#include "Geometry.h" #include #include Vector3f Geometry::diffuse() const { return cd; } Vector3f Geometry::specular() const { return cs; } Vector3f Geometry::ambient() const { return ca; } float Geometry::coefDiffuse() const { return kd; } float Geometry::coefSpecular() const { return ks; } float Geometry::coefAmbient() const { return ka; } float Geometry::getPhong() const { return phong; } void Geometry::setTransform(const Matrix4f &transform) { this->transform = transform; } Optional Sphere::intersect(const Ray &r) const { Vector3f originCenter = r.getOrigin() - center; float a = r.getDirection().dot(r.getDirection()); float b = 2.0f * originCenter.dot(r.getDirection()); float c = originCenter.dot(originCenter) - radius * radius; float delta = b * b - 4 * a * c; if (delta >= 0) { float t1 = (-b + sqrt(delta)) / 2.0f / a; float t2 = (-b - sqrt(delta)) / 2.0f / a; float mint = std::min(t1, t2); float maxt = std::max(t1, t2); return maxt <= 0 ? Optional::nullopt : (mint < 0 ? Optional(maxt) : Optional(mint)); } return Optional::nullopt; } Vector3f Sphere::getNormal(const Vector3f &p) const { return (p - center).normalized(); } bool isInRectangle(const Vector3f &p, const Vector3f &a, const Vector3f &b, const Vector3f &c, const Vector3f &d, const Vector3f &n) { float s1 = (b - a).cross(p - a).dot(n); float s2 = (c - b).cross(p - b).dot(n); float s3 = (d - c).cross(p - c).dot(n); float s4 = (a - d).cross(p - d).dot(n); return (s1 >= 0 && s2 >= 0 && s3 >= 0 && s4 >= 0) || (s1 <= 0 && s2 <= 0 && s3 <= 0 && s4 <= 0); } Optional Rectangle::intersect(const Ray &r) const { float denom = normal.dot(r.getDirection()); if (abs(denom) < 1e-6f) return Optional::nullopt; float t = -normal.dot(r.getOrigin() - p1) / denom; if (t <= 0) return Optional::nullopt; Vector3f p = r.getOrigin() + t * r.getDirection(); return isInRectangle(p, p1, p2, p3, p4, normal) ? Optional(t) : Optional::nullopt; } Vector3f Rectangle::getNormal(const Vector3f &p) const { return normal; }