Example #1
0
 bool Sphere::intersect(const Rayon &rayon, Hit &hit, float& dist) const
 {
    const float m_Pi = 3.14159265358979323846;
    Vector OC(sphereOrigin-rayon.getOrigin());
    float k(dotProduct(OC,rayon.getDirect()));
    float h(dotProduct(OC,OC) - k*k);
    float radiusSquare = radius*radius ;
    if (h <= radiusSquare)
    {
        float delta = sqrt(radiusSquare-h);
        hit.setImpactPoint(rayon.getDistantPoint(k-delta));
        dist = k-delta ;
        if (dist <0)
        {
            return false ;
        }
        Vector  normal(hit.getImpactPoint()-sphereOrigin);
        normal.normalize();
        hit.setNormal(normal);
        hit.setV( (hit.getImpactPoint().z -  (sphereOrigin.z - radius)) / (2*radius) );
        Vector A (radius,0.0,0.0);
        Vector B (hit.getImpactPoint().x-sphereOrigin.x,hit.getImpactPoint().y-sphereOrigin.y,0.0);
        A.normalize();
        B.normalize();
        float cosAlpha = dotProduct(A,B) ;
        float alphaAlpha = acos(cosAlpha) ;
        float alpha ;
        if (B.getY() >0)
        {
           alpha = alphaAlpha;
        }
        else
        {
            alpha = 2*m_Pi - alphaAlpha ;
        }
        hit.setU(alpha/(2*m_Pi));
        return true;
    }
    else
    {
        return false;
    }
 }