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ray.h
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#pragma once
#include "vec3.h"
using point3 = vec3;
#define RAY_T_MIN 0.0001
#define RAY_T_MAX 100.0
class ray
{
public:
point3 origin;
vec3 direction;
double t_min, t_max;
public:
ray() :origin(vec3::zero), direction(vec3::forward), t_min(RAY_T_MIN), t_max(RAY_T_MAX) {}
ray(const point3& origin, const vec3& direction, double t_min = RAY_T_MIN, double t_max = RAY_T_MAX)
: origin(origin), direction(direction), t_min(t_min), t_max(t_max) { }
//point3 origin() const { return origin; }
//vec3 direction() const { return direction; }
point3 at(double t) const
{
return origin + t * direction;
}
static bool parallel(const ray& ray1, const ray& ray2, double allowable = 1e-8)
{
return vec3::parallel(ray1.direction, ray2.direction, allowable);
}
static void rotate(ray& ray, double Rx, double Ry)
{
vec3::rotate(ray.origin, Rx, Ry);
vec3::rotate(ray.direction, Rx, Ry);
}
bool intersect(const ray& ray)
{
auto normal = this->direction.cross(ray.direction);
return fabs((origin - ray.origin).dot(normal)) < 1e-6;
}
double getDistance(const vec3& pos)
{
return (this->at(direction.dot(pos - origin)) - pos).magnitute();
}
double getDistance(const vec3& pos, double& t)
{
t = direction.dot(pos - origin);
return (this->at(t) - pos).magnitute();
}
double getDistance(const ray& ray, double& t, double& s)
{
auto& A = this->origin;
auto& B = this->direction;
auto& C = ray.origin;
if (parallel(*this, ray))
{
return getDistance(C);
}
auto& D = ray.direction;
auto DB = D.dot(B);
auto CB = C.dot(B);
auto AD = A.dot(D);
auto CD = C.dot(D);
auto AB = A.dot(B);
s = (AB * DB + CD - AD - CB * DB) / (DB * DB - 1);
return getDistance(ray.at(s), t);
}
double getDistance(const ray& ray, double& t)
{
double s;
return getDistance(ray, t, s);
}
double getDistance(const ray& ray)
{
double t, s;
return getDistance(ray, t, s);
}
bool operator==(const ray& other) const
{
return origin == other.origin && direction == other.direction;
}
};