public override bool Hit(Ray ray, double t_min, double t_max, ref ShadeRec sr) { if (!hitable.Hit(ray, t_min, t_max, ref sr)) { return(false); } sr.normal = -sr.normal; return(true); }
public override bool Hit(Ray ray, double t_min, double t_max, ref ShadeRec sr) { Ray moved = new Ray(ray.original - offset, ray.direction, ray.time); if (!Object.Hit(moved, t_min, t_max, ref sr)) { return(false); } sr.p += offset; return(true); }
public override bool Hit(Ray ray, double t_min, double t_max, ref ShadeRec sr) { ShadeRec temp_record = new ShadeRec(); bool hit_anything = false; double closest = t_max; foreach (Hitable h in list) { if (!h.Hit(ray, t_min, closest, ref temp_record)) { continue; } hit_anything = true; closest = temp_record.t; sr = temp_record; } return(hit_anything); }
public override bool Hit(Ray ray, double t_min, double t_max, ref ShadeRec sr) { ShadeRec sr1 = new ShadeRec(), sr2 = new ShadeRec(); if (boundary.Hit(ray, -double.MaxValue, double.MaxValue, ref sr1)) { if (boundary.Hit(ray, sr1.t + 0.0001, double.MaxValue, ref sr2)) { sr1.t = Mathf.Range(sr1.t, t_min, t_max); if (sr1.t < t_min) { sr1.t = t_min; } if (sr2.t > t_max) { sr2.t = t_max; } if (sr1.t >= sr2.t) { return(false); } if (sr1.t < 0) { sr1.t = 0; } double distance_inside_boundary = (sr2.t - sr1.t) * ray.direction.Magnitude(); double hit_distance = -(1 / density) * Math.Log(Mathematics.Random.Get()); if (hit_distance < distance_inside_boundary) { sr.t = sr1.t + hit_distance / ray.direction.Magnitude(); sr.p = ray.GetPoint(sr.t); sr.normal = new Vector3D(1, 0, 0); sr.material = phase_function; return(true); } } } return(false); }
public abstract bool Hit(Ray ray, double t_min, double t_max, ref ShadeRec sr);