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sphere almost finished

master
fdai7303 1 year ago
parent
commit
21458277fc
  1. 16
      src/05/ray.ts
  2. 19
      src/05/sphere.ts

16
src/05/ray.ts

@ -33,13 +33,17 @@ export default class Ray {
// TODO: on the image plane. In addition to the coordinates (x, y), you will need the
// TODO: width and height of the camera (i.e. the width and height of the camera's
// TODO: image plane), and the angle alpha specifying the camera's field of view.
var temp = new Vector(0,0,0,0);
temp.x = x - ((camera.width-1) / 2);
temp.y = ((camera.height-1) / 2) - y;
temp.z = - ((camera.width/2) / (Math.tan(camera.alpha/2)));
var a = x - ((camera.width-1) / 2);
var b = ((camera.height-1) / 2) - y;
var c = - ((camera.width/2) / (Math.tan(camera.alpha/2)));
temp = temp.normalize();
//temp = temp.normalize();
return new Ray(camera.origin, temp);
var nom = Math.sqrt(a*a + b*b + c*c);
let direction = new Vector((x-(camera.width-1)/2)/nom,
((camera.height-1)/2-y)/nom,
(-((camera.width/2)/Math.tan(camera.alpha/2)))/nom,0);
return new Ray(camera.origin, direction);
}
}

19
src/05/sphere.ts

@ -45,23 +45,20 @@ export default class Sphere {
// TODO: of two hits, return the one closer to the start point of
// TODO: the ray.
let c = Math.pow(ray.origin.dot(ray.direction),2) - ray.origin.dot(ray.origin) + Math.pow(this.radius,2);
// hier oben noch nicht berechenenm da c negativ sein kann und dann wurzel nicht funktioniert
let newCenter = ray.origin.sub(this.center);
// hier oben noch nicht t berechenenm da c negativ sein kann und dann wurzel nicht funktioniert
let c = Math.pow(newCenter.dot(ray.direction),2) - newCenter.dot(newCenter) + Math.pow(this.radius,2);
if(c < 0) {
return null;
} else if(c == 0) {
return new Intersection(t1, ); //schnittpunkt ist origin + direction * t
//PQ Formel
let t1 = - newCenter.dot(ray.direction);
return new Intersection(t1, newCenter.add(ray.direction.mul(t1)), (newCenter.add(ray.direction.mul(t1)).sub(this.center)).normalize() ); //schnittpunkt ist origin + direction * t
} else {
let t1 = - ray.origin.dot(ray.direction) + Math.sqrt( Math.pow(ray.origin.dot(ray.direction),2) - ray.origin.dot(ray.origin) + Math.pow(this.radius,2));
let t2 = - ray.origin.dot(ray.direction) - Math.sqrt( Math.pow(ray.origin.dot(ray.direction),2) - ray.origin.dot(ray.origin) + Math.pow(this.radius,2));
if(t1 < t2) {
return null;
} else {
return null;
}
let t2 = - newCenter.dot(ray.direction) - Math.sqrt(c);
return new Intersection(t2, newCenter.add(ray.direction.mul(t2)), (newCenter.add(ray.direction.mul(t2)).sub(this.center)).normalize() ); //schnittpunkt ist origin + direction * t
}
}
}
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