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primitive.cpp
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primitive.cpp
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#include "primitive.hpp"
RayHit::RayHit(double d, Point3D p, Material* m, Vector3D n)
: dist(d)
, pos(p)
, mat(m)
, norm(n)
{
}
Object::Object(std::string name, Point3D pos, Vector3D scale, Material* m, Primitive* p, bool dyn)
: m_name(name)
, m_material(m)
, m_primitive(p)
, dynamic(dyn)
, m_pos(pos)
, m_vel(0.0, 0.0, 0.0)
, m_scale(scale)
{
transform = translation(m_pos) * scaling(m_scale);// * rotation
inversetransform = transform.invert();
}
// accelerate to reach and stop at a point
void Object::seek(Point3D point, double accel) {
std::cerr << "Seeking. point is: " << point << std::endl;
std::cerr << "Seeking. vel was: " << m_vel << std::endl;
Vector3D posdiff = point - m_pos;
double speed = std::min(60.0, 5 * posdiff.length()); // tweak this.
Vector3D vel_diff = posdiff.scaleTo(speed) - m_vel;
m_vel = m_vel + vel_diff.scaleTo(std::min(accel, vel_diff.length()));//.scaleTo(accel);
std::cerr << "Seeking. vel is: " << m_vel << std::endl;
}
void collide(Vector3D relvel) {
if (relvel.length2() > 5.0 * 5.0) {
std::cerr << "Collision with magnitude: " << relvel.length() << std::endl;
//SM.StopSound(0);
//SM.PlaySound(0);
}
}
void Object::move(double dt, std::list<Object*>& objects) {
bool colliding = false;
if (dynamic) {
double elasticity = 1.4;
//collision check
//gravity // input acceleration
if (m_vel[1] > - TERMINAL)
m_vel = m_vel + Vector3D(0, GRAVITY * dt, 0);
//dt
Point3D pos2 = m_pos + (dt * m_vel);
// collision check
NonhierBox * box1 = dynamic_cast<NonhierBox*> (m_primitive);
Sphere* sphere1 = dynamic_cast<Sphere*> (m_primitive);
// collide with the y=0 plane
if (sphere1 != NULL) {
Intersection i = sphereBox(pos2, m_scale, Point3D(-100, -5, -100), Vector3D(200, 5, 200));
if (!i.isNull) {
if (i.norm.dot(m_vel) < 0.0) {
collide(m_vel.proj(i.norm));
m_vel = m_vel - elasticity * m_vel.proj(i.norm); // if energy is preserved, multiple by -1.6 or -2.0 or whatever
//pos2 = m_pos;
pos2 = pos2 + i.norm.scaleTo(i.depth);
//std::cerr << "Moved to: " << pos2 << std::endl;
//std::cerr << "depth was " << i.depth << std::endl;
//std::cerr << "vel is now " << m_vel << std::endl;
colliding = true;
}
}
}
// only collide with dynamic objects later in the list
bool foundThis = true;
for (std::list<Object*>::const_iterator I = objects.begin(); I != objects.end(); ++I) {
Object* obj2 = *I;
// the other object might collide so there is no guarantee that it will move. better to check current position of itqq
Point3D obj2pos = obj2->m_pos;// + dt * obj2->m_vel;
Vector3D relvel = m_vel - obj2->m_vel; // how obj1 is moving relative to object 2
if (obj2 == this) {
foundThis = true;
} else if (obj2 != this) {
if (foundThis || !obj2->dynamic) {
// the only scaled objects are the ellipsoids. Apply the same inverse scale to all objects or create an ellipsoid class
NonhierBox * box2 = dynamic_cast<NonhierBox*> (obj2->m_primitive);
Sphere* sphere2 = dynamic_cast<Sphere*> (obj2->m_primitive);
if (sphere1 != NULL && box2 != NULL) {
// assume that the box is static
Intersection i = sphereBox(pos2, m_scale, obj2pos, box2->m_size);
if (!i.isNull) {
if (i.norm.dot(relvel) < 0.0) { // collision normal is facing away from the relative motion
//std::cerr << "m_vel is " << m_vel << " and the normal is " << i.norm << " The projected vel to norm is " << m_vel.proj(i.norm) << std::endl;
m_vel = m_vel - elasticity * m_vel.proj(i.norm); // if energy is preserved, multiple by -1.6 or -2.0 or whatever
pos2 = pos2 + i.norm.scaleTo(i.depth);
collide(relvel.proj(i.norm));
colliding = true;
}
}
} else if (sphere1 != NULL && sphere2 != NULL) {
// assume that both objects are dynamic
Intersection i = sphereSphere(pos2, obj2pos, m_scale);
if (!i.isNull) {
if (i.norm.dot(relvel) < 0.0) { // collision normal is facing away from the relative motion
//std::cerr << "m_vel is " << m_vel << " and the normal is " << i.norm << " The projected vel to norm is " << m_vel.proj(i.norm) << std::endl;
// the collision acts in the direction of the normal with magnitude a multiple of the normal vector.
