44 lines
1003 B
C++
44 lines
1003 B
C++
#include <iostream>
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#include <cassert>
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#include "disk.hpp"
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#include "sampling.hpp"
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using glm::vec2;
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using glm::cos;
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using glm::sin;
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using glm::dot;
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using glm::distance;
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using glm::cross;
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using glm::abs;
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bool Disk::intersect(Ray & r, float & t) const {
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float _t;
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vec3 i_pos, i_vec;
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if (Plane::intersect(r, _t)) {
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i_pos = r.m_origin + (_t * r.m_direction);
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i_vec = i_pos - m_point;
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t = _t;
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return dot(i_vec, i_vec) <= (m_radius * m_radius);
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}
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return false;
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}
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vec3 Disk::sample_at_surface() const {
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float theta = random01() * pi2;
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float r = random01() * m_radius;
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vec3 nt, nb;
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create_coords_system(m_normal, nt, nb);
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float x = m_point.x + (r * cos(theta) * nt.x) + (r * sin(theta) * nb.x);
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float y = m_point.y + (r * cos(theta) * nt.y) + (r * sin(theta) * nb.y);
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float z = m_point.z + (r * cos(theta) * nt.z) + (r * sin(theta) * nb.z);
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return vec3(x, y, z);
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}
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void Disk::calculate_inv_area() {
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m_inv_area = 1.0f / pi<float>() * (m_radius * m_radius);
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}
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