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- /*
- * DoRayMe - a quick and dirty Raytracer
- * Cube implementation
- *
- * Created by Manoël Trapier
- * Copyright (c) 2020 986-Studio.
- *
- */
- #include <tuple.h>
- #include <ray.h>
- #include <shape.h>
- #include <cube.h>
- #include <math_helper.h>
- void Cube::checkAxis(double axeOrigin, double axeDirection, double *axeMin, double *axeMax)
- {
- double tMinNumerator = (-1 - axeOrigin);
- double tMaxNumerator = (1 - axeOrigin);
- if (fabs(axeDirection) >= getEpsilon())
- {
- *axeMin = tMinNumerator / axeDirection;
- *axeMax = tMaxNumerator / axeDirection;
- }
- else
- {
- *axeMin = tMinNumerator * INFINITY;
- *axeMax = tMaxNumerator * INFINITY;
- }
- if (*axeMin > *axeMax)
- {
- double swap = *axeMax;
- *axeMax = *axeMin;
- *axeMin = swap;
- }
- }
- Intersect Cube::localIntersect(Ray r)
- {
- Intersect ret;
- double xtMin, xtMax, ytMin, ytMax, ztMin, ztMax;
- double tMin, tMax;
- this->checkAxis(r.origin.x, r.direction.x, &xtMin, &xtMax);
- this->checkAxis(r.origin.y, r.direction.y, &ytMin, &ytMax);
- this->checkAxis(r.origin.z, r.direction.z, &ztMin, &ztMax);
- tMin = max3(xtMin, ytMin, ztMin);
- tMax = min3(xtMax, ytMax, ztMax);
- if (tMin <= tMax)
- {
- ret.add(Intersection(tMin, this));
- ret.add(Intersection(tMax, this));
- }
- return ret;
- }
- Tuple Cube::localNormalAt(Tuple point)
- {
- double maxC = max3(fabs(point.x), fabs(point.y), fabs(point.z));
- if (maxC == fabs(point.x))
- {
- return Vector(point.x, 0, 0);
- }
- else if (maxC == fabs(point.y))
- {
- return Vector(0, point.y, 0);
- }
- return Vector(0, 0, point.z);
- }
- void Cube::dumpMe(FILE *fp)
- {
- fprintf(fp, "\"Type\": \"Cube\",\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, "\"corner\": { \"x\": %f, \"y\": %f, \"z\": %f}, \n",
- t.x, t.y, t.z);
- Shape::dumpMe(fp);
- }
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