double a1 = m_vel.dot(i.norm);
double a2 = obj2->m_vel.dot(i.norm);
// note: my normal is not normalized, so divide the result by |n|^2
double P = (elasticity - 1) * (a1 - a2) / i.norm.length2(); // 2 * m1 * m2 * (a1 - a2 ) / (m1 + m2)
if (i.depth > dt * m_vel.length()) {
pos2 = m_pos;
} else {
//pos2 = pos2 + i.norm.scaleTo(i.depth);
pos2 = pos2 + m_vel.scaleTo(-i.depth);
}
//std::cerr << "combined velocity before: " << m_vel.length() + obj2->m_vel.length() << std::endl;
//std::cerr << "Vel1 changed from " << m_vel << " to " << P * i.norm << std::endl;
m_vel = m_vel - P * i.norm;
//std::cerr << "Vel2 changed from " << obj2->m_vel << " to " << P * i.norm << std::endl;
//std::cerr << "combined velocity after: " << m_vel.length() + obj2->m_vel.length() << std::endl;
//obj2->m_vel = P * i.norm;
obj2->m_vel = obj2->m_vel + P * i.norm;
//m_vel = m_vel - elasticity * m_vel.proj(i.norm); // if energy is preserved, multiple by -1.6 or -2.0 or whatever
collide(relvel.proj(i.norm));
//colliding = true;
// obj2 should theoretically also be moved do this point and it's dt changed to 0?
// adjust the velocity of obj2 now (ideally a list of colliding pairs is recorded and vectors computed for each, then the sum of the vectors is the collision response as a velocity)
// and objects are only moved to the poitn of collision for now
}
}
} else {
// for now, do nothing. Add other types of collisions later.
// dynamic collision should change the velocity of both entities
}
}
}
//std::cout << "Object " << obj->m_name << " has transform:\n" << obj->transform << "\n";
}
m_pos = pos2;
if (colliding && m_vel.length2() > 0.0) {
m_vel = m_vel.scaleTo(std::max(0.0, m_vel.length() - FRICTION * dt));
}
// if moved
if (m_vel.length2() > 0.0) {
transform = translation(m_pos) * scaling(m_scale);// * rotation
inversetransform = transform.invert();
}
}
}
void Object::render() {
m_material->apply_gl(false);
glPushMatrix();
glMultMatrixd(transform.transpose().begin());
m_primitive->render();
glPopMatrix();
}
RayHit* Object::raycast(Point3D from, Vector3D ray) {
//std::cerr << "Object raycast: " << from << " in direction " << ray << "\n";
// transform from and ray
Vector3D newray = inversetransform * ray;
//newray.normalize();
RayHit* hit = m_primitive->raycast(inversetransform * from, newray, m_material);
if (hit != NULL)
{
// inverse transform the normal and the hit point
hit->pos = transform * hit->pos;
hit->norm = transNorm(inversetransform, hit->norm); // THIS MIGHT BE WRONG
hit->dist = (hit->pos - from).length(); // scaled objects shouldn't have scaled distances
// I'm not certain what matrix transNorm expects me to provide, currently I give it the product of transposed inverted matrices, it may just expect a product of inverses and do some transposing on it's own
//std::cerr << "Hit something\n";
}
return hit;
}
void Primitive::render() {
return;
}
// generate a mesh for every primitive (cube etc)
// and just do triangle/quad intersection
RayHit* Primitive::raycast(Point3D from, Vector3D ray, Material* m_materia, bool backfaces) {
