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sphere.h
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sphere.h
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#ifndef SPHERE_H
#define SPHERE_H
#include "hittable.h"
#include "vec3.h"
class sphere : public hittable {
public:
point3 center;
double radius;
shared_ptr<material> mat_ptr;
sphere() {}
sphere(point3 c, double r) : center(c), radius(r){};
sphere(point3 c, double r, shared_ptr<material> m)
: center(c), radius(r), mat_ptr(m){};
virtual bool hit(const ray& r, double t_min, double t_max,
hit_record& rec) const;
};
bool sphere::hit(const ray& r, double t_min, double t_max,
hit_record& rec) const {
vec3 oc = r.origin() - center;
auto a = r.direction().length_squared();
auto half_b = dot(oc, r.direction());
auto c = oc.length_squared() - radius * radius;
auto discriminant = half_b * half_b - a * c;
if (discriminant > 0) {
auto root = sqrt(discriminant);
auto temp = (-half_b - root) / a;
if (temp < t_max && temp > t_min) {
rec.t = temp;
rec.p = r.at(rec.t);
vec3 outward_normal = (rec.p - center) / radius;
rec.set_face_normal(r, outward_normal);
rec.mat_ptr = mat_ptr;
return true;
}
temp = (-half_b + root) / a;
if (temp < t_max && temp > t_min) {
rec.t = temp;
rec.p = r.at(rec.t);
vec3 outward_normal = (rec.p - center) / radius;
rec.set_face_normal(r, outward_normal);
rec.mat_ptr = mat_ptr;
return true;
}
}
return false;
}
#endif