include/scene.h
author Radek Brich <radek.brich@devl.cz>
Tue, 18 Dec 2007 12:36:01 +0100
branchpyrit
changeset 41 c1080cb5bd6d
parent 40 929aad02c5f2
child 42 fbdeb3e04543
permissions -rw-r--r--
fix possible division by zero in ccdemos/common_ply.h don't use DEFS variable in makefiles, just add it to CCFLAGS compile float version of libs with -fsingle-precision-constant
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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/*
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 * Pyrit Ray Tracer
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 * file: scene.h
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 *
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 * Radek Brich, 2006-2007
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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 <typeinfo>
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#include "noise.h"
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#include "vector.h"
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#include "quaternion.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 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():
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		pos(Vector3(0,0,0)), colour(Colour(1,1,1)), cast_shadows(true) {};
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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 reflectivity; // how much reflective is the surface
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	Float transmissivity, refract_index; // part of light which can be refracted; index of refraction
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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 = 0.2;
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		diffuse = 0.8;
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		specular = 0.2;
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		shininess = 0.5;
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		reflectivity = 0.2;
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		transmissivity = 0.0;
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		refract_index = 1.3;
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	}
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	void setPhong(const Float amb, const Float dif, const Float spec, const Float shin)
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		{ ambient = amb; diffuse = dif; specular = spec; shininess = shin; };
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	void setReflectivity(const Float refl) { reflectivity = refl; };
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	void setTransmissivity(const Float trans, const Float rindex)
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		{ transmissivity = trans; refract_index = rindex; };
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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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	// intersection with AABB
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	virtual bool intersect_bbox(const BBox &bbox) const = 0;
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	// normal at point P
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	virtual const Vector3 normal(const 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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	bool intersect_bbox(const BBox &bbox) const;
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	const Vector3 normal(const 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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	bool intersect_bbox(const BBox &bbox) const;
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	const Vector3 normal(const Vector3 &P) const;
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	BBox get_bbox() const { return BBox(L, H); };
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};
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class Vertex
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{
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public:
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	Vector3 P;
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	Vertex(const Vector3 &aP): P(aP) {};
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};
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class NormalVertex: public Vertex
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{
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public:
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	Vector3 N;
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	NormalVertex(const Vector3 &aP): Vertex(aP) {};
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	NormalVertex(const Vector3 &aP, const Vector3 &aN): Vertex(aP), N(aN) {};
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	const Vector3 &getNormal() { return N; };
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	void setNormal(const Vector3 &aN) { N = aN; };
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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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	Vector3 N;
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	bool smooth;
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	const Vector3 smooth_normal(const Vector3 &P) const
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	{
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#ifdef TRI_BARI_PRE
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		const Vector3 &NA = static_cast<NormalVertex*>(A)->N;
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		const Vector3 &NB = static_cast<NormalVertex*>(B)->N;
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		const Vector3 &NC = static_cast<NormalVertex*>(C)->N;
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		static const int modulo3[5] = {0,1,2,0,1};
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		register const int ku = modulo3[k+1];
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		register const int kv = modulo3[k+2];
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		const Float pu = P[ku] - A->P[ku];
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		const Float pv = P[kv] - A->P[kv];
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		const Float u = pv * bnu + pu * bnv;
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		const Float v = pu * cnv + pv * cnu;
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		Vector3 n = NA + u * (NB - NA) + v * (NC - NA);
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		n.normalize();
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		return n;
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#else
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		return N; // not implemented for other algorithms
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#endif
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	};
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public:
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	Vertex *A, *B, *C;
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	Triangle(Vertex *aA, Vertex *aB, Vertex *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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	bool intersect_bbox(const BBox &bbox) const;
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	const Vector3 normal(const Vector3 &P) const { return (smooth ? smooth_normal(P) : N); };
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	const Vector3 getNormal() const { return N; };
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	void setSmooth() { smooth = true; };//(typeid(*A) == typeid(*B) == typeid(*C) == typeid(NormalVertex)); };
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	void setFlat() { smooth = false; };
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	bool getSmooth() const { return smooth; };
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	BBox get_bbox() const;
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};
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3547b885df7e initial commit, raytracer source as written year ago and unchanged since 2007-03-25
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#endif