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C++ ray::getPosition方法代码示例

本文整理汇总了C++中ray::getPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ ray::getPosition方法的具体用法?C++ ray::getPosition怎么用?C++ ray::getPosition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ray的用法示例。


在下文中一共展示了ray::getPosition方法的15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: intersectLocal

bool Metaball::intersectLocal(const ray& r, isect& i) const
{
	bool inside = false;
	if (calvalue(r.getPosition(), ball1pos, ball2pos)>threshold)inside = true;

	//determine possible intersect range
	double t11=0, t12=0, t21=0, t22=0;
	double tmin, tmax;
	bool i1, i2;
	i1 = intersectCircle(r, t11, t12, ball1pos);
	i2 = intersectCircle(r, t21, t22, ball2pos);
	if (!i1 && !i2) return false;
	else if (!i1 && i2)
	{
		tmin = t21;
		tmax = t22;
	}
	else if (i1 && !i2)
	{
		tmin = t11;
		tmax = t12;
	}
	else
	{
		tmin = min(t11, t21);
		tmax = max(t12, t22);
	}

	for (double t = tmin; t < tmax; t += 0.001)
	{
		vec3f point = r.getPosition() + t * r.getDirection();
		double value = calvalue(point, ball1pos, ball2pos);

		if ((!inside && value > threshold) || (inside && value < threshold))
		{
			// prevent fake intersect
			if (inside && t < 0.01)return false;

			vec3f normal;
			normal += 2 * (point - ball1pos) / ((point - ball1pos).length()*(point - ball1pos).length());
			normal += 2 * (point - ball2pos) / ((point - ball2pos).length()*(point - ball2pos).length());
			normal = normal.normalize();
			i.t = t;
			i.N = normal;
			i.obj = this;
			return true;
		}
	}
	return false;
}
开发者ID:logchan,项目名称:COMP4411,代码行数:50,代码来源:Metaball.cpp

示例2: intersectLocal

// Intersect ray r with the triangle abc.  If it hits returns true,
// and puts the t parameter, barycentric coordinates, normal, object id,
// and object material in the isect object
bool TrimeshFace::intersectLocal( const ray& r, isect& i ) const
{
  const Vec3d& a = parent->vertices[ids[0]];
  const Vec3d& b = parent->vertices[ids[1]];
  const Vec3d& c = parent->vertices[ids[2]];

  // tangent vectors
  Vec3d t1 = b - a;
  Vec3d t2 = c - a;
  
  Vec3d n = crossProd(t1,t2);

  double D = -n*a;

  // if the surface is parallel to the ray there is no intersection
  if(r.getDirection()*n == 0)
  {
    return false;
  }  

  double t = -(n*r.getPosition() + D)/(n*r.getDirection() );
  if (t <= RAY_EPSILON)
    return false;

  // point of intersection with the same plane (doesn't mean intersection with triangle) p(t)=p+t*d
  Vec3d p = r.at(t);

  // triangle area
  double A = n.length()/2.0;

  // barycentric coords
  double wa = crossProd(c-b, p-b).length() / (2.0*A);
  double wb = crossProd(a-c, p-c).length() / (2.0*A);
  double wc = crossProd(b-a, p-a).length() / (2.0*A);

  if((wa >= 0.0) && (wb >= 0.0) && (wc >= 0.0) && (wa+wb+wc-1.0 <= 0.00001)) {
    i.setT(t);
    i.setBary(wa, wb, wc);
    if (parent->normals.size() == 0) {
      i.setN(n);
    } else {
      Vec3d inter_n = wa*parent->normals[ids[0]] + wb*parent->normals[ids[1]]
                    + wc*parent->normals[ids[2]];
      inter_n.normalize();
      i.setN(inter_n);
    }
    i.setObject(this);
    if (parent->materials.size() == 0) {
      i.setMaterial(this->getMaterial() );
    } else {
      Material inter_m = wa*(*parent->materials[ids[0]]);
      inter_m += wb*(*parent->materials[ids[1]]);
      inter_m += wc*(*parent->materials[ids[2]]);
      i.setMaterial(inter_m);
    }
    return true;
  }

  return false;
}
开发者ID:HenrYxZ,项目名称:GraphicsII,代码行数:63,代码来源:trimesh.cpp

示例3: intersectBody

bool Cone::intersectBody( const ray& r, isect& i ) const
{
	vec3f d = r.getDirection();
	vec3f p = r.getPosition();

