move shapes to extra source file
add serialize header and source file with common serialization functions
dump/load feature for shapes and kd-tree
fix few minor bugs
/* * scene.cc: 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. */#include "scene.h"void Camera::rotate(const Quaternion &q){ /* //non-optimized Quaternion res; res = q * Quaternion(u) * conjugate(q); u = res.toVector(); res = q * Quaternion(v) * conjugate(q); v = res.toVector(); res = q * Quaternion(p) * conjugate(q); p = res.toVector(); */ // 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; 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; p = Vector3(x,y,z); x = 2*( (t8 + t10)*u.x + (t6 - t4)*u.y + (t3 + t7)*u.z ) + u.x; y = 2*( (t4 + t6)*u.x + (t5 + t10)*u.y + (t9 - t2)*u.z ) + u.y; z = 2*( (t7 - t3)*u.x + (t2 + t9)*u.y + (t5 + t8)*u.z ) + u.z; u = Vector3(x,y,z); x = 2*( (t8 + t10)*v.x + (t6 - t4)*v.y + (t3 + t7)*v.z ) + v.x; y = 2*( (t4 + t6)*v.x + (t5 + t10)*v.y + (t9 - t2)*v.z ) + v.y; z = 2*( (t7 - t3)*v.x + (t2 + t9)*v.y + (t5 + t8)*v.z ) + v.z; v = Vector3(x,y,z); p.normalize(); u.normalize(); v.normalize();}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){ register Float tnear = -Inf; register Float tfar = Inf; register Float t1, t2; for (int i = 0; i < 3; i++) { if (ray.dir[i] == 0) { /* ray is parallel to these planes */ if (ray.o[i] < L[i] || ray.o[i] > H[i]) return false; } else { /* compute the intersection distance of the planes */ t1 = (L[i] - ray.o[i]) / ray.dir[i]; t2 = (H[i] - ray.o[i]) / ray.dir[i]; if (t1 > t2) swap(t1, t2); if (t1 > tnear) tnear = t1; /* want largest Tnear */ if (t2 < tfar) tfar = t2; /* want smallest Tfar */ if (tnear > tfar || tfar < 0) return false; /* box missed; box is behind ray */ } } a = tnear; b = tfar; return true;}