author | Radek Brich <radek.brich@devl.cz> |
Fri, 07 Dec 2007 16:39:42 +0100 | |
branch | pyrit |
changeset 27 | e9bb83c2b8b9 |
parent 25 | b8232edee786 |
child 28 | ffe83ca074f3 |
permissions | -rw-r--r-- |
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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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5 |
* Radek Brich, 2006 |
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*/ |
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7 |
|
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8 |
#ifndef SCENE_H |
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#define SCENE_H |
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10 |
|
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#include <vector> |
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|
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#include "noise.h" |
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#include "vector.h" |
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/* |
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17 |
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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|
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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: |
22 | 40 |
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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|
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Vector3 toVector() { return Vector3(b/a, c/a, d/a); }; |
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|
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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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|
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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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|
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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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98 |
}; |
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|
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class Light |
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101 |
{ |
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public: |
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103 |
Vector3 pos; |
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Colour colour; |
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bool cast_shadows; |
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|
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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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110 |
}; |
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111 |
|
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112 |
class Texture |
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113 |
{ |
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114 |
public: |
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115 |
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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119 |
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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123 |
}; |
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124 |
}; |
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125 |
|
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126 |
class Material |
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127 |
{ |
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128 |
public: |
22 | 129 |
Float ambient, diffuse, specular, shininess; // Phong constants |
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Float reflection; // how much reflectife is the surface |
|
131 |
Float refraction; // refraction index |
|
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Float transmitivity; |
|
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133 |
Texture texture; |
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134 |
|
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Material(const Colour &acolour) { |
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texture.colour = acolour; |
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137 |
ambient = 0.1; |
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138 |
diffuse = 0.5; |
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specular = 0.1; |
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shininess = 0.5; |
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141 |
reflection = 0.5; |
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142 |
} |
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143 |
}; |
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144 |
|
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145 |
class Shape |
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146 |
{ |
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147 |
public: |
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148 |
Material *material; |
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149 |
Shape() {}; |
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virtual ~Shape() {}; |
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151 |
|
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152 |
// first intersection point |
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virtual bool intersect(const Ray &ray, Float &dist) const = 0; |
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154 |
|
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155 |
// 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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157 |
|
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158 |
// normal at point P |
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virtual Vector3 normal(Vector3 &P) const = 0; |
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160 |
|
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virtual BBox get_bbox() const = 0; |
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162 |
}; |
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163 |
|
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class ShapeList: public vector<Shape*> |
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165 |
{ |
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166 |
}; |
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167 |
|
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168 |
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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172 |
public: |
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173 |
Vector3 center; |
22 | 174 |
Float radius; |
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175 |
|
22 | 176 |
Sphere(const Vector3 &acenter, const Float aradius, Material *amaterial): |
0
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177 |
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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183 |
}; |
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184 |
|
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class Box: public Shape |
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186 |
{ |
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187 |
Vector3 L; |
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188 |
Vector3 H; |
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189 |
public: |
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Box(const Vector3 &aL, const Vector3 &aH, Material *amaterial): L(aL), H(aH) |
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191 |
{ |
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192 |
for (int i = 0; i < 3; i++) |
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if (L.cell[i] > H.cell[i]) |
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194 |
swap(L.cell[i], H.cell[i]); |
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material = amaterial; |
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196 |
}; |
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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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201 |
}; |
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202 |
|
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203 |
class Triangle: public Shape |
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204 |
{ |
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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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217 |
public: |
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Vector3 A, B, C, N; |
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219 |
|
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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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tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents:
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224 |
BBox get_bbox() const; |
0
3547b885df7e
initial commit, raytracer source as written year ago and unchanged since 2007-03-25
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225 |
}; |
3547b885df7e
initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
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226 |
|
3547b885df7e
initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
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227 |
#endif |