Add sphere intersection function

This commit is contained in:
Eryn Wells 2013-09-07 18:26:32 -07:00
parent 0c050734c7
commit 974ebd6ccd
2 changed files with 110 additions and 2 deletions

View file

@ -7,6 +7,7 @@
#include <assert.h>
#include <math.h>
#include <stdlib.h>
#include "basics.h"
#include "object.h"
@ -16,12 +17,17 @@ struct _Object {
ObjectType type;
Vector3 location;
void *shape;
int (*does_intersect)(Object *obj, Ray ray, float **t);
};
typedef struct _Sphere {
float radius;
} Sphere;
static int sphere_does_intersect(Object *obj, Ray ray, float **t);
/*
* object_init ---
@ -37,9 +43,16 @@ object_init(ObjectType type)
}
switch (type) {
case ObjectTypeSphere:
obj->shape = malloc(sizeof(Sphere));
case ObjectTypeSphere: {
Sphere *s = malloc(sizeof(Sphere));
if (s == NULL) {
// TODO: DANGER! WILL ROBINSON!
}
obj->shape = s;
s->radius = 0.0;
obj->does_intersect = sphere_does_intersect;
break;
}
default:
assert(0);
}
@ -84,6 +97,19 @@ object_set_location(Object *obj, Vector3 location)
obj->location = location;
}
/*
* object_does_intersect --
*
* Determine if a ray intersects with the object.
*/
int
object_does_intersect(Object *obj, Ray ray, float **t)
{
assert(obj != NULL && obj->does_intersect != NULL);
return obj->does_intersect(obj, ray, t);
}
/*
* Sphere functions
*/
@ -107,3 +133,83 @@ object_sphere_set_radius(Object *obj, float r)
assert(obj != NULL && obj->type == ObjectTypeSphere);
((Sphere *)obj->shape)->radius = r;
}
/*
* sphere_does_intersect --
*
* Compute the intersection of a ray with the given object. The object must be a Sphere. All intersection t values are
* returned in the **t argument. The number of values returned therein is indicated by the return value. Memory is
* allocated at *t. It is the caller's responsibility to free it when it is no longer needed. If 0 is returned, no
* memory needs to be freed.
*/
int
sphere_does_intersect(Object *obj, Ray ray, float **t)
{
// Distance from vector point to center of sphere.
Vector3 dist = vector_sub_vector(ray.location, object_get_location(obj));
float r = object_sphere_get_radius(obj);
// Coefficients for quadratic equation.
float a = vector_dot(ray.direction, ray.direction);
float b = vector_dot(vector_mult_scalar(dist, 2), ray.direction);
float c = vector_dot(dist, dist) - (r * r);
// Discriminant for quadratic equation.
float discrim = b * b - 4.0 * a * c;
// If the discriminant is less than zero, there are no real (as in not imaginary) solutions to this intersection.
if (discrim < 0) {
return 0;
}
/*
* Compute most of the quadratic equation as q. Doing this first helps avoid precision errors when
* b =~ * sqrt(b^2 - 4ac).
*
* See: http://wiki.cgsociety.org/index.php/Ray_Sphere_Intersection
*/
float q;
float sqrt_discrim = sqrtf(discrim);
if (b < 0) {
q = (-b - sqrt_discrim) / 2.0;
}
else {
q = (-b + sqrt_discrim) / 2.0;
}
// Compute the intersections. Spheres have at most two intersections.
float t0 = q / a;
float t1 = c / q;
// If t[1] is less than t[0], swap them (t[0] will always be the first intersection).
if (t1 < t0) {
float tmp = t0;
t0 = t1;
t1 = tmp;
}
/*
* If the farther intersection of the two is in the negative direction, the sphere is in the ray's negative
* direction.
*/
if (t1 < 0) {
return 0;
}
/*
* Allocate the memory and store the values. It's possible the two values are equal. Only allocate enough memory to
* store the required number of values.
*/
int nints = (t0 != t1) ? 2 : 1;
*t = malloc(sizeof(float) * nints);
if (*t == NULL) {
return 0;
}
(*t)[0] = t0;
if (nints > 1) {
(*t)[1] = t1;
}
return nints;
}

View file

@ -25,6 +25,8 @@ void object_destroy(Object *obj);
Vector3 object_get_location(Object *obj);
void object_set_location(Object *obj, Vector3 location);
int object_does_intersect(Object *obj, Ray ray, float **t);
// Sphere methods
float object_sphere_get_radius(Object *obj);
void object_sphere_set_radius(Object *obj, float r);