#include #include "disk.hpp" #include "sampling.hpp" using glm::cos; using glm::sin; using glm::dot; using glm::pi; bool Disk::intersect(Ray & r, float & t) const { float _t; vec3 i_pos, i_vec; if (Plane::intersect(r, _t)) { i_pos = r.m_origin + (_t * r.m_direction); i_vec = i_pos - m_point; t = _t; return dot(i_vec, i_vec) <= (m_radius * m_radius); } return false; } vec3 Disk::sample_at_surface() const { float theta = random01() * (2.0f * pi()); float r = glm::sqrt(random01() * m_radius); float x = r * cos(theta); float y = r * sin(theta); float z = 0.0f; vec3 sample = vec3(x, y, z); rotate_sample(sample, m_normal); return sample; } void Disk::calculate_inv_area() { m_inv_area = 1.0f / pi() * (m_radius * m_radius); }