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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; } } }