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