Implemented quadrilaterals

This commit is contained in:
CJSatnarine
2024-07-10 16:03:08 -04:00
parent d3a981d2c8
commit 01eea95971
13 changed files with 636250 additions and 356107 deletions

81
quad.h Normal file
View File

@@ -0,0 +1,81 @@
#ifndef QUAD_H
#define QUAD_H
#include "rayTracer.h"
#include "hittable.h"
class quad : public hittable {
public:
quad(const point3& Q, const vec3& u, const vec3& v, shared_ptr<material> material) : Q(Q), u(u), v(v), mat(material) {
auto n = cross(u, v);
normal = unitVector(n);
D = dot(normal, Q);
w = n / dot(n, n);
setBoundingBox();
}
virtual void setBoundingBox() {
// Computer the bounding box of all four vertices.
auto boundingBoxDiagonal1 = aabb(Q, Q + u + v);
auto boundingBoxDiagonal2 = aabb(Q + u, Q + v);
bBox = aabb(boundingBoxDiagonal1, boundingBoxDiagonal2);
}
aabb boundingBox() const override {
return bBox;
}
bool hit(const ray& r, interval rayT, hitRecord& rec) const override {
auto denom = dot(normal, r.direction());
// No hit if the ray is parallel to the plane.
if (fabs(denom) < 1e-8) return false;
// Return false if the hit point parameter t is outside of the ray interval.
auto t = (D - dot(normal, r.origin())) / denom;
if (!rayT.contains(t)) return false;
// Determine the hit point lies within the planar shape using its plane coordinates.
auto intersection = r.at(t);
vec3 planarHitpointVector = intersection - Q;
auto alpha = dot(w, cross(planarHitpointVector, v));
auto beta = dot(w, cross(u, planarHitpointVector));
if (!isInterior(alpha, beta, rec)) return false;
// Ray hits the 2D shape. Set the rest of the hit record and return true;
rec.t = t;
rec.p = intersection;
rec.mat = mat;
rec.setFaceNormal(r, normal);
return true;
}
virtual bool isInterior(double a, double b, hitRecord& rec) const {
interval unitInterval = interval(0, 1);
// Given the hit point in plane coordinates, return false if it is outside the primitive, otherwise set the hit record UV coordinates and return true.
if (!unitInterval.contains(a) || !unitInterval.contains(b)) {
return false;
}
rec.u = a;
rec.v = b;
return true;
}
private:
point3 Q;
vec3 u;
vec3 v;
vec3 w;
shared_ptr<material> mat;
aabb bBox;
vec3 normal;
double D;
};
#endif