	double a = (d[0]*d[0]) + (d[1]*d[1]) - (C*d[2]*d[2]);
	double b = 2.0 * (d[0]*p[0] + d[1]*p[1] - C*d[2]*p[2]) - B*d[2];
	double c = (p[0]*p[0]) + (p[1]*p[1]) - A - (B*p[2]) - (C*p[2]*p[2]);

	double disc = b*b - 4.0*a*c;

	if( disc <= 0.0 ) {
		return false;
	}

	disc = sqrt( disc );

	double t1 = (-b - disc) / (2.0 * a);
	double t2 = (-b + disc) / (2.0 * a);

	if( t2 < RAY_EPSILON ) {
		return false;
	}

	if( t1 > RAY_EPSILON ) {
		// Two intersections.
		vec3f P = r.at( t1 );
		double z = P[2];
		if( z >= 0.0 && z <= height ) {
			// It's okay.
			i.t = t1;
			double p3 = -C*P[2] + (b_radius - t_radius)*b_radius / height;
			i.N = vec3f(P[0], P[1], p3).normalize();
#ifdef _DEBUG
			printf("two intersections!\n");
#endif
			return true;
		}
	}

	vec3f P = r.at( t2 );
	double z = P[2];
	if( z >= 0.0 && z <= height ) {
		i.t = t2;
		double p3 = -C*P[2] + (b_radius - t_radius)*b_radius / height;
		i.N = vec3f(P[0], P[1], p3).normalize();
		// In case we are _inside_ the _uncapped_ cone, we need to flip the normal.
		// Essentially, the cone in this case is a double-sided surface
		// and has _2_ normals
	
		if( !capped && (i.N).dot( r.getDirection() ) > 0 )
				i.N = -i.N;
#ifdef _DEBUG
		printf("one intersection!\n");
#endif
        return true;
	}

	return false;
}
开发者ID:JeffOwOSun,项目名称:Trace,代码行数:60,代码来源:Cone.cpp

示例4: intersectCircle

bool intersectCircle(const ray& r0, double& tnear, double& tfar, const vec3f& center)
{
	ray r(r0.getPosition() - center, r0.getDirection());

	vec3f v = -r.getPosition();
	double b = v.dot(r.getDirection());
	double discriminant = b*b - v.dot(v) + 1;

	if (discriminant < 0.0) {
		return false;
	}

	discriminant = sqrt(discriminant);
	double t2 = b + discriminant;

	if (t2 <= RAY_EPSILON) {
		return false;
	}



	double t1 = b - discriminant;

	if (t1 > RAY_EPSILON) {
		tnear = t1;
		tfar = t2;
	}
	else {
		tnear = 0;
		tfar = t2;
	}

	return true;
}
开发者ID:logchan,项目名称:COMP4411,代码行数:34,代码来源:Metaball.cpp

示例5: intersectLocal

bool Sphere::intersectLocal( const ray& r, isect& i ) const
{
	Vec3d v = -r.getPosition();
	double b = v * r.getDirection();
	double discriminant = b*b - v*v + 1;

	if( discriminant < 0.0 ) {
		return false;
	}

	discriminant = sqrt( discriminant );
	double t2 = b + discriminant;

	if( t2 <= RAY_EPSILON ) {
		return false;
	}

	i.obj = this;

	double t1 = b - discriminant;

	if( t1 > RAY_EPSILON ) {
		i.t = t1;
		i.N = r.at( t1 );
		i.N.normalize();
	} else {
		i.t = t2;
		i.N = r.at( t2 );
		i.N.normalize();
	}

	return true;
}
开发者ID:hariganesan,项目名称:ghost-story,代码行数:33,代码来源:Sphere.cpp

示例6: intersectLocal

bool Square::intersectLocal( const ray& r, isect& i ) const
{
	vec3f p = r.getPosition();
	vec3f d = r.getDirection();

	if( d[2] == 0.0 ) {
		return false;
	}

	double t = -p[2]/d[2];

	if( t <= RAY_EPSILON ) {
		return false;
	}

	vec3f P = r.at( t );

	if( P[0] < -0.5 || P[0] > 0.5 ) {	
		return false;
	}

	if( P[1] < -0.5 || P[1] > 0.5 ) {	
		return false;
	}

	i.obj = this;
	i.t = t;
	if( d[2] > 0.0 ) {
		i.N = vec3f( 0.0, 0.0, -1.0 );
	} else {
		i.N = vec3f( 0.0, 0.0, 1.0 );
	}

