move "smooth" attribute from Triangle to Material
lwo reader enhancements - implement more chunk types, support for smoothing flag and SMAN (smoothing max. angle)
/*
* container.cc: Container class
*
* This file is part of Pyrit Ray Tracer.
*
* Copyright 2007 Radek Brich
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "common.h"
#include "container.h"
void Container::addShape(Shape* aShape)
{
shapes.push_back(aShape);
if (shapes.size() == 0) {
/* initialize bounding box */
bbox = aShape->get_bbox();
} else {
/* adjust bounding box */
BBox shapebb = aShape->get_bbox();
if (shapebb.L.x < bbox.L.x) bbox.L.x = shapebb.L.x;
if (shapebb.L.y < bbox.L.y) bbox.L.y = shapebb.L.y;
if (shapebb.L.z < bbox.L.z) bbox.L.z = shapebb.L.z;
if (shapebb.H.x > bbox.H.x) bbox.H.x = shapebb.H.x;
if (shapebb.H.y > bbox.H.y) bbox.H.y = shapebb.H.y;
if (shapebb.H.z > bbox.H.z) bbox.H.z = shapebb.H.z;
}
};
Shape *Container::nearest_intersection(const Shape *origin_shape, const Ray &ray,
Float &nearest_distance)
{
Shape *nearest_shape = NULL;
ShapeList::iterator shape;
for (shape = shapes.begin(); shape != shapes.end(); shape++)
if (*shape != origin_shape && (*shape)->intersect(ray, nearest_distance))
nearest_shape = *shape;
return nearest_shape;
}