And CSG! \o/
Still working on a nice scene for it.
This commit is contained in:
@@ -62,9 +62,9 @@ Canvas Camera::render(World world, uint32_t depth)
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uint32_t x, y;
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Canvas image = Canvas(this->horizontalSize, this->verticalSize);
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#pragma omp parallel private(x, y) shared(image, stats)
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#pragma omp parallel default(shared) private(x, y) shared(image, stats)
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{
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#pragma omp for
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#pragma omp for schedule(dynamic, 5)
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for (y = 0 ; y < this->verticalSize ; y++)
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{
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for (x = 0 ; x < this->horizontalSize ; x++)
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52
source/include/csg.h
Normal file
52
source/include/csg.h
Normal file
@@ -0,0 +1,52 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* CSG 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_CSG_H
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#define DORAYME_CSG_H
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#include <shape.h>
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class CSG : public Shape
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{
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public:
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enum OperationType
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{
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UNION,
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DIFFERENCE,
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INTERSECTION
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};
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protected:
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Shape *left;
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Shape *right;
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OperationType operation;
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BoundingBox bounds;
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protected:
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Intersect localIntersect(Ray r);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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BoundingBox getLocalBounds();
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bool intersectionAllowed(bool leftHit, bool inLeft, bool inRight);
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Intersect filterIntersections(Intersect &xs);
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void updateBoundingBox();
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BoundingBox getBounds();
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public:
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CSG(OperationType operation, Shape *left, Shape *right);
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bool includes(Shape *b);
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void updateTransform();
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void dumpMe(FILE *fp);
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};
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#endif /* DORAYME_CSG_H */
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@@ -44,6 +44,8 @@ public:
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void updateBoundingBox();
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void updateTransform();
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bool includes(Shape *b);
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Group();
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void dumpMe(FILE * fp);
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@@ -61,6 +61,8 @@ public:
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BoundingBox getLocalBounds();
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BoundingBox getBounds();
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bool includes(Shape *b);
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void updateBoundingBox();
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void updateTransform();
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@@ -24,6 +24,7 @@ private:
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uint64_t triangleCount; /* Total number of triangle */
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uint64_t smoothTriangleCount; /* Total number of smooth triangle */
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uint64_t objfileCount; /* Total number of OBJ File */
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uint64_t csgCount; /* Total number of CSG */
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uint64_t pixelCount; /* Total number of rendered pixels */
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uint64_t rayCount; /* Total number of rays */
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@@ -42,7 +43,7 @@ public:
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RenderStats() : coneCount(0), cylinderCount(0), cubeCount(0), groupCount(0), lightCount(0), planeCount(0), sphereCount(0), triangleCount(0),
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pixelCount(0), rayCount(0), lightRayEmitedCount(0), reflectionRayCount(0), refractedRayCount(0),
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intersectCount(0), intersectionCount(0), reallocCallCount(0), mallocCallCount(0), smoothTriangleCount(0),
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discardedIntersectCount(0), maxDepthAttained(UINT64_MAX), maxIntersectOnARay(0), objfileCount(0) {};
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discardedIntersectCount(0), maxDepthAttained(UINT64_MAX), maxIntersectOnARay(0), objfileCount(0), csgCount(0) {};
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#ifdef RENDER