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https://github.com/Smaug123/ray-tracing-fsharp
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Bounding boxes (#5)
This commit is contained in:
99
RayTracing/BoundingBox.fs
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99
RayTracing/BoundingBox.fs
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@@ -0,0 +1,99 @@
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namespace RayTracing
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[<Struct ; NoComparison ; NoEquality>]
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type BoundingBox =
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{
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Min : Point
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Max : Point
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}
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[<RequireQualifiedAccess>]
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module BoundingBox =
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let volume (box : BoundingBox) =
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(Point.coordinate 0 box.Max - Point.coordinate 0 box.Min) *
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(Point.coordinate 1 box.Max - Point.coordinate 1 box.Min) *
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(Point.coordinate 2 box.Max - Point.coordinate 2 box.Min)
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let make (min : Point) (max : Point) =
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{
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Min = min
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Max = max
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}
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let inverseDirections (ray : Ray) =
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struct(1.0 / (Ray.vector ray |> UnitVector.coordinate 0), 1.0 / (Ray.vector ray |> UnitVector.coordinate 1), 1.0 / (Ray.vector ray |> UnitVector.coordinate 2))
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let hits (struct(invX, invY, invZ)) { Ray.Origin = Point (x, y, z) ; Vector = UnitVector (Vector (dx, dy, dz))} (box : BoundingBox) : bool =
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// The line is (x, y, z) + t (dx, dy, dz)
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// The line goes through the cuboid iff it passes through the interval in each component:
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// there is t such that boxMin.X <= x + t dx <= boxMax.X,
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// and moreover the acceptable t brackets all overlap.
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// That is,
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// boxMin.X - x <= t dx <= boxMax.X - x
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let mutable tMin = -infinity
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let mutable tMax = infinity
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let bailOut =
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let mutable t0 = (Point.coordinate 0 box.Min - x) * invX
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let mutable t1 = (Point.coordinate 0 box.Max - x) * invX
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if invX < 0.0 then
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let tmp = t1
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t1 <- t0
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t0 <- tmp
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tMin <- if t0 > tMin then t0 else tMin
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tMax <- if t1 < tMax then t1 else tMax
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tMax < tMin || 0.0 >= tMax
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if bailOut then false else
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let bailOut =
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let mutable t0 = (Point.coordinate 1 box.Min - y) * invY
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let mutable t1 = (Point.coordinate 1 box.Max - y) * invY
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if invY < 0.0 then
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let tmp = t1
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t1 <- t0
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t0 <- tmp
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tMin <- if t0 > tMin then t0 else tMin
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tMax <- if t1 < tMax then t1 else tMax
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tMax < tMin || 0.0 >= tMax
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if bailOut then false else
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let mutable t0 = (Point.coordinate 2 box.Min - z) * invZ
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let mutable t1 = (Point.coordinate 2 box.Max - z) * invZ
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if invZ < 0.0 then
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let tmp = t1
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t1 <- t0
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t0 <- tmp
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tMin <- if t0 > tMin then t0 else tMin
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tMax <- if t1 < tMax then t1 else tMax
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tMax >= tMin && tMax >= 0.0
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let mergeTwo (i : BoundingBox) (j : BoundingBox) : BoundingBox =
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{
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Min =
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Point.make
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(min (Point.coordinate 0 i.Min) (Point.coordinate 0 j.Min))
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(min (Point.coordinate 1 i.Min) (Point.coordinate 1 j.Min))
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(min (Point.coordinate 2 i.Min) (Point.coordinate 2 j.Min))
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Max =
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Point.make
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(max (Point.coordinate 0 i.Max) (Point.coordinate 0 j.Max))
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(max (Point.coordinate 1 i.Max) (Point.coordinate 1 j.Max))
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(max (Point.coordinate 2 i.Max) (Point.coordinate 2 j.Max))
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}
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let merge (boxes : BoundingBox []) : BoundingBox option =
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if boxes.Length = 0 then None else
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boxes
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|> Array.reduce mergeTwo
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|> Some
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39
RayTracing/BoundingBoxTree.fs
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39
RayTracing/BoundingBoxTree.fs
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@@ -0,0 +1,39 @@
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namespace RayTracing
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type BoundingBoxTree =
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| Leaf of hittable : Hittable * BoundingBox
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| Branch of left : BoundingBoxTree * right : BoundingBoxTree * all : BoundingBox
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[<RequireQualifiedAccess>]
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module BoundingBoxTree =
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let make (boxes : (Hittable * BoundingBox) array) : BoundingBoxTree option =
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if boxes.Length = 0 then None else
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let rec go (boxes : (Hittable * BoundingBox) array) =
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let boundAll =
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BoundingBox.merge (boxes |> Array.map snd) |> Option.get
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if boxes.Length = 1 then Leaf boxes.[0] else
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if boxes.Length = 2 then Branch (Leaf boxes.[0], Leaf boxes.[1], boundAll) else
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let choices =
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Array.init 3 (fun axis ->
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let boxes =
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boxes
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|> Array.sortBy (fun (_, b) -> Point.coordinate axis b.Min)
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let leftHalf = boxes.[0..boxes.Length / 2]
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let rightHalf = boxes.[(boxes.Length / 2) + 1..]
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let leftBound = leftHalf |> Array.map snd |> BoundingBox.merge |> Option.get
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let rightBound = rightHalf |> Array.map snd |> BoundingBox.merge |> Option.get
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(leftHalf, leftBound), (rightHalf, rightBound)
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)
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let (leftHalf, _), (rightHalf, _) =
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choices
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|> Array.minBy (fun ((_, leftBound), (_, rightBound)) ->
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(BoundingBox.volume leftBound) + (BoundingBox.volume rightBound)
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)
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Branch (go leftHalf, go rightHalf, boundAll)
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go boxes
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|> Some
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@@ -23,6 +23,8 @@ type Camera =
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FocalLength : float
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/// How many samples will we take per pixel, for anti-aliasing?
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SamplesPerPixel : int
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/// How many bounces before we consider ourselves to have lost track of a light ray?
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BounceDepth : int
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}
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[<RequireQualifiedAccess>]
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@@ -53,4 +55,5 @@ module Camera =
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ViewportXAxis = xAxis
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ViewportYAxis = yAxis
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SamplesPerPixel = samplesPerPixel
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BounceDepth = 150
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}
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38
RayTracing/Hittable.fs
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38
RayTracing/Hittable.fs
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@@ -0,0 +1,38 @@
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namespace RayTracing
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type Hittable =
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| Sphere of Sphere
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| UnboundedSphere of Sphere
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| InfinitePlane of InfinitePlane
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member this.Reflection (incoming : LightRay) (strikePoint : Point) =
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match this with
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| Sphere s
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| UnboundedSphere s -> s.Reflection incoming strikePoint
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| InfinitePlane p -> p.Reflection incoming strikePoint
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member this.BoundingBox : BoundingBox option =
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match this with
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| Sphere s -> Sphere.boundingBox s |> Some
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| UnboundedSphere _
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| InfinitePlane _ -> None
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[<RequireQualifiedAccess>]
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module Hittable =
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let inline boundingBox (h : Hittable) = h.BoundingBox
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/// Returns the distance we must walk along this ray before we first hit an object, the
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/// colour the resulting light ray is after the interaction, and the new ray.
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let hits
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(ray : Ray)
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(h : Hittable)
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: float voption
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=
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match h with
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| UnboundedSphere s
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| Sphere s ->
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Sphere.firstIntersection s ray
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| InfinitePlane plane ->
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InfinitePlane.intersection plane ray
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@@ -6,12 +6,10 @@ open System.Runtime.CompilerServices
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/// We don't let you compare these for equality, because floats are hard.
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[<NoEquality ; NoComparison ; Struct ; IsReadOnly>]
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type Point =
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private
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| Point of struct(float * float * float)
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[<NoEquality ; NoComparison ; Struct ; IsReadOnly>]
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type Vector =
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private
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| Vector of struct(float * float * float)
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[<Struct ; IsReadOnly ; NoEquality ; NoComparison>]
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@@ -80,10 +78,22 @@ module UnitVector =
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Vector (0.0, 0.0, 1.0) |> UnitVector
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|]
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let inline coordinate (i : int) (UnitVector (Vector (a, b, c))) : float =
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match i with
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| 0 -> a
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| 1 -> b
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| 2 -> c
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| _ -> failwithf "Bad coordinate: %i" i
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[<RequireQualifiedAccess>]
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module Point =
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let xCoordinate (Point (x, _, _)) = x
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let inline coordinate (i : int) (Point (x, y, z)) =
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match i with
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| 0 -> x
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| 1 -> y
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| 2 -> z
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| _ -> failwithf "Bad coordinate: %i" i
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let sum (Point (a, b, c)) (Point (x, y, z)) : Point =
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Point (a + x, b + y, c + z)
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@@ -1,11 +1,10 @@
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namespace RayTracing
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type Ray =
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private
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{
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Origin : Point
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Vector : UnitVector
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}
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{
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Origin : Point
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Vector : UnitVector
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}
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[<RequireQualifiedAccess>]
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module Ray =
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@@ -47,8 +46,8 @@ module Ray =
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Float.equal t t3
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else false
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let vector r = r.Vector
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let origin r = r.Origin
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let inline vector r = r.Vector
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let inline origin r = r.Origin
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let flip (r : Ray) =
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{
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@@ -1,6 +1,12 @@
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namespace RayTracing
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type Ray
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type Ray =
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{
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/// For performance reasons, this is public, but please don't use it
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Origin : Point
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/// For performance reasons, this is public, but please don't use it
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Vector : UnitVector
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}
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[<RequireQualifiedAccess>]
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module Ray =
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@@ -13,7 +19,7 @@ module Ray =
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val liesOn : Point -> Ray -> bool
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val vector : Ray -> UnitVector
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val origin : Ray -> Point
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val inline vector : Ray -> UnitVector
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val inline origin : Ray -> Point
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val flip : Ray -> Ray
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@@ -13,10 +13,13 @@
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<Compile Include="Ray.fs" />
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<Compile Include="Plane.fs" />
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<Compile Include="LightRay.fs" />
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<Compile Include="BoundingBox.fs" />
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<Compile Include="Sphere.fs" />
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<Compile Include="InfinitePlane.fs" />
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<Compile Include="ImageOutput.fs" />
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<Compile Include="Camera.fs" />
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<Compile Include="Hittable.fs" />
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<Compile Include="BoundingBoxTree.fs" />
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<Compile Include="Scene.fs" />
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</ItemGroup>
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@@ -2,93 +2,79 @@ namespace RayTracing
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open System
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type Hittable =
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| Sphere of Sphere
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| InfinitePlane of InfinitePlane
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member this.Reflection (incoming : LightRay) (strikePoint : Point) =
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match this with
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| Sphere s -> s.Reflection incoming strikePoint
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| InfinitePlane p -> p.Reflection incoming strikePoint
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[<RequireQualifiedAccess>]
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module Hittable =
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/// Returns the distance we must walk along this ray before we first hit an object, the
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/// colour the resulting light ray is after the interaction, and the new ray.
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let hits
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(ray : Ray)
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(h : Hittable)
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: float voption
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=
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match h with
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| Sphere s ->
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Sphere.firstIntersection s ray
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| InfinitePlane plane ->
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InfinitePlane.intersection plane ray
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type Scene =
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{
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Objects : Hittable array
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}
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private
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{
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UnboundedObjects : Hittable array
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BoundingBoxes : BoundingBoxTree option
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}
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[<RequireQualifiedAccess>]
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module Scene =
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let make (objects : Hittable array) =
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let bounded, unbounded =
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objects
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|> Array.map (fun h -> h, Hittable.boundingBox h)
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|> Array.partition (snd >> Option.isSome)
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let bounded = bounded |> Array.map (fun (h, box) -> h, Option.get box)
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let unbounded = unbounded |> Array.map fst
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let tree =
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bounded
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|> BoundingBoxTree.make
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{
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UnboundedObjects = unbounded
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BoundingBoxes = tree
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}
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let rec bestCandidate (inverseDirections : struct(float * float * float)) (ray : Ray) (bestFloat : float) (bestObject : Hittable) (bestLength : float) (box : BoundingBoxTree) : struct(float * Hittable * float) =
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match box with
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| BoundingBoxTree.Leaf (object, box) ->
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if BoundingBox.hits inverseDirections ray box then
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match Hittable.hits ray object with
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| ValueNone -> struct (bestFloat, bestObject, bestLength)
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| ValueSome point ->
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let a = point * point
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if a < bestFloat then
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struct (a, object, point)
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else
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struct (bestFloat, bestObject, bestLength)
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else struct (bestFloat, bestObject, bestLength)
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| BoundingBoxTree.Branch (left, right, all) ->
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if BoundingBox.hits inverseDirections ray all then
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let struct (bestFloat, bestObject, bestLength) = bestCandidate inverseDirections ray bestFloat bestObject bestLength left
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bestCandidate inverseDirections ray bestFloat bestObject bestLength right
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else struct (bestFloat, bestObject, bestLength)
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let hitObject
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(s : Scene)
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(ray : Ray)
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: (int * Point) option
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: (Hittable * Point) option
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=
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let mutable bestIndex = -1
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let mutable best = Unchecked.defaultof<_>
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let mutable bestLength = nan
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let mutable bestFloat = infinity
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for i in 0..s.Objects.Length - 1 do
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match Hittable.hits ray s.Objects.[i] with
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match s.BoundingBoxes with
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| None -> ()
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| Some boundingBoxes ->
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let struct(f, o, l) = bestCandidate (BoundingBox.inverseDirections ray) ray bestFloat best bestLength boundingBoxes
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bestFloat <- f
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best <- o
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bestLength <- l
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for i in s.UnboundedObjects do
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match Hittable.hits ray i with
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| ValueNone -> ()
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| ValueSome point ->
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let a = point * point
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match Float.compare a bestFloat with
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| Less ->
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if Float.compare a bestFloat = Less then
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bestFloat <- a
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bestIndex <- i
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best <- i
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bestLength <- point
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| _ -> ()
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if Double.IsNaN bestLength then None else
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Some (bestIndex, Ray.walkAlong ray bestLength)
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let internal traceRayPrinting
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(print : string -> unit)
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(maxCount : int)
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(scene : Scene)
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(ray : LightRay)
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: Pixel
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=
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let rec go (bounces : int) (ray : LightRay) : Pixel =
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let (Point(x, y, z)) = Ray.origin ray.Ray
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let (UnitVector (Vector(a, b, c))) = Ray.vector ray.Ray
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print (sprintf "Ray, colour %i,%i,%i\n origin (%f, %f, %f)\n vector (%f, %f, %f)" ray.Colour.Red ray.Colour.Green ray.Colour.Blue x y z a b c)
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if bounces > maxCount then Colour.HotPink else
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let thingsWeHit = hitObject scene ray.Ray
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match thingsWeHit with
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| None ->
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print ">>> No object collision; black."
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// Ray goes off into the distance and is never heard from again
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Colour.Black
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| Some (objectNumber, strikePoint) ->
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let (Point(x, y, z)) = strikePoint
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print (sprintf ">>> collided with object %i at (%f, %f, %f)" objectNumber x y z)
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let outgoingRay = scene.Objects.[objectNumber].Reflection ray strikePoint
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match outgoingRay with
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| Absorbs colour ->
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print (sprintf ">>> surface absorbs, yielding colour %i,%i,%i" colour.Red colour.Green colour.Blue)
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colour
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| Continues outgoingRay ->
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print ">>> continuing tracing."
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go (bounces + 1) outgoingRay
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go 0 ray
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Some (best, Ray.walkAlong ray bestLength)
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let internal traceRay
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(maxCount : int)
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@@ -106,8 +92,8 @@ module Scene =
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| None ->
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// Ray goes off into the distance and is never heard from again
|
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Colour.Black
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| Some (objectNumber, strikePoint) ->
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let outgoingRay = scene.Objects.[objectNumber].Reflection ray strikePoint
|
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| Some (object, strikePoint) ->
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let outgoingRay = object.Reflection ray strikePoint
|
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match outgoingRay with
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| Absorbs colour ->
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colour
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@@ -118,7 +104,7 @@ module Scene =
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/// Trace a ray to this one pixel, updating the PixelStats with the result.
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/// n.b. not thread safe
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let private traceOnce (print : string -> unit) (scene : Scene) (rand : FloatProducer) (camera : Camera) (maxWidthCoord : int) (maxHeightCoord : int) row col stats =
|
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let private traceOnce (scene : Scene) (rand : FloatProducer) (camera : Camera) (maxWidthCoord : int) (maxHeightCoord : int) row col stats =
|
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let struct(rand1, rand2) = rand.GetTwo ()
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let landingPoint =
|
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((float col + rand1) * camera.ViewportWidth) / float maxWidthCoord
|
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@@ -134,15 +120,10 @@ module Scene =
|
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|> Option.get
|
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|
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// Here we've hardcoded that the eye is emitting white light through a medium with refractance 1.
|
||||
let result = traceRay 150 scene { Ray = ray ; Colour = Colour.White }
|
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//if result = Colour.HotPink then
|
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// print "hi"
|
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// traceRayPrinting print 150 scene { Ray = ray ; Colour = Colour.White ; Refractance = 1.0<ior> }
|
||||
// |> ignore
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// failwith "Stopping."
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let result = traceRay camera.BounceDepth scene { Ray = ray ; Colour = Colour.White }
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PixelStats.add result stats
|
||||
|
||||
let renderPixel (print : string -> unit) (scene : Scene) (rand : FloatProducer) (camera : Camera) maxWidthCoord maxHeightCoord row col =
|
||||
let renderPixel (_ : string -> unit) (scene : Scene) (rand : FloatProducer) (camera : Camera) maxWidthCoord maxHeightCoord row col =
|
||||
// Where does this pixel correspond to, on the imaginary canvas?
|
||||
// For the early prototype, we'll just take the upper right quadrant
|
||||
// from the camera.
|
||||
@@ -151,12 +132,12 @@ module Scene =
|
||||
let firstTrial = min 5 (camera.SamplesPerPixel / 2)
|
||||
|
||||
for _ in 0..firstTrial do
|
||||
traceOnce print scene rand camera maxWidthCoord maxHeightCoord row col stats
|
||||
traceOnce scene rand camera maxWidthCoord maxHeightCoord row col stats
|
||||
|
||||
let oldMean = PixelStats.mean stats
|
||||
|
||||
for _ in 1..firstTrial do
|
||||
traceOnce print scene rand camera maxWidthCoord maxHeightCoord row col stats
|
||||
traceOnce scene rand camera maxWidthCoord maxHeightCoord row col stats
|
||||
|
||||
let newMean = PixelStats.mean stats
|
||||
let difference = Pixel.difference newMean oldMean
|
||||
@@ -168,7 +149,7 @@ module Scene =
|
||||
else
|
||||
|
||||
for _ in 1..(camera.SamplesPerPixel - 2 * firstTrial - 1) do
|
||||
traceOnce print scene rand camera maxWidthCoord maxHeightCoord row col stats
|
||||
traceOnce scene rand camera maxWidthCoord maxHeightCoord row col stats
|
||||
|
||||
PixelStats.mean stats
|
||||
|
||||
|
@@ -17,6 +17,7 @@ type Sphere =
|
||||
/// what colour ray does it output and in what direction?
|
||||
Reflection : LightRay -> Point -> LightDestination
|
||||
RadiusSquared : float
|
||||
BoundingBox : BoundingBox
|
||||
}
|
||||
|
||||
type SphereStyle =
|
||||
@@ -152,9 +153,9 @@ module Sphere =
|
||||
| SphereStyle.LightSource colour ->
|
||||
Absorbs (Pixel.combine incomingLight.Colour colour)
|
||||
| SphereStyle.LightSourceCap colour ->
|
||||
let circleCentreZCoord = Point.xCoordinate centre
|
||||
let circleCentreZCoord = Point.coordinate 0 centre
|
||||
let zCoordLowerBound = circleCentreZCoord + (radius - (radius / 4.0))
|
||||
let strikeZCoord = Point.xCoordinate strikePoint
|
||||
let strikeZCoord = Point.coordinate 0 strikePoint
|
||||
let colour =
|
||||
match Float.compare strikeZCoord zCoordLowerBound with
|
||||
| Greater ->
|
||||
@@ -238,8 +239,11 @@ module Sphere =
|
||||
Radius = radius
|
||||
Reflection = reflection style centre radius radiusSquared (Float.compare radius 0.0 = Less)
|
||||
RadiusSquared = radiusSquared
|
||||
BoundingBox = BoundingBox.make (Point.sum centre (Point.make -radius -radius -radius)) (Point.sum centre (Point.make radius radius radius))
|
||||
}
|
||||
|
||||
let boundingBox (s : Sphere) = s.BoundingBox
|
||||
|
||||
let liesOn (point : Point) (sphere : Sphere) : bool =
|
||||
liesOn' sphere.Centre sphere.Radius point
|
||||
|
||||
|
Reference in New Issue
Block a user