public bool Hit(Ray ray, ref float t_min, ref float t_max, out Hit_record record) { record = new Hit_record(); 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 d = b * b - a * c; if (d > 0) { float temp = (-b - Mathf.Sqrt(d)) / a; if (temp < t_max && temp > t_min) { record.t = temp; record.hitpoint = ray.GetPoint(temp); record.normal = (record.hitpoint - center) / radius; return(true); } temp = (-b + Mathf.Sqrt(d)) / a; if (temp < t_max && temp > t_min) { record.t = temp; record.hitpoint = ray.GetPoint(temp); record.normal = (record.hitpoint - center) / radius; return(true); } } return(false); }
public bool Hit(Ray r, ref float t_min, ref float t_max, out Hit_record record) { Hit_record temp_rec = new Hit_record(); record = temp_rec; bool hit_anything = false; float closest_so_far = t_max; for (int i = 0; i < list.Count; ++i) { if (list[i].Hit(r, ref t_min, ref closest_so_far, out temp_rec)) { hit_anything = true; closest_so_far = temp_rec.t; record = temp_rec; } } return(hit_anything); }