#include "object.h" namespace Donut { Ray::Ray(glm::vec3 o, glm::vec3 d) : m_origin(o), m_direction(glm::normalize(d)) { } Material::Material(glm::vec3 c, float s, float e) : m_color(c), m_specular(s), m_emission(e) { } Object::Object(glm::vec3 c, float r, Material m) : m_centre(c), m_radius(r), m_material(m) { } bool Object::intersect(Ray &ray, float &t) { glm::vec3 oc = ray.m_origin - m_centre; float a = glm::dot(ray.m_direction, ray.m_direction); float b = 2.0f * glm::dot(oc, ray.m_direction); float c = glm::dot(oc, oc) - m_radius * m_radius; double discriminant = b*b - 4*a*c; if(discriminant < 0) return false; float intercept = (-b - sqrt(discriminant)) / (2.0f*a); if(intercept < 0) { intercept = (-b + sqrt(discriminant)) / (2.0f*a); if(intercept<0) return false; } t = intercept; return true; } glm::vec3 Object::get_normal(glm::vec3 &point) const { return glm::normalize(point - m_centre); } }