#include "hittable.h" #include bool Flip_face::hit(const Ray& r, double tmin, double tmax, hit_record& rec) const { if (!ptr->hit(r, tmin, tmax, rec)) return false; rec.front_face = !rec.front_face; return true; } bool Translate::hit(const Ray& r, double tmin, double tmax, hit_record& rec) const { Ray moved_r(r.origin() - offset, r.direction(), r.time()); if (!ptr->hit(moved_r, tmin, tmax, rec)) return false; rec.p += offset; rec.set_face_normal(moved_r, rec.normal); return true; } bool Translate::bounding_box(double t0, double t1, Aabb& output_box) const { if (!ptr->bounding_box(t0, t1, output_box)) return false; output_box = Aabb(output_box.min() + offset, output_box.max() + offset); return true; } Rotate_y::Rotate_y(std::shared_ptr p, double angle) : ptr(p) { auto radians = degrees_to_radians(angle); sin_theta = std::sin(radians); cos_theta = std::cos(radians); hasbox = ptr->bounding_box(0, 1, bbox); Point3 min( infinity, infinity, infinity); Point3 max(-infinity, -infinity, -infinity); for (int i = 0; i < 2; i++) { for (int j = 0; j < 2; j++) { for (int k = 0; k < 2; k++) { auto x = i*bbox.max().x() + (1-i)*bbox.min().x(); auto y = j*bbox.max().y() + (1-j)*bbox.min().y(); auto z = k*bbox.max().z() + (1-k)*bbox.min().z(); auto newx = cos_theta*x + sin_theta*z; auto newz = -sin_theta*x + cos_theta*z; Vec3 tester(newx, y, newz); for (int c = 0; c < 3; c++) { min[c] = std::fmin(min[c], tester[c]); max[c] = std::fmin(max[c], tester[c]); } } } } bbox = Aabb(min, max); } bool Rotate_y::hit(const Ray& r, double tmin, double tmax, hit_record& rec) const { auto origin = r.origin(); auto direction = r.direction(); origin[0] = cos_theta*r.origin()[0] - sin_theta*r.origin()[2]; origin[2] = sin_theta*r.origin()[0] + cos_theta*r.origin()[2]; direction[0] = cos_theta*r.direction()[0] - sin_theta*r.direction()[2]; direction[2] = sin_theta*r.direction()[0] + cos_theta*r.direction()[2]; Ray rotated_r(origin, direction, r.time()); if (!ptr->hit(rotated_r, tmin, tmax, rec)) return false; auto p = rec.p; auto normal = rec.normal; p[0] = cos_theta*rec.p[0] + sin_theta*rec.p[2]; p[2] = -sin_theta*rec.p[0] + cos_theta*rec.p[2]; normal[0] = cos_theta*rec.normal[0] + sin_theta*rec.normal[2]; normal[2] = -sin_theta*rec.normal[0] + cos_theta*rec.normal[2]; rec.p = p; rec.set_face_normal(rotated_r, normal); return true; }