#include "Sphere.h" #include "util/Solver.h" #include #include using namespace std; Sphere::Sphere(double radius) { m_radius = radius; m_radius2 = radius * radius; } Shape::IntersectList Sphere::intersect(const Ray & ray) { Ray ray_inv = m_inverse.transform_ray(ray); IntersectList res; QuadraticSolver solver(1.0, 2 * ( ray_inv.getOrigin()[0] * ray_inv.getDirection()[0] + ray_inv.getOrigin()[1] * ray_inv.getDirection()[1] + ray_inv.getOrigin()[2] * ray_inv.getDirection()[2] ), ray_inv.getOrigin()[0] * ray_inv.getOrigin()[0] + ray_inv.getOrigin()[1] * ray_inv.getOrigin()[1] + ray_inv.getOrigin()[2] * ray_inv.getOrigin()[2] - m_radius2); Solver::Result quadSolutions = solver.solve(); for (int i = 0; i < quadSolutions.numResults; i++) { if (quadSolutions.results[i] >= 0.0) { res.push_back(m_transform.transform_point( ray_inv[quadSolutions.results[i]])); } } return res; } Vector Sphere::getNormalAt(const Vector & pt) { Vector normal = m_inverse.transform_point(pt); normal.normalize(); return m_transform.transform_normal(normal); }