def calcColor(self, light, objlist): dest, i_obj = self.checkInter(objlist) occluded = self.checkShadow(dest, light, objlist) light2dest = vector3.nrm_vec(vector3.sub_vec(dest, light.point)) if i_obj.radius > 0.0 : obj_normal = vector3.nrm_vec(vector3.sub_vec(dest,i_obj.point)) else : obj_normal = i_obj.normal shading = -vector3.dot_vec(light2dest, obj_normal) if shading < 0.2 : shading = 0.2 d_color = i_obj.color d_red = d_color & 255 d_grn = (d_color>>8) & 255 d_blu = (d_color>>16) & 255 d_red *= shading d_grn *= shading d_blu *= shading if occluded > 0 : penalty = 128 if d_red >= penalty : d_red -= penalty else : d_red = 0 if d_grn >= penalty : d_grn -= penalty else : d_grn = 0 if d_blu >= penalty : d_blu -= penalty else : d_blu = 0 d_red = int(d_red) d_grn = int(d_grn) d_blu = int(d_blu) return (int(d_red) + (int(d_grn)<<8) + (int(d_blu)<<16))
def checkShadow(self, start, light, objlist): occluded = 0 o2light = vector3.nrm_vec(vector3.sub_vec(light.point, start)) min_length = vector3.norm(o2light) if min_length > 1.0e6 : print "a"; return 0 ray2light = ray(vector3.sub_vec(start,vector3.mul_vec(o2light, -1.0e-8)), o2light) for element in objlist: dest = ray2light.intersection(element) if vector3.norm(dest) < min_length : occluded = 1 return occluded
def intersection (self, obj): k = 0.0 if obj.radius > 0.0: #sphere o2e = vector3.sub_vec(self.point, obj.point) half_b = vector3.dot_vec(o2e, self.direction) c = vector3.dot_vec(o2e,o2e) - obj.radius*obj.radius if half_b*half_b - c >= 0: k = -half_b - sqrt(half_b*half_b - c) else : k = 1.0e8 else : #face o2e = vector3.sub_vec(self.point, obj.point) b = vector3.dot_vec(self.direction,obj.normal) if abs(b) > 1.0e-3 : k = -(vector3.dot_vec(o2e,obj.normal)) / b else : k = 1.0e8 if k<0 : k = 1.0e8 return vector3.mul_vec(self.direction, k)
def reflect(self, face, normal): self.point = self.intersection(face) ''' calc direction ''' tmp_vec = vector3.mul_vec(normal, 2*vector3.dot_vec(self.direction, normal)) self.direction = vector3.sub_vec(self.direction, tmp_vec)