Simplifying the Ray-Sphere Intersection
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1 changed files with 5 additions and 5 deletions
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@ -7,14 +7,14 @@
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double hit_sphere(const point3 ¢er, double radius, const ray &r) {
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double hit_sphere(const point3 ¢er, double radius, const ray &r) {
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vec3 oc = r.origin() - center;
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vec3 oc = r.origin() - center;
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auto a = dot(r.direction(), r.direction());
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auto a = r.direction().length_squared();
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auto b = 2.0 * dot(oc, r.direction());
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auto half_b = dot(oc, r.direction());
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auto c = dot(oc, oc) - radius * radius;
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auto c = oc.length_squared() - radius * radius;
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auto discriminant = b * b - 4 * a * c;
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auto discriminant = half_b * half_b - a * c;
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if (discriminant < 0) {
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if (discriminant < 0) {
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return -1.0;
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return -1.0;
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} else {
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} else {
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return (-b - sqrt(discriminant)) / (2.0*a);
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return (-half_b - sqrt(discriminant)) / a;
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}
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}
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}
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}
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