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#include "Sphere.hpp" | |
#include <iostream> | |
Sphere::Sphere(vec3 center, float radius, mat4 transform): | |
Geometry(transform), m_radius(radius), m_center(center) | |
{ | |
} | |
Sphere::~Sphere() | |
{ | |
} | |
Intersection Sphere::hit(Ray ray) | |
{ | |
ray.setOrigin(vec3(getInverseTransform() * vec4(ray.getOrigin(),1))); | |
ray.setDirection(glm::normalize(vec3(getInverseTransform() * vec4(ray.getDirection(),0)))); | |
// R(t) = o + td | |
// (p-c)·(p-c) - r² = 0 => | |
// (o + td - c) · (o + td - c) - r² = 0 => | |
// t²(D·D) + 2t(d · (o - c)) + (o - c) · (o - c) - r² = 0 | |
vec3 m = ray.getOrigin() - m_center; | |
float a = glm::dot(ray.getDirection(), ray.getDirection()); | |
float b = 2 * glm::dot(ray.getDirection(), m); | |
float c = glm::dot(m,m)-m_radius*m_radius; | |
float discr = b*b - 4*a*c; | |
if (discr < 0) | |
{ | |
return Intersection(false); | |
} | |
float x1 = (-b+sqrt(discr))/(2*a); | |
float x2 = (-b-sqrt(discr))/(2*a); | |
float t; | |
if (x1 > x2) | |
{ | |
t=x2; | |
} | |
if (t < 0) | |
{ | |
t=x1; | |
} | |
if (t<0) | |
{ | |
return Intersection(false); | |
} | |
vec3 point = ray.getOrigin() + ray.getDirection()*t; | |
if (x2 >= 0 && x1 < 0) | |
{ | |
return Intersection(true,point,glm::normalize(point-m_center), true); | |
}else if (x1 >= 0 && x2 < 0) | |
{ | |
return Intersection(true,point,glm::normalize(point-m_center), true); | |
} | |
return Intersection(true,point,glm::normalize(point-m_center)); | |
} |
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