[2197] | 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 Sphere : public Intersectable { |
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| 6 | // const Material* material; |
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| 7 | Vector centre; |
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| 8 | float radius; |
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| 9 | public: |
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| 10 | Sphere(Vector& centre, float radius, const Material* material) |
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| 11 | :centre(centre),radius(radius) |
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| 12 | { |
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| 13 | this->material = material; |
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| 14 | Vector diagonal(radius, radius, radius); |
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| 15 | bbox.minPoint = centre - diagonal; |
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| 16 | bbox.maxPoint = centre + diagonal; |
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| 17 | nOccluders = 1; |
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| 18 | occluders = new Occluder(centre, radius); |
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| 19 | } |
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| 20 | Sphere(std::istream& isc, Material** materialTable, int nMaterials) |
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| 21 | { |
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| 22 | centre.clear(); |
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| 23 | radius = 1.0f; |
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| 24 | material = &Material::DIFFUSEWHITE; |
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| 25 | char key[200]; |
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| 26 | do |
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| 27 | { |
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| 28 | isc >> key; |
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| 29 | if(strcmp(key,"radius") == 0) isc >> radius; |
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| 30 | else if(strcmp(key,"centre") == 0) isc >> centre; |
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| 31 | else if(strcmp(key,"material") == 0) |
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| 32 | { |
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| 33 | isc >> key; |
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| 34 | for(int i=0; i < nMaterials; i++) |
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| 35 | { |
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| 36 | material = materialTable[i]; |
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| 37 | if(strcmp(key, material->getName()) == 0) break; |
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| 38 | } |
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| 39 | } |
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| 40 | }while(strcmp(key,"end") != 0); |
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| 41 | Vector diagonal(radius, radius, radius); |
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| 42 | bbox.minPoint = centre - diagonal; |
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| 43 | bbox.maxPoint = centre + diagonal; |
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| 44 | nOccluders = 1; |
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| 45 | occluders = new Occluder(centre, radius); |
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| 46 | } |
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| 47 | bool intersectBackSide(const Ray& ray, float& depth, float rayMin, float rayMax ); |
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| 48 | bool intersect(const Ray& ray, float& depth, float rayMin, float rayMax); |
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| 49 | Vector getShadingNormal(const Vector& point) |
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| 50 | { |
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| 51 | Vector normal = point - centre; |
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| 52 | normal *= 1.0f / radius; |
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| 53 | return normal; |
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| 54 | } |
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| 55 | }; |
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