2022-10-16 19:24:37 -04:00
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/*
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* Created by Brett Terpstra 6920201 on 16/10/22.
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* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
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*/
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#include <world.h>
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namespace Raytracing {
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World::~World() {
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for (auto* p : objects)
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delete(p);
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}
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2022-10-17 00:29:34 -04:00
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Object::HitData SphereObject::checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const {
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PRECISION_TYPE radiusSquared = radius * radius;
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// move the ray to be with respects to the sphere
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vec4 RayWRTSphere = ray.getStartingPoint() - position;
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// now determine the discriminant for the quadratic formula for the function of line sphere intercept
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PRECISION_TYPE a = ray.getDirection().lengthSquared();
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PRECISION_TYPE b = Raytracing::vec4::dot(RayWRTSphere, ray.getDirection());
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PRECISION_TYPE c = RayWRTSphere.lengthSquared() - radiusSquared;
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// > 0: the hit has two roots, meaning we hit both sides of the sphere
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// = 0: the ray has one root, we hit the edge of the sphere
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// < 0: ray isn't inside the sphere.
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PRECISION_TYPE discriminant = b * b - (a * c);
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// < 0: ray isn't inside the sphere. Don't need to bother calculating the roots.
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if (discriminant < 0)
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return {false, vec4(), vec4(), 0};
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// now we have to find the root which exists inside our range [min,max]
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auto root = (-b - std::sqrt(discriminant)) / a;
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// if the first root isn't in our range
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if (root < min || root > max) {
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// check the second root
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root = (-b + std::sqrt(discriminant)) / a;
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if (root < min || root > max) {
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// if the second isn't in the range then we also must return false.
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return {false, vec4(), vec4(), 0};
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}
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}
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// the hit point is where the ray is when extended to the root
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auto RayAtRoot = ray.along(root);
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// The normal of a sphere is just the point of the hit minus the center position
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auto normal = (RayAtRoot - position).normalize();
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/*if (Raytracing::vec4::dot(ray.getDirection(), normal) > 0.0) {
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tlog << "ray inside sphere\n";
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} else
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tlog << "ray outside sphere\n";
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*/
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return {true, RayAtRoot, normal, root};
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}
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2022-10-16 19:24:37 -04:00
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Object::HitData World::checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const {
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auto hResult = Object::HitData{false, vec4(), vec4(), max};
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for (auto* obj : objects){
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// check up to the point of the last closest hit,
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// will give the closest object's hit result
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auto cResult = obj->checkIfHit(ray, min, hResult.length);
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if (cResult.hit)
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hResult = cResult;
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}
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return hResult;
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}
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}
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