return NULL;
}
Primitive::~Primitive()
{
}
Sphere::Sphere()
: quadric(gluNewQuadric())
{
}
void Sphere::render() {
glDisable(GL_TEXTURE_2D);
gluQuadricNormals(quadric, GLU_SMOOTH);
gluSphere(quadric, 1.0, 16, 16);
//glEnable(GL_TEXTURE_2D);
}
Sphere::~Sphere()
{
gluDeleteQuadric(quadric);
}
RayHit* Sphere::raycast(Point3D from, Vector3D ray, Material* m_material, bool backfaces)
{
Vector3D diff = Point3D(0,0,0) - from;
// if the sphere's center is behind this point, ignore it as it can only give the wrong normal
if (diff.dot(ray) < 0)
return NULL;
Vector3D A = diff.proj(ray);
Vector3D B = diff - A;
double b2 = B.length2();
if (b2 < 1.001) {
double a = A.length();
double c = sqrt(1 - b2);
double dist = a - c;
if (dist <= 0.01 && backfaces) {
dist = a + c;
}
//std::cerr << "Hit sphere, distance: " << dist << ".\n";
if (dist > 0)
{
Point3D pt = from + ray.scaleTo(dist);
Vector3D norm = pt - Point3D(0,0,0);
// normalize normals later
RayHit* result = new RayHit(dist, pt, m_material, norm);
return result;
}
}
return NULL;
}
void Cube::render() {
glBegin(GL_QUADS);
glNormal3f(-1.0f,0.0f,0.0f);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,0.0f,1.0f);
glVertex3f(1.0f,0.0f,0.0f);
glNormal3f(0.0f,0.0f,-1.0f);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f(1.0f,0.0f,0.0f);
glVertex3f(1.0f,1.0f,0.0f);
glVertex3f(0.0f,1.0f,0.0f);
glNormal3f(1.0f,0.0f,0.0f);
glVertex3f(1.0f,1.0f,0.0f);
glVertex3f(1.0f,1.0f,1.0f);
glVertex3f(0.0f,1.0f,1.0f);
glVertex3f(0.0f,1.0f,0.0f);
glNormal3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,1.0f,1.0f);
glVertex3f(1.0f,0.0f,1.0f);
glVertex3f(0.0f,0.0f,1.0f);
glVertex3f(0.0f,1.0f,1.0f);
glNormal3f(0.0f,1.0f,0.0f);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f(0.0f,1.0f,0.0f);
glVertex3f(0.0f,1.0f,1.0f);
glVertex3f(0.0f,0.0f,1.0f);
glNormal3f(0.0f,-1.0f,0.0f);
glVertex3f(1.0f,0.0f,0.0f);
glVertex3f(1.0f,0.0f,1.0f);
glVertex3f(1.0f,1.0f,1.0f);
glVertex3f(1.0f,1.0f,0.0f);
glEnd();
}
RayHit* Cube::raycast(Point3D from, Vector3D ray, Material* m_material, bool backfaces)
{
double tminx, tminy, tminz, tmaxx, tmaxy, tmaxz;
// want to find min/max t values for the portion of the ray inside the cube along each axis
// apparently negative 0 is a value and this will fail for it, but w/e
// c division by 0 gives an infinite value, that should give correct results for < > min and max
if (ray[0] >= 0) {
tminx = (0 - from[0])/ray[0];
tmaxx = (1 - from[0])/ray[0];
} else {
tminx = (1 - from[0])/ray[0];
tmaxx = (0 - from[0])/ray[0];
}
if (ray[1] >= 0) {
tminy = (0 - from[1])/ray[1];
tmaxy = (1 - from[1])/ray[1];
} else {
tminy = (1 - from[1])/ray[1];
tmaxy = (0 - from[1])/ray[1];
}
if (ray[2] >= 0) {
tminz = (0 - from[2])/ray[2];
tmaxz = (1 - from[2])/ray[2];
} else {
tminz = (1 - from[2])/ray[2];
tmaxz = (0 - from[2])/ray[2];
}
double tmin = std::max(tminx, std::max(tminy, tminz));
double tmax = std::min(tmaxx, std::min(tmaxy, tmaxz));
/*
if (tmin < 0.01 && backfaces && tmax > 0.01) {
// this isn't actually an accurate point, but it will return a hit.
