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.
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@@ -19,6 +19,11 @@ Group::Group() : Shape(SHAPE_GROUP)
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this->allocatedObjectCount = MIN_ALLOC;
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this->objectList = (Shape **)calloc(sizeof(Shape *), MIN_ALLOC);
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this->objectCount = 0;
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this->allocatedUnboxableObjectCount = MIN_ALLOC;
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this->unboxableObjectList = (Shape **)calloc(sizeof(Shape *), MIN_ALLOC);
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this->unboxableObjectCount = 0;
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}
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Intersect Group::intersect(Ray r)
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@@ -27,9 +32,28 @@ Intersect Group::intersect(Ray r)
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int i, j;
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if (this->objectCount > 0)
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{
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for(i = 0; i < this->objectCount; i++)
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if (this->bounds.intesectMe(r))
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{
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Intersect xs = this->objectList[i]->intersect(r);
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for (i = 0 ; i < this->objectCount ; i++)
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{
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Intersect xs = this->objectList[i]->intersect(r);
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if (xs.count() > 0)
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{
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for (j = 0 ; j < xs.count() ; j++)
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{
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ret.add(xs[j]);
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}
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}
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}
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}
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}
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/* We are force to do them all the time */
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if (this->unboxableObjectCount > 0)
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{
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for(i = 0; i < this->unboxableObjectCount; i++)
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{
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Intersect xs = this->unboxableObjectList[i]->intersect(r);
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if (xs.count() > 0)
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{
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for(j = 0; j < xs.count(); j++)
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@@ -39,7 +63,6 @@ Intersect Group::intersect(Ray r)
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}
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}
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}
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return ret;
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}
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@@ -53,48 +76,64 @@ Tuple Group::localNormalAt(Tuple point)
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return Vector(1, 0, 0);
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}
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/* ONLY INSERT SHAPES THAT ARE NOT GOING TO CHANGE ELSE..! */
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void Group::addObject(Shape *s)
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{
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if ((this->objectCount + 1) > this->allocatedObjectCount)
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if (s->haveFiniteBounds())
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{
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this->allocatedObjectCount *= 2;
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this->objectList = (Shape **)realloc(this->objectList, sizeof(Shape **) * this->allocatedObjectCount);
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if ((this->objectCount + 1) > this->allocatedObjectCount)
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{
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this->allocatedObjectCount *= 2;
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this->objectList = (Shape **)realloc(this->objectList, sizeof(Shape **) * this->allocatedObjectCount);
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}
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s->parent = this;
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s->updateTransform();
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this->objectList[this->objectCount++] = s;
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this->bounds | s->getBounds();
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}
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else
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{
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if ((this->unboxableObjectCount + 1) > this->allocatedUnboxableObjectCount)
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{
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this->allocatedUnboxableObjectCount *= 2;
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this->unboxableObjectList = (Shape **)realloc(this->unboxableObjectList, sizeof(Shape **) * this->allocatedUnboxableObjectCount);
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}
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s->parent = this;
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s->updateTransform();
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s->parent = this;
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s->updateTransform();
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this->objectList[this->objectCount++] = s;
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this->unboxableObjectList[this->unboxableObjectCount++] = s;
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}
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}
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bool Group::isEmpty()
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{
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return (this->objectCount == 0);
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return (this->objectCount == 0) && (this->unboxableObjectCount == 0);
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}
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BoundingBox Group::getBounds()
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{
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BoundingBox ret;
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if (this->bounds.isEmpty()) { this->updateBoundingBox(); }
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return this->bounds;
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}
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void Group::updateBoundingBox()
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{
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this->bounds.reset();
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if (this->objectCount > 0)
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{
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ret.min = Point(INFINITY, INFINITY, INFINITY);
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ret.max = Point(-INFINITY, -INFINITY, -INFINITY);
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int i;
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for(i = 0; i < this->objectCount; i++)
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{
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BoundingBox obj = this->objectList[i]->getBounds();
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if (ret.min.x > obj.min.x) { ret.min.x = obj.min.x; }
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if (ret.min.y > obj.min.y) { ret.min.y = obj.min.y; }
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if (ret.min.z > obj.min.z) { ret.min.z = obj.min.z; }
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if (ret.max.x < obj.max.x) { ret.max.x = obj.max.x; }
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if (ret.max.y < obj.max.y) { ret.max.y = obj.max.y; }
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if (ret.max.z < obj.max.z) { ret.max.z = obj.max.z; }
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if (!this->objectList[i]->haveFiniteBounds())
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{
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BoundingBox objB = this->objectList[i]->getBounds();
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this->bounds | objB;
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}
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}
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}
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return ret;
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}
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