ray-tracer-comp371/src/Geometry.cc
2024-02-21 01:33:06 -05:00

43 lines
1.2 KiB
C++

#include "Geometry.h"
#include <Eigen/Dense>
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);
}