Huge speed up by changing how Intersect are shared.
This commit is contained in:
@@ -17,7 +17,7 @@
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class Cone : public Shape {
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protected:
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Intersect localIntersect(Ray r);
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void localIntersect(Ray r, Intersect &xs);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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@@ -28,7 +28,7 @@ protected:
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BoundingBox bounds;
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protected:
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Intersect localIntersect(Ray r);
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void localIntersect(Ray r, Intersect &xs);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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BoundingBox getLocalBounds();
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@@ -42,7 +42,7 @@ protected:
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public:
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CSG(OperationType operation, Shape *left, Shape *right);
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Intersect intersect(Ray r);
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void intersect(Ray &r, Intersect &xs);
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bool includes(Shape *b);
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@@ -19,7 +19,7 @@ class Cube : public Shape {
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protected:
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void checkAxis(double axeOrigin, double axeDirection, double *axeMin, double *axeMax);
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Intersect localIntersect(Ray r);
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void localIntersect(Ray r, Intersect &xs);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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@@ -18,7 +18,7 @@
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class Cylinder : public Shape {
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protected:
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Intersect localIntersect(Ray r);
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void localIntersect(Ray r, Intersect &xs);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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@@ -28,7 +28,7 @@ private:
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char name[32 + 1];
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protected:
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Intersect localIntersect(Ray r);
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void localIntersect(Ray r, Intersect &xs);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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BoundingBox bounds;
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@@ -43,7 +43,7 @@ public:
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Shape *getObject(const int p) { return this->objectList[p]; };
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Shape *getUnboxable(const int p) { return this->unboxableObjectList[p]; };
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Intersect intersect(Ray r);
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void intersect(Ray &r, Intersect &xs);
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BoundingBox getLocalBounds();
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BoundingBox getBounds();
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@@ -59,6 +59,8 @@ public:
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void lock();
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void setBounds(BoundingBox &bb) { this->bounds | bb; };
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const char *getName() { return this->name; };
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void dumpMe(FILE * fp);
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@@ -31,7 +31,7 @@ private:
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uint32_t vertexNormalCount;
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private:
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Intersect localIntersect(Ray r);
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void localIntersect(Ray r, Intersect &xs);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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public:
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@@ -59,7 +59,7 @@ public:
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Point vertices(uint32_t i) { return *this->vertexList[i - 1]; };
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Vector verticesNormal(uint32_t i) { return *this->vertexNormalList[i - 1]; };
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Group *groups(const char *groupName);
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Intersect intersect(Ray r);
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void intersect(Ray &r, Intersect &xs);
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BoundingBox getLocalBounds();
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BoundingBox getBounds();
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@@ -14,7 +14,7 @@
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class Plane : public Shape
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{
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protected:
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Intersect localIntersect(Ray r);
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void localIntersect(Ray r, Intersect &xs);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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public:
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@@ -44,7 +44,7 @@ protected:
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bool locked;
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protected:
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virtual Intersect localIntersect(Ray r) = 0;
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virtual void localIntersect(Ray r, Intersect &xs) = 0;
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virtual Tuple localNormalAt(Tuple point, Intersection *hit) = 0;
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public:
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@@ -62,7 +62,7 @@ public:
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ShapeType getType() { return this->type; };
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virtual Intersect intersect(Ray r);
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virtual void intersect(Ray &r, Intersect &xs);
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Tuple normalAt(Tuple point, Intersection *hit = nullptr);
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/* Bounding box points are always world value */
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@@ -92,8 +92,8 @@ public:
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void setTransform(Matrix transform);
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void setMaterial(Material material) { this->material = material; this->materialSet = true; };
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Ray transform(Ray r) { return Ray(this->transformMatrix * r.origin, this->transformMatrix * r.direction); };
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Ray invTransform(Ray r) { return Ray(this->inverseTransform * r.origin, this->inverseTransform * r.direction); };
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Ray transform(Ray &r) { return Ray(this->transformMatrix * r.origin, this->transformMatrix * r.direction); };
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Ray invTransform(Ray &r) { return Ray(this->inverseTransform * r.origin, this->inverseTransform * r.direction); };
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bool operator==(const Shape &b) const { return this->material == b.material &&
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this->type == b.type &&
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@@ -18,7 +18,7 @@
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class Sphere : public Shape
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{
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protected:
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Intersect localIntersect(Ray r);
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void localIntersect(Ray r, Intersect &xs);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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public:
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@@ -16,7 +16,7 @@
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class TestShape : public Shape
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{
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private:
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Intersect localIntersect(Ray r);
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void localIntersect(Ray r, Intersect &xs);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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public:
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@@ -15,7 +15,7 @@
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class Triangle : public Shape
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{
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protected:
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Intersect localIntersect(Ray r);
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void localIntersect(Ray r, Intersect &xs);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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public:
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@@ -63,7 +63,7 @@ public:
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Colour reflectColour(Computation comps, uint32_t depthCount = 4);
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Colour refractedColour(Computation comps, uint32_t depthCount = 4);
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Intersect intersect(Ray r);
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void intersect(Ray &r, Intersect &xs);
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void finalise(WorldOptimiser &opt);
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@@ -51,10 +51,8 @@ void Cone::intersectCaps(Ray r, Intersect &xs)
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}
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}
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Intersect Cone::localIntersect(Ray r)
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void Cone::localIntersect(Ray r, Intersect &xs)
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{
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Intersect ret;
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double A = (r.direction.x * r.direction.x) -
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(r.direction.y * r.direction.y) +
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(r.direction.z * r.direction.z);
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@@ -70,7 +68,7 @@ Intersect Cone::localIntersect(Ray r)
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if ((fabs(A) <= getEpsilon()) && (fabs(B) >= getEpsilon()))
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{
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double t = -C / (2*B);
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ret.add(Intersection(t, this));
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xs.add(Intersection(t, this));
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}
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else if (fabs(A) >= getEpsilon())
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{
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@@ -83,20 +81,18 @@ Intersect Cone::localIntersect(Ray r)
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double y0 = r.origin.y + t0 * r.direction.y;
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if ((this->minCap < y0) && (y0 < this->maxCap))
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{
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ret.add(Intersection(t0, this));
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xs.add(Intersection(t0, this));
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}
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double y1 = r.origin.y + t1 * r.direction.y;
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if ((this->minCap < y1) && (y1 < this->maxCap))
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{
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ret.add(Intersection(t1, this));
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xs.add(Intersection(t1, this));
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}
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}
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}
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this->intersectCaps(r, ret);
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return ret;
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this->intersectCaps(r, xs);
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}
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Tuple Cone::localNormalAt(Tuple point, Intersection *hit)
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@@ -24,31 +24,24 @@ CSG::CSG(OperationType operation, Shape *left, Shape *right) : Shape(Shape::CSG)
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this->bounds | this->right->getBounds();
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}
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Intersect CSG::localIntersect(Ray r)
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void CSG::localIntersect(Ray r, Intersect &xs)
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{
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return this->intersect(r);
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this->intersect(r, xs);
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}
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Intersect CSG::intersect(Ray r)
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void CSG::intersect(Ray &r, Intersect &xs)
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{
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int i;
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Intersect ret = Intersect();
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Intersect tmp = Intersect();
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if (this->bounds.intesectMe(r))
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{
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Intersect leftxs = this->left->intersect(r);
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Intersect rightxs = this->right->intersect(r);
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this->left->intersect(r, tmp);
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this->right->intersect(r, tmp);
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for (i = 0 ; i < rightxs.count() ; i++)
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{
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leftxs.add(rightxs[i]);
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}
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this->filterIntersections(leftxs, ret);
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this->filterIntersections(tmp, xs);
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}
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return ret;
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}
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Tuple CSG::localNormalAt(Tuple point, Intersection *hit)
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@@ -36,10 +36,8 @@ void Cube::checkAxis(double axeOrigin, double axeDirection, double *axeMin, doub
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}
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}
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Intersect Cube::localIntersect(Ray r)
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void Cube::localIntersect(Ray r, Intersect &xs)
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{
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Intersect ret;
