Example #1
0
bool Light::intersects(const Point &p) const
{
	Intersection i = world->intersect(Ray(origin, p - origin));
	const PrimitiveModel *model = i.getModel();
	if ((model) && (model->normalAt(p) * (origin - p) < 0))
	{
		return false;
	}
	return i.getPoint().near(p);
}
Example #2
0
    /**
     * Computes the first intersection between a ray and all
     * the Objects of the scene.
     * @param ray the ray to be intersected
     * @param intersection the first intersection computed if
     * there is one
     * @return true if there is an intersection, false otherwise.
     **/
    bool Scene::intersect(const ray::Ray & ray,
			  scene::Intersection & intersection)
    {
	bool isIntersected=false;
	float minDistance=INFINITY;
	Intersection interTest;
	for(iterator_object it=_objects.begin();
	    it!=_objects.end();++it)
	{
	    if((*it)->intersect(ray,interTest))
	    {
		float currentDistance=glm::distance2(interTest.getPoint(),
						     ray.getOrigin());
		if(currentDistance<minDistance)
		{
		    isIntersected=true;
		    minDistance=currentDistance;
		    intersection=interTest;
		}
	    }
	}
	return isIntersected;
    }
Example #3
0
Colour* rayTrace(const Colour& ambient, const Point3D& eye, Ray ray, SceneNode* root,
    const std::list<Light*>& lights, int level, double fogDist){
  if(level <= 0)
    return NULL;

  Intersection* i = root->intersect(ray);
  bool fogOn = true;
  if(fogDist <= 0)
    fogOn = false;

  if(i != NULL){
    Colour color(0,0,0);
    Colour fog(0.8,0.8,0.8);
    Colour diffuse(0,0,0), specular(0,0,0);

    Material* material = i->getMaterial();
    Vector3D n = i->getNormal();
    n.normalize();
    Point3D p = i->getPoint();
    Vector3D v = eye - p;
    v.normalize();

    for (std::list<Light*>::const_iterator I = lights.begin(); I != lights.end(); ++I) {
      Light light = **I;

      Vector3D l = light.position - p;
      l.normalize();
      Vector3D r = 2*l*n*n - l;
      r.normalize();

      // shadows
      Ray lightRay = Ray(p, l);
      Intersection* lightIsc = root->intersect(lightRay);
      if(lightIsc == NULL){
        // add light contribution
        //std::cerr << "light" << std::endl;
        if(n*l > 0)
          diffuse = diffuse + material->getDiffuse() * (l*n) * light.colour;
        if(r*v > 0)
          specular = specular + material->getSpecular() * pow((r*v), material->getShininess()) * light.colour;
      }

    }


    //secondaty rays
    Vector3D r = 2*v*n*n - v;
    r.normalize();
    Ray refRay(p, r);
    Colour* reflectedColor = rayTrace(ambient, eye, refRay, root, lights, level-1, fogDist);

    if(reflectedColor != NULL){
      if(n*r > 0)
        diffuse = diffuse + material->getDiffuse() * (r*n) * material->getReflectivity() * (*reflectedColor);
      if(r*v > 0)
        specular = specular + material->getSpecular() * pow((r*v), material->getShininess()) * material->getReflectivity() * (*reflectedColor);
    }

    color = ambient*material->getColor() + diffuse + specular;
    if(fogOn){
      double dist = i->getT()/fogDist;
      if(dist>1)
        dist=1;
      color = (1-dist)*color + dist*fog;
    }

    return new Colour(color);
  }  

  return NULL;
}
Example #4
0
	Intersection Cylindre::intersect(Rayon* r)
{
	Intersection inter;
	double a;
	double b;
	double c;
	double delta;
	double t, t1, t2;

