这个类是球体,也就是一会要显示的球体了。这个类继承于Geometrics类,并实现了自己的碰撞检测,碰撞原理,书上也说的很清楚了啊,大家多看。然后对照代码就明白了。
类定义:
#pragma once
#ifndef __SPHERE_HEADER__
#define __SPHERE_HEADER__
#include "../geometics.h"
class Sphere :public Geometrics {
public:
Sphere();
~Sphere();
Sphere(const Point3& center, ldouble radius);
Sphere(const Sphere& sp);
virtual Geometrics* clone() const;
virtual bool hit(const Ray& ray, ldouble& tmin, ShadeRec& sr) const;
Sphere& operator=(const Sphere& sp);
void set_center(const Point3& p);
Point3 get_center() const;
void set_radius(const ldouble rd);
ldouble get_radius() const;
private:
Point3 c;
ldouble r;
};
#endif
类实现:
#include "pch.h"
#include "sphere.h"
Sphere::Sphere() :Geometrics(), c(), r(0) {}
Sphere::~Sphere() {}
Sphere::Sphere(const Point3& center, ldouble radius) : Geometrics(), c(center), r(radius) {}
Sphere::Sphere(const Sphere& sp) : Geometrics(sp), c(sp.c), r(sp.r) {}
Geometrics* Sphere::clone() const {
return new Sphere(*this);
}
bool Sphere::hit(const Ray& ray, ldouble& tmin, ShadeRec& sr) const {
ldouble t;
Vector3 oc = ray.o - c;
ldouble a = ray.d * ray.d,
b = 2.0 * oc * ray.d,
c = oc * oc - r * r,
disc = b * b - 4.0 * a * c;
if (disc >= 0) {
t = (-b - std::sqrt(disc)) / (2.0 * a);
if (t > 0) {
tmin = t;
sr.normal = (oc + t * ray.d) / r;
sr.local_hit_point = ray.o + t * ray.d;
return true;
}
t = (-b + std::sqrt(disc)) / (2.0 * a);
if (t > 0) {
tmin = t;
sr.normal = (oc + t * ray.d) / r;
sr.local_hit_point = ray.o + t * ray.d;
return true;
}
}
return false;
}
Sphere& Sphere::operator=(const Sphere& sp) {
if (this == &sp)
return *this;
Geometrics::operator=(sp);
c = sp.c;
r = sp.r;
return *this;
}
void Sphere::set_center(const Point3& p) {
c = p;
}
Point3 Sphere::get_center() const {
return c;
}
void Sphere::set_radius(const ldouble rd) {
r = rd;
}
ldouble Sphere::get_radius() const {
return r;
}
来源:https://www.cnblogs.com/dalgleish/p/12602731.html