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double xtMin, xtMax, ytMin, ytMax, ztMin, ztMax;
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double tMin, tMax;
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@@ -52,11 +50,9 @@ Intersect Cube::localIntersect(Ray r)
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if (tMin <= tMax)
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{
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ret.add(Intersection(tMin, this));
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ret.add(Intersection(tMax, this));
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xs.add(Intersection(tMin, this));
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xs.add(Intersection(tMax, this));
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}
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return ret;
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}
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Tuple Cube::localNormalAt(Tuple point, Intersection *hit)
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@@ -51,10 +51,8 @@ void Cylinder::intersectCaps(Ray r, Intersect &xs)
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}
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}
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Intersect Cylinder::localIntersect(Ray r)
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void Cylinder::localIntersect(Ray r, Intersect &xs)
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{
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Intersect ret;
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double A = r.direction.x * r.direction.x + r.direction.z * r.direction.z;
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/* Ray is parallel to the Y axis */
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@@ -74,20 +72,18 @@ Intersect Cylinder::localIntersect(Ray r)
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double y0 = r.origin.y + t0 * r.direction.y;
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if ((this->minCap < y0) && (y0 < this->maxCap))
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{
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ret.add(Intersection(t0, this));
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xs.add(Intersection(t0, this));
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}
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double y1 = r.origin.y + t1 * r.direction.y;
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if ((this->minCap < y1) && (y1 < this->maxCap))
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{
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ret.add(Intersection(t1, this));
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xs.add(Intersection(t1, this));
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}
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}
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}
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this->intersectCaps(r, ret);
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return ret;
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this->intersectCaps(r, xs);
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}
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Tuple Cylinder::localNormalAt(Tuple point, Intersection *hit)
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@@ -36,9 +36,8 @@ Group::Group(const char *name) : Shape(Shape::GROUP)
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}
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}
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Intersect Group::intersect(Ray r)
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void Group::intersect(Ray &r, Intersect &xs)
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{
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Intersect ret;
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int i, j;
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if (this->objectCount > 0)
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{
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@@ -46,14 +45,7 @@ Intersect Group::intersect(Ray r)
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{
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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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if (xs.count() > 0)
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{
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for (j = 0 ; j < xs.count() ; j++)
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{
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ret.add(xs[j]);
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}
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}
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this->objectList[i]->intersect(r, xs);
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}
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}
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}
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@@ -63,17 +55,9 @@ Intersect Group::intersect(Ray r)
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{
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for(i = 0; i < this->unboxableObjectCount; i++)
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{
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Intersect xs = this->unboxableObjectList[i]->intersect(r);
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if (xs.count() > 0)
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{
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for(j = 0; j < xs.count(); j++)
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{
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ret.add(xs[j]);
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}
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}
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this->unboxableObjectList[i]->intersect(r, xs);
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}
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}
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return ret;
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}
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bool Group::includes(Shape *b)
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@@ -104,9 +88,9 @@ bool Group::includes(Shape *b)
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return false;
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}
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Intersect Group::localIntersect(Ray r)
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void Group::localIntersect(Ray r, Intersect &xs)
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{
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return Intersect();
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this->intersect(r, xs);
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}
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Tuple Group::localNormalAt(Tuple point, Intersection *hit)
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@@ -160,9 +160,9 @@ Group *OBJFile::groups(const char *groupName)
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return nullptr;
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}
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Intersect OBJFile::intersect(Ray r)
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void OBJFile::intersect(Ray &r, Intersect &xs)
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{
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return this->baseGroup->intersect(r);
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this->baseGroup->intersect(r, xs);
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}
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bool OBJFile::includes(Shape *b)
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@@ -170,9 +170,9 @@ bool OBJFile::includes(Shape *b)
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return this->baseGroup->includes(b);
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}
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Intersect OBJFile::localIntersect(Ray r)
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void OBJFile::localIntersect(Ray r, Intersect &xs)