	return true;
}
开发者ID:logchan,项目名称:COMP4411,代码行数:35,代码来源:Square.cpp

示例7: shade

// Apply the phong model to this point on the surface of the object, returning
// the color of that point. Uses shaddowAttenuation which sends a shadow ray
// to check if there is an intersection that blocks the light sources.
Vec3d Material::shade( Scene *scene, const ray& r, const isect& i ) const
{
  Vec3d retVal = ke(i) + prod(ka(i), scene->ambient());
  
  // Applies calculations for each light source
  for (vector<Light*>::const_iterator litr = scene->beginLights(); 
       litr != scene->endLights(); ++litr) {
    Vec3d point = r.getPosition() + r.getDirection() * i.t;
    Light* pLight = *litr;
  
    Vec3d reflectionAngle = 2 * (i.N * pLight->getDirection(point)) * i.N - pLight->getDirection(point);

    Vec3d diffIntensity = kd(i) * (max(0, i.N * pLight->getDirection(point)));

    Vec3d viewerAngle = scene->getCamera().getEye() - point;
    viewerAngle.normalize();
    Vec3d specIntensity = ks(i) * pow(max(0, viewerAngle * reflectionAngle), shininess(i));

    Vec3d lcolor = pLight->getColor(point);

    Vec3d totalColor = prod(diffIntensity + specIntensity, lcolor);
    totalColor = totalColor * pLight->distanceAttenuation(point);
    totalColor = prod(totalColor, pLight->shadowAttenuation(point));

    retVal = retVal + totalColor;	
  }
  return retVal;
}
开发者ID:easchner,项目名称:cs354,代码行数:31,代码来源:material.cpp

示例8: intersectCaps

bool Cylinder::intersectCaps( const ray& r, isect& i ) const
{
	if( !capped ) {
		return false;
	}

	double pz = r.getPosition()[2];
	double dz = r.getDirection()[2];

	if( 0.0 == dz ) {
		return false;
	}

	double t1;
	double t2;

	if( dz > 0.0 ) {
		t1 = (-pz)/dz;
		t2 = (1.0-pz)/dz;
	} else {
		t1 = (1.0-pz)/dz;
		t2 = (-pz)/dz;
	}

	if( t2 < RAY_EPSILON ) {
		return false;
	}

	if( t1 >= RAY_EPSILON ) {
		vec3f p( r.at( t1 ) );
		if( (p[0]*p[0] + p[1]*p[1]) <= 1.0 ) {
			i.t = t1;
			if( dz > 0.0 ) {
				// Intersection with cap at z = 0.
				i.N = vec3f( 0.0, 0.0, -1.0 );
			} else {
				i.N = vec3f( 0.0, 0.0, 1.0 );
			}
			return true;
		}
	}

	vec3f p( r.at( t2 ) );
	if( (p[0]*p[0] + p[1]*p[1]) <= 1.0 ) {
		i.t = t2;
		if( dz > 0.0 ) {
			// Intersection with cap at z = 1.
			i.N = vec3f( 0.0, 0.0, 1.0 );
		} else {
			i.N = vec3f( 0.0, 0.0, -1.0 );
		}
		return true;
	}

	return false;
}
开发者ID:cychiuae,项目名称:recart-3tcetjorp-1144pmoc,代码行数:56,代码来源:Cylinder.cpp

示例9: intersectBody

bool Cone::intersectBody( const ray& r, isect& i ) const
{
	vec3f d = r.getDirection();
	vec3f p = r.getPosition();

	double a = (d[0]*d[0]) + (d[1]*d[1]) - (C*d[2]*d[2]);
	double b = 2.0 * (d[0]*p[0] + d[1]*p[1] - C*d[2]*p[2]) - B*d[2];
	double c = (p[0]*p[0]) + (p[1]*p[1]) - A - (B*p[2]) - (C*p[2]*p[2]);

	double disc = b*b - 4.0*a*c;

	if( disc <= 0.0 ) {
		return false;
	}

	disc = sqrt( disc );

	double t1 = (-b - disc) / (2.0 * a);
	double t2 = (-b + disc) / (2.0 * a);

