iter in m_sphereList)
            {
                //float enter = 0;
                HitRecord hitRecordTmp = new HitRecord();
                if (iter.Raycast(ray, 0, closest, out hitRecordTmp))
                {
                    //if (hitRecordTmp.m_t < closest)
                    {
                        hit       = true;
                        closest   = hitRecordTmp.m_t;
                        hitRecord = hitRecordTmp;
                    }
                }
            }
            return(hit);
        }
Esempio n. 2
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        public bool Raycast(Ray ray, float t_min, float t_max, out HitRecord hitRecord)
        {
            /*Vector3 oc = ray.origin - _center;
             * float a = Vector3.Dot(ray.direction, ray.direction);
             * float b = 2.0f * Vector3.Dot(oc, ray.direction);
             * float c = Vector3.Dot(oc, oc) - _radius * _radius;
             * float discriminant = b * b - 4 * a * c;
             * if(discriminant > 0)
             * {
             *  float root1 = (-b + Mathf.Sqrt(discriminant)) / (2 * a);
             *  float root2 = (-b - Mathf.Sqrt(discriminant)) / (2 * a);
             *  if(root1 > 0 && root2 > 0)
             *  {
             *      enter = Mathf.Min(root1, root2);
             *      return true;
             *  }
             *  else if(root1 > 0)
             *  {
             *      enter = root1;
             *      return true;
             *  }
             *  else if(root2 > 0)
             *  {
             *      enter = root2;
             *      return true;
             *  }
             *  else
             *  {
             *      enter = -1;
             *      return false;
             *  }
             * }
             * else
             * {
             *  enter = -1;
             *  return false;
             * }*/
            hitRecord.m_t      = -1;
            hitRecord.m_point  = Vector3.zero;
            hitRecord.m_normal = Vector3.zero;
            Vector3 oc           = ray.origin - _center;
            float   a            = Vector3.Dot(ray.direction, ray.direction);
            float   b            = Vector3.Dot(oc, ray.direction);
            float   c            = Vector3.Dot(oc, oc) - _radius * _radius;
            float   discriminant = b * b - a * c;

            if (discriminant > 0)
            {
                float temp = (-b - Mathf.Sqrt(b * b - a * c)) / a;
                if (temp < t_max && temp > t_min)
                {
                    hitRecord.m_t      = temp;
                    hitRecord.m_point  = ray.GetPoint(temp);
                    hitRecord.m_normal = (hitRecord.m_point - _center) / _radius;
                    return(true);
                }
                temp = (-b + Mathf.Sqrt(b * b - a * c)) / a;
                if (temp < t_max && temp > t_min)
                {
                    hitRecord.m_t      = temp;
                    hitRecord.m_point  = ray.GetPoint(temp);
                    hitRecord.m_normal = (hitRecord.m_point - _center) / _radius;
                    return(true);
                }
            }
            return(false);
        }