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sphere.hpp
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#ifndef SPHERE_H
#define SPHERE_H
#include "hittable.hpp"
#include "material.hpp"
#include "vec3.hpp"
class sphere : public hittable
{
public:
sphere() {};
sphere(point3 cen, double r, shared_ptr<material> m) : center(cen), radius(r), mat_ptr(m) {};
virtual bool hit(const ray &r, double t_min, double t_max, hit_record &rec) const;
point3 center;
double radius;
shared_ptr<material> mat_ptr;
};
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