	if( t2 < RAY_EPSILON ) {
		return false;
	}

	if( t1 > RAY_EPSILON ) {
		// Two intersections.
		vec3f P = r.at( t1 );
		double z = P[2];
		if( z >= 0.0 && z <= height ) {
			double n3 = -C*P[2] + (b_radius - t_radius)*b_radius / height;
			i.t = t1;
            i.N = vec3f( P[0], P[1], n3).normalize();
				
			if (!capped && (i.N).dot(r.getDirection()) > 0)
				i.N = -i.N;

			return true;
		}
	}

	vec3f P = r.at( t2 );
	double z = P[2];
	if( z >= 0.0 && z <= height ) {
		double n3 = -C*P[2] + (b_radius - t_radius)*b_radius / height;
		i.t = t2;
        i.N = vec3f( P[0], P[1], n3).normalize();
	
		if( !capped && (i.N).dot( r.getDirection() ) > 0 )
				i.N = -i.N;

        return true;
	}

	return false;
}
开发者ID:logchan,项目名称:COMP4411,代码行数:55,代码来源:Cone.cpp

示例10: intersect

// if the ray hits the box, put the "t" value of the intersection
// closest to the origin in tMin and the "t" value of the far intersection
// in tMax and return true, else return false.
// Using Kay/Kajiya algorithm.
bool BoundingBox::intersect(const ray& r, double& tMin, double& tMax) const
{
	vec3f R0 = r.getPosition();
	vec3f Rd = r.getDirection();

	tMin = -1.0e308; // 1.0e308 is close to infinity... close enough for us!
	tMax = 1.0e308;
	double ttemp;
	
	for (int currentaxis = 0; currentaxis < 3; currentaxis++)
	{
		double vd = Rd[currentaxis];
		
		// if the ray is parallel to the face's plane (=0.0)
		if( vd > -RAY_EPSILON && vd < RAY_EPSILON ) {
			if(R0[currentaxis] <= min[currentaxis] - RAY_EPSILON || R0[currentaxis] >= max[currentaxis] + RAY_EPSILON) {
				return false;
			}
			else {
				continue;
			}
		}

		double v1 = min[currentaxis] - R0[currentaxis];
		double v2 = max[currentaxis] - R0[currentaxis];

		// two slab intersections
		double t1 = v1/vd;
		double t2 = v2/vd;
		
		if ( t1 > t2 ) { // swap t1 & t2
			ttemp = t1;
			t1 = t2;
			t2 = ttemp;
		}

		if (t1 > tMin)
			tMin = t1;
		if (t2 < tMax)
			tMax = t2;

		if (tMin > tMax) // box is missed
			return false;
		if (tMax < -RAY_EPSILON) // box is behind ray
			return false;
	}
	return true; // it made it past all 3 axes.
}
开发者ID:caomw,项目名称:RayTracer,代码行数:52,代码来源:scene.cpp

示例11: intersectLocal

bool Box::intersectLocal( const ray& r, isect& i ) const
{
	BoundingBox bounds = ComputeLocalBoundingBox();
	vec3f p = r.getPosition();
	vec3f d = r.getDirection();
	//find tmin and tmax
	vec3f tmin;
	vec3f tmax;
	vec3f nmin(0, 0, 0);
	vec3f nmax(0, 0, 0);
	double min;
	double max;
	for(int j=0; j<3; j++) {
		if(d[j]>=0) {
			tmin[j] = (bounds.min[j] - p[j]) / d[j];
			tmax[j] = (bounds.max[j] - p[j]) / d[j];
			nmin[j] = -1;	
			nmax[j] = 1;
		} else {
			tmin[j] = (bounds.max[j] - p[j]) / d[j];
			tmax[j] = (bounds.min[j] - p[j]) / d[j];
			nmin[j] = 1;
			nmax[j] = -1;
		}
	}

	//min of tmax, max of tmin
	max = std::min( std::min(tmax[0], tmax[1]), tmax[2]);
	min = std::max( std::max(tmin[0], tmin[1]), tmin[2]);
	if(min > max || max < RAY_EPSILON) return false;
	i.obj = this;
	vec3f N(0, 0, 0);
	if(min >= RAY_EPSILON) {
		i.t = min;
		for(int i=0; i<3; i++) {
			if(tmin[i] == min) { N[i] = nmin[i]; break; }
		}
	} else {
		i.t = max;
		for(int i=0; i<3; i++) {
			if(tmax[i] == max) { N[i] = nmax[i]; break; }
		}
	}
	i.N = N;
	return true;
}
开发者ID:caomw,项目名称:RayTracer,代码行数:46,代码来源:Box.cpp

