Esempio n. 1
0
        void normal_at(Interpreter interp, SphereItem s, Vector4Item p)
        {
            // ( -- object_point )
            interp.StackPush(s);
            interp.Run("'transform' REC@ INVERSE");
            interp.StackPush(p);
            interp.Run("*");

            // ( object_point -- object_normal )
            interp.Run("0 0 0 Point -");

            // ( object_normal -- world_normal )
            interp.StackPush(s);
            interp.Run("'transform' REC@ INVERSE TRANSPOSE SWAP *  0 'W' <REC! NORMALIZE");
        }
Esempio n. 2
0
        ArrayItem intersections(Interpreter interp, SphereItem sphere, RayItem ray)
        {
            // Compute sphere_to_ray
            interp.StackPush(ray);
            interp.Run("'origin' REC@  0 0 0 Point -");
            Vector4Item sphere_to_ray = (Vector4Item)interp.StackPop();

            // Compute a
            interp.StackPush(ray);
            interp.Run("'direction' REC@ DUP DOT");
            DoubleItem a = (DoubleItem)interp.StackPop();

            // Compute b
            interp.StackPush(sphere_to_ray);
            interp.StackPush(ray);
            interp.Run("'direction' REC@ DOT 2 *");
            DoubleItem b = (DoubleItem)interp.StackPop();

            // Compute c
            interp.StackPush(sphere_to_ray);
            interp.Run("DUP DOT 1 -");
            DoubleItem c = (DoubleItem)interp.StackPop();

            float discriminant = b.FloatValue * b.FloatValue - 4.0f * a.FloatValue * c.FloatValue;

            ArrayItem result = new ArrayItem();

            if (discriminant < 0)
            {
                return(result);
            }
            else
            {
                double t1 = (-b.FloatValue - Math.Sqrt(discriminant)) / 2.0f / a.FloatValue;
                double t2 = (-b.FloatValue + Math.Sqrt(discriminant)) / 2.0f / a.FloatValue;
                result.Add(new IntersectionItem(t1, sphere));
                result.Add(new IntersectionItem(t2, sphere));
                return(result);
            }
        }