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// Example program | |
#include <iostream> | |
#include <string> | |
#include <cmath> | |
struct vec3 { | |
vec3(float x) : x(x), y(x), z(x) {} | |
vec3(float x, float y, float z) : x(x), y(y), z(z) {} | |
vec3 operator +(const vec3& v) const { return vec3(x + v.x, y + v.y, z + v.z); } | |
vec3 operator -(const vec3& v) const { return vec3(x - v.x, y - v.y, z - v.z); } | |
vec3 operator *(const vec3& v) const { return vec3(x * v.x, y * v.y, z * v.z); } | |
vec3 operator *(const float v) const { return vec3(x * v, y * v, z * v); } | |
vec3 operator /(const vec3& v) const { return vec3(x / v.x, y / v.y, z / v.z); } | |
float x,y,z; | |
}; | |
struct Ray { | |
vec3 origin; | |
vec3 direction; | |
}; | |
struct Sphere { | |
vec3 position; | |
float radius; | |
}; | |
struct Box { | |
vec3 min; | |
vec3 max; | |
}; | |
float dot(const vec3& v1, const vec3& v2) | |
{ | |
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z; | |
} | |
vec3 min(const vec3& v1, const vec3& v2) | |
{ | |
return vec3( | |
(v1.x < v2.x) ? v1.x : v2.x, | |
(v1.y < v2.y) ? v1.y : v2.y, | |
(v1.z < v2.z) ? v1.z : v2.z | |
); | |
} | |
vec3 max(const vec3& v1, const vec3& v2) | |
{ | |
return vec3( | |
(v1.x > v2.x) ? v1.x : v2.x, | |
(v1.y > v2.y) ? v1.y : v2.y, | |
(v1.z > v2.z) ? v1.z : v2.z | |
); | |
} | |
float min(float x1, float x2) | |
{ | |
return (x1 < x2) ? x1 : x2; | |
} | |
float max(float x1, float x2) | |
{ | |
return (x1 > x2) ? x1 : x2; | |
} | |
bool IntersectSphere(const Sphere& sphere, const Ray& ray, float& t) | |
{ | |
std::cout << "sphere" << "\n"; | |
vec3 op = sphere.position - ray.origin; | |
float b = dot(op, ray.direction); | |
float det = b * b - dot(op, op) + sphere.radius * sphere.radius; | |
if (det < 0.0f) return false; | |
det = sqrt(det); | |
t = b - det; | |
if (t < 0.0f) t = b + det; | |
if (t < 0.0f) return false; | |
return true; | |
} | |
bool IntersectBox(const Box& box, const Ray& ray, float& t) | |
{ | |
std::cout << "box" << "\n"; | |
vec3 tMin = (box.min - ray.origin) / ray.direction; | |
vec3 tMax = (box.max - ray.origin) / ray.direction; | |
vec3 t1 = min(tMin, tMax); | |
vec3 t2 = max(tMin, tMax); | |
float tNear = max(max(t1.x, t1.y), t1.z); | |
float tFar = min(min(t2.x, t2.y), t2.z); | |
std::cout << "tNear = " << tNear << "\n"; | |
std::cout << "tFar = " << tFar << "\n"; | |
if (tNear < tFar) | |
{ | |
t = (tNear > 0.0f) ? tNear : tFar; | |
return true; | |
} | |
else | |
return false; | |
} | |
int main() | |
{ | |
Sphere sphere = {vec3(0.0f), 1.0f}; | |
Box box = {vec3(-1.0f), vec3(1.0f)}; | |
Ray ray = {vec3(0.0f, 0.5f, 0.0f), vec3(1.0f, 0.0f, 0.0f)}; | |
float t = -1000.0f; | |
//bool hit = IntersectBox(box, ray, t); | |
bool hit = IntersectSphere(sphere, ray, t); | |
std::cout << "hit = " << hit << "\n"; | |
std::cout << "t = " << t << "\n"; | |
} |
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