Point3D pt = from + tmax * ray;
Vector3D norm; // the normal doesn't have to be normalized yet
if (tmax == tmaxx) {
norm = Vector3D(-ray[0], 0, 0);
} else if (tmax == tmaxy) {
norm = Vector3D(0, -ray[1], 0);
} else if (tmax == tmaxz) {
norm = Vector3D(0, 0, -ray[2]);
} else {
// this should not be possible
std::cerr << "!!!!! A backface cube normal is bad\n";
norm = pt - Point3D(0,0,0);
}
// dist is not relevant here since it will be determined again after inverse transformations have happened
return new RayHit((pt - from).length(), pt, m_material, norm);
} else if (tmin < 0.01 || tmin > tmax + 0.01) {
// tmin < 0 means the view is inside the cube
// tmin > tmax means that the ray will miss the cube
return NULL;
the 0.01 seems to have made things worse in the above, probably because the ray is not normalized
*/
if ( tmin < 0 && backfaces && tmax > 0) {
Point3D pt = from + tmax * ray;
Vector3D norm; // the normal doesn't have to be normalized yet
if (tmax == tmaxx) {
norm = Vector3D(-ray[0], 0, 0);
} else if (tmax == tmaxy) {
norm = Vector3D(0, -ray[1], 0);
} else if (tmax == tmaxz) {
norm = Vector3D(0, 0, -ray[2]);
} else {
// this should not be possible
std::cerr << "!!!!! A backface nh_box normal is bad\n";
norm = pt - Point3D(0,0,0);
}
} else if (tmin < 0 || tmin > tmax) {
return NULL;
} else {
//std::cerr << "Hit a unit cube! From: " << from << " Ray: " << ray << "\n";
Point3D pt = from + tmin * ray;
Vector3D norm; // the normal doesn't have to be normalized yet
if (tmin == tminx) {
norm = Vector3D(-ray[0], 0, 0);
} else if (tmin == tminy) {
norm = Vector3D(0, -ray[1], 0);
} else if (tmin == tminz) {
norm = Vector3D(0, 0, -ray[2]);
} else {
// this should not be possible
std::cerr << "!!!!! A cube normal is bad\n";
norm = pt - Point3D(0,0,0);
}
// dist is not relevant here since it will be determined again after inverse transformations have happened
return new RayHit((pt - from).length(), pt, m_material, norm);
}
}
Cube::~Cube()
{
}
NonhierSphere::~NonhierSphere()
{
gluDeleteQuadric(quadric);
}
void NonhierSphere::render() {
glPushMatrix();
glTranslated(m_pos[0], m_pos[1], m_pos[2]);
gluQuadricNormals(quadric, GLU_SMOOTH);
gluSphere(quadric, m_radius, 32, 32);
glPopMatrix();
}
RayHit* NonhierSphere::raycast(Point3D from, Vector3D ray, Material* m_material, bool backfaces)
{
Vector3D diff = m_pos - from;
// if the sphere's center is behind this point, ignore it as it can only give the wrong normal
if (diff.dot(ray) < - 0.01) {
return NULL;
}
Vector3D A = diff.proj(ray);
Vector3D B = diff - A;
double b2 = B.length2();
double r2 = m_radius * m_radius;
/*
if (sqrt(b2) - m_radius < 500) {
std::cerr << "Ray to Sphere: " << sqrt(b2) << " Radius: " << m_radius << "\n";
std::cerr << "Raycast with sphere.\n"
<< "Diff: " << diff << "Ray: " << ray << "\n Diff proj Ray: " << A << "\n";
}
*/
if (b2 < r2) {
double a = A.length();
double c = sqrt(r2 - b2);
double dist = a - c;
if (dist <= 0.01 && backfaces) {
dist = a + c;
}
//std::cerr << "Hit sphere, distance: " << dist << ".\n";
if (dist > 0)
{
Point3D pt = from + ray.scaleTo(dist);
Vector3D norm = pt - m_pos;
// normalize normals later
RayHit* result = new RayHit(dist, pt, m_material, norm);
return result;
} else {
std::cout << "Diff: " << diff << " Ray: " << ray << " A: " << A << " a: " << a << " c: " << c <<" b2: " << b2 << " r2: " << r2 <<"\n";
