prepare structures for packet tracing
(it's already slightly faster, even without any explicit parallelization)
supply missing virtual destructors
/* * scene.h: classes for objects in scene * * This file is part of Pyrit Ray Tracer. * * Copyright 2006, 2007, 2008 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. */#ifndef SCENE_H#define SCENE_H#include <vector>#include <typeinfo>#include "common.h"#include "sampler.h"#include "vector.h"#include "quaternion.h"/** * ray */class Ray{public: Vector3 o, dir; Ray(): o(), dir() {}; Ray(const Vector3 &ao, const Vector3 &adir): o(ao), dir(adir) {};};/** * a camera */class Camera{public: Vector3 eye, p, u, v; Float F; Camera(): eye(0,0,10), p(0,0,-1), u(-1,0,0), v(0,1,0), F(2.*tan(M_PI/8.)) {}; Camera(const Vector3 &C, const Vector3 &ap, const Vector3 &au, const Vector3 &av): eye(C), p(ap), u(au), v(av), F(2.*tan(M_PI/8.)) {}; Camera(const Vector3 &from, const Vector3 &lookat, const Vector3 &up): eye(from), F(2.*tan(M_PI/8.)) { p = lookat - from; u = cross(up, p); p.normalize(); u.normalize(); v = cross(p, u); }; void setEye(const Vector3 &aeye) { eye = aeye; }; void setAngle(const Float angle) { F = 2.*tan(angle/2.); }; void rotate(const Quaternion &q); void move(const Float fw, const Float left, const Float up); Ray makeRay(Sample &samp) { Vector3 dir = p - (u*samp.x + v*samp.y)*F; dir.normalize(); return Ray(eye, dir); }; void makeRayPacket(Sample *samples, Ray *rays) { for (int i = 0; i < 4; i++) rays[i] = makeRay(samples[i]); };};/** * light object */class Light{public: Vector3 pos; Colour colour; bool cast_shadows; Light(): pos(Vector3(0,0,0)), colour(Colour(1,1,1)), cast_shadows(true) {}; Light(const Vector3 &position, const Colour &acolour): pos(position), colour(acolour), cast_shadows(true) {}; void castShadows(bool cast) { cast_shadows = cast; };};/** * axis-aligned bounding box */class BBox{public: Vector3 L; Vector3 H; BBox(): L(), H() {}; BBox(const Vector3 aL, const Vector3 aH): L(aL), H(aH) {}; Float w() { return H.x-L.x; }; Float h() { return H.y-L.y; }; Float d() { return H.z-L.z; }; bool intersect(const Ray &ray, Float &a, Float &b);};#endif