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Copy pathHit.java
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90 lines (75 loc) · 2.77 KB
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/*
* The MIT License
*
* Copyright 2023 akava.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
package ptjava;
public class Hit {
static final double INF = 1e9;
IShape Shape;
public double T;
public HitInfo HitInfo;
public static final Hit NoHit = new Hit(null, INF, null);
Hit(IShape shape, double t, HitInfo hinfo) {
this.Shape = shape;
this.T = t;
this.HitInfo = hinfo;
}
HitInfo Info(Ray r) {
if (HitInfo != null) {
return HitInfo;
}
var shape = Shape;
var position = r.Position(T);
var normal = shape.NormalAt(position);
var material = Material.MaterialAt(shape, position);
var inside = false;
if (normal.Dot(r.Direction) > 0) {
normal = normal.Negate();
inside = true;
if (shape instanceof SDFShape || shape instanceof SphericalHarmonic) {
inside = false;
}
}
Ray ray = new Ray(position, normal);
return new HitInfo(shape, position, normal, ray, material, inside);
}
boolean Ok() {
return T < INF;
}
public static class HitInfo {
public IShape Shape;
public Vector Position;
public Vector Normal;
public Ray Ray;
public Material material;
public boolean Inside;
HitInfo(IShape shape, Vector position, Vector normal, Ray r, Material mat, boolean inside)
{
this.Shape = shape;
this.Position = position;
this.Normal = normal;
this.Ray = r;
this.material = mat;
this.Inside = inside;
}
}
}