erebus

diff liberebus/src/geomobj.cc @ 17:e9da2916bc79

fixed the normal bug
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 26 May 2014 05:41:28 +0300
parents d2b6cee8ea5c
children 09028848f276
line diff
     1.1 --- a/liberebus/src/geomobj.cc	Sun May 25 02:23:39 2014 +0300
     1.2 +++ b/liberebus/src/geomobj.cc	Mon May 26 05:41:28 2014 +0300
     1.3 @@ -22,7 +22,7 @@
     1.4  Vector3 GeomObject::calc_normal(const RayHit &hit) const
     1.5  {
     1.6  	// when you look at singularities, the singularities always look back at you :)
     1.7 -	return -(hit.world_ray.dir).normalized();
     1.8 +	return -(hit.local_ray.dir).normalized();
     1.9  }
    1.10  
    1.11  Vector3 GeomObject::calc_tangent(const RayHit &hit) const
    1.12 @@ -45,16 +45,16 @@
    1.13  	float c = dot_product(ray.origin, ray.origin) - 1.0;
    1.14  
    1.15  	float d = b * b - 4.0 * a * c;
    1.16 -	if(d < 1e-4) return false;
    1.17 +	if(d < 1e-6) return false;
    1.18  
    1.19  	float sqrt_d = sqrt(d);
    1.20  	float t0 = (-b + sqrt_d) / (2.0 * a);
    1.21  	float t1 = (-b - sqrt_d) / (2.0 * a);
    1.22  
    1.23 -	if(t0 < 1e-4) t0 = t1;
    1.24 -	if(t1 < 1e-4) t1 = t0;
    1.25 +	if(t0 < 1e-6) t0 = t1;
    1.26 +	if(t1 < 1e-6) t1 = t0;
    1.27  	float t = t0 < t1 ? t0 : t1;
    1.28 -	if(t < 1e-4) return false;
    1.29 +	if(t < 1e-6) return false;
    1.30  
    1.31  	if(hit) {
    1.32  		hit->dist = t;
    1.33 @@ -66,7 +66,7 @@
    1.34  
    1.35  Vector3 Sphere::calc_normal(const RayHit &hit) const
    1.36  {
    1.37 -	Vector3 pt = hit.world_ray.origin + hit.world_ray.dir * hit.dist;
    1.38 +	Vector3 pt = hit.local_ray.origin + hit.local_ray.dir * hit.dist;
    1.39  	return pt.normalized();
    1.40  }
    1.41  
    1.42 @@ -88,7 +88,7 @@
    1.43  
    1.44  Vector2 Sphere::calc_texcoords(const RayHit &hit) const
    1.45  {
    1.46 -	Vector3 pt = hit.world_ray.origin + hit.world_ray.dir * hit.dist;
    1.47 +	Vector3 pt = hit.local_ray.origin + hit.local_ray.dir * hit.dist;
    1.48  	pt.normalize();
    1.49  
    1.50  	float theta = atan2(pt.z, pt.x);