added Vector::refract()
git-svn-id: svn://anubis/fart/trunk@372 7f9b0f55-74a9-4bce-be96-3c2cd072584d
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@ -63,6 +63,23 @@ class Vector
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return (*this) - target * (2 * dot(target));
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return (*this) - target * (2 * dot(target));
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}
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}
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/*
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* from http://www.flipcode.com/archives/
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* Reflections_and_Refraction_in_Raytracing.shtml
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* target: normal vector of surface
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* n1: refraction index of object we're coming from
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* n2: refraction index of object we're going into
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*/
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Vector refract(const Vector & target, double n1, double n2) const
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{
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const double n = n1 / n2;
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const double cosI = dot(target);
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const double sinT2 = n * n * (1.0 - cosI * cosI);
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if (sinT2 > 1.0)
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return Vector(0.0, 0.0, 0.0);
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return (*this) * n - target * (n + sqrt(1.0 - sinT2));
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}
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Vector getPerpendicular() const
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Vector getPerpendicular() const
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{
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{
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Vector t = *this;
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Vector t = *this;
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