#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) : 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 mat; aabb bBox; vec3 normal; double D; }; #endif