[896] | 1 | #pragma once
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| 2 | #include "Intersectable.hpp"
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| 3 | #include "Occluder.hpp"
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| 4 |
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| 5 | class Cylinder :
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| 6 | public Intersectable
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| 7 | {
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| 8 | // const Material* material; |
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| 9 | Vector centre; |
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| 10 | float radius; |
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| 11 | float top; |
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| 12 | float bottom; |
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| 13 | public: |
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| 14 | Cylinder(std::istream& isc, Material** materialTable, int nMaterials) |
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| 15 | :centre(centre),radius(radius), top(top), bottom(bottom) |
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| 16 | { |
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| 17 | centre.clear(); |
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| 18 | radius = 1.0f; |
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| 19 | material = &Material::DIFFUSEWHITE; |
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| 20 | top = 100.0f; |
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| 21 | bottom = -100.0f; |
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| 22 | char key[200]; |
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| 23 | do |
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| 24 | { |
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| 25 | isc >> key; |
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| 26 | if(strcmp(key,"radius") == 0) isc >> radius; |
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| 27 | else if(strcmp(key,"centre") == 0) isc >> centre; |
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| 28 | else if(strcmp(key,"top") == 0) isc >> top; |
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| 29 | else if(strcmp(key,"bottom") == 0) isc >> bottom; |
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| 30 | else if(strcmp(key,"material") == 0) |
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| 31 | { |
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| 32 | isc >> key; |
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| 33 | for(int i=0; i < nMaterials; i++) |
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| 34 | { |
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| 35 | material = materialTable[i]; |
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| 36 | if(strcmp(key, material->getName()) == 0) break; |
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| 37 | } |
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| 38 | } |
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| 39 | }while(strcmp(key,"end") != 0); |
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| 40 | Vector diagonal(radius, radius, radius); |
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| 41 | bbox.minPoint = centre - diagonal; |
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| 42 | bbox.maxPoint = centre + diagonal; |
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| 43 | bbox.minPoint.y = bottom; |
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| 44 | bbox.maxPoint.y = top; |
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| 45 | nOccluders = 1; |
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| 46 | occluders = new Occluder(centre, radius); |
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| 47 | } |
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| 48 | Cylinder(const Vector& centre, const float radius, |
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| 49 | const float top, const float bottom, |
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| 50 | const Material* material) |
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| 51 | :centre(centre),radius(radius), top(top), bottom(bottom) |
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| 52 | { |
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| 53 | this->material = material; |
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| 54 | Vector diagonal(radius, radius, radius); |
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| 55 | bbox.minPoint = centre - diagonal; |
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| 56 | bbox.maxPoint = centre + diagonal; |
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| 57 | bbox.minPoint.y = bottom; |
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| 58 | bbox.maxPoint.y = top; |
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| 59 | nOccluders = 1; |
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| 60 | occluders = new Occluder(centre, radius); |
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| 61 | } |
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| 62 | bool intersectBackSide(const Ray& ray, float& depth, float rayMin, float rayMax ); |
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| 63 | bool intersect(const Ray& ray, float& depth, float rayMin, float rayMax); |
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| 64 | Vector getShadingNormal(const Vector& point) |
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| 65 | { |
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| 66 | if(point.y >= top - 0.000001f) |
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| 67 | return Vector(0.0f, 1.0f, 0.0f); |
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| 68 | if(point.y <= bottom + 0.000001f) |
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| 69 | return Vector(0.0f, -1.0f, 0.0f); |
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| 70 | Vector normal = point - centre; |
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| 71 | normal.y = 0.0f; |
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| 72 | normal *= 1.0f / radius; |
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| 73 | return normal; |
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| 74 | }
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| 75 | };
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