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- /*
- * DoRayMe - a quick and dirty Raytracer
- * Sphere implementation
- *
- * Created by Manoël Trapier
- * Copyright (c) 2020 986-Studio.
- *
- */
- #include <math.h>
- #include <sphere.h>
- #include <ray.h>
- #include <tuple.h>
- #include <intersect.h>
- 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);
- }
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