本文整理汇总了C++中Vector4::ConvertToUnitVector方法的典型用法代码示例。如果您正苦于以下问题:C++ Vector4::ConvertToUnitVector方法的具体用法?C++ Vector4::ConvertToUnitVector怎么用?C++ Vector4::ConvertToUnitVector使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Vector4
的用法示例。
在下文中一共展示了Vector4::ConvertToUnitVector方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: RT_shade
// For Shading Purposes
void RT_shade(Ray* ray, int depth) {
if (depth <= MAX_DEPTH){
// Color Coefficients
Vector4* diffuseCoeff = new Vector4();
Vector4* specularCoeff = new Vector4();
double shininess;
// Diffuse and Specular Terms
double diffuseTerm[3] = {0.0, 0.0, 0.0};
double specularTerm[3] = {0.0, 0.0, 0.0};
if (ray->intersectedObject == SPHERE) {
diffuseCoeff->ReInitialize(spheres[ray->intersectID].color_diffuse);
specularCoeff->ReInitialize(spheres[ray->intersectID].color_specular);
shininess = spheres[ray->intersectID].shininess;
}
else if (ray->intersectedObject == TRIANGLE) {
// Interpolate diffuse and specular coefficients
double alpha, beta;
ObtainIntermediateTriangleIntersection(ray->intersectID, ray->intersectPoint, &alpha, &beta);
diffuseCoeff->ReInitialize();
InterpolateTriangleProperty(triangles[ray->intersectID].v[0].color_diffuse,
triangles[ray->intersectID].v[1].color_diffuse,
triangles[ray->intersectID].v[2].color_diffuse,
alpha, beta, diffuseCoeff, false);
specularCoeff->ReInitialize();
InterpolateTriangleProperty(triangles[ray->intersectID].v[0].color_specular,
triangles[ray->intersectID].v[1].color_specular,
triangles[ray->intersectID].v[2].color_specular,
alpha, beta, specularCoeff, false);
// Interpolate shininess
if (alpha > 0) {
double intermediateShininess = beta * triangles[ray->intersectID].v[2].shininess
+ (1 - beta) * triangles[ray->intersectID].v[1].shininess;
shininess = ((alpha - 1) * triangles[ray->intersectID].v[0].shininess
+ intermediateShininess) / alpha;
}
else {
shininess = triangles[ray->intersectID].v[0].shininess;
}
}
// Boundary Checking
assert(diffuseCoeff->HasNonNegativeEntries());
assert(!diffuseCoeff->HasGreaterThanOneEntries());
assert(specularCoeff->HasNonNegativeEntries());
assert(!specularCoeff->HasGreaterThanOneEntries());
assert(shininess >= 0);
// Normal Vector: N
Vector4* N = new Vector4(ray->normal);
N->ConvertToUnitVector();
// Viewer Direction: V = ray->intersectedPoint - ray->source = -ray->dir
Vector4* V = new Vector4(ray->dir);
V->Scale(-1);
V->ConvertToUnitVector();
int dontCheckObject = NONE;
int dontCheckObjectID = NONE;
if (ray->intersectedObject == TRIANGLE) {
dontCheckObject = ray->intersectedObject;
dontCheckObjectID = ray->intersectID;
}
unsigned int i;
for (i = 0; i < num_lights; i++) {
// Shoot a ray in the direction of the light
Vector4* lightPos = new Vector4(lights[i].position);
Ray* checkShadow = new Ray(ray->intersectPoint, lightPos);
bool shadow = false;
double nearestTIntersect = FindNearestTIntersection(checkShadow,dontCheckObject,dontCheckObjectID);
double point2LightDistance = FindDistanceOfIntersectedPointWithLight(ray,i);
if (nearestTIntersect != INFINITY
&& nearestTIntersect< point2LightDistance)
{
shadow = true;
}
// Point to Light Vector: L = light_pos - intersectedPoint
Vector4* L = new Vector4(lights[i].position);
L->Subtraction(ray->intersectPoint);
L->ConvertToUnitVector();
// Reflected Ray: R = 2(N.L)N - L
Vector4* R = new Vector4(ray->normal);
//.........这里部分代码省略.........
示例2: FindNearestTIntersectionWithTriangle
double FindNearestTIntersectionWithTriangle(Ray* ray, int* index, int noCheckID = NONE){
assert(noCheckID==NONE || (noCheckID>=0 && noCheckID<num_triangles));
double nearestTIntersect = INFINITY;
*index = NONE;
unsigned int i;
for (i = 0; i < num_triangles; i++) {
if (i==noCheckID){
continue;
}
// Vertices V0, V1 and V2
Vector4* V0 = new Vector4(triangles[i].v[0].position);
Vector4* V1 = new Vector4(triangles[i].v[1].position);
Vector4* V2 = new Vector4(triangles[i].v[2].position);
// Edges: VOV1, V0V2
Vector4* V0V1 = new Vector4(V1);
V0V1->Subtraction(V0);
Vector4* V0V2 = new Vector4(V2);
V0V2->Subtraction(V0);
// Normal: N = V0V1 X V0V2
Vector4* N = new Vector4(V0V1);
N->CrossProductPost(V0V2);
N->ConvertToUnitVector();
// ray and normal should be opposite
if (N->DotProduct(ray->dir)>0){
N->Scale(-1);
}
// N = [A B C]
// AX0 + BY0 + CZ0 + D = 0
double D = -1*N->DotProduct(V0);
if (N->DotProduct(ray->dir) != (double) 0) {
// t = -(N.Ro + D)/ (N.Rd)
double candidateT = -1 * (N->DotProduct(ray->source) + D) / N->DotProduct(ray->dir);
if (candidateT > 0){
// P = Ro + tRd
Vector4* point = new Vector4(ray->dir);
point->Scale(candidateT);
point->Addition(ray->source);
// alpha*V0V1 + beta*V0V2 = V0P
Vector4* V0P = new Vector4(point);
V0P->Subtraction(V0);
double alpha = 0.0;
double beta = 0.0;
//(x01)alpha + (x02)beta = x0p;
//(y01)alpha + (y02)beta = y0p;
//(z01)alpha + (z02)beta = z0p;
double A1 = V0V1->vector[0];
double B1 = V0V2->vector[0];
double C1 = V0P->vector[0];
double A2 = V0V1->vector[1];
double B2 = V0V2->vector[1];
double C2 = V0P->vector[1];
double A3 = V0V1->vector[2];
double B3 = V0V2->vector[2];
double C3 = V0P->vector[2];
SolveLinearEquation(A1, B1, C1, A2, B2, C2, &alpha, &beta);
if (alpha == NONE) {
SolveLinearEquation(A2, B2, C2, A3, B3, C3, &alpha, &beta);
}
if (alpha == NONE) {
SolveLinearEquation(A1, B1, C1, A3, B3, C3, &alpha, &beta);
}
// // For Debugging Purposes
// printf("\nTriangle: %d ==> CandidateT: %f ==> (%f,%f)",i,candidateT,alpha,beta);
if (alpha > 0 && beta > 0 && (alpha + beta) < 1) {
if (nearestTIntersect > candidateT) {
nearestTIntersect = candidateT;
*index = i;
}
}
delete(V0P);
delete(point);
}
}
delete(N);
delete(V0V2);
delete(V0V1);
delete(V2);
//.........这里部分代码省略.........