std::cout << "The sphere is behind this point\nDist: " << dist << "\n";
}
}
return NULL;
}
void NonhierBox::render() {
double x = m_pos[0];
double y = m_pos[1];
double z = m_pos[2];
double sizex = m_size[0];
double sizey = m_size[1];
double sizez = m_size[2];
if (hasTexture) {
glUseProgram(bumpProgram);
// colour texture
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
int texture_location = glGetUniformLocation(bumpProgram, "color_texture");
glUniform1i(texture_location, 0);
glBindTexture(GL_TEXTURE_2D, textureID);
// normal map texture
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
int normal_location = glGetUniformLocation(bumpProgram, "normal_texture");
glUniform1i(normal_location, 1);
glBindTexture(GL_TEXTURE_2D, bumpMap);
// vertex attribute tangent
int tangent_location = glGetAttribLocation(bumpProgram, "tangent");
int bitangent_location = glGetAttribLocation(bumpProgram, "bitangent");
glBegin(GL_QUADS);
// aplit the texture into a plus shape with corners unused and bottom the same as top
float x1 = 0.0;
float x2 = m_size[1]/(m_size[0] + 2 * m_size[1]);
float x3 = 1.0 - x2;
float x4 = 1.0;
float z1 = 0.0;
float z2 = m_size[1]/(m_size[2] + 2 * m_size[1]);
float z3 = 1.0 - z2;
float z4 = 1.0;
// x and y
/*
glNormal3f(0.0f,0.0f,-1.0f);
glTexCoord2f(x2, z2);
glVertexAttrib3d(tangent_location, 0.0, 1.0, 0.0); // tangent attribute
glVertex3d(x, y + sizey, z);
glTexCoord2f(x3, z2);
glVertex3d(x + sizex, y + sizey, z);
glTexCoord2f(x3, z1);
glVertex3d(x + sizex, y, z);
glTexCoord2f(x2, z1);
glVertex3d(x, y, z);
*/
//glNormal3f(0.0f,0.0f,1.0f);
glNormal3d(0.0, 0.0, -1.0);
glTexCoord2f(x2, z4);
glVertexAttrib3d(tangent_location, 0.0, 1.0, 0.0); // tangent attribute
glVertexAttrib3d(bitangent_location, 1.0, 0.0, 0.0); // tangent attribute
//glVertexAttrib3d(tangent_location, 0.0, -1.0, 0.0); // tangent attribute
glVertex3d(x, y, z + sizez);
glTexCoord2f(x3, z4);
glVertex3d(x + sizex, y, z + sizez);
glTexCoord2f(x3, z3);
glVertex3d(x + sizex, y + sizey, z + sizez);
glTexCoord2f(x2, z3);
glVertex3d(x, y + sizey, z + sizez);
// y and z
glNormal3f(-1.0f,0.0f,0.0f);
glTexCoord2f(x1, z3);
glVertexAttrib3d(tangent_location, 0.0, 1.0, 0.0); // tangent attribute
glVertexAttrib3d(bitangent_location, 0.0, 0.0, 1.0); // tangent attribute
glVertex3d(x, y, z + sizez);
glTexCoord2f(x2, z3);
glVertex3d(x, y + sizey, z + sizez);
glTexCoord2f(x2, z2);
glVertex3d(x, y + sizey, z);
glTexCoord2f(x1, z2);
glVertex3d(x, y, z);
glNormal3f(1.0f,0.0f,0.0f);
glTexCoord2f(x4, z2);
glVertexAttrib3d(tangent_location, 0.0, 1.0, 0.0); // tangent attribute
glVertexAttrib3d(bitangent_location, 0.0, 0.0, 1.0); // tangent attribute
glVertex3d(x + sizex, y, z);
glTexCoord2f(x3, z2);
glVertex3d(x + sizex, y + sizey, z);
glTexCoord2f(x3, z3);
glVertex3d(x + sizex, y + sizey, z + sizez);
glTexCoord2f(x4, z3);
glVertex3d(x + sizex, y, z + sizez);
// x and z
glNormal3f(0.0f,-1.0f,0.0f);
glTexCoord2f(x2, z3);
glVertexAttrib3d(tangent_location, 0.0, 0.0, -1.0); // tangent attribute
glVertexAttrib3d(bitangent_location, 1.0, 0.0, 0.0); // tangent attribute
glVertex3d(x, y, z);
glTexCoord2f(x3, z3);
glVertex3d(x + sizex, y, z);
glTexCoord2f(x3, z2);
glVertex3d(x + sizex, y, z + sizez);
glTexCoord2f(x2, z2);
glVertex3d(x, y, z + sizez);
glNormal3f(0.0f,1.0f,0.0f);
glTexCoord2f(x2, z2);
