Working on worlds.
It's currently crashing.
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@@ -5,4 +5,89 @@
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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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*/
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#include <world.h>
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#include <light.h>
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#include <shape.h>
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#define MIN_ALLOC (2)
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World::World() : objectCount(0), lightCount(0)
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{
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this->allocatedLightCount = MIN_ALLOC;
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this->lightList = (Light **)calloc(sizeof(Light *), MIN_ALLOC);
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this->lightCount = 0;
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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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};
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World::~World()
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{
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/* We need to do some cleanup... */
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}
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void World::addObject(Shape *s)
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{
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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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this->objectList[this->objectCount++] = s;
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}
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void World::addLight(Light *l)
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{
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if ((this->lightCount + 1) > this->allocatedLightCount)
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{
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this->allocatedLightCount *= 2;
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this->lightList = (Light **)realloc(this->lightList, sizeof(Light **) * this->allocatedLightCount);
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}
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this->lightList[this->lightCount++] = l;
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}
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bool World::lightIsIn(Light &l)
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{
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int i;
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for(i = 0; i < this->lightCount; i++)
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{
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if (*this->lightList[i] == l)
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{
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return true;
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}
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}
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return false;
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}
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bool World::objectIsIn(Shape &s)
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{
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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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if (*this->objectList[i] == s)
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{
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return true;
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}
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}
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return false;
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}
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Intersect World::intersect(Ray r)
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{
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Intersect ret;
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int i, j;
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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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for(j = 0; xs.count(); j++)
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{
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ret.add(xs[i]);
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}
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}
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return ret;
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}
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