#include "Geometry.h" #include void Geometry::setTransform(const Matrix4f &transform) { this->transform = transform; } bool 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; return b * b - 4 * a * c >= 0; } 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); } bool Rectangle::intersect(const Ray &r) const { Vector3f normal = (p2 - p1).cross(p3 - p1).normalized(); float denom = normal.dot(r.getDirection()); if (abs(denom) < 1e-6f) return false; float t = -normal.dot(r.getOrigin() - p1) / denom; if (t <= 0) return false; Vector3f p = r.getOrigin() + t * r.getDirection(); return isInRectangle(p, p1, p2, p3, p4, normal); }