[2197] | 1 | #include "dxstdafx.h" |
---|
| 2 | #include "cylinder.h" |
---|
| 3 | |
---|
| 4 | bool Cylinder::intersectBackSide (const Ray& ray, float& depth, float rayMin, float rayMax) |
---|
| 5 | { |
---|
| 6 | return false; |
---|
| 7 | } |
---|
| 8 | |
---|
| 9 | bool Cylinder::intersect (const Ray& ray, float& depth, float rayMin, float rayMax) |
---|
| 10 | { |
---|
| 11 | lastTestedRayId = ray.id; |
---|
| 12 | lastTestedRayResult.isIntersect = false; |
---|
| 13 | Vector diff = (ray.origin - centre); |
---|
| 14 | diff.y = 0.0f; |
---|
| 15 | float b = 2.0f * (ray.dir * diff); |
---|
| 16 | float c = diff * diff - radius * radius; |
---|
| 17 | float a = ray.dir.x * ray.dir.x + ray.dir.z * ray.dir.z; |
---|
| 18 | |
---|
| 19 | float discriminant = b * b - 4.0f * a * c; |
---|
| 20 | if(discriminant < 0.0f) |
---|
| 21 | return false; |
---|
| 22 | else |
---|
| 23 | { |
---|
| 24 | float sqrtdisc = sqrtf(discriminant); |
---|
| 25 | float depth1 = (-b - sqrtdisc) * 0.5f / a; |
---|
| 26 | if(ray.origin.y + depth1 * ray.dir.y < top) |
---|
| 27 | { |
---|
| 28 | if(ray.origin.y + depth1 * ray.dir.y > bottom) |
---|
| 29 | { |
---|
| 30 | depth = depth1; |
---|
| 31 | lastTestedRayResult.isIntersect = true; |
---|
| 32 | lastTestedRayResult.material = this->material; |
---|
| 33 | lastTestedRayResult.depth = depth; |
---|
| 34 | lastTestedRayResult.point = ray.origin + ray.dir * depth; |
---|
| 35 | lastTestedRayResult.object = this; |
---|
| 36 | lastTestedRayResult.normal.setDifference(lastTestedRayResult.point, centre); |
---|
| 37 | lastTestedRayResult.normal.y = 0.0f; |
---|
| 38 | lastTestedRayResult.normal *= 1.0f / radius; |
---|
| 39 | return true; |
---|
| 40 | } |
---|
| 41 | else |
---|
| 42 | { |
---|
| 43 | float depth2 = (-b + sqrtdisc) * 0.5f / a; |
---|
| 44 | float h = (bottom - ray.origin.y) / ray.dir.y; |
---|
| 45 | if( h > depth1 && h < depth2) |
---|
| 46 | { |
---|
| 47 | depth = h; |
---|
| 48 | lastTestedRayResult.normal = Vector(0.0f, -1.0f, 0.0f); |
---|
| 49 | } |
---|
| 50 | else |
---|
| 51 | return false; |
---|
| 52 | } |
---|
| 53 | } |
---|
| 54 | else |
---|
| 55 | { |
---|
| 56 | float depth2 = (-b + sqrtdisc) * 0.5f / a; |
---|
| 57 | float h = (top - ray.origin.y) / ray.dir.y; |
---|
| 58 | if( h > depth1 && h < depth2) |
---|
| 59 | { |
---|
| 60 | depth = h; |
---|
| 61 | lastTestedRayResult.normal = Vector(0.0f, 1.0f, 0.0f); |
---|
| 62 | } |
---|
| 63 | else |
---|
| 64 | return false; |
---|
| 65 | } |
---|
| 66 | |
---|
| 67 | lastTestedRayResult.isIntersect = true; |
---|
| 68 | lastTestedRayResult.material = this->material; |
---|
| 69 | lastTestedRayResult.depth = depth; |
---|
| 70 | lastTestedRayResult.point = ray.origin + ray.dir * depth; |
---|
| 71 | lastTestedRayResult.object = this; |
---|
| 72 | return true; |
---|
| 73 | } |
---|
| 74 | } |
---|