public static World GetManyBallWorld(int width, int height) { var world = GetDefaultWorld(width, height); // world.objects = new List<Shape3D>(); PhongIlluminationModel illuminationModel = new PhongIlluminationModel(world); var r = new Random(); var center = Vector.Build.DenseOfArray(new float[] { 0.0f, -0.3f, 3.5f }); var radius = 0.3f; var mir = Mirror.GetMirror(illuminationModel); var glass = TransmissiveMaterial.GetTransmissiveMaterial(illuminationModel); var blue = PhongMaterial.Blue(illuminationModel); for (int i = 0; i < 100; i++) { var rVec = Vector.Build.DenseOfArray(new float[] { (float)(r.NextDouble() * 2) - 1, (float)(r.NextDouble() * 2) - 1, (float)(r.NextDouble() * 2) - 1 }); rVec = rVec.Normalize(); var rC = center + (rVec * radius); // PhongMaterial mat = mir; PhongMaterial mat = (i % 2 == 0) ? mir : blue;//(PhongMaterial)glass; Sphere ball = new Sphere(rC, (float)(r.NextDouble() * 0.01f), mat); world.AddObject(ball); } return(world); }
public static World GetVoxelTestWorld(int width, int height) { // World world = GetDefaultWorld(width, height); World world = new World(width, height); // initialize light source Vector lightPos = Vector.Build.DenseOfArray(new float[] { -3.0f, -3.0f, -3.0f }); LightSource l1 = new LightSource(lightPos, Rgba32.White, 95.5f); world.AddLightSource(l1); // initialize camera Vector cameraPos = Vector.Build.DenseOfArray(new float[] { 0.0f, 0.0f, -3.0f }); Vector cameraUp = Vector.Build.DenseOfArray(new float[] { 0.0f, -1.0f, 0.0f }); Vector cameraLookAt = Vector.Build.DenseOfArray(new float[] { 0.0f, 0.0f, 0.0f }); world.cameras.Add(new Camera(cameraPos, cameraLookAt, cameraUp, world)); PhongIlluminationModel illuminationModel = new PhongIlluminationModel(world); var c = Vector.Build.Dense(3); c[0] = 0.0f; c[1] = 0.0f; c[2] = 0.0f; var s = Vector.Build.DenseOfArray(new float[] { 1.0f, 1.0f, 1.0f }); var rmat = PhongMaterial.Red(illuminationModel); var bmat = PhongMaterial.Blue(illuminationModel); var gmat = PhongMaterial.Green(illuminationModel); var p = new PartitionPlane(c, 1); Voxel main = new Voxel(c, s); Voxel[] split = main.Split(p); Voxel left = new Voxel(split[0].center, split[0].size, rmat); Voxel right = new Voxel(split[1].center, split[1].size, bmat); for (int i = 0; i < 6; i++) { world.AddObject(left.planes[i]); world.AddObject(right.planes[i]); } var smax = new Sphere(main.max, 0.05f, gmat); var smin = new Sphere(main.min, 0.05f, gmat); world.AddObject(smax); world.AddObject(smin); return(world); }
public static World GetBlackHoleWorld(int width, int height) { World world = new World(width, height, Rgba32.Black); // initialize light source Vector lightPos = Vector.Build.DenseOfArray(new float[] { -15.0f, 0f, 130.0f }); LightSource l1 = new LightSource(lightPos, Rgba32.White, 150.0f); world.AddLightSource(l1); Vector lightPos2 = Vector.Build.DenseOfArray(new float[] { 15.0f, 0f, 130.0f }); LightSource l2 = new LightSource(lightPos2, Rgba32.White, 150.0f); world.AddLightSource(l2); // initialize camera Vector cameraPos = Vector.Build.DenseOfArray(new float[] { 0.0f, 0.0f, 0.0f }); Vector cameraUp = Vector.Build.DenseOfArray(new float[] { 0.0f, -1.0f, 0.0f }); Vector cameraLookAt = Vector.Build.DenseOfArray(new float[] { 0f, 0.0f, 15.0f }); world.cameras.Add(new Camera(cameraPos, cameraLookAt, cameraUp, world)); PhongIlluminationModel illuminationModel = new PhongIlluminationModel(world); var max_z1_c = Vector.Build.DenseOfArray(new float[] { -50.0f, 0.0f, 150.0f }); var max_z1_n = Vector.Build.DenseOfArray(new float[] { 0.0f, 0.0f, -1.0f }); var mat1 = PhongMaterial.Red(illuminationModel); Plane max_z1 = new Plane(max_z1_c, max_z1_n, 100.0f, 100.0f, mat1); var max_z2_c = Vector.Build.DenseOfArray(new float[] { 50.0f, 0.0f, 150.0f }); var max_z2_n = Vector.Build.DenseOfArray(new float[] { 0.0f, 0.0f, -1.0f }); var mat2 = PhongMaterial.Blue(illuminationModel); Plane max_z2 = new Plane(max_z2_c, max_z2_n, 100.0f, 100.0f, mat2); var bh_c = Vector.Build.DenseOfArray(new float[] { 0.0f, 0.0f, 50.0f }); var bh_sr = 1.5f; BlackHole bh = new BlackHole(bh_c, 3.0f, bh_sr); bh.material = new LenseMaterial(illuminationModel); world.AddObject(bh); world.AddObject(max_z1); world.AddObject(max_z2); return(world); }