#ifndef SPHEREH #define SPHEREH #include "hitable.h" class sphere: public hitable { public: sphere() {} sphere(vec3 cen, float r, material *m) : center(cen), radius(r), mat_ptr(m) {}; virtual bool hit(const ray& r, float tmin, float tmax, hit_record& rec) const; virtual bool bounding_box(float t0, float t1, aabb& box) const; vec3 center; float radius; material *mat_ptr; }; bool sphere::bounding_box(float t0, float t1, aabb& box) const { box = aabb(center - vec3(radius, radius, radius), center + vec3(radius, radius, radius)); return true; } bool sphere::hit(const ray& r, float t_min, float t_max, hit_record& rec) const { vec3 oc = r.origin() - center; float a = dot(r.direction(), r.direction()); float b = dot(oc, r.direction()); float c = dot(oc, oc) - radius*radius; float discriminant = b*b - a*c; if (discriminant > 0) { float temp = (-b - sqrt(b*b-a*c))/a; if (temp < t_max && temp > t_min) { rec.t = temp; rec.p = r.point_at_parameter(rec.t); get_sphere_uv((rec.p-center)/radius, rec.u, rec.v); rec.normal = (rec.p - center) / radius; rec.mat_ptr = mat_ptr; return true; } temp = (-b + sqrt(b*b-a*c))/a; if (temp < t_max && temp > t_min) { rec.t = temp; rec.p = r.point_at_parameter(rec.t); get_sphere_uv((rec.p-center)/radius, rec.u, rec.v); rec.normal = (rec.p - center) / radius; rec.mat_ptr = mat_ptr; return true; } } return false; } #endif