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

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();
}