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#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);
}
}
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