[896] | 1 | #include "dxstdafx.h" |
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| 2 | #include "cylinder.h" |
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| 3 | |
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| 4 | bool Cylinder::intersectBackSide (const Ray& ray, float& depth, float rayMin, float rayMax) |
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| 5 | { |
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| 6 | return false; |
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| 7 | } |
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| 8 | |
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| 9 | bool Cylinder::intersect (const Ray& ray, float& depth, float rayMin, float rayMax) |
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| 10 | { |
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| 11 | lastTestedRayId = ray.id; |
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| 12 | lastTestedRayResult.isIntersect = false; |
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| 13 | Vector diff = (ray.origin - centre); |
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| 14 | diff.y = 0.0f; |
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| 15 | float b = 2.0f * (ray.dir * diff); |
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| 16 | float c = diff * diff - radius * radius; |
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| 17 | float a = ray.dir.x * ray.dir.x + ray.dir.z * ray.dir.z; |
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| 18 | |
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| 19 | float discriminant = b * b - 4.0f * a * c; |
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| 20 | if(discriminant < 0.0f) |
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| 21 | return false; |
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| 22 | else |
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| 23 | { |
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| 24 | float sqrtdisc = sqrtf(discriminant); |
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| 25 | float depth1 = (-b - sqrtdisc) * 0.5f / a; |
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| 26 | if(ray.origin.y + depth1 * ray.dir.y < top) |
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| 27 | { |
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| 28 | if(ray.origin.y + depth1 * ray.dir.y > bottom) |
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| 29 | { |
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| 30 | depth = depth1; |
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| 31 | lastTestedRayResult.isIntersect = true; |
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| 32 | lastTestedRayResult.material = this->material; |
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| 33 | lastTestedRayResult.depth = depth; |
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| 34 | lastTestedRayResult.point = ray.origin + ray.dir * depth; |
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| 35 | lastTestedRayResult.object = this; |
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| 36 | lastTestedRayResult.normal.setDifference(lastTestedRayResult.point, centre); |
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| 37 | lastTestedRayResult.normal.y = 0.0f; |
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| 38 | lastTestedRayResult.normal *= 1.0f / radius; |
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| 39 | return true; |
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| 40 | } |
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| 41 | else |
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| 42 | { |
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| 43 | float depth2 = (-b + sqrtdisc) * 0.5f / a; |
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| 44 | float h = (bottom - ray.origin.y) / ray.dir.y; |
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| 45 | if( h > depth1 && h < depth2) |
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| 46 | { |
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| 47 | depth = h; |
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| 48 | lastTestedRayResult.normal = Vector(0.0f, -1.0f, 0.0f); |
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| 49 | } |
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| 50 | else |
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| 51 | return false; |
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| 52 | } |
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| 53 | } |
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| 54 | else |
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| 55 | { |
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| 56 | float depth2 = (-b + sqrtdisc) * 0.5f / a; |
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| 57 | float h = (top - ray.origin.y) / ray.dir.y; |
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| 58 | if( h > depth1 && h < depth2) |
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| 59 | { |
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| 60 | depth = h; |
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| 61 | lastTestedRayResult.normal = Vector(0.0f, 1.0f, 0.0f); |
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| 62 | } |
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| 63 | else |
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| 64 | return false; |
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| 65 | } |
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| 66 | |
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| 67 | lastTestedRayResult.isIntersect = true; |
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| 68 | lastTestedRayResult.material = this->material; |
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| 69 | lastTestedRayResult.depth = depth; |
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| 70 | lastTestedRayResult.point = ray.origin + ray.dir * depth; |
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| 71 | lastTestedRayResult.object = this; |
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| 72 | return true; |
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| 73 | } |
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| 74 | } |
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