Files
astronomy/demo/c/raytrace/spheroid.cpp
Don Cross 415d1c57d1 Fixed raytracer problems due to numeric scale.
I had lots of problems with using AU as my scale units.
By changing to 10000*km units, the vector equation solver
works correctly again, and I actually get an image of Jupiter
and its moons. However, it does not match the test photo:
Ganymede does not appear close to the planet, nor is there
a shadow of it on the planet. I will have to debug that
separately.
2021-12-14 20:35:42 -05:00

114 lines
4.8 KiB
C++

/*
spheroid.cpp
Copyright (C) 2013 by Don Cross - http://cosinekitty.com/raytrace
This software is provided 'as-is', without any express or implied
warranty. In no event will the author be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
-------------------------------------------------------------------------
Implements class Spheroid.
A spheroid is like a sphere, only it may have three different
diameters in the x-, y-, and z-directions.
*/
#include "algebra.h"
#include "imager.h"
namespace Imager
{
void Spheroid::ObjectSpace_AppendAllIntersections(
const Vector& vantage,
const Vector& direction,
IntersectionList& intersectionList) const
{
double u[2];
const int numSolutions = Algebra::SolveQuadraticEquation(
b2*c2*direction.x*direction.x + a2*c2*direction.y*direction.y + a2*b2*direction.z*direction.z,
2.0*(b2*c2*vantage.x*direction.x + a2*c2*vantage.y*direction.y + a2*b2*vantage.z*direction.z),
b2*c2*vantage.x*vantage.x + a2*c2*vantage.y*vantage.y + a2*b2*vantage.z*vantage.z - a2*b2*c2,
u
);
for (int i=0; i < numSolutions; ++i)
{
if (u[i] > EPSILON)
{
Intersection intersection;
Vector displacement = u[i] * direction;
intersection.distanceSquared = displacement.MagnitudeSquared();
intersection.point = vantage + displacement;
// The surface normal vector was calculated by expressing the spheroid as a
// function z(x,y) = sqrt(1 - (x/a)^2 - (y/b)^2),
// taking partial derivatives dz/dx = (c*c*x)/(a*a*z), dz/dy = (c*c*y)/(b*b*z),
// and using these to calculate the vectors <1, 0, dz/dx> and <0, 1, dy,dz>.
// The normalized cross product of these two vectors yields the surface normal vector.
const double x = intersection.point.x;
const double y = intersection.point.y;
const double z = intersection.point.z;
// But we need to handle special cases when z is very close to 0.
if (fabs(z) <= EPSILON)
{
if (fabs(x) <= EPSILON)
{
// The equation devolves to (y^2)/(b^2) = 1, or y = +/- b.
intersection.surfaceNormal = Vector(0.0, ((y > 0.0) ? 1.0 : -1.0), 0.0);
}
else
{
// The equation devolves to an ellipse on the xy plane :
// (x^2)/(a^2) + (y^2)/(b^2) = 1.
intersection.surfaceNormal = Vector(-1.0, -(a2*y)/(b2*x), 0.0).UnitVector();
}
}
else
{
intersection.surfaceNormal = Vector((c2*x)/(a2*z), (c2*y)/(b2*z), 1.0).UnitVector();
}
// Handle special cases with polarity: the polarity of the components of
// the surface normal vector must match that of the <x,y,z> intersection point,
// because the surface normal vector always points (roughly) away from the vantage, just
// like any point on the surface of the spheroid does.
if (x * intersection.surfaceNormal.x < 0.0) // negative product means opposite polarities
{
intersection.surfaceNormal.x *= -1.0;
}
if (y * intersection.surfaceNormal.y < 0.0) // negative product means opposite polarities
{
intersection.surfaceNormal.y *= -1.0;
}
if (z * intersection.surfaceNormal.z < 0.0) // negative product means opposite polarities
{
intersection.surfaceNormal.z *= -1.0;
}
intersection.solid = this;
intersectionList.push_back(intersection);
}
}
}
}