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51 lines
1.4 KiB
51 lines
1.4 KiB
#include "Sphere.h"
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#include"Ray.h"
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#include<math.h>
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Sphere::Sphere(const Vector3 & origin, float radius) {
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mOrigin = origin;
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mRadius = radius;
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}
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void Sphere::set(const Vector3 & origin, float radius)
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{
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mOrigin = origin;
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mRadius = radius;
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}
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bool Sphere::HitTest(const Ray& input_ray, float min_distance, float max_distance, HitPoint& hit_point) {
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Vector3 sphere_center_to_ray = input_ray.mOrigin - mOrigin;
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float a = Dot(input_ray.mDirection, input_ray.mDirection);
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float b = 2.0f * Dot(sphere_center_to_ray, input_ray.mDirection);
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float c = Dot(sphere_center_to_ray, sphere_center_to_ray) - mRadius * mRadius;
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float determinant = b * b - 4.0f * a * c;
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bool isHited = false;
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float distance = -1.0f;
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if (determinant > 0.0f) {
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distance = (-b - sqrtf(determinant))/ 2.0f;
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if (distance > min_distance && distance < max_distance) {
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isHited = true;
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}
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distance = (-b + sqrtf(determinant)) / 2.0f;
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if (distance > min_distance && distance < max_distance) {
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isHited = true;
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}
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}
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else if (determinant == 0.0f) {
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distance = -b / 2.0f;
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if (distance > min_distance && distance < max_distance) {
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isHited = true;
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}
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}
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if (isHited) {
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hit_point.mPosition = input_ray.PointAt(distance);
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Vector3 normal = hit_point.mPosition - mOrigin;
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normal.Normalize();
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hit_point.mDistance = distance;
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hit_point.mNormal = normal;
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}
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return isHited;
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}
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