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finish ray casting
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bd99b001bb
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2 changed files with 17 additions and 6 deletions
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@ -15,18 +15,29 @@ bool Sphere::intersect(const Ray &r) const {
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return b * b - 4 * a * c >= 0;
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}
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bool isInRectangle(const Vector3f &p, const Vector3f &a, const Vector3f &b,
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const Vector3f &c, const Vector3f &d, const Vector3f &n) {
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float s1 = (b - a).cross(p - a).dot(n);
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float s2 = (c - b).cross(p - b).dot(n);
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float s3 = (d - c).cross(p - c).dot(n);
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float s4 = (a - d).cross(p - d).dot(n);
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return (s1 >= 0 && s2 >= 0 && s3 >= 0 && s4 >= 0) ||
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(s1 <= 0 && s2 <= 0 && s3 <= 0 && s4 <= 0);
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}
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bool Rectangle::intersect(const Ray &r) const {
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Vector3f normal = (p2 - p1).cross(p3 - p1).normalized();
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float d = normal.dot(p1);
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float denom = normal.dot(r.getDirection());
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if (abs(denom) < 1e-6f)
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return false;
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float t = (normal.dot(r.getOrigin() - p1) - d) / denom;
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float t = -normal.dot(r.getOrigin() - p1) / denom;
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if (t <= 0)
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return false;
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Vector3f p = r.getOrigin() + t * r.getDirection();
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return true;
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return isInRectangle(p, p1, p2, p3, p4, normal);
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}
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