#include #include #include "disk.hpp" #include "sampling.hpp" using glm::vec2; using glm::cos; using glm::sin; using glm::dot; using glm::distance; using glm::cross; using glm::abs; 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() * pi2; float r = random01() * m_radius; vec3 nt, nb; create_coords_system(m_normal, nt, nb); float x = m_point.x + (r * cos(theta) * nt.x) + (r * sin(theta) * nb.x); float y = m_point.y + (r * cos(theta) * nt.y) + (r * sin(theta) * nb.y); float z = m_point.z + (r * cos(theta) * nt.z) + (r * sin(theta) * nb.z); return vec3(x, y, z); } void Disk::calculate_inv_area() { m_inv_area = 1.0f / pi() * (m_radius * m_radius); }