--- a/src/scene.cc Fri Nov 30 00:44:51 2007 +0100
+++ b/src/scene.cc Mon Dec 03 01:49:23 2007 +0100
@@ -24,16 +24,16 @@
*/
// optimized
- float t2 = q.a*q.b;
- float t3 = q.a*q.c;
- float t4 = q.a*q.d;
- float t5 = -q.b*q.b;
- float t6 = q.b*q.c;
- float t7 = q.b*q.d;
- float t8 = -q.c*q.c;
- float t9 = q.c*q.d;
- float t10 = -q.d*q.d;
- float x,y,z;
+ Float t2 = q.a*q.b;
+ Float t3 = q.a*q.c;
+ Float t4 = q.a*q.d;
+ Float t5 = -q.b*q.b;
+ Float t6 = q.b*q.c;
+ Float t7 = q.b*q.d;
+ Float t8 = -q.c*q.c;
+ Float t9 = q.c*q.d;
+ Float t10 = -q.d*q.d;
+ Float x,y,z;
x = 2*( (t8 + t10)*p.x + (t6 - t4)*p.y + (t3 + t7)*p.z ) + p.x;
y = 2*( (t4 + t6)*p.x + (t5 + t10)*p.y + (t9 - t2)*p.z ) + p.y;
z = 2*( (t7 - t3)*p.x + (t2 + t9)*p.y + (t5 + t8)*p.z ) + p.z;
@@ -51,17 +51,17 @@
v.normalize();
}
-void Camera::move(const float fw, const float left, const float up)
+void Camera::move(const Float fw, const Float left, const Float up)
{
eye = eye + fw*p + left*u + up*v;
}
/* http://www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter3.htm */
-bool BBox::intersect(const Ray &ray, float &a, float &b)
+bool BBox::intersect(const Ray &ray, Float &a, Float &b)
{
- float tnear = -FLT_MAX;
- float tfar = FLT_MAX;
- float t1, t2;
+ Float tnear = -FLT_MAX;
+ Float tfar = FLT_MAX;
+ Float t1, t2;
for (int i = 0; i < 3; i++)
{
@@ -94,11 +94,11 @@
return true;
}
-bool Sphere::intersect(const Ray &ray, float &dist)
+bool Sphere::intersect(const Ray &ray, Float &dist)
{
Vector3 V = ray.o - center;
- register float d = -dot(V, ray.dir);
- register float Det = d * d - (dot(V,V) - sqr_radius);
+ register Float d = -dot(V, ray.dir);
+ register Float Det = d * d - (dot(V,V) - sqr_radius);
if (Det > 0) {
d -= sqrtf(Det);
if (d > 0 && d < dist)
@@ -110,18 +110,18 @@
return false;
}
-bool Sphere::intersect_all(const Ray &ray, float dist, vector<float> &allts)
+bool Sphere::intersect_all(const Ray &ray, Float dist, vector<Float> &allts)
{
- //allts = new vector<float>();
+ //allts = new vector<Float>();
Vector3 V = ((Ray)ray).o - center;
- float Vd = - dot(V, ray.dir);
- float Det = Vd * Vd - (dot(V,V) - sqr_radius);
+ Float Vd = - dot(V, ray.dir);
+ Float Det = Vd * Vd - (dot(V,V) - sqr_radius);
if (Det > 0) {
Det = sqrtf(Det);
- float t1 = Vd - Det;
- float t2 = Vd + Det;
+ Float t1 = Vd - Det;
+ Float t2 = Vd + Det;
if (t1 < 0)
{
if (t2 > 0)
@@ -152,9 +152,9 @@
return bbox;
}
-bool Box::intersect(const Ray &ray, float &dist)
+bool Box::intersect(const Ray &ray, Float &dist)
{
- float a,b;
+ Float a,b;
bool res = get_bbox().intersect(ray, a, b);
if (res && a < dist)
{
@@ -216,13 +216,13 @@
int u = (k + 1) % 3;
int v = (k + 2) % 3;
- float krec = 1.0f / N[k];
+ Float krec = 1.0f / N[k];
nu = N[u] * krec;
nv = N[v] * krec;
nd = dot(N, A) * krec;
// first line equation
- float reci = 1.0f / (b[u] * c[v] - b[v] * c[u]);
+ Float reci = 1.0f / (b[u] * c[v] - b[v] * c[u]);
bnu = b[u] * reci;
bnv = -b[v] * reci;
@@ -235,7 +235,7 @@
}
// see comment for previous method
-bool Triangle::intersect(const Ray &ray, float &dist)
+bool Triangle::intersect(const Ray &ray, Float &dist)
{
Vector3 O = ray.o;
Vector3 D = ray.dir;
@@ -243,20 +243,20 @@
const int modulo3[5] = {0,1,2,0,1};
const int ku = modulo3[k+1];
const int kv = modulo3[k+2];
- const float lnd = 1.0f / (D[k] + nu * D[ku] + nv * D[kv]);
- const float t = (nd - O[k] - nu * O[ku] - nv * O[kv]) * lnd;
+ const Float lnd = 1.0f / (D[k] + nu * D[ku] + nv * D[kv]);
+ const Float t = (nd - O[k] - nu * O[ku] - nv * O[kv]) * lnd;
if (!(t < dist && t > 0))
return false;
- float hu = O[ku] + t * D[ku] - A[ku];
- float hv = O[kv] + t * D[kv] - A[kv];
- float beta = hv * bnu + hu * bnv;
+ Float hu = O[ku] + t * D[ku] - A[ku];
+ Float hv = O[kv] + t * D[kv] - A[kv];
+ Float beta = hv * bnu + hu * bnv;
if (beta < 0)
return false;
- float gamma = hu * cnu + hv * cnv;
+ Float gamma = hu * cnu + hv * cnv;
if (gamma < 0)
return false;