Ray casting with spheres.
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27
sphere.hpp
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27
sphere.hpp
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#pragma once
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#ifndef SPHERE_HPP
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#define SPHERE_HPP
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#include <glm/vec3.hpp>
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#include "figure.hpp"
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using glm::vec3;
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class Sphere : public Figure {
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public:
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vec3 m_center;
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float m_radius;
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Sphere(): m_center(vec3(0.0f)), m_radius(0.5f) { }
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Sphere(float x, float y, float z, float r): m_center(vec3(x, y, z)), m_radius(r) { }
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Sphere(vec3 _c, float r): m_center(_c), m_radius(r) { }
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virtual ~Sphere() { }
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virtual bool intersect(Ray & r, float & t) const;
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};
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#endif
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