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Object.cpp
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203 lines (164 loc) · 7.01 KB
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/******************************************************************************
* @file Object.cpp
* @author Andrés Gavín Murillo, 716358
* @author Abel Naya Forcano, 544125
* @date Enero 2020
* @coms Informática Gráfica - Trabajo 4: Path tracer
******************************************************************************/
#include "Object.hpp"
#include "Transform.hpp"
#include <cmath>
#include <cassert>
using namespace std;
Object createObject(const Geometry &geometry, const Material &material) {
return {
.geometry = geometry,
.material = material,
.type = OBJECT_2D,
.refractiveIndex = VACUUM_REFRACTIVE_INDEX,
.triangles = vector<Object>()
};
}
Object createObject(const Geometry &geometry, const Material &material, float refractiveIndex) {
return {
.geometry = geometry,
.material = material,
.type = OBJECT_3D,
.refractiveIndex = refractiveIndex,
.triangles = vector<Object>()
};
}
Object createTRIANGULAR_PLY(const Geometry &geometry, const std::vector<Object> &triangles) {
assert(geometry.type == SPHERE);
return {
.geometry = geometry,
.material = triangles[0].material, // Not used
.type = TRIANGULAR_PLY,
.refractiveIndex = VACUUM_REFRACTIVE_INDEX,
.triangles = triangles
};
}
LightPoint createLightPoint(const Color &color, const HCoord &position) {
return {.color = color, .position = position};
}
bool isInside(const HCoord &point, const Object &object) {
assert(object.type == OBJECT_3D);
switch (object.geometry.type) {
case SPHERE: {
return mod(point - object.geometry.data.sphere.center) <= object.geometry.data.sphere.radius;
}
default: {
exit(6);
}
}
}
pair<const Object *, float> intersect(const HCoord &origin, const HCoord &dir, const vector<Object> &objects) {
const Object *intersection = nullptr;
float dist = INFINITY;
for (const Object &object : objects) {
float obj_dist;
pair<const Object *, float> ply;
if (object.type == TRIANGULAR_PLY) {
ply = triangularPlyIntersect(origin, dir, object);
obj_dist = ply.second;
} else
obj_dist = intersect(origin, dir, object);
if (obj_dist > EPS && obj_dist < dist) {
dist = obj_dist;
if (object.type == TRIANGULAR_PLY)
intersection = ply.first;
else
intersection = &object;
}
}
return {intersection, dist};
}
float intersect(const HCoord &origin, const HCoord &dir, const Geometry &geometry) {
// assert(mod(dir) < 1 + EPS && mod(dir) > 1 - EPS);
switch (geometry.type) {
case SPHERE: {
GEOMETRY_SPHERE data = geometry.data.sphere;
HCoord ominusc = origin - data.center; // origin minus center
float b = dot(dir, ominusc);
float discriminant = b * b - dot(ominusc, ominusc) + data.radius * data.radius;
if (discriminant < EPS) return INFINITY;
float t1 = -b + sqrt(discriminant);
float t2 = -b - sqrt(discriminant);
return t1 < EPS ? t2 :
t2 < EPS ? t1 :
t1 < t2 ? t1 :
t2;
}
case PLANE: {
GEOMETRY_PLANE data = geometry.data.plane;
float denom = dot(dir, data.normal);
return denom == 0 ? INFINITY : -(dot(origin - P_ZERO, data.normal) + data.dist) / denom;
}
case TRIANGLE: {
GEOMETRY_TRIANGLE data = geometry.data.triangle;
float denom = dot(dir, data.plane.normal);
if (denom == 0)
return INFINITY;
float dist = -(dot(origin - P_ZERO, data.plane.normal) + data.plane.dist) / denom;
HCoord point = changeToBase(data.dirX, data.dirY, data.plane.normal, data.point) * (origin + dir * dist);
if (point.x() < 0 || point.y() < 0 || point.x() + point.y() > 1)
return INFINITY;
return dist;
}
case CIRCLE: {
GEOMETRY_CIRCLE data = geometry.data.circle;
float denom = dot(dir, data.plane.normal);
if (denom == 0)
return INFINITY;
float dist = -(dot(origin - P_ZERO, data.plane.normal) + data.plane.dist) / denom;
HCoord point = changeToBase(data.axisX, data.axisY, data.plane.normal, data.center) * (origin + dir * dist);
if (point.x() * point.x() + point.y() * point.y() > 1 + EPS)
return INFINITY;
return dist;
}
case CUADRIC: {
GEOMETRY_CUADRIC data = geometry.data.cuadric;
//http://skuld.bmsc.washington.edu/people/merritt/graphics/quadrics.html
float Aq = data.A * dir.x() * dir.x() + data.B * dir.y() * dir.y() + data.C * dir.z() * dir.z() + data.D * dir.x() * dir.y() + data.E * dir.x() * dir.z() + data.F * dir.y() * dir.z();
float Bq = 2 * data.A * origin.x() * dir.x() + 2 * data.B * origin.y() * dir.y() + 2 * data.C * origin.z() * dir.z() + data.D * (origin.x() * dir.y() + origin.y() * dir.x()) + data.E * (origin.x() * dir.z() + origin.z() * dir.x()) + data.F * (origin.y() * dir.z() + dir.y() * origin.z()) + data.G * dir.x() + data.H * dir.y() + data.I * dir.z();
float Cq = data.A * origin.x() * origin.x() + data.B * origin.y() * origin.y() + data.C * origin.z() * origin.z() + data.D * origin.x() * origin.y() + data.E * origin.x() * origin.z() + data.F * origin.y() * origin.z() + data.G * origin.x() + data.H * origin.y() + data.I * origin.z() + data.J;
if (Aq == 0) {
return -Cq / Bq;
}
float discr = Bq * Bq - 4 * Aq * Cq;
if (discr < 0) {
return INFINITY;
}
float t0 = (-Bq - sqrt(discr)) / (2 * Aq);
if (t0 > 0) return t0;
float t1 = (-Bq + sqrt(discr)) / 2 * Aq;
return t1;
}
default:
exit(50);
}
}
float intersect(const HCoord &origin, const HCoord &dir, const Object &object) {
if (object.type == TRIANGULAR_PLY) {
return triangularPlyIntersect(origin, dir, object).second;
} else {
return intersect(origin, dir, object.geometry);
}
}
pair<const Object *, float> triangularPlyIntersect(const HCoord &origin, const HCoord &dir, const Object &object) {
assert(object.type == TRIANGULAR_PLY);
const Object *intersection = nullptr;
float dist = intersect(origin, dir, object.geometry);
if (dist != INFINITY) {
dist = INFINITY;
// Find nearest triangle
for (const Object &triangle : object.triangles) {
float obj_dist = intersect(origin, dir, triangle.geometry);
if (obj_dist > EPS && obj_dist < dist) {
dist = obj_dist;
intersection = ▵
}
}
}
return {intersection, dist};
}