Пример #1
0
Sphere Sphere::calculateBoundingSphere( const vector<Vec3f> &points )
{
	// compute minimal and maximal bounds
	Vec3f min(points[0]), max(points[0]);
	for( size_t i = 1; i < points.size(); ++i ) {
		if( points[i].x < min.x )
			min.x = points[i].x;
		else if( points[i].x > max.x )
			max.x = points[i].x;
		if( points[i].y < min.y )
			min.y = points[i].y;
		else if( points[i].y > max.y )
			max.y = points[i].y;
		if( points[i].z < min.z )
			min.z = points[i].z;
		else if( points[i].z > max.z )
			max.z = points[i].z;
	}
	// compute center and radius
	Vec3f center = 0.5f * ( min + max );
	float maxDistance = center.distanceSquared( points[0] );
	for( size_t i = 1; i < points.size(); ++i ) {
		float dist = center.distanceSquared( points[i] );
		if( dist > maxDistance )
			maxDistance = dist;
	}
	return Sphere( center, math<float>::sqrt( maxDistance ) );
}
Пример #2
0
float RayMarcher::sampleDensity( const Vec3f &v )
{
	float d = 0.0f;
	for( vector<Sphere>::const_iterator sphIt = mSpheres.begin(); sphIt != mSpheres.end(); ++sphIt ) {
		float rSquared = sphIt->getRadius() * sphIt->getRadius();
		float dSquared = v.distanceSquared( sphIt->getCenter() );
		if( dSquared < rSquared ) {
			d = std::max( d, 1.0f - math<float>::sqrt( dSquared / rSquared ) );
//			d += 1.0f - math<float>::sqrt( dSquared / rSquared );
		}
	}
	if( d > 0.001f ) {
		d *= d * 4;
		d *= 0.3f + mPerlin.fBm( v * 0.93f ) * 0.7f;
	}
	return d;
}