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{
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return Intersect();
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this->intersect(r, xs);
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}
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Tuple OBJFile::localNormalAt(Tuple point, Intersection *hit)
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@@ -12,22 +12,20 @@
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#include <plane.h>
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#include <math_helper.h>
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Intersect Plane::localIntersect(Ray r)
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void Plane::localIntersect(Ray r, Intersect &xs)
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{
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double t;
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Intersect ret = Intersect();
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if (fabs(r.direction.y) < getEpsilon())
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{
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/* With a direction == 0, the ray can't intersect the plane */
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return ret;
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}
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else
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{
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t = -r.origin.y / r.direction.y;
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t = -r.origin.y / r.direction.y;
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ret.add(Intersection(t, this));
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return ret;
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xs.add(Intersection(t, this));
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}
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}
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Tuple Plane::localNormalAt(Tuple point, Intersection *hit)
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@@ -25,9 +25,9 @@ Shape::Shape(ShapeType type)
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this->updateTransform();
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}
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Intersect Shape::intersect(Ray r)
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void Shape::intersect(Ray &r, Intersect &xs)
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{
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return this->localIntersect(this->invTransform(r));
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this->localIntersect(this->invTransform(r), xs);
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};
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Tuple Shape::normalToWorld(Tuple normalVector)
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@@ -13,9 +13,8 @@
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#include <tuple.h>
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#include <intersect.h>
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Intersect Sphere::localIntersect(Ray r)
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void Sphere::localIntersect(Ray r, Intersect &xs)
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{
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Intersect ret;
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double a, b, c, discriminant;
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Tuple sphere_to_ray = r.origin - Point(0, 0, 0);
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@@ -28,11 +27,9 @@ Intersect Sphere::localIntersect(Ray r)
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if (discriminant >= 0)
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{
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ret.add(Intersection((-b - sqrt(discriminant)) / (2 * a), this));
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ret.add(Intersection((-b + sqrt(discriminant)) / (2 * a), this));
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xs.add(Intersection((-b - sqrt(discriminant)) / (2 * a), this));
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xs.add(Intersection((-b + sqrt(discriminant)) / (2 * a), this));
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}
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return ret;
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}
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Tuple Sphere::localNormalAt(Tuple point, Intersection *hit)
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@@ -13,10 +13,9 @@ TestShape::TestShape() : localRay(Point(0, 0, 0), Vector(0, 0, 0))
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{
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}
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Intersect TestShape::localIntersect(Ray r)
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void TestShape::localIntersect(Ray r, Intersect &xs)
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{
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this->localRay = r;
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return Intersect();
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}
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Tuple TestShape::localNormalAt(Tuple point, Intersection *hit)
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@@ -21,15 +21,13 @@ Triangle::Triangle(Point p1, Point p2, Point p3) : Shape(Shape::TRIANGLE), p1(p1
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this->normal = e2.cross(e1).normalise();
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}
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Intersect Triangle::localIntersect(Ray r)
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void Triangle::localIntersect(Ray r, Intersect &xs)
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{
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Intersect ret;
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Tuple dirCrossE2 = r.direction.cross(this->e2);
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double determinant = this->e1.dot(dirCrossE2);
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if (fabs(determinant) < getEpsilon())
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{
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return ret;
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return;
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}
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double f = 1.0 / determinant;
|
||||
@@ -40,18 +38,16 @@ Intersect Triangle::localIntersect(Ray r)
|
||||
|
||||
if ((u < 0) || (u > 1))
|
||||
{
|
||||
return ret;
|
||||
return;
|
||||
}
|
||||
|
||||
if ((v < 0) || ((u + v) > 1))
|
||||
{
|
||||
return ret;
|
||||
return;
|
||||
}
|
||||
|
||||
double t = f * this->e2.dot(originCrossE1);
|
||||
ret.add(Intersection(t, this, u, v));
|
||||
|
||||
return ret;
|
||||
xs.add(Intersection(t, this, u, v));
|
||||
}
|
||||
|
||||
Tuple Triangle::localNormalAt(Tuple point, Intersection *hit)
|
||||
|
||||
@@ -75,9 +75,9 @@ bool World::objectIsIn(Shape &s)
|
||||
return this->worldGroup.includes(&s);
|
||||
}
|
||||
|
||||
Intersect World::intersect(Ray r)
|
||||
void World::intersect(Ray &r, Intersect &xs)
|
||||
{
|
||||
return this->worldGroup.intersect(r);
|
||||
this->worldGroup.intersect(r, xs);
|
||||
}
|
||||
|
||||
Tuple World::shadeHit(Computation comps, uint32_t depthCount)
|
||||
@@ -108,7 +108,8 @@ Tuple World::shadeHit(Computation comps, uint32_t depthCount)
|
||||
|
||||
Tuple World::colourAt(Ray r, uint32_t depthCount)
|
||||
{
|
||||
Intersect allHits = this->intersect(r);
|
||||
Intersect allHits;
|
||||
this->intersect(r, allHits);
|
||||
Intersection hit = allHits.hit();
|
||||
|
||||
stats.setMaxDepth(depthCount);
|
||||
@@ -131,7 +132,8 @@ bool World::isShadowed(Tuple point, Tuple lightPosition)
|
||||
|
||||
Ray r = Ray(point, direction);
|
||||
stats.addLightRay();
|
||||
Intersect xs = this->intersect(r);
|
||||
Intersect xs;
|
||||
this->intersect(r, xs);
|
||||
|
||||
int i;
|
||||
for(i = 0; i < xs.count(); i++)
|
||||
|
||||
Reference in New Issue
Block a user