include/scene.h
author Radek Brich <radek.brich@devl.cz>
Fri, 07 Dec 2007 14:59:14 +0100
branchpyrit
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parent 25 b8232edee786
child 28 ffe83ca074f3
permissions -rw-r--r--
new demo: bunny.py
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/*
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 * C++ RayTracer
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 * file: scene.h
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 *
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 * Radek Brich, 2006
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 */
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#ifndef SCENE_H
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#define SCENE_H
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#include <vector>
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#include "noise.h"
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#include "vector.h"
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/*
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triangle intersection alghoritm
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chooses are:
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TRI_PLUCKER
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TRI_BARI
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TRI_BARI_PRE
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*/
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#if !defined(TRI_PLUCKER) && !defined(TRI_BARI) && !defined(TRI_BARI_PRE)
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#	define TRI_BARI_PRE
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#endif
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using namespace std;
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class Ray
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{
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public:
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	Vector3 o, dir;
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	Ray(const Vector3 &ao, const Vector3 &adir):
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		o(ao), dir(adir) {};
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};
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class Quaternion
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{
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public:
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	Float a,b,c,d;
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	Quaternion(): a(0), b(0), c(0), d(0) {};
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	Quaternion(const Float aa, const Float ab, const Float ac, const Float ad):
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		a(aa), b(ab), c(ac), d(ad) {};
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	Quaternion(const Vector3& v): a(1), b(v.x), c(v.y), d(v.z) {};
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	Vector3 toVector() { return Vector3(b/a, c/a, d/a); };
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	Quaternion normalize()
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	{
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		Float f = 1.0f / sqrtf(a * a + b * b + c * c + d * d);
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		a *= f;
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		b *= f;
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		c *= f;
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		d *= f;
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		return *this;
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	};
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	friend Quaternion operator*(const Quaternion &q1, const Quaternion &q2)
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	{
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		return Quaternion(
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			q1.a*q2.a - q1.b*q2.b - q1.c*q2.c - q1.d*q2.d,
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			q1.a*q2.b + q1.b*q2.a + q1.c*q2.d - q1.d*q2.c,
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			q1.a*q2.c + q1.c*q2.a + q1.d*q2.b - q1.b*q2.d,
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			q1.a*q2.d + q1.d*q2.a + q1.b*q2.c - q1.c*q2.b);
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	};
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	friend Quaternion conjugate(const Quaternion &q)
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	{
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		return Quaternion(q.a, -q.b, -q.c, -q.d);
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	}
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};
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class Camera
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{
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public:
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	Vector3 eye, p, u, v;
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	Float f;
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	Camera(): eye(0,0,10), p(0,0,-1), u(-1,0,0), v(0,1,0), f(3.14/4.0) {};
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	Camera(const Vector3 &C, const Vector3 &ap, const Vector3 &au, const Vector3 &av):
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		eye(C), p(ap), u(au), v(av), f(3.14/4.0) {};
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	void setEye(const Vector3 &aeye) { eye = aeye; };
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	void setFocalLength(const Float af) { f = af; };
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	void rotate(const Quaternion &q);
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	void move(const Float fw, const Float left, const Float up);
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};
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/* axis-aligned bounding box */
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class BBox
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{
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public:
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	Vector3 L;
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	Vector3 H;
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	BBox(): L(), H() {};
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	BBox(const Vector3 aL, const Vector3 aH): L(aL), H(aH) {};
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	Float w() { return H.x-L.x; };
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	Float h() { return H.y-L.y; };
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	Float d() { return H.z-L.z; };
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	bool intersect(const Ray &ray, Float &a, Float &b);
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};
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class Light
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{
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public:
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	Vector3 pos;
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	Colour colour;
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	bool cast_shadows;
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	Light(const Vector3 &position, const Colour &acolour):
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		pos(position), colour(acolour), cast_shadows(true) {};
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	void castShadows(bool cast) { cast_shadows = cast; };
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};
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class Texture
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{
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public:
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	Colour colour;
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	Colour evaluate(Vector3 point)
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	{
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		Float sum = 0.0;
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		for (int i = 1; i < 5; i++)
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			sum += fabsf(perlin(point.x*i, point.y*i, point.z*i))/i;
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		Float value = sinf(point.x + sum)/2 + 0.5;
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		return Colour(value*colour.r, value*colour.g, value*colour.b);
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	};
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};
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class Material
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{
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public:
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	Float ambient, diffuse, specular, shininess; // Phong constants
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	Float reflection; // how much reflectife is the surface
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	Float refraction; // refraction index
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	Float transmitivity;
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	Texture texture;
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	Material(const Colour &acolour) {
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		texture.colour = acolour;
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		ambient = 0.1;
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		diffuse = 0.5;
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		specular = 0.1;
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		shininess = 0.5;
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		reflection = 0.5;
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	}
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};
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class Shape
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{
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public:
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	Material *material;
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	Shape() {};
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	virtual ~Shape() {};
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	// first intersection point
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	virtual bool intersect(const Ray &ray, Float &dist) const = 0;
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	// all intersections (only for CSG)
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	virtual bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const = 0;
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	// normal at point P
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	virtual Vector3 normal(Vector3 &P) const = 0;
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	virtual BBox get_bbox() const = 0;
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};
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class ShapeList: public vector<Shape*>
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{
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};
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class Sphere: public Shape
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{
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	Float sqr_radius;
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	Float inv_radius;
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public:
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	Vector3 center;
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	Float radius;
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	Sphere(const Vector3 &acenter, const Float aradius, Material *amaterial):
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		sqr_radius(aradius*aradius), inv_radius(1.0f/aradius),
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		center(acenter), radius(aradius) { material = amaterial; }
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	bool intersect(const Ray &ray, Float &dist) const;
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	bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const;
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	Vector3 normal(Vector3 &P) const { return (P - center) * inv_radius; };
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	BBox get_bbox() const;
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};
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class Box: public Shape
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{
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	Vector3 L;
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	Vector3 H;
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public:
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	Box(const Vector3 &aL, const Vector3 &aH, Material *amaterial): L(aL), H(aH)
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	{
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		for (int i = 0; i < 3; i++)
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			if (L.cell[i] > H.cell[i])
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				swap(L.cell[i], H.cell[i]);
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		material = amaterial;
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	};
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	bool intersect(const Ray &ray, Float &dist) const;
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	bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const { return false; };
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	Vector3 normal(Vector3 &P) const;
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	BBox get_bbox() const { return BBox(L, H); };
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};
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class Triangle: public Shape
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{
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#ifdef TRI_BARI_PRE
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	Float nu, nv, nd;
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	int k; // dominant axis
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	Float bnu, bnv;
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	Float cnu, cnv;
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#endif
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#ifdef TRI_BARI
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	int k; // dominant axis
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#endif
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#ifdef TRI_PLUCKER
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	Float pla[6], plb[6], plc[6];
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#endif
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public:
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	Vector3 A, B, C, N;
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	Triangle(const Vector3 &aA, const Vector3 &aB, const Vector3 &aC, Material *amaterial);
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	bool intersect(const Ray &ray, Float &dist) const;
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	bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const {return false;};
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	Vector3 normal(Vector3 &) const { return N; };
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	BBox get_bbox() const;
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};
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#endif