Add sphere intersection function
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0c050734c7
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2 changed files with 110 additions and 2 deletions
110
src/object.c
110
src/object.c
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@ -7,6 +7,7 @@
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#include <assert.h>
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#include <math.h>
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#include <stdlib.h>
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#include "basics.h"
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#include "object.h"
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@ -16,12 +17,17 @@ struct _Object {
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ObjectType type;
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Vector3 location;
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void *shape;
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int (*does_intersect)(Object *obj, Ray ray, float **t);
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};
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typedef struct _Sphere {
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float radius;
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} Sphere;
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static int sphere_does_intersect(Object *obj, Ray ray, float **t);
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/*
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* object_init ---
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@ -37,9 +43,16 @@ object_init(ObjectType type)
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}
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switch (type) {
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case ObjectTypeSphere:
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obj->shape = malloc(sizeof(Sphere));
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case ObjectTypeSphere: {
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Sphere *s = malloc(sizeof(Sphere));
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if (s == NULL) {
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// TODO: DANGER! WILL ROBINSON!
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}
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obj->shape = s;
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s->radius = 0.0;
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obj->does_intersect = sphere_does_intersect;
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break;
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}
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default:
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assert(0);
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}
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@ -84,6 +97,19 @@ object_set_location(Object *obj, Vector3 location)
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obj->location = location;
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}
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/*
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* object_does_intersect --
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*
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* Determine if a ray intersects with the object.
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*/
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int
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object_does_intersect(Object *obj, Ray ray, float **t)
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{
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assert(obj != NULL && obj->does_intersect != NULL);
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return obj->does_intersect(obj, ray, t);
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}
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/*
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* Sphere functions
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*/
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@ -107,3 +133,83 @@ object_sphere_set_radius(Object *obj, float r)
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assert(obj != NULL && obj->type == ObjectTypeSphere);
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((Sphere *)obj->shape)->radius = r;
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}
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/*
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* sphere_does_intersect --
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*
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* Compute the intersection of a ray with the given object. The object must be a Sphere. All intersection t values are
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* returned in the **t argument. The number of values returned therein is indicated by the return value. Memory is
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* allocated at *t. It is the caller's responsibility to free it when it is no longer needed. If 0 is returned, no
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* memory needs to be freed.
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*/
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int
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sphere_does_intersect(Object *obj, Ray ray, float **t)
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{
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// Distance from vector point to center of sphere.
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Vector3 dist = vector_sub_vector(ray.location, object_get_location(obj));
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float r = object_sphere_get_radius(obj);
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// Coefficients for quadratic equation.
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float a = vector_dot(ray.direction, ray.direction);
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float b = vector_dot(vector_mult_scalar(dist, 2), ray.direction);
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float c = vector_dot(dist, dist) - (r * r);
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// Discriminant for quadratic equation.
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float discrim = b * b - 4.0 * a * c;
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// If the discriminant is less than zero, there are no real (as in not imaginary) solutions to this intersection.
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if (discrim < 0) {
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return 0;
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}
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/*
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* Compute most of the quadratic equation as q. Doing this first helps avoid precision errors when
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* b =~ * sqrt(b^2 - 4ac).
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*
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* See: http://wiki.cgsociety.org/index.php/Ray_Sphere_Intersection
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*/
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float q;
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float sqrt_discrim = sqrtf(discrim);
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if (b < 0) {
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q = (-b - sqrt_discrim) / 2.0;
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}
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else {
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q = (-b + sqrt_discrim) / 2.0;
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}
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// Compute the intersections. Spheres have at most two intersections.
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float t0 = q / a;
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float t1 = c / q;
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// If t[1] is less than t[0], swap them (t[0] will always be the first intersection).
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if (t1 < t0) {
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float tmp = t0;
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t0 = t1;
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t1 = tmp;
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}
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/*
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* If the farther intersection of the two is in the negative direction, the sphere is in the ray's negative
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* direction.
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*/
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if (t1 < 0) {
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return 0;
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}
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/*
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* Allocate the memory and store the values. It's possible the two values are equal. Only allocate enough memory to
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* store the required number of values.
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*/
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int nints = (t0 != t1) ? 2 : 1;
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*t = malloc(sizeof(float) * nints);
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if (*t == NULL) {
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return 0;
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}
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(*t)[0] = t0;
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if (nints > 1) {
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(*t)[1] = t1;
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}
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return nints;
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}
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@ -25,6 +25,8 @@ void object_destroy(Object *obj);
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Vector3 object_get_location(Object *obj);
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void object_set_location(Object *obj, Vector3 location);
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int object_does_intersect(Object *obj, Ray ray, float **t);
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// Sphere methods
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float object_sphere_get_radius(Object *obj);
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void object_sphere_set_radius(Object *obj, float r);
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