author | Radek Brich <radek.brich@devl.cz> |
Wed, 23 Apr 2008 10:38:33 +0200 | |
branch | pyrit |
changeset 78 | 9569e9f35374 |
child 79 | 062b1c4143f7 |
permissions | -rw-r--r-- |
/* * shapes.h: shape classes * * 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 SHAPES_H #define SHAPES_H #include "common.h" #include "scene.h" /* triangle intersection alghoritm options are: TRI_PLUCKER TRI_BARI TRI_BARI_PRE */ #if !defined(TRI_PLUCKER) && !defined(TRI_BARI) && !defined(TRI_BARI_PRE) # define TRI_BARI_PRE #endif /** * shape */ class Shape { public: Material *material; Shape() {}; virtual ~Shape() {}; // first intersection point virtual bool intersect(const Ray &ray, Float &dist) const = 0; // all intersections (only for CSG) virtual bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const = 0; // intersection with AABB virtual bool intersect_bbox(const BBox &bbox) const = 0; // normal at point P virtual const Vector3 normal(const Vector3 &P) const = 0; virtual BBox get_bbox() const = 0; virtual ostream & dump(ostream &st) const = 0; }; /** * list of shapes */ typedef vector<Shape*> ShapeList; /** * sphere shape */ class Sphere: public Shape { Vector3 center; Float radius; Float sqr_radius; Float inv_radius; public: Sphere(const Vector3 &acenter, const Float aradius, Material *amaterial): center(acenter), radius(aradius), sqr_radius(aradius*aradius), inv_radius(1.0f/aradius) { material = amaterial; } bool intersect(const Ray &ray, Float &dist) const; bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const; bool intersect_bbox(const BBox &bbox) const; const Vector3 normal(const Vector3 &P) const { return (P - center) * inv_radius; }; BBox get_bbox() const; const Vector3 getCenter() const { return center; }; const Float getRadius() const { return radius; }; ostream & dump(ostream &st) const; }; /** * box shape */ class Box: public Shape { Vector3 L; Vector3 H; public: Box(const Vector3 &aL, const Vector3 &aH, Material *amaterial): L(aL), H(aH) { for (int i = 0; i < 3; i++) if (L.cell[i] > H.cell[i]) swap(L.cell[i], H.cell[i]); material = amaterial; }; bool intersect(const Ray &ray, Float &dist) const; bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const { return false; }; bool intersect_bbox(const BBox &bbox) const; const Vector3 normal(const Vector3 &P) const; BBox get_bbox() const { return BBox(L, H); }; const Vector3 getL() const { return L; }; const Vector3 getH() const { return H; }; ostream & dump(ostream &st) const; }; /** * triangle vertex */ class Vertex { public: Vector3 P; Vertex(const Vector3 &aP): P(aP) {}; virtual ostream & dump(ostream &st) const; }; /** * triangle vertex with normal */ class NormalVertex: public Vertex { public: Vector3 N; NormalVertex(const NormalVertex *v): Vertex(v->P), N(v->N) {}; NormalVertex(const Vector3 &aP): Vertex(aP) {}; NormalVertex(const Vector3 &aP, const Vector3 &aN): Vertex(aP), N(aN) {}; const Vector3 &getNormal() { return N; }; void setNormal(const Vector3 &aN) { N = aN; }; ostream & dump(ostream &st) const; }; /** * triangle shape */ class Triangle: public Shape { #ifdef TRI_BARI_PRE Float nu, nv, nd; int k; // dominant axis Float bnu, bnv; Float cnu, cnv; #endif #ifdef TRI_BARI int k; // dominant axis #endif #ifdef TRI_PLUCKER Float pla[6], plb[6], plc[6]; #endif Vector3 N; const Vector3 smooth_normal(const Vector3 &P) const { #ifdef TRI_BARI_PRE const Vector3 &NA = static_cast<NormalVertex*>(A)->N; const Vector3 &NB = static_cast<NormalVertex*>(B)->N; const Vector3 &NC = static_cast<NormalVertex*>(C)->N; static const int modulo3[5] = {0,1,2,0,1}; register const int ku = modulo3[k+1]; register const int kv = modulo3[k+2]; const Float pu = P[ku] - A->P[ku]; const Float pv = P[kv] - A->P[kv]; const Float u = pv * bnu + pu * bnv; const Float v = pu * cnv + pv * cnu; Vector3 n = NA + u * (NB - NA) + v * (NC - NA); n.normalize(); return n; #else return N; // not implemented for other algorithms #endif }; public: Vertex *A, *B, *C; Triangle() {}; Triangle(Vertex *aA, Vertex *aB, Vertex *aC, Material *amaterial); bool intersect(const Ray &ray, Float &dist) const; bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const {return false;}; bool intersect_bbox(const BBox &bbox) const; const Vector3 normal(const Vector3 &P) const { return (material->smooth ? smooth_normal(P) : N); }; const Vector3 getNormal() const { return N; }; BBox get_bbox() const; ostream & dump(ostream &st) const; }; template <class T> class Array { T *array; public: Array(int n) { array = new T[n]; }; ~Array() { delete[] array; }; const T &operator[](int i) const { return array[i]; }; }; typedef Array<Vertex> VertexArray; typedef Array<NormalVertex> NormalVertexArray; typedef Array<Triangle> TriangleArray; #endif