Working on groups
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38
source/include/group.h
Normal file
38
source/include/group.h
Normal file
@@ -0,0 +1,38 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Group header
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#ifndef DORAYME_GROUP_H
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#define DORAYME_GROUP_H
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#include <shape.h>
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class Group : public Shape
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{
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private:
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uint32_t allocatedObjectCount;
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Shape* *objectList;
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uint32_t objectCount;
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protected:
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Intersect localIntersect(Ray r);
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Tuple localNormalAt(Tuple point);
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public:
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bool isEmpty();
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void addObject(Shape *s);
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Shape *operator[](const int p) { return this->objectList[p]; }
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Intersect intersect(Ray r);
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Group();
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};
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#endif /* DORAYME_GROUP_H */
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@@ -25,6 +25,8 @@ enum ShapeType
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SHAPE_CUBE,
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SHAPE_CYLINDER,
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SHAPE_CONE,
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SHAPE_GROUP,
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};
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/* Base class for all object that can be presented in the world */
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@@ -32,16 +34,19 @@ class Shape
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{
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private:
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ShapeType type;
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private:
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Matrix localTransformMatrix;
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protected:
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virtual Intersect localIntersect(Ray r) = 0;
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virtual Tuple localNormalAt(Tuple point) = 0;
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public:
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Matrix transformMatrix;
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Matrix inverseTransform;
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Matrix transposedInverseTransform;
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Material material;
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bool dropShadow;
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Shape *parent;
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public:
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Shape(ShapeType = SHAPE_NONE);
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@@ -49,6 +54,12 @@ public:
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Intersect intersect(Ray r);
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Tuple normalAt(Tuple point);
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//virtual Bounds getBounds();
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void updateTransform();
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Tuple worldToObject(Tuple point) { return this->inverseTransform * point; };
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Tuple normalToWorld(Tuple normalVector) { return (this->transposedInverseTransform * normalVector).normalise(); };
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void setTransform(Matrix transform);
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void setMaterial(Material material) { this->material = material; };
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Ray transform(Ray r) { return Ray(this->transformMatrix * r.origin, this->transformMatrix * r.direction); };
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@@ -15,7 +15,7 @@
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class Sphere : public Shape
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{
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private:
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protected:
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Intersect localIntersect(Ray r);
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Tuple localNormalAt(Tuple point);
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