Created
December 3, 2013 22:54
-
-
Save seanjensengrey/7779078 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import math | |
import sys | |
DELTA = 1.5e-8 | |
_INFINITY = 1e+308 | |
class Vec: | |
__slots__ = ( 'x', 'y', 'z' ) | |
def __init__(self,x = 0.0, y = 0.0, z = 0.0): | |
self.x = float(x) | |
self.y = float(y) | |
self.z = float(z) | |
def __repr__(self): | |
return "(%f,%f,%f)" % (self.x, self.y, self.z) | |
def add(a,b): | |
return Vec(a.x+b.x, a.y+b.y, a.z+b.z) | |
def sub(a,b): | |
return Vec(a.x-b.x, a.y-b.y, a.z-b.z) | |
def scale(s, a): | |
return Vec(s * a.x, s * a.y, s * a.z) | |
def dot(a, b): | |
return a.x*b.x + a.y*b.y + a.z*b.z | |
def unitize(a): | |
return scale( 1.0 / ( math.sqrt( dot( a, a) ) ), a) | |
class Ray: | |
__slots__ = ( 'orig', 'dir' ) | |
def __init__(self, orig, dir ): | |
self.orig = orig | |
self.dir = dir | |
class Hit: | |
__slots__ = ( 'lamb', 'normal' ) | |
def __init__(self, lamb, normal ): | |
self.lamb = float(lamb) | |
self.normal = normal | |
## all objects need to expose | |
## .intersect( hit, ray ) | |
class BaseObject: | |
def intersect(self, hit, ray): | |
return Hit(1.0,Vec()) | |
class Sphere(BaseObject): | |
def __init__(self, center, radius): | |
self.center = center | |
self.radius = radius | |
def __str__(self): | |
return "%s,%f" % ( str(self.center), self.radius) | |
def ray_sphere(self, ray): | |
v = sub( self.center, ray.orig) | |
b = dot( v, ray.dir) | |
disc = b*b - dot( v,v) + self.radius*self.radius | |
if disc < 0.0: | |
return _INFINITY | |
d = math.sqrt(disc) | |
t2 = b + d | |
if t2 < 0.0: | |
return _INFINITY | |
t1 = b - d | |
if t1 > 0.0: | |
return t1 | |
else: | |
return t2 | |
def intersect(self, hit, ray): | |
l = self.ray_sphere( ray) | |
if l >= hit.lamb: | |
return hit | |
n = add( ray.orig, sub( scale( l, ray.dir), self.center)) | |
return Hit( l, unitize( n)) | |
class Group(BaseObject): | |
__slots__ = ( 'bound', 'objs' ) | |
def __init__(self, sphere): | |
self.bound = sphere | |
self.objs = [] | |
def __str__(self): | |
s = "bound: %s\n" % (self.bound) | |
for t in self.objs: | |
s += "\t" + str(t) + "\n" | |
return s | |
def intersect(self, hit, ray): | |
l = self.bound.ray_sphere( ray) | |
if l >= hit.lamb: | |
return hit | |
for s in self.objs: | |
hit = s.intersect( hit, ray) | |
return hit | |
def ray_trace( light, ray, scene): | |
_ = Hit( _INFINITY, Vec( 0,0,0)) | |
hit = scene.intersect( _, ray) | |
if hit.lamb == _INFINITY: | |
return 0.0 | |
o = add( ray.orig, add( scale( hit.lamb, ray.dir), scale( DELTA, hit.normal) ) ) | |
g = dot( hit.normal, light) | |
if g >= 0.0: | |
return 0.0 | |
sray = Ray( o, scale( -1, light)) | |
si = scene.intersect( Hit( _INFINITY, Vec( 0,0,0)), sray) | |
if si.lamb == _INFINITY: | |
return -g | |
else: | |
return 0.0 | |
def create( level, c, r): | |
sphere = Sphere( c, r) | |
if level == 1: | |
return sphere | |
group = Group( Sphere( c, 3*r)) | |
group.objs.append(sphere) | |
rn = 3*r/math.sqrt(12) | |
for dz in range(-1,2,2): | |
for dx in range(-1,2,2): | |
c2 = Vec(c.x+dx*rn, c.y+rn, c.z+dz*rn) | |
group.objs.append( create( level-1, c2, r/2.0)) | |
return group | |
def run( dimension, level): | |
n = dimension | |
scene = create( level, Vec(0, -1, 0), 1) | |
out = open("image.pgm","w") | |
out.write( "P5\n" + str(n) + " " + str(n) + "\n255\n") | |
for y in range( n-1, -1, -1): | |
for x in range( 0, n, 1): | |
d = Vec( x - (n/2.0), y - (n/2.0), n) | |
ray = Ray( Vec( 0, 0, -4), unitize( d)) | |
g = ray_trace( unitize( Vec( -1, -3, 2)), ray, scene) | |
out.write( chr( int(0.5 + (255.0 * g)))) | |
out.close() | |
if __name__ == "__main__": | |
if "--run" in sys.argv: | |
run( int(sys.argv[3]), int(sys.argv[2])) | |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment