let delta = sqrt epsilon_float type vec = {x:float; y:float; z:float} let ( *| ) s r = {x = s *. r.x; y = s *. r.y; z = s *. r.z} let ( +| ) a b = {x = a.x +. b.x; y = a.y +. b.y; z = a.z +. b.z} let ( -| ) a b = {x = a.x -. b.x; y = a.y -. b.y; z = a.z -. b.z} let dot a b = a.x *. b.x +. a.y *. b.y +. a.z *. b.z let length r = sqrt(dot r r) let unitise r = 1. /. length r *| r type scene = Sphere of vec * float | Group of vec * float * scene * scene * scene * scene * scene let ray_sphere {x=dx; y=dy; z=dz} {x=vx; y=vy; z=vz} r = let disc = vx *. vx +. vy *. vy +. vz *. vz -. r *. r in if disc < 0. then infinity else let b = vx *. dx +. vy *. dy +. vz *. dz in let b2 = b *. b in if b2 < disc then infinity else let disc = sqrt(b2 -. disc) in let t1 = b -. disc in if t1 > 0. then t1 else b +. disc let ray_sphere' {x=ox; y=oy; z=oz} {x=dx; y=dy; z=dz} {x=cx; y=cy; z=cz} r = let vx = cx -. ox and vy = cy -. oy and vz = cz -. oz in let vv = vx *. vx +. vy *. vy +. vz *. vz in let b = vx *. dx +. vy *. dy +. vz *. dz in let disc = b *. b -. vv +. r *. r in disc >= 0. && b +. sqrt disc >= 0. type hit = {l: float; nx: float; ny: float; nz: float} let rec intersect ({x=dx; y=dy; z=dz} as dir) hit = function Sphere ({x=cx; y=cy; z=cz} as center, radius) -> let l' = ray_sphere dir center radius in if l' >= hit.l then hit else let x = l' *. dx -. cx in let y = l' *. dy -. cy in let z = l' *. dz -. cz in let il = 1. /. sqrt(x *. x +. y *. y +. z *. z) in {l = l'; nx = il *. x; ny = il *. y; nz = il *. z} | Group (center, radius, a, b, c, d, e) -> let l' = ray_sphere dir center radius in if l' >= hit.l then hit else let f h s = intersect dir h s in f (f (f (f (f hit a) b) c) d) e let rec intersect' orig dir = function Sphere (center, radius) -> ray_sphere' orig dir center radius | Group (center, radius, a, b, c, d, e) -> let f s = intersect' orig dir s in ray_sphere' orig dir center radius && (f a || f b || f c || f d || f e) let neg_light = unitise { x = 1.; y = 3.; z = -2. } let rec do_ray_trace dir scene = let hit = intersect dir {l=infinity; nx=0.; ny=0.; nz=0.} scene in if hit.l = infinity then 0. else let n = {x = hit.nx; y = hit.ny; z = hit.nz} in let g = dot n neg_light in if g < 0. then 0. else if intersect' (hit.l *| dir +| delta *| n) neg_light scene then 0. else g let fold5 f x a b c d e = f (f (f (f (f x a) b) c) d) e let rec create level c r = let obj = Sphere (c, r) in if level = 1 then obj else let a = 3. *. r /. sqrt 12. in let rec bound (c, r) = function Sphere (c', r') -> c, max r (length (c -| c') +. r') | Group (_, _, v, w, x, y, z) -> fold5 bound (c, r) v w x y z in let aux x' z' = create (level - 1) (c +| {x=x'; y=a; z=z'}) (0.5 *. r) in let w = aux (-.a) (-.a) and x = aux a (-.a) in let y = aux (-.a) a and z = aux a a in let c, r = fold5 bound (c +| {x=0.; y=r; z=0.}, 0.) obj w x y z in Group (c, r, obj, w, x, y, z) let create_ray_trace scene ss n = let ray_trace x y = let g = ref 0. in for dx = 0 to ss - 1 do for dy = 0 to ss - 1 do let aux x d = float x -. float n /. 2. +. float d /. float ss in let dir = unitise {x = aux x dx; y = aux y dy; z = float n } in g := !g +. do_ray_trace dir scene done done; let g = 0.5 +. 255. *. !g /. float (ss*ss) in char_of_int (int_of_float g) in ray_trace type agent = (scene * int * int) -> int -> string