public static Vector UniformSampleCone(double u1, double u2, double costhetamax, Vector x, Vector y, Vector z) { double costheta = Utility.Lerp(u1, costhetamax, 1.0d); double sintheta = Math.Sqrt(1.0d - costheta * costheta); double phi = u2 * 2.0d * Math.PI; return Math.Cos(phi) * sintheta * x + Math.Sin(phi) * sintheta * y + costheta * z; }
public void ScaleDifferentials(double s) { this.rxOrigin = o + (rxOrigin - o) * s; this.ryOrigin = o + (ryOrigin - o) * s; this.rxDirection = d + (rxDirection - d) * s; this.ryDirection = d + (ryDirection - d) * s; }
public static Vector Cross(Normal v1, Vector v2) { if (v1.HasNaNs() || v2.HasNaNs()) throw new InvalidOperationException(); double v1x = v1.x, v1y = v1.y, v1z = v1.z; double v2x = v2.x, v2y = v2.y, v2z = v2.z; return new Vector((v1y * v2z) - (v1z * v2y), (v1z * v2x) - (v1x * v2z), (v1x * v2y) - (v1y * v2x)); }
public Ray(Point origin, Vector direction, double start, double end = double.PositiveInfinity, double t = 0.0d, int d = 0) { this.o = origin; this.d = direction; this.mint = start; this.maxt = end; this.time = t; this.depth = d; }
public Ray(Point origin, Vector direction, Ray parent, double start, double end = double.PositiveInfinity) { this.o = origin; this.d = direction; this.mint = start; this.maxt = end; this.time = parent.time; this.depth = parent.depth + 1; }
public DifferentialGeometry(Point P, Vector DPDU, Vector DPDV, Normal DNDU, Normal DNDV, double uu, double vv, Shape sh) { p = P; dpdu = DPDU; dpdv = DPDV; dndu = DNDU; dndv = DNDV; // Initialize _DifferentialGeometry_ from parameters nn = new Normal(Geometry.Normalize(Geometry.Cross(dpdu, dpdv))); u = uu; v = vv; shape = sh; dudx = dvdx = dudy = dvdy = 0.0d; // Adjust normal based on orientation and handedness if (shape != null && (shape.ReverseOrientation ^ shape.TransformSwapsHandedness)) nn *= -1.0d; }
public static void CoordinateSystem(Vector v1, out Vector v2, out Vector v3) { if (Math.Abs(v1.x) > Math.Abs(v1.y)) { double invLen = 1.0d / Math.Sqrt(v1.x * v1.x + v1.z * v1.z); v2 = new Vector(-v1.z * invLen, 0.0d, v1.x * invLen); } else { double invLen = 1.0d / Math.Sqrt(v1.y * v1.y + v1.z * v1.z); v2 = new Vector(0.0d, v1.z * invLen, -v1.y * invLen); } v3 = Cross(v1, v2); }
public virtual double Pdf(Point p, Vector wi) { // Intersect sample ray with area light geometry DifferentialGeometry dgLight; Ray ray = new Ray(p, wi, 1e-3d); ray.depth = -1; // temporary hack to ignore alpha mask double thit, rayEpsilon; if (!Intersect(ray, out thit, out rayEpsilon, out dgLight)) return 0.0d; // Convert light sample weight to solid angle measure double pdf = Geometry.DistanceSquared(p, ray.GetPointAt(thit)) / ( Geometry.AbsDot(dgLight.nn, -wi) * Area()); if (Double.IsInfinity(pdf)) pdf = 0.0d; return pdf; }