glVertexAttrib3d(tangent_location, 0.0, 0.0, 1.0); // tangent attribute
glVertexAttrib3d(bitangent_location, 1.0, 0.0, 0.0); // tangent attribute
glVertex3d(x, y + sizey, z + sizez);
glTexCoord2f(x3, z2);
glVertex3d(x + sizex, y + sizey, z + sizez);
glTexCoord2f(x3, z3);
glVertex3d(x + sizex, y + sizey, z);
glTexCoord2f(x2, z3);
glVertex3d(x, y + sizey, z);
} else {
glDisable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
// x and y
glNormal3f(0.0f,0.0f,-1.0f);
glVertex3d(x, y + sizey, z);
glVertex3d(x + sizex, y + sizey, z);
glVertex3d(x + sizex, y, z);
glVertex3d(x, y, z);
glNormal3f(0.0f,0.0f,1.0f);
glVertex3d(x, y, z + sizez);
glVertex3d(x + sizex, y, z + sizez);
glVertex3d(x + sizex, y + sizey, z + sizez);
glVertex3d(x, y + sizey, z + sizez);
// y and z
glNormal3f(-1.0f,0.0f,0.0f);
glVertex3d(x, y, z + sizez);
glVertex3d(x, y + sizey, z + sizez);
glVertex3d(x, y + sizey, z);
glVertex3d(x, y, z);
glNormal3f(1.0f,0.0f,0.0f);
glVertex3d(x + sizex, y, z);
glVertex3d(x + sizex, y + sizey, z);
glVertex3d(x + sizex, y + sizey, z + sizez);
glVertex3d(x + sizex, y, z + sizez);
// x and z
glNormal3f(0.0f,-1.0f,0.0f);
glVertex3d(x, y, z);
glVertex3d(x + sizex, y, z);
glVertex3d(x + sizex, y, z + sizez);
glVertex3d(x, y, z + sizez);
glNormal3f(0.0f,1.0f,0.0f);
glVertex3d(x, y + sizey, z + sizez);
glVertex3d(x + sizex, y + sizey, z + sizez);
glVertex3d(x + sizex, y + sizey, z);
glVertex3d(x, y + sizey, z);
}
glEnd();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glUseProgram(0);
}
RayHit* NonhierBox::raycast(Point3D from, Vector3D ray, Material* m_material, bool backfaces)
{
double tminx, tminy, tminz, tmaxx, tmaxy, tmaxz;
// want to find min/max t values for the portion of the ray inside the cube along each axis
// apparently negative 0 is a value and this will fail for it, but w/e
// c division by 0 gives an infinite value, that should give correct results for < > min and max
if (ray[0] >= 0) {
tminx = (m_pos[0] - from[0])/ray[0];
tmaxx = (m_pos[0] + m_size[0] - from[0])/ray[0];
} else {
tminx = (m_pos[0] + m_size[0] - from[0])/ray[0];
tmaxx = (m_pos[0] - from[0])/ray[0];
}
if (ray[1] >= 0) {
tminy = (m_pos[1] - from[1])/ray[1];
tmaxy = (m_pos[1] + m_size[1] - from[1])/ray[1];
} else {
tminy = (m_pos[1] + m_size[1] - from[1])/ray[1];
tmaxy = (m_pos[1] - from[1])/ray[1];
}
if (ray[2] >= 0) {
tminz = (m_pos[2] - from[2])/ray[2];
tmaxz = (m_pos[2] + m_size[2] - from[2])/ray[2];
} else {
tminz = (m_pos[2] + m_size[2] - from[2])/ray[2];
tmaxz = (m_pos[2] - from[2])/ray[2];
}
double tmin = std::max(tminx, std::max(tminy, tminz));
double tmax = std::min(tmaxx, std::min(tmaxy, tmaxz));
if (tmin < 0 || tmin > tmax) {
// tmin < 0 means the view is inside the cube
// tmin > tmax means that the ray will miss the cube
return NULL;
} else {
Point3D pt = from + tmin * ray;
Vector3D norm; // the normal doesn't have to be normalized yet
if (tmin == tminx) {
norm = Vector3D(-ray[0], 0, 0);
} else if (tmin == tminy) {
norm = Vector3D(0, -ray[1], 0);
} else if (tmin == tminz) {
norm = Vector3D(0, 0, -ray[2]);
} else {
// this should not be possible
std::cerr << "!!!!! A cube normal is bad\n";
norm = pt - Point3D(0,0,0);
}
// dist is not relevant here since it will be determined again after inverse transformations have happened
return new RayHit((pt - from).length(), pt, m_material, norm);
}
}
NonhierBox::~NonhierBox()
{
}