cloudy-raytracer/primitive/infiniteplane.cpp

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#include "primitive/infiniteplane.h"
#include <cmath>
// Constructor /////////////////////////////////////////////////////////////////
InfinitePlane::InfinitePlane(std::shared_ptr<Shader> const &shader) : Primitive(shader), normal(0, 1, 0) {}
InfinitePlane::InfinitePlane(Vector3d const &origin, Vector3d const &normal, std::shared_ptr<Shader> const &shader)
: Primitive(shader), origin(origin), normal(normal) {}
// Primitive functions /////////////////////////////////////////////////////////
bool InfinitePlane::intersect(Ray &ray) const {
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float const cosine = dotProduct(ray.direction, this->normal);
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// Make sure the ray is not coming from the other side (backface culling).
// Note: We only use backface culling for InfinitePlanes, because we have
// some special features planned that rely on backfaces for other primitives.
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if (cosine > 0)
return false;
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// Determine the distance at which the ray intersects the plane
float const t = dotProduct(this->origin - ray.origin, this->normal) / cosine;
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// Test whether this is the foremost primitive in front of the camera
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if (t < EPSILON || ray.length < t)
return false;
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// Set the normal
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ray.normal = this->normal;
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// Set the new length and the current primitive
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ray.length = t;
ray.primitive = this;
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// True, because the primitive was hit
return true;
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}
// Bounding box ////////////////////////////////////////////////////////////////
float InfinitePlane::minimumBounds(int dimension) const {
if (this->normal[dimension] == 1.0f) // plane is orthogonal to the axis
return this->origin[dimension] - EPSILON;
else
return -INFINITY;
}
float InfinitePlane::maximumBounds(int dimension) const {
if (this->normal[dimension] == 1.0f) // plane is orthogonal to the axis
return this->origin[dimension] + EPSILON;
else
return +INFINITY;
}