Add locking mechanism to prevent updating transform/parent

This commit is contained in:
Godzil
2020-03-10 13:55:27 +00:00
parent 5da0c10182
commit 441d758845
9 changed files with 95 additions and 7 deletions

View File

@@ -48,6 +48,8 @@ public:
void updateTransform();
void lock();
void dumpMe(FILE *fp);
};

View File

@@ -56,6 +56,8 @@ public:
Group(const char *name = nullptr);
void lock();
const char *getName() { return this->name; };
void dumpMe(FILE * fp);

View File

@@ -70,6 +70,8 @@ public:
void updateBoundingBox();
void updateTransform();
void lock();
void dumpMe(FILE * fp);
};

View File

@@ -41,6 +41,7 @@ public:
protected:
ShapeType type;
Matrix localTransformMatrix;
bool locked;
protected:
virtual Intersect localIntersect(Ray r) = 0;
@@ -75,10 +76,20 @@ public:
virtual void dumpMe(FILE *fp);
/* When an object is locked, the matrix transformation and bounding box can't be updated. This is
* usefull to move object between group without changing the real hierarchy between them.
* It will also not change the parent member.
* This is supposed to be used only before a render is going to start so we can optimise the
* way the object are stored to prefer lots of un-needed intersections.
*/
virtual void lock() { this->locked = true; };
Tuple worldToObject(Tuple point) { return this->inverseTransform * point; };
Tuple objectToWorld(Tuple point) { return this->transformMatrix * point; };
Tuple normalToWorld(Tuple normalVector);
void setParent(Shape *parent) { if (!this->locked) { this->parent = parent; };};
void setTransform(Matrix transform);
void setMaterial(Material material) { this->material = material; this->materialSet = true; };
Ray transform(Ray r) { return Ray(this->transformMatrix * r.origin, this->transformMatrix * r.direction); };

View File

@@ -17,8 +17,8 @@ CSG::CSG(OperationType operation, Shape *left, Shape *right) : Shape(Shape::CSG)
{
stats.addCsg();
this->left->parent = this;
this->right->parent = this;
this->left->setParent(this);
this->right->setParent(this);
this->bounds | this->left->getBounds();
this->bounds | this->right->getBounds();
@@ -134,6 +134,19 @@ void CSG::filterIntersections(Intersect &xs, Intersect &ret)
}
}
void CSG::lock()
{
Shape::lock();
if(this->left)
{
this->left->lock();
}
if(this->right)
{
this->right->lock();
}
}
void CSG::dumpMe(FILE *fp)
{

View File

@@ -90,7 +90,6 @@ bool Group::includes(Shape *b)
}
}
/* We are force to do them all the time */
if (this->unboxableObjectCount > 0)
{
int i;
@@ -126,7 +125,7 @@ void Group::addObject(Shape *s)
this->objectList = (Shape **)realloc(this->objectList, sizeof(Shape **) * this->allocatedObjectCount);
}
s->parent = this;
s->setParent(this);
s->updateTransform();
this->objectList[this->objectCount++] = s;
@@ -142,7 +141,7 @@ void Group::addObject(Shape *s)
this->unboxableObjectList = (Shape **)realloc(this->unboxableObjectList, sizeof(Shape **) * this->allocatedUnboxableObjectCount);
}
s->parent = this;
s->setParent(this);
s->updateTransform();
this->unboxableObjectList[this->unboxableObjectCount++] = s;
@@ -269,4 +268,28 @@ void Group::dumpMe(FILE *fp)
fprintf(fp, "},\n");
}
Shape::dumpMe(fp);
}
void Group::lock()
{
Shape::lock();
/* Now notify included object they have to lock */
int i;
if (this->objectCount > 0)
{
for (i = 0 ; i < this->objectCount ; i++)
{
this->objectList[i]->lock();
}
}
if (this->unboxableObjectCount > 0)
{
for(i = 0; i < this->unboxableObjectCount; i++)
{
this->unboxableObjectList[i]->lock();
}
}
}

View File

@@ -99,7 +99,7 @@ void OBJFile::addGroup(Group *group)
{
this->baseGroup->addObject(group);
group->parent = this;
group->setParent(this);
group->updateTransform();
this->bounds | group->getBounds();
@@ -461,3 +461,10 @@ int OBJFile::execLine(int argc, char *argv[], uint32_t currentLine)
}
return ret;
}
void OBJFile::lock()
{
Shape::lock();
this->baseGroup->lock();
}

View File

@@ -15,12 +15,14 @@
Shape::Shape(ShapeType type)
{
this->locked = false;
this->parent = nullptr;
this->dropShadow = true;
this->type = type;
this->localTransformMatrix = Matrix4().identity();
this->updateTransform();
this->materialSet = false;
this->updateTransform();
}
Intersect Shape::intersect(Ray r)
@@ -51,6 +53,8 @@ Tuple Shape::normalAt(Tuple point, Intersection *hit)
void Shape::updateTransform()
{
if (this->locked) return;
this->transformMatrix = this->localTransformMatrix;
if (this->parent != nullptr)
{
@@ -63,6 +67,8 @@ void Shape::updateTransform()
void Shape::setTransform(Matrix transform)
{
if (this->locked) return;
this->localTransformMatrix = transform;
this->updateTransform();
}