示例12: intersect

bool Geometry::intersect(const ray&r, isect&i) const {
	double tmin, tmax;
	if (hasBoundingBoxCapability() && !(bounds.intersect(r, tmin, tmax))) return false;
	// Transform the ray into the object's local coordinate space
	Vec3d pos = transform->globalToLocalCoords(r.getPosition());
	Vec3d dir = transform->globalToLocalCoords(r.getPosition() + r.getDirection()) - pos;
	double length = dir.length();
	dir /= length;

	ray localRay( pos, dir, r.type() );

	if (intersectLocal(localRay, i)) {
		// Transform the intersection point & normal returned back into global space.
		i.N = transform->localToGlobalCoordsNormal(i.N);
		i.t /= length;
		return true;
	} else return false;
}
开发者ID:HenrYxZ,项目名称:GraphicsII,代码行数:18,代码来源:scene.cpp

示例13: intersectLocal

//Test
// now the object is in the local coordinate rather than the global
bool Square::intersectLocal( const ray& r, isect& i ) const
{
	// get the parameters of the ray 
	Vec3d p = r.getPosition();
	Vec3d d = r.getDirection();

	// if the ray is perpendicular to the z-axis
	if( d[2] == 0.0 ) {
		return false;
	}

	// calculate the value of t
	double t = -p[2]/d[2];

	// if the intersection is too close to the source
	// then we don't count that as a intersection
	if( t <= RAY_EPSILON ) {
		return false;
	}

	
	Vec3d P = r.at( t );

	if( P[0] < -0.5 || P[0] > 0.5 ) {	
		return false;
	}

	if( P[1] < -0.5 || P[1] > 0.5 ) {	
		return false;
	}

	i.obj = this;
	i.t = t;
	if( d[2] > 0.0 ) {
		i.N = Vec3d( 0.0, 0.0, -1.0 );
	} else {
		i.N = Vec3d( 0.0, 0.0, 1.0 );
	}

    i.setUVCoordinates( Vec2d(P[0] + 0.5, P[1] + 0.5) );
	return true;
}
开发者ID:darthsuogles,项目名称:RayTracer,代码行数:44,代码来源:Square.cpp

示例14: _shadowAttenuation

vec3f PointLight::_shadowAttenuation(const vec3f& P, const ray& r) const
{
	double distance = (position - P).length();
	vec3f d = r.getDirection();
	vec3f result = getColor(P);
	vec3f curP = r.getPosition();
	isect isecP;
	ray newr(curP, d);
	while (scene->intersect(newr, isecP))
	{
		//prevent going beyond this light
		if ((distance -= isecP.t) < RAY_EPSILON) return result;
		//if not transparent return black
		if (isecP.getMaterial().kt.iszero()) return vec3f(0, 0, 0);
		//use current intersection point as new light source
		curP = r.at(isecP.t);
		newr = ray(curP, d);
		result = prod(result, isecP.getMaterial().kt);
	}
	return result;
}
开发者ID:JeffOwOSun,项目名称:Trace,代码行数:21,代码来源:light.cpp

示例15: intersectLocal

//Test
bool Square::intersectLocal(ray& r, isect& i) const
{
	Vec3d p = r.getPosition();
	Vec3d d = r.getDirection();

	if( d[2] == 0.0 ) {
		return false;
	}

	double t = -p[2]/d[2];

	if( t <= RAY_EPSILON ) {
		return false;
	}

	Vec3d P = r.at( t );

	if( P[0] < -0.5 || P[0] > 0.5 ) {	
		return false;
	}

	if( P[1] < -0.5 || P[1] > 0.5 ) {	
		return false;
	}

	i.obj = this;
	i.setMaterial(this->getMaterial());
	i.t = t;
	if( d[2] > 0.0 ) {
		i.N = Vec3d( 0.0, 0.0, -1.0 );
	} else {
		i.N = Vec3d( 0.0, 0.0, 1.0 );
	}

    i.setUVCoordinates( Vec2d(P[0] + 0.5, P[1] + 0.5) );
	return true;
}
开发者ID:Jake-Webb,项目名称:cs354-graphics,代码行数:38,代码来源:Square.cpp


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