Add transformation to objects.
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@@ -12,13 +12,24 @@
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class Object;
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#include <ray.h>
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#include <tuple.h>
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#include <matrix.h>
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#include <intersect.h>
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/* Base class for all object that can be presented in the world */
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class Object
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{
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public:
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Matrix transformMatrix;
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Matrix inverseTransform;
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public:
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Object();
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virtual Intersect intersect(Ray r);
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void setTransform(Matrix transform);
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Ray transform(Ray r) { return Ray(this->transformMatrix * r.origin, this->transformMatrix * r.direction); };
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Ray invTransform(Ray r) { return Ray(this->inverseTransform * r.origin, this->inverseTransform * r.direction); };
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};
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#endif //DORAYME_OBJECT_H
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@@ -9,9 +9,23 @@
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#include <ray.h>
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#include <object.h>
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#include <matrix.h>
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#include <tuple.h>
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#include <intersect.h>
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Object::Object()
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{
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this->transformMatrix = Matrix4().identity();
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this->inverseTransform = this->transformMatrix.inverse();
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}
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Intersect Object::intersect(Ray r)
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{
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return Intersect();
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};
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};
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void Object::setTransform(Matrix transform)
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{
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this->transformMatrix = transform;
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this->inverseTransform = transform.inverse();
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}
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@@ -17,10 +17,13 @@ Intersect Sphere::intersect(Ray r)
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{
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Intersect ret;
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double a, b, c, discriminant;
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Tuple sphere_to_ray = r.origin - Point(0, 0, 0);
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a = r.direction.dot(r.direction);
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b = 2 * r.direction.dot(sphere_to_ray);
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Ray transRay = this->invTransform(r);
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Tuple sphere_to_ray = transRay.origin - Point(0, 0, 0);
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a = transRay.direction.dot(transRay.direction);
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b = 2 * transRay.direction.dot(sphere_to_ray);
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c = sphere_to_ray.dot(sphere_to_ray) - 1;
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discriminant = b * b - 4 * a * c;
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