src/scene.cc
branchpyrit
changeset 15 a0a3e334744f
parent 14 fc18ac4833f2
child 20 f22952603f29
--- a/src/scene.cc	Sun Nov 25 15:50:01 2007 +0100
+++ b/src/scene.cc	Sun Nov 25 17:58:29 2007 +0100
@@ -21,13 +21,13 @@
 	{
 		if (ray.dir.cell[i] == 0) {
 			/* ray is parallel to these planes */
-			if (ray.a.cell[i] < L.cell[i] || ray.a.cell[i] > H.cell[i])
+			if (ray.o.cell[i] < L.cell[i] || ray.o.cell[i] > H.cell[i])
 				return false;
 		} else
 		{
 			/* compute the intersection distance of the planes */
-			t1 = (L.cell[i] - ray.a.cell[i]) / ray.dir.cell[i];
-			t2 = (H.cell[i] - ray.a.cell[i]) / ray.dir.cell[i];
+			t1 = (L.cell[i] - ray.o.cell[i]) / ray.dir.cell[i];
+			t2 = (H.cell[i] - ray.o.cell[i]) / ray.dir.cell[i];
 
 			if (t1 > t2)
 				swap(t1, t2);
@@ -50,7 +50,7 @@
 
 bool Sphere::intersect(const Ray &ray, float &dist)
 {
-	Vector3 V = ((Ray)ray).a - center;
+	Vector3 V = ((Ray)ray).o - center;
 
 	float Vd = - dot(V, ray.dir);
 	float Det = Vd * Vd - (dot(V,V) - sqr_radius);
@@ -81,7 +81,7 @@
 {
 	//allts = new vector<float>();
 
-	Vector3 V = ((Ray)ray).a - center;
+	Vector3 V = ((Ray)ray).o - center;
 	float Vd = - dot(V, ray.dir);
 	float Det = Vd * Vd - (dot(V,V) - sqr_radius);
 
@@ -115,11 +115,7 @@
 {
 	BBox bbox = BBox();
 	bbox.L = center - radius;
-	//bbox.L.y = center.y - radius;
-	//bbox.L.z = center.z - radius;
 	bbox.H = center + radius;
-	//bbox.H.y = center.y + radius;
-	//bbox.H.z = center.z + radius;
 	return bbox;
 }
 
@@ -131,8 +127,8 @@
 
 Vector3 Box::normal(Vector3 &P)
 {
-	Vector3 N(0,1,0);
-	/*for (int i = 0; i < 3; i++)
+	Vector3 N;
+	for (int i = 0; i < 3; i++)
 	{
 		if (P.cell[i] >= L.cell[i]-Eps && P.cell[i] <= L.cell[i]+Eps)
 		//if (P.cell[i] == L.cell[i])
@@ -146,7 +142,7 @@
 			N.cell[i] = +1.0;
 			break;
 		}
-	}*/
+	}
 	return N;
 }
 
@@ -201,7 +197,7 @@
 // see comment for previous method
 bool Triangle::intersect(const Ray &ray, float &dist)
 {
-	Vector3 O = ray.a;
+	Vector3 O = ray.o;
 	Vector3 D = ray.dir;
 
 	const int modulo3[5] = {0,1,2,0,1};