Boundingboxes should be ready.

Next step (later) would be to properly use them other than group to lower the number of intersection calculation per ray.
This commit is contained in:
Godzil
2020-02-25 18:03:12 +00:00
parent 831a096281
commit 2ea4abdce7
21 changed files with 406 additions and 34 deletions

View File

@@ -53,10 +53,12 @@ public:
Shape(ShapeType = SHAPE_NONE);
virtual Intersect intersect(Ray r);
virtual Intersect intersectOOB(Ray r) { return this->intersect(r); };
Tuple normalAt(Tuple point);
/* Bouding box points are always world value */
/* Bounding box points are always world value */
virtual BoundingBox getBounds();
virtual bool haveFiniteBounds() { return true; };
void updateTransform();
Tuple worldToObject(Tuple point) { return this->inverseTransform * point; };