	/* equation du Cylindre y²+z²=rayon² avec 0<x<longueur=height
	 * (dy.t+py)²+(dz.t+pz)²=rayon²
	 * (dy²+dz²)t²+(dy.py+dz.pz)t+(py²+pz²-rayon²)=0
	 * at²+bt+c=0
	 */
	 
	 inter.setObjet(this);
  
	 a=pow(r->getDirection().y,2)+pow(r->getDirection().z,2);
	 b=(r->getDirection().y*r->getPosition().y)+(r->getDirection().z*r->getPosition().z);
	 c=pow(r->getPosition().y,2)+pow(r->getPosition().z,2)-pow(this->r,2);
	 //calcul du discriminant
	 delta = pow(b,2)-4*a*c;
	 
  if (delta <= 0) {
	  inter.setDistance(DBL_MAX); //distance infinie (pas d'intersection)
	//si py²+pz²-rayon²<=0 ou c<0
	//on se situe sur l'alignement du cylindre
	  if(c<0){
		  if( (this->height!=0) 
			  && (r->getPosition().x>this->height 
			  || (r->getPosition().x>=0.0 && r->getPosition().x<this->height))){

				  if(r->getDirection().x!=0.0){
					  t = (this->height-r->getPosition().x)/r->getDirection().x;
					  inter.setPoint( vector3(this->height,
						  t * r->getDirection().y + r->getPosition().y,
						  t * r->getDirection().z + r->getPosition().z) );
					  if(t>EPSILON && c<=0){
						  inter.setDistance ( (inter.getPoint()-r->getPosition()).Length() );
					  }else{
						  inter.setDistance(DBL_MAX);
					  }
				  }else{
					  inter.setDistance ( DBL_MAX );
				  }
		  }
			
		  if( (this->height!=0) 
			  && (r->getPosition().x<this->height 
			  || (r->getPosition().x>0.0 && r->getPosition().x<=this->height))){
				  if(r->getDirection().x!=0.0){
					  t = (-r->getPosition().x)/r->getDirection().x;
					  inter.setPoint(vector3(0.0,
						  t * r->getDirection().y + r->getPosition().y,
						  t * r->getDirection().z + r->getPosition().z) );
					  if(t>EPSILON && c<=0){
						  inter.setDistance ( (inter.getPoint()-r->getPosition()).Length() );
					  }else{
						  inter.setDistance(DBL_MAX);
					  }
				  }else{
					  inter.setDistance(DBL_MAX);
				  }
		  }
	  }

     }else{ //deux solutions

      t1 = (-b + sqrt (delta)) / 2*a;
      t2 = (-b - sqrt (delta)) / 2*a;

      if (t1 <= EPSILON && t2 <= EPSILON){
	    inter.setDistance(DBL_MAX);
	  }else{

	  if ((t1 <= t2 && t1 > EPSILON) || (t2 < t1 && t2 < EPSILON)){
	    t = t1;
	  }else if ((t2 < t1 && t2 > EPSILON) || (t1 < t2 && t1 < EPSILON)){
	    t = t2;
	  }

	  inter.setPoint(vector3(t * r->getDirection().x + r->getPosition().x,
							 t * r->getDirection().x + r->getPosition().x,
						     t * r->getDirection().z + r->getPosition().z));

	  inter.setDistance ( (inter.getPoint()-r->getPosition()).Length() );

	  if( (this->height!=0) && (inter.getPoint().x>this->height)
			  || (r->getPosition().x>this->height && c<=0)){
				  if(r->getDirection().x!=0.0){
					  t = (this->height-r->getPosition().x)/r->getDirection().x;
					  inter.setPoint(vector3(this->height,
						  t * r->getDirection().y + r->getPosition().y,
						  t * r->getDirection().z + r->getPosition().z) );
					  if(t>EPSILON && c<=0){
						  inter.setDistance ( (inter.getPoint()-r->getPosition()).Length() );
					  }else{
						  inter.setDistance(DBL_MAX);
					  }
				  }else{
					 inter.setDistance(DBL_MAX);
				  }
		  }
			
		  if( (this->height!=0) 
			  && (inter.getPoint().x<0.0) 
			  || (r->getPosition().x<0.0 && c<=0)){
				  if(r->getDirection().x!=0.0){
					  t = (-r->getPosition().x)/r->getDirection().x;
					  inter.setPoint(vector3(0.0,
						  t * r->getDirection().y + r->getPosition().y,
						  t * r->getDirection().z + r->getPosition().z)  );
					  if(t>EPSILON){
						  inter.setDistance ( (inter.getPoint()-r->getPosition()).Length() );
					  }else{
						  inter.setDistance(DBL_MAX);
					  }
				  }else{
					  inter.setDistance(DBL_MAX);
				  }
		  }
	  }
  }
		
	  	 //TODO: la normale 
	    return (inter);
  }