示例#1
0
        public override bool intersect(Ray ray, Intersection intersection)
        {
            Vector3D location, direction;
            double   a, b, c, d;

            location  = ray.Location.subNew(position());
            direction = ray.direction().scaleNew(invRadius());
            location.scale(invRadius());

            a = direction.sqrNorm();
            b = direction.dot(location);
            c = location.sqrNorm() - 1;

            d = (b * b) - a * c;

            if (d < 0)
            {
                return(false);
            }

            try
            {
                Vector3D intersectionPoint;
                double   invA, l1, l2, lambda;

                invA = 1.0 / a;

                l1 = (-b + System.Math.Sqrt(d)) * invA;
                l2 = (-b - System.Math.Sqrt(d)) * invA;

                if (l1 >= photontracer.SceneConstants.EPSILON && l2 >= photontracer.SceneConstants.EPSILON)
                {
                    lambda = (l1 < l2)?l1:l2;
                }
                else if (l1 >= photontracer.SceneConstants.EPSILON)
                {
                    lambda = l1;
                }
                else if (l2 >= photontracer.SceneConstants.EPSILON)
                {
                    lambda = l2;
                }
                else
                {
                    return(false);
                }

                intersectionPoint = ray.direction().scaleNew(lambda);
                intersectionPoint.add(ray.Location);

                intersection.IntersectionPoint = intersectionPoint;
                intersection.IntersectedObject = this;
                intersection.Lambda            = lambda;

                return(true);
            }
            catch (System.ArithmeticException e)
            {
                System.Console.Out.WriteLine(e);

                return(false);
            }
        }
示例#2
0
 public virtual bool intersect(Ray ray, Intersection intersection)
 {
     return(false);
 }
示例#3
0
        public override bool intersect(Ray ray, Intersection intersection)
        {
            double   vd;
            double   vx;
            double   vy;
            Vector3D orig = ray.Location.subNew(position());;
            Vector3D dir  = ray.direction();

            /* Check if the ray lies parallel to the plane */
            vd = ng.dot(dir);
            if ((vd > -photontracer.SceneConstants.EPSILON) && (vd < photontracer.SceneConstants.EPSILON))
            {
                return(false);
            }
            /* Check if ray intersects plane */
            double t = -((ng.x() * orig.x()) + (ng.y() * orig.y()) + (ng.z() * orig.z()) + d) / vd;

            if (t < photontracer.SceneConstants.EPSILON)
            {
                return(false);
            }
            /* Check if intersection is inside the triangle */
            switch (dropAxis)
            {
            case 0:
                vx = (orig.y() + (dir.y() * t)) - v0.p.y();
                vy = (orig.z() + (dir.z() * t)) - v0.p.z();
                break;

            case 1:
                vx = (orig.x() + (dir.x() * t)) - v0.p.x();
                vy = (orig.z() + (dir.z() * t)) - v0.p.z();
                break;

            default:
                vx = (orig.x() + (dir.x() * t)) - v0.p.x();
                vy = (orig.y() + (dir.y() * t)) - v0.p.y();
                break;
            }
            double u = (edge2x * vy) - (edge2y * vx);

            if ((u < 0.0) || (u > 1.0))
            {
                return(false);
            }
            double v = (edge1y * vx) - (edge1x * vy);

            if ((v < 0.0) || ((u + v) > 1.0))
            {
                return(false);
            }

            Vector3D intersectionPoint;

            intersectionPoint = ray.direction().scaleNew(t);
            intersectionPoint.add(ray.Location);

            intersection.IntersectionPoint = intersectionPoint;
            intersection.IntersectedObject = this;
            intersection.Lambda            = t;

            return(true);
        }
示例#4
0
        public override bool intersect(Ray ray, Intersection intersection)
        {
            Vector3D location, direction;
            double   a, b, c, d, dx, dz, lx, lz;

            location  = ray.Location.subNew(position());
            direction = ray.direction().scaleNew(invRadius());
            location.scale(invRadius());

            dx = direction.x();
            dz = direction.z();
            lx = location.x();
            lz = location.z();

            a = dx * dx + dz * dz;
            b = dx * lx + dz * lz;
            c = lx * lx + lz * lz - 1;

            d = (b * b) - a * c;

            if (d < 0)
            {
                return(false);
            }

            try
            {
                Vector3D intersectionPoint;
                double   invA, l1, l2, lambda1, lambda2, f_lambda, no_lambdas;

                invA = 1.0 / a;

                l1 = (-b + System.Math.Sqrt(d)) * invA;
                l2 = (-b - System.Math.Sqrt(d)) * invA;

                lambda1 = -1;
                lambda2 = -1;

                if (l1 >= photontracer.SceneConstants.EPSILON && l2 >= photontracer.SceneConstants.EPSILON)
                {
                    no_lambdas = 2;
                    lambda1    = (l1 < l2)?l1:l2;
                    lambda2    = (l1 < l2)?l2:l1;
                }
                else if (l1 >= photontracer.SceneConstants.EPSILON)
                {
                    no_lambdas = 1;
                    lambda1    = l1;
                }
                else if (l2 >= photontracer.SceneConstants.EPSILON)
                {
                    no_lambdas = 1;
                    lambda1    = l2;
                }
                else
                {
                    return(false);
                }

                intersectionPoint = ray.direction().scaleNew(lambda1);
                intersectionPoint.add(ray.Location);

                double py = intersectionPoint.y() - position().y();

                if ((py < 0.0) || (py > height()))
                {
                    if (no_lambdas == 2)
                    {
                        intersectionPoint = ray.direction().scaleNew(lambda2);
                        intersectionPoint.add(ray.Location);

                        py = intersectionPoint.y() - position().y();

                        if ((py < 0.0) || (py > height()))
                        {
                            return(false);
                        }
                        else
                        {
                            f_lambda = lambda2;
                        }
                    }
                    else
                    {
                        return(false);
                    }
                }
                else
                {
                    f_lambda = lambda1;
                }

                intersection.IntersectionPoint = intersectionPoint;
                intersection.IntersectedObject = this;
                intersection.Lambda            = f_lambda;

                return(true);
            }
            catch (System.ArithmeticException e)
            {
                System.Console.Out.WriteLine(e);

                return(false);
            }
        }