44.1 数学推导
同“41.1”
44.2 看C++代码实现
----------------------------------------------tori_part_all.h ------------------------------------------
tori_part_all.h
#ifndef TORI_PART_ALL_H
#define TORI_PART_ALL_H
#include "hitable.h"
#include "material.h"
#include "log.h"
class tori_part_all : public hitable
{
public:
tori_part_all() {}
tori_part_all(vec3 cen, float ra, float rb, material *m, float t1, float t2, vec3 u, float an) {
center = cen;
radius_a = ra;
radius_b = rb;
ma = m;
theta1 = t1*M_PI/180;
theta2 = t2*M_PI/180;
vector_u = u;
get_vector_vw(vector_u, an, vector_v, vector_w);
}
virtual bool hit(const ray& r, float tmin, float tmax, hit_record& rec) const;
vec3 center;
float radius_a;
float radius_b;
material *ma;
float theta1, theta2;
vec3vector_u;
vec3vector_v;
vec3vector_w;
};
#endif // TORI_PART_ALL_H
----------------------------------------------tori_part_all.h ------------------------------------------
tori_part_all.h
#include "tori_part_all.h"
#include <iostream>
using namespace std;
bool tori_part_all::hit(const ray& r, float t_min, float t_max, hit_record& rec) const {
#if TORI_PART_ALL_LOG == 1
std::cout << "-------------tori_part_all::hit---1-------------" << endl;
#endif // TORI_PART_ALL_LOG
vec3direction = vector_trans(r.direction(), vector_v, vector_u, vector_w);
vec3origin = vector_trans(r.origin(), vector_v, vector_u, vector_w);
vec3center_vuw = vector_trans(center, vector_v, vector_u, vector_w);
vec3 oc = origin - center_vuw;
float A = dot(oc, oc);
float B = 2*dot(oc, direction);
float C = dot(direction, direction);
float Rr_square_p = radius_a*radius_a +radius_b*radius_b;
float Rr_square_s_square = (radius_a*radius_a - radius_b*radius_b) * (radius_a*radius_a - radius_b*radius_b);
float R_square = radius_a*radius_a;
float a4 = C*C;
float a3 = 2*B*C;
float a2 = B*B + 2*A*C - 2*Rr_square_p*C + 4*R_square*direction.y()*direction.y();
float a1 = 2*A*B - 2*Rr_square_p*B + 8*R_square*oc.y()*direction.y();
float a0 = A*A - 2*Rr_square_p*A + 4*R_square*oc.y()*oc.y() + Rr_square_s_square;
float roots[5];
roots_quartic_equation2(a4, a3, a2, a1, a0, roots);
float temp;
if (roots[0] > 0.0001) {
for (int i=1; i<int(roots[0]); i++) {
for (int j=i+1; j<int(roots[0])+1; j++) {
if (roots[i] > roots[j]) {
temp = roots[i];
roots[i] = roots[j];
roots[j] = temp;
}
}
}
for (int k=1; k<int(roots[0])+1; k++) {
if (roots[k] < t_max && roots[k] > t_min) {
rec.t = roots[k];
rec.p = vector_trans(r.point_at_parameter(rec.t), vector_v, vector_u,vector_w); //将撞击点坐标转换到vuw坐标系
vec3 pc = rec.p - center_vuw;
vec3 x = vec3(1.0, 0.0, 0.0);
float cos_theta = dot(pc, x) / (pc.length() * x.length());
float theta = acos(cos_theta);
if (rec.p.z() > center_vuw.z()) {
theta = 2*M_PI - theta;
}
if (((theta >= theta1) && (theta <= theta2)) || ((theta + 2*M_PI) <= theta2)) {
float nx = 4*pc.x()*pc.x()*pc.x() + 4*pc.x()*(pc.y()*pc.y()+pc.z()*pc.z()-(radius_a*radius_a+radius_b*radius_b));
float ny = 4*pc.y()*pc.y()*pc.y() + 4*pc.y()*(pc.x()*pc.x()+pc.z()*pc.z()+radius_a*radius_a-radius_b*radius_b);
float nz = 4*pc.z()*pc.z()*pc.z() + 4*pc.z()*(pc.x()*pc.x()+pc.y()*pc.y()-(radius_a*radius_a+radius_b*radius_b));
rec.normal = unit_vector(vec3(nx, ny, nz));
if(dot(direction, rec.normal) > 0) {
rec.normal = - rec.normal;
}
rec.normal =vector_trans_back(rec.normal, vector_v, vector_u, vector_w); //最终的撞击点的法向量需要从vuw坐标系转回到xyz坐标系。
rec.mat_ptr = ma;
rec.u = -1.0;
rec.v = -1.0;
delete [] roots;
return true;
}
}
}
}
delete [] roots;
return false;
}
----------------------------------------------main.cpp ------------------------------------------
main.cpp
hitable *list[1];
list[0] = new tori_part_all(vec3(0.0,2.0, 0), 2.0, 0.2, new lambertian(vec3(0.0, 1.0, 0.0)), 90, 360, vec3(1, 1, 1), 0);
hitable *world = newhitable_list(list,1);
输出结果如下:
90, 360, vec3(0, 1, 0), 0
90, 360, vec3(1, 0, 0), 0
90, 360, vec3(0, 0, 1), 0
90, 360, vec3(1, 0, 1), 0
90, 360, vec3(1, 1, 1), 0
90, 360, vec3(1, 1, 1), 90
90, 360, vec3(1, 1, 1), 180
90, 360, vec3(1, 1, 1), 270
看张组合图:
hitable *list[4];
list[0] = new tori_part_all(vec3(0.0, 8.25, -2.121), 3, 0.2, new lambertian(vec3(0.0, 1.0, 0.0)), 30, 360, vec3(0, 1, 1), 0);
list[1] = new tori_part_all(vec3(0.0, 5.129, 0), 1.4, 0.2, new lambertian(vec3(1.0, 0.0, 0.0)), 30, 360, vec3(1, 0, 1), 0);
list[2] = new tori_part_all(vec3(0.0, 2.129, 0), 2.2, 0.2, new lambertian(vec3(1.0, 1.0, 0.0)), 30, 360, vec3(1, 0, 0.5), 0);
list[3] = new quadratic_cylinder_all(vec3(0, 0.329, 0), 0.4, 0.4, 0.40001, 4,
new lambertian(vec3(0.0, 1.0, 1.0)), vec3(1, 0, 0.25), 0);
hitable *world = new hitable_list(list,4);
vec3 lookfrom(0.0, 3, 5);
vec3 lookat(0, 3, 0);
float dist_to_focus = (lookfrom - lookat).length();
float aperture = 0.0;
camera cam(lookfrom, lookat, vec3(0,1,0), 80, float(nx)/float(ny), aperture, 0.7*dist_to_focus);
输出图片如下: