Ejemplo n.º 1
0
 def intersections(self,ray : Ray ):
     center_to_ray = ray.origin - self.origin
     # A is always 1 since vectors are normalized
     B = 2.0 * Utils.fast_dot(center_to_ray, ray.direction)
     center_to_ray_dot = Utils.fast_dot(center_to_ray, center_to_ray)
     C = center_to_ray_dot - self.radius**2.0
     discriminant = (B**2.0) - 4.0*C
     if discriminant < 0:
         return (False,0,0)
     elif round(discriminant,3) == 0:
         return False, -B / 2.0 , sys.float_info.min
     else:
         return True, (-B + sqrt(discriminant))/2.0, (-B - sqrt(discriminant))/2.0
Ejemplo n.º 2
0
def phong_shading(light_ws, position_ws, normal):
    view = Utils.normalize(light_ws - position_ws)
    return Utils.fast_dot(view, normal)