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//
// Created by Keuin on 2022/4/11.
//
#ifndef RT_RAY_H
#define RT_RAY_H
#include "vec.h"
#include "bitmap.h"
// A ray is a half-line, starts from a 3d point, along the direction of a unit vector, to the infinity
template<typename T>
class ray3 {
vec3<T> source_;
vec3<T> direction_; // unit vector
vec3d decay_; // How much power remaining
public:
~ray3() = default;
ray3() = delete;
ray3(const ray3<T> &other) = default;
ray3<T> &operator=(const ray3<T> &other) {
source_ = other.source_;
direction_ = other.direction_;
decay_ = other.decay_;
return *this;
}
ray3(const vec3<T> &source, const vec3<T> &direction) :
source_(source), direction_(direction.unit_vec()), decay_{vec3d::one()} {}
// Get the source point from where the ray emits.
vec3<T> source() const {
return source_;
}
void source(const vec3<T> &s) {
source_ = s;
}
// Get the unit vector along the ray's direction.
vec3<T> direction() const {
return direction_;
}
// d should be a unit vector
void direction(const vec3<T> &d) {
assert(fabs(d.mod2() - 1.0) < 1e-6);
direction_ = d;
}
// Compute the point this ray reaches at the time `t`.
template<typename U>
vec3<T> at(U t) const {
return source_ + direction_ * t;
}
// Get the final color we got at the ray's origin, by tracing back along with the ray's path.
// Currently, here is only a simple power decay accumulation.
template<typename U>
pixel<U> hit(const pixel<U> &color) const {
return decay_ * color;
}
void decay(const vec3d &a) {
decay_ = decay_.scale(a);
}
vec3d decay() const {
return decay_;
}
// Get a ray starts from zero and directs to undefined direction.
static ray3<T> null() {
return ray3<T>{vec3<T>::zero(), vec3<T>::zero()};
}
};
using ray3d = ray3<double>;
#endif //RT_RAY_H
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