/* * DoRayMe - a quick and dirty Raytracer * Sphere implementation * * Created by Manoƫl Trapier * Copyright (c) 2020 986-Studio. * */ #include #include #include #include #include Intersect Sphere::localIntersect(Ray r) { Intersect ret; double a, b, c, discriminant; Tuple sphere_to_ray = r.origin - Point(0, 0, 0); a = r.direction.dot(r.direction); b = 2 * r.direction.dot(sphere_to_ray); c = sphere_to_ray.dot(sphere_to_ray) - 1; discriminant = b * b - 4 * a * c; if (discriminant >= 0) { ret.add(Intersection((-b - sqrt(discriminant)) / (2 * a), this)); ret.add(Intersection((-b + sqrt(discriminant)) / (2 * a), this)); } return ret; } Tuple Sphere::localNormalAt(Tuple point, Intersection *hit) { return (point - Point(0, 0, 0)).normalise(); } void Sphere::dumpMe(FILE *fp) { fprintf(fp, "\"Type\": \"Sphere\",\n"); Tuple t = this->transformMatrix * Point(0, 0, 0); fprintf(fp, "\"center\": { \"x\": %f, \"y\": %f, \"z\": %f}, \n", t.x, t.y, t.z); t = this->transformMatrix * Point(1, 1, 1); fprintf(fp, "\"radius\": { \"x\": %f, \"y\": %f, \"z\": %f}, \n", t.x, t.y, t.z); Shape::dumpMe(fp); }