public override bool Intersect(Ray r, out double tHit, out double rayEpsilon, out DifferentialGeometry dg) { tHit = Double.NaN; rayEpsilon = Double.NaN; dg = null; // Transform _Ray_ to object space Ray ray = WorldToObject.Apply(r); // Compute plane intersection for disk if (Math.Abs(ray.d.z) < 1e-7) return false; double thit = (height - ray.o.z) / ray.d.z; if (thit < ray.mint || thit > ray.maxt) return false; // See if hit point is inside disk radii and $\phimax$ Point phit = ray.GetPointAt(thit); double dist2 = phit.x * phit.x + phit.y * phit.y; if (dist2 > radius * radius || dist2 < innerRadius * innerRadius) return false; // Test disk $\phi$ value against $\phimax$ double phi = Math.Atan2(phit.y, phit.x); if (phi < 0) phi += 2.0d * Math.PI; if (phi > phiMax) return false; // Find parametric representation of disk hit double u = phi / phiMax; double oneMinusV = ((Math.Sqrt(dist2) - innerRadius) / (radius - innerRadius)); double invOneMinusV = (oneMinusV > 0.0d) ? (1.0d / oneMinusV) : 0.0d; double v = 1.0d - oneMinusV; Vector dpdu = new Vector(-phiMax * phit.y, phiMax * phit.x, 0.0d); Vector dpdv = new Vector(-phit.x * invOneMinusV, -phit.y * invOneMinusV, 0.0d); dpdu *= phiMax * Constants.INV_TWOPI; dpdv *= (radius - innerRadius) / radius; Normal dndu = new Normal(0, 0, 0); Normal dndv = new Normal(0, 0, 0); // Initialize _DifferentialGeometry_ from parametric information Transform o2w = ObjectToWorld; dg = new DifferentialGeometry(o2w.Apply(phit), o2w.Apply(dpdu), o2w.Apply(dpdv), o2w.Apply(dndu), o2w.Apply(dndv), u, v, this); // Update _tHit_ for quadric intersection tHit = thit; // Compute _rayEpsilon_ for quadric intersection rayEpsilon = 5e-4d * tHit; return true; }
public TriangleMesh(Transform o2w, Transform w2o, bool ro, int nt, int nv, int[] vi, Point[] P, Normal[] N, Vector[] S, double[] uv, Texture<double> atex) : base(o2w, w2o, ro) { alphaTexture = atex; ntris = nt; nverts = nv; vertexIndex = new int[ntris * 3]; Array.Copy(vi, 0, vertexIndex, 0, ntris * 3); // Copy _uv_, _N_, and _S_ vertex data, if present if (uv != null) { uvs = new double[2 * nverts]; Array.Copy(uv, 0, uvs, 0, 2 * nverts); } else { uvs = null; } p = new Point[nverts]; if (N != null) { n = new Normal[nverts]; Array.Copy(N, 0, n, 0, nverts); } else { n = null; } if (S != null) { s = new Vector[nverts]; Array.Copy(S, 0, s, 0, nverts); } else { s = null; } // Transform mesh vertices to world space for (int i = 0; i < nverts; ++i) { p[i] = ObjectToWorld.Apply(P[i]); } }
public void ComputeDifferentials(RayDifferential ray) { if (ray.hasDifferentials) { // Estimate screen space change in $\pt{}$ and $(u,v)$ // Compute auxiliary intersection points with plane double d = -Geometry.Dot(nn, new Vector(p.x, p.y, p.z)); Vector rxv = new Vector(ray.rxOrigin.x, ray.rxOrigin.y, ray.rxOrigin.z); double tx = -(Geometry.Dot(nn, rxv) + d) / Geometry.Dot(nn, ray.rxDirection); if (Double.IsNaN(tx)) { dudx = dvdx = 0.0d; dudy = dvdy = 0.0d; dpdx = dpdy = new Vector(0, 0, 0); return; } Point px = ray.rxOrigin + tx * ray.rxDirection; Vector ryv = new Vector(ray.ryOrigin.x, ray.ryOrigin.y, ray.ryOrigin.z); double ty = -(Geometry.Dot(nn, ryv) + d) / Geometry.Dot(nn, ray.ryDirection); if (Double.IsNaN(ty)) { dudx = dvdx = 0.0d; dudy = dvdy = 0.0d; dpdx = dpdy = new Vector(0, 0, 0); return; } Point py = ray.ryOrigin + ty * ray.ryDirection; dpdx = px - p; dpdy = py - p; // Compute $(u,v)$ offsets at auxiliary points // Initialize _A_, _Bx_, and _By_ matrices for offset computation double[,] A = new double[2, 2]; double[] Bx = new double[2]; double[] By = new double[2]; int[] axes = new int[2]; if (Math.Abs(nn.x) > Math.Abs(nn.y) && Math.Abs(nn.x) > Math.Abs(nn.z)) { axes[0] = 1; axes[1] = 2; } else if (Math.Abs(nn.y) > Math.Abs(nn.z)) { axes[0] = 0; axes[1] = 2; } else { axes[0] = 0; axes[1] = 1; } // Initialize matrices for chosen projection plane A[0, 0] = dpdu[axes[0]]; A[0, 1] = dpdv[axes[0]]; A[1, 0] = dpdu[axes[1]]; A[1, 1] = dpdv[axes[1]]; Bx[0] = px[axes[0]] - p[axes[0]]; Bx[1] = px[axes[1]] - p[axes[1]]; By[0] = py[axes[0]] - p[axes[0]]; By[1] = py[axes[1]] - p[axes[1]]; if (!Utility.SolveLinearSystem2x2(A, Bx, out dudx, out dvdx)) { dudx = 0.0d; dvdx = 0.0d; } if (!Utility.SolveLinearSystem2x2(A, By, out dudy, out dvdy)) { dudy = 0.0d; dvdy = 0.0d; } } else { dudx = dvdx = 0.0d; dudy = dvdy = 0.0d; dpdx = dpdy = new Vector(0, 0, 0); } }
public static double Dot(Normal n, Vector v) { if (n.HasNaNs() || v.HasNaNs()) throw new InvalidOperationException(); return n.x * v.x + n.y * v.y + n.z * v.z; }
public static double Dot(Vector v, Normal n) { if (v.HasNaNs() || n.HasNaNs()) throw new InvalidOperationException(); return v.x * n.x + v.y * n.y + v.z * n.z; }
public Normal(Vector v) { this.x = v.x; this.y = v.y; this.z = v.z; }
public override bool Intersect(Ray r, out double tHit, out double rayEpsilon, out DifferentialGeometry dg) { double phi, v; Point phit; tHit = Double.NaN; rayEpsilon = Double.NaN; dg = null; // Transform _Ray_ to object space Ray ray = WorldToObject.Apply(r); // Compute quadratic hyperboloid coefficients double A = a * ray.d.x * ray.d.x + a * ray.d.y * ray.d.y - c * ray.d.z * ray.d.z; double B = 2.0d * (a * ray.d.x * ray.o.x + a * ray.d.y * ray.o.y - c * ray.d.z * ray.o.z); double C = a * ray.o.x * ray.o.x + a * ray.o.y * ray.o.y - c * ray.o.z * ray.o.z - 1; // Solve quadratic equation for _t_ values double t0, t1; if (!Utility.Quadratic(A, B, C, out t0, out t1)) return false; // Compute intersection distance along ray if (t0 > ray.maxt || t1 < ray.mint) return false; double thit = t0; if (t0 < ray.mint) { thit = t1; if (thit > ray.maxt) return false; } // Compute hyperboloid inverse mapping phit = ray.GetPointAt(thit); v = (phit.z - p1.z) / (p2.z - p1.z); Point pr = (1.0d - v) * p1 + v * p2; phi = Math.Atan2(pr.x * phit.y - phit.x * pr.y, phit.x * pr.x + phit.y * pr.y); if (phi < 0) phi += 2 * Math.PI; // Test hyperboloid intersection against clipping parameters if (phit.z < zmin || phit.z > zmax || phi > phiMax) { if (thit == t1) return false; thit = t1; if (t1 > ray.maxt) return false; // Compute hyperboloid inverse mapping phit = ray.GetPointAt(thit); v = (phit.z - p1.z) / (p2.z - p1.z); pr = (1.0d - v) * p1 + v * p2; phi = Math.Atan2(pr.x * phit.y - phit.x * pr.y, phit.x * pr.x + phit.y * pr.y); if (phi < 0) phi += 2 * Math.PI; if (phit.z < zmin || phit.z > zmax || phi > phiMax) return false; } // Compute parametric representation of hyperboloid hit double u = phi / phiMax; // Compute hyperboloid $\dpdu$ and $\dpdv$ double cosphi = Math.Cos(phi), sinphi = Math.Sin(phi); Vector dpdu = new Vector(-phiMax * phit.y, phiMax * phit.x, 0.0d); Vector dpdv = new Vector((p2.x - p1.x) * cosphi - (p2.y - p1.y) * sinphi, (p2.x - p1.x) * sinphi + (p2.y - p1.y) * cosphi, p2.z - p1.z); // Compute hyperboloid $\dndu$ and $\dndv$ Vector d2Pduu = -phiMax * phiMax * new Vector(phit.x, phit.y, 0); Vector d2Pduv = phiMax * new Vector(-dpdv.y, dpdv.x, 0.0d); Vector d2Pdvv = new Vector(0, 0, 0); // Compute coefficients for fundamental forms double E = Geometry.Dot(dpdu, dpdu); double F = Geometry.Dot(dpdu, dpdv); double G = Geometry.Dot(dpdv, dpdv); Vector N = Geometry.Normalize(Geometry.Cross(dpdu, dpdv)); double e = Geometry.Dot(N, d2Pduu); double f = Geometry.Dot(N, d2Pduv); double g = Geometry.Dot(N, d2Pdvv); // Compute $\dndu$ and $\dndv$ from fundamental form coefficients double invEGF2 = 1.0d / (E * G - F * F); Normal dndu = new Normal((f * F - e * G) * invEGF2 * dpdu + (e * F - f * E) * invEGF2 * dpdv); Normal dndv = new Normal((g * F - f * G) * invEGF2 * dpdu + (f * F - g * E) * invEGF2 * dpdv); // Initialize _DifferentialGeometry_ from parametric information Transform o2w = ObjectToWorld; dg = new DifferentialGeometry(o2w.Apply(phit), o2w.Apply(dpdu), o2w.Apply(dpdv), o2w.Apply(dndu), o2w.Apply(dndv), u, v, this); // Update _tHit_ for quadric intersection tHit = thit; // Compute _rayEpsilon_ for quadric intersection rayEpsilon = 5e-4d * tHit; return true; }
public RayDifferential(Point org, Vector dir, Ray parent, double start, double end = double.PositiveInfinity) : base(org, dir, start, end, parent.time, parent.depth + 1) { this.hasDifferentials = false; }
public override bool Intersect(Ray r, out double tHit, out double rayEpsilon, out DifferentialGeometry dg) { double phi; Point phit; tHit = Double.NaN; rayEpsilon = Double.NaN; dg = null; // Transform _Ray_ to object space Ray ray = WorldToObject.Apply(r); // Compute quadratic paraboloid coefficients double k = zmax / (radius * radius); double A = k * (ray.d.x * ray.d.x + ray.d.y * ray.d.y); double B = 2 * k * (ray.d.x * ray.o.x + ray.d.y * ray.o.y) - ray.d.z; double C = k * (ray.o.x * ray.o.x + ray.o.y * ray.o.y) - ray.o.z; // Solve quadratic equation for _t_ values double t0, t1; if (!Utility.Quadratic(A, B, C, out t0, out t1)) return false; // Compute intersection distance along ray if (t0 > ray.maxt || t1 < ray.mint) return false; double thit = t0; if (t0 < ray.mint) { thit = t1; if (thit > ray.maxt) return false; } // Compute paraboloid inverse mapping phit = ray.GetPointAt(thit); phi = Math.Atan2(phit.y, phit.x); if (phi < 0.0d) phi += 2.0d * Math.PI; // Test paraboloid intersection against clipping parameters if (phit.z < zmin || phit.z > zmax || phi > phiMax) { if (thit == t1) return false; thit = t1; if (t1 > ray.maxt) return false; // Compute paraboloid inverse mapping phit = ray.GetPointAt(thit); phi = Math.Atan2(phit.y, phit.x); if (phi < 0.0d) phi += 2.0d * Math.PI; if (phit.z < zmin || phit.z > zmax || phi > phiMax) return false; } // Find parametric representation of paraboloid hit double u = phi / phiMax; double v = (phit.z - zmin) / (zmax - zmin); // Compute parabaloid $\dpdu$ and $\dpdv$ Vector dpdu = new Vector(-phiMax * phit.y, phiMax * phit.x, 0.0d); Vector dpdv = (zmax - zmin) * new Vector(phit.x / (2.0d * phit.z), phit.y / (2.0d * phit.z), 1.0d); // Compute parabaloid $\dndu$ and $\dndv$ Vector d2Pduu = -phiMax * phiMax * new Vector(phit.x, phit.y, 0); Vector d2Pduv = (zmax - zmin) * phiMax * new Vector(-phit.y / (2.0d * phit.z), phit.x / (2.0d * phit.z), 0); Vector d2Pdvv = -(zmax - zmin) * (zmax - zmin) * new Vector(phit.x / (4.0d * phit.z * phit.z), phit.y / (4.0d * phit.z * phit.z), 0.0d); // Compute coefficients for fundamental forms double E = Geometry.Dot(dpdu, dpdu); double F = Geometry.Dot(dpdu, dpdv); double G = Geometry.Dot(dpdv, dpdv); Vector N = Geometry.Normalize(Geometry.Cross(dpdu, dpdv)); double e = Geometry.Dot(N, d2Pduu); double f = Geometry.Dot(N, d2Pduv); double g = Geometry.Dot(N, d2Pdvv); // Compute $\dndu$ and $\dndv$ from fundamental form coefficients double invEGF2 = 1.0d / (E * G - F * F); Normal dndu = new Normal((f * F - e * G) * invEGF2 * dpdu + (e * F - f * E) * invEGF2 * dpdv); Normal dndv = new Normal((g * F - f * G) * invEGF2 * dpdu + (f * F - g * E) * invEGF2 * dpdv); // Initialize _DifferentialGeometry_ from parametric information Transform o2w = ObjectToWorld; dg = new DifferentialGeometry(o2w.Apply(phit), o2w.Apply(dpdu), o2w.Apply(dpdv), o2w.Apply(dndu), o2w.Apply(dndv), u, v, this); // Update _tHit_ for quadric intersection tHit = thit; // Compute _rayEpsilon_ for quadric intersection rayEpsilon = 5e-4d * tHit; return true; }
public Quaternion() { v = new Vector(0.0d, 0.0d, 0.0d); w = 1.0d; }
public static Transform LookAt(Point pos, Point look, Vector up) { double[,] m = new double[4, 4]; // Initialize fourth column of viewing matrix m[0, 3] = pos.x; m[1, 3] = pos.y; m[2, 3] = pos.z; m[3, 3] = 1; // Initialize first three columns of viewing matrix Vector dir = Geometry.Normalize(look - pos); Vector left = Geometry.Normalize(Geometry.Cross(Geometry.Normalize(up), dir)); Vector newUp = Geometry.Cross(dir, left); m[0, 0] = left.x; m[1, 0] = left.y; m[2, 0] = left.z; m[3, 0] = 0.0d; m[0, 1] = newUp.x; m[1, 1] = newUp.y; m[2, 1] = newUp.z; m[3, 1] = 0.0d; m[0, 2] = dir.x; m[1, 2] = dir.y; m[2, 2] = dir.z; m[3, 2] = 0.0d; Matrix4x4 camToWorld = new Matrix4x4(m); return new Transform(Inverse(camToWorld), camToWorld); }
public override bool Intersect(Ray r, out double tHit, out double rayEpsilon, out DifferentialGeometry dg) { double phi; Point phit; tHit = Double.NaN; rayEpsilon = Double.NaN; dg = null; // Transform _Ray_ to object space Ray ray = WorldToObject.Apply(r); // Compute quadratic sphere coefficients double A = ray.d.x * ray.d.x + ray.d.y * ray.d.y + ray.d.z * ray.d.z; double B = 2 * (ray.d.x * ray.o.x + ray.d.y * ray.o.y + ray.d.z * ray.o.z); double C = ray.o.x * ray.o.x + ray.o.y * ray.o.y + ray.o.z * ray.o.z - radius * radius; // Solve quadratic equation for _t_ values double t0, t1; if (!Utility.Quadratic(A, B, C, out t0, out t1)) return false; // Compute intersection distance along ray if (t0 > ray.maxt || t1 < ray.mint) return false; double thit = t0; if (t0 < ray.mint) { thit = t1; if (thit > ray.maxt) return false; } // Compute sphere hit position and $\phi$ phit = ray.GetPointAt(thit); if (phit.x == 0.0d && phit.y == 0.0d) phit.x = 1e-5d * radius; phi = Math.Atan2(phit.y, phit.x); if (phi < 0.0d) phi += 2.0d * Math.PI; // Test sphere intersection against clipping parameters if ((zmin > -radius && phit.z < zmin) || (zmax < radius && phit.z > zmax) || phi > phiMax) { if (thit == t1) return false; if (t1 > ray.maxt) return false; thit = t1; // Compute sphere hit position and $\phi$ phit = ray.GetPointAt(thit); if (phit.x == 0.0d && phit.y == 0.0d) phit.x = 1e-5d * radius; phi = Math.Atan2(phit.y, phit.x); if (phi < 0.0d) phi += 2.0d * Math.PI; if ((zmin > -radius && phit.z < zmin) || (zmax < radius && phit.z > zmax) || phi > phiMax) return false; } // Find parametric representation of sphere hit double u = phi / phiMax; double theta = Math.Acos(Utility.Clamp(phit.z / radius, -1.0d, 1.0d)); double v = (theta - thetaMin) / (thetaMax - thetaMin); // Compute sphere $\dpdu$ and $\dpdv$ double zradius = Math.Sqrt(phit.x * phit.x + phit.y * phit.y); double invzradius = 1.0d / zradius; double cosphi = phit.x * invzradius; double sinphi = phit.y * invzradius; Vector dpdu = new Vector(-phiMax * phit.y, phiMax * phit.x, 0); Vector dpdv = (thetaMax - thetaMin) * new Vector(phit.z * cosphi, phit.z * sinphi, -radius * Math.Sin(theta)); // Compute sphere $\dndu$ and $\dndv$ Vector d2Pduu = -phiMax * phiMax * new Vector(phit.x, phit.y, 0); Vector d2Pduv = (thetaMax - thetaMin) * phit.z * phiMax * new Vector(-sinphi, cosphi, 0.0d); Vector d2Pdvv = -(thetaMax - thetaMin) * (thetaMax - thetaMin) * new Vector(phit.x, phit.y, phit.z); // Compute coefficients for fundamental forms double E = Geometry.Dot(dpdu, dpdu); double F = Geometry.Dot(dpdu, dpdv); double G = Geometry.Dot(dpdv, dpdv); Vector N = Geometry.Normalize(Geometry.Cross(dpdu, dpdv)); double e = Geometry.Dot(N, d2Pduu); double f = Geometry.Dot(N, d2Pduv); double g = Geometry.Dot(N, d2Pdvv); // Compute $\dndu$ and $\dndv$ from fundamental form coefficients double invEGF2 = 1.0d / (E * G - F * F); Normal dndu = new Normal((f * F - e * G) * invEGF2 * dpdu + (e * F - f * E) * invEGF2 * dpdv); Normal dndv = new Normal((g * F - f * G) * invEGF2 * dpdu + (f * F - g * E) * invEGF2 * dpdv); // Initialize _DifferentialGeometry_ from parametric information Transform o2w = ObjectToWorld; dg = new DifferentialGeometry(o2w.Apply(phit), o2w.Apply(dpdu), o2w.Apply(dpdv), o2w.Apply(dndu), o2w.Apply(dndv), u, v, this); // Update _tHit_ for quadric intersection tHit = thit; // Compute _rayEpsilon_ for quadric intersection rayEpsilon = 5e-4d * tHit; return true; }
public override double Pdf(Point p, Vector wi) { Point Pcenter = ObjectToWorld.Apply(new Point(0, 0, 0)); // Return uniform weight if point inside sphere if (Geometry.DistanceSquared(p, Pcenter) - radius * radius < 1e-4d) return base.Pdf(p, wi); // Compute general sphere weight double sinThetaMax2 = radius * radius / Geometry.DistanceSquared(p, Pcenter); double cosThetaMax = Math.Sqrt(Math.Max(0.0d, 1.0d - sinThetaMax2)); return MonteCarlo.UniformConePdf(cosThetaMax); }
public void Expand(double delta) { pMin -= new Vector(delta, delta, delta); pMax += new Vector(delta, delta, delta); }
public Spectrum Le(Vector w) { AreaLight area = primitive.GetAreaLight(); return area != null ? area.L(dg.p, dg.nn, w) : new Spectrum(0.0d); }
public Vector Apply(Vector v) { double x = v.x, y = v.y, z = v.z; return new Vector(m.m[0, 0] * x + m.m[0, 1] * y + m.m[0, 2] * z, m.m[1, 0] * x + m.m[1, 1] * y + m.m[1, 2] * z, m.m[2, 0] * x + m.m[2, 1] * y + m.m[2, 2] * z); }
public RayDifferential(Point org, Vector dir, double start, double end = double.PositiveInfinity, double t = 0.0d, int d = 0) : base(org, dir, start, end, t, d) { this.hasDifferentials = false; }
public void Apply(Vector v, ref Vector vt) { double x = v.x, y = v.y, z = v.z; vt.x = m.m[0, 0] * x + m.m[0, 1] * y + m.m[0, 2] * z; vt.y = m.m[1, 0] * x + m.m[1, 1] * y + m.m[1, 2] * z; vt.z = m.m[2, 0] * x + m.m[2, 1] * y + m.m[2, 2] * z; }
public static Transform Rotate(double angle, Vector axis) { Vector a = Geometry.Normalize(axis); double s = Math.Sin(Utility.Radians(angle)); double c = Math.Cos(Utility.Radians(angle)); double[,] m = new double[4, 4]; m[0, 0] = a.x * a.x + (1.0d - a.x * a.x) * c; m[0, 1] = a.x * a.y * (1.0d - c) - a.z * s; m[0, 2] = a.x * a.z * (1.0d - c) + a.y * s; m[0, 3] = 0; m[1, 0] = a.x * a.y * (1.0d - c) + a.z * s; m[1, 1] = a.y * a.y + (1.0d - a.y * a.y) * c; m[1, 2] = a.y * a.z * (1.0d - c) - a.x * s; m[1, 3] = 0; m[2, 0] = a.x * a.z * (1.0d - c) - a.y * s; m[2, 1] = a.y * a.z * (1.0d - c) + a.x * s; m[2, 2] = a.z * a.z + (1.0d - a.z * a.z) * c; m[2, 3] = 0; m[3, 0] = 0; m[3, 1] = 0; m[3, 2] = 0; m[3, 3] = 1; Matrix4x4 mat = new Matrix4x4(m); return new Transform(mat, Transpose(mat)); }
public Spectrum L(Point point, Normal normal, Vector w) { throw new NotImplementedException(); }
public Quaternion(Vector v, double w) { this.v = v; this.w = w; }
public static Transform Translate(Vector delta) { Matrix4x4 m = new Matrix4x4(1, 0, 0, delta.x, 0, 1, 0, delta.y, 0, 0, 1, delta.z, 0, 0, 0, 1); Matrix4x4 minv = new Matrix4x4(1, 0, 0, -delta.x, 0, 1, 0, -delta.y, 0, 0, 1, -delta.z, 0, 0, 0, 1); return new Transform(m, minv); }