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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