replace Plane with axis-aligned Box (because infinite Plane is not usable with kd-tree)
fix memory leak in KdTree::nearest_intersection
rename BBox::R to BBox::H
new file: common.h (Eps and Inf constants)
/*
* C++ RayTracer
* file: matrix.h
*
* Radek Brich, 2006
*/
/* not used at this time */
#ifndef MATRIX_H
#define MATRIX_H
#include "vector.h"
using namespace std;
class Matrix
{
public:
float data[4][4];
Matrix(): {};
// sum
friend Matrix operator+(const Matrix &a, const Matrix &b)
{
Matrix m = Matrix();
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
m.data[i][j] = a.data[i][j] + b.data[i][j];
return m;
}
// difference
friend Matrix operator-(const Matrix &a, const Matrix &b)
{
Matrix m = Matrix();
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
m.data[i][j] = a.data[i][j] - b.data[i][j];
return m;
}
// product
friend Matrix operator*(const Matrix &a, const Matrix &b)
{
Matrix m = Matrix();
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
m.data[i][j] =
a.data[i][0] * b.data[0][j] +
a.data[i][1] * b.data[1][j] +
a.data[i][2] * b.data[2][j] +
a.data[i][3] * b.data[3][j];
return m;
}
// negative
Matrix operator-()
{
Matrix m = Matrix();
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
m.data[i][j] = -data[i][j];
return m;
}
// product of matrix and scalar
Matrix operator*(const float &f)
{
Matrix m = Matrix();
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
m.data[i][j] = data[i][j] * f;
return m;
}
friend Matrix operator*(const float &f, Matrix &m) { return m * f; };
// product of matrix and vector
Vector3 operator*(const Vector3 &v)
{
Vector3 u = Vector3();
u.x = data[0][0] * v.x + data[0][1] * v.y + data[0][2] * v.z + data[0][3] * v.w;
u.y = data[1][0] * v.x + data[1][1] * v.y + data[1][2] * v.z + data[1][3] * v.w;
u.z = data[2][0] * v.x + data[2][1] * v.y + data[2][2] * v.z + data[2][3] * v.w;
u.w = data[3][0] * v.x + data[3][1] * v.y + data[3][2] * v.z + data[3][3] * v.w;
return u;
}
friend Matrix operator*(const Vector3 &v, Matrix &m) { return m * v; };
};
#endif