Esempio n. 1
0
        private void get_relevant_body(Ray input, out int body_id, out double dist, out Triple point_of_incidence, out Triple normal_vector_out)
        {
            double min_dist = -1;
            double dummy;

            normal_vector_out  = null;
            point_of_incidence = backdrop.GetFloorPoint(input);
            body_id            = BACKGROUND_ID;
            List <int> candidate_ids = new List <int>();

            for (int i = 0; i < bodies.Count; i++)
            {
                if (check_bounding_box_incidence(input, bodies[i], out dummy))
                {
                    candidate_ids.Add(i);
                }
            }
            foreach (int cur_idx in candidate_ids)
            {
                double current_dist;
                Triple current_point_of_incidence;
                Triple normal_vector;
                if (bodies[cur_idx].CheckIncidence(input, out current_dist, out current_point_of_incidence, out normal_vector))
                {
                    if (min_dist < 0 || current_dist < min_dist)
                    {
                        point_of_incidence = current_point_of_incidence;
                        min_dist           = current_dist;
                        body_id            = cur_idx;
                        normal_vector_out  = normal_vector;
                    }
                }
            }
            dist = min_dist;
        }
Esempio n. 2
0
        private void adjust_for_diffuse_lighting(Triple collision_point, Triple normal_vector_in, Ray reflected_ray, ref Triple color, double body_reflection_parameter)
        {
            bool shadow = true;

            foreach (ILightSource light_source in lights)
            {
                int    bid;
                double dist_null;
                Triple point_null;
                Triple normal_vector_null;
                //Need the small normal correction otherwise machine error gives spottiness.
                Ray pointing_ray = light_source.ComputeDiffuseLightingRay(collision_point + NORMAL_EPSILON * normal_vector_in);
                get_relevant_body(pointing_ray, out bid, out dist_null, out point_null, out normal_vector_null);
                if (bid == BACKGROUND_ID || !do_shadows)
                {
                    shadow = false;
                    double t = body_reflection_parameter * light_source.GetPercentLightReception(pointing_ray);
                    color = (1 - t) * color + t * light_source.BaseColor;
                    double t2 = body_reflection_parameter * light_source.GetPercentLightReception(reflected_ray);
                    color = (1 - t2) * color + t2 * light_source.BaseColor;
                    double t3 = body_reflection_parameter * light_source.GetPercentLightReception(new Ray(collision_point, normal_vector_in));
                    color = (1 - t3) * color + t3 * light_source.BaseColor;
                }
            }
            if (shadow)
            {
                color = backdrop.Lightness * color;

                /*Ray face_normal_ray = new Ray(collision_point + NORMAL_EPSILON*normal_vector_in, normal_vector_in);
                 * Ray face_reflected_ray = new Ray(collision_point + NORMAL_EPSILON*normal_vector_in, reflected_ray.Direction);
                 * face_normal_ray.Position = face_normal_ray.Position + NORMAL_EPSILON * face_normal_ray.Direction;
                 *
                 *
                 * int bid_normal;
                 * double distance_normal;
                 * Triple normal_incident_point;
                 * Triple normal_vector_null;
                 *
                 * //adjust for normal proximity
                 * get_relevant_body(face_normal_ray, out bid_normal, out distance_normal, out normal_incident_point, out normal_vector_null);
                 * if (bid_normal != BACKGROUND_ID)
                 * {
                 *  double null1;
                 *  Triple null2, null3;
                 *  int id;
                 *  bool is_lit = false;
                 *  foreach (ILightSource light_source in lights)
                 *  {
                 *      Ray pointing_ray = light_source.ComputeDiffuseLightingRay(normal_incident_point);
                 *      pointing_ray.Position = pointing_ray.Position + NORMAL_EPSILON*normal_vector_null;
                 *      get_relevant_body(pointing_ray, out id, out null1, out null2, out null3);
                 *      if (id != BACKGROUND_ID)
                 *      {
                 *          is_lit = true;
                 *          break;
                 *      }
                 *  }
                 *  Triple body_target_color = bodies[bid_normal].BodyOpticalProperties.BaseColor;
                 *  double t = Math.Exp(-GLOBAL_DIFFUSIVE_CONST_NORMAL*distance_normal);
                 *  if (is_lit) color = t*body_target_color + (1-t)*color;
                 * }
                 *
                 * int bid_reflect;
                 * double distance_reflect;
                 * Triple reflect_incident_point;
                 * Triple reflect_vector_null;
                 * //adjust for reflected proximity
                 * get_relevant_body(face_reflected_ray, out bid_reflect, out distance_reflect, out reflect_incident_point, out reflect_vector_null);
                 * if (bid_reflect != BACKGROUND_ID)
                 * {
                 *  //Ray pointing_ray = light_source.ComputeDiffuseLightingRay(reflect_incident_point);
                 *  double null1;
                 *  Triple null2, null3;
                 *  int id;
                 *  bool is_lit = false;
                 *  foreach (ILightSource light_source in lights)
                 *  {
                 *      Ray pointing_ray = light_source.ComputeDiffuseLightingRay(reflect_incident_point);
                 *      pointing_ray.Position = pointing_ray.Position + NORMAL_EPSILON*reflect_vector_null;
                 *      get_relevant_body(pointing_ray, out id, out null1, out null2, out null3);
                 *      if (id != BACKGROUND_ID)
                 *      {
                 *          is_lit = true;
                 *          break;
                 *      }
                 *  }
                 *  Triple body_target_color = bodies[bid_reflect].BodyOpticalProperties.BaseColor;
                 *  double t = Math.Exp(-GLOBAL_DIFFUSIVE_CONST_REFLECT*distance_reflect);
                 *  if (is_lit) color = t*body_target_color + (1-t)*color;
                 * }*/
            }
        }