Working on groups

This commit is contained in:
Godzil
2020-02-24 09:25:52 +00:00
parent 80f59efa43
commit 7c794f0496
8 changed files with 272 additions and 9 deletions

73
source/shapes/group.cpp Normal file
View File

@@ -0,0 +1,73 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Group implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <tuple.h>
#include <ray.h>
#include <group.h>
#include <cone.h>
#include <math_helper.h>
#define MIN_ALLOC (2)
Group::Group() : Shape(SHAPE_GROUP)
{
this->allocatedObjectCount = MIN_ALLOC;
this->objectList = (Shape **)calloc(sizeof(Shape *), MIN_ALLOC);
this->objectCount = 0;
}
Intersect Group::intersect(Ray r)
{
Intersect ret;
int i, j;
if (this->objectCount > 0)
{
for(i = 0; i < this->objectCount; i++)
{
Intersect xs = this->objectList[i]->intersect(r);
if (xs.count() > 0)
{
for(j = 0; j < xs.count(); j++)
{
ret.add(xs[j]);
}
}
}
}
return ret;
}
Intersect Group::localIntersect(Ray r)
{
return Intersect();
}
Tuple Group::localNormalAt(Tuple point)
{
return Vector(1, 0, 0);
}
void Group::addObject(Shape *s)
{
if ((this->objectCount + 1) > this->allocatedObjectCount)
{
this->allocatedObjectCount *= 2;
this->objectList = (Shape **)realloc(this->objectList, sizeof(Shape **) * this->allocatedObjectCount);
}
s->parent = this;
s->updateTransform();
this->objectList[this->objectCount++] = s;
}
bool Group::isEmpty()
{
return (this->objectCount == 0);
}

View File

@@ -15,10 +15,11 @@
Shape::Shape(ShapeType type)
{
this->parent = nullptr;
this->dropShadow = true;
this->type = type;
this->transformMatrix = Matrix4().identity();
this->inverseTransform = this->transformMatrix.inverse();
this->localTransformMatrix = Matrix4().identity();
this->updateTransform();
}
Intersect Shape::intersect(Ray r)
@@ -32,7 +33,7 @@ Tuple Shape::normalAt(Tuple point)
Tuple local_normal = this->localNormalAt(local_point);
Tuple world_normal = this->inverseTransform.transpose() * local_normal;
Tuple world_normal = this->transposedInverseTransform * local_normal;
/* W may get wrong, so hack it. This is perfectly normal as we are using a 4x4 matrix instead of a 3x3 */
world_normal.w = 0;
@@ -40,8 +41,20 @@ Tuple Shape::normalAt(Tuple point)
return world_normal.normalise();
}
void Shape::updateTransform()
{
this->transformMatrix = this->localTransformMatrix;
if (this->parent != nullptr)
{
this->transformMatrix = this->parent->transformMatrix * this->transformMatrix;
}
this->inverseTransform = this->transformMatrix.inverse();
this->transposedInverseTransform = this->inverseTransform.transpose();
}
void Shape::setTransform(Matrix transform)
{
this->transformMatrix = transform;
this->inverseTransform = transform.inverse();
this->localTransformMatrix = transform;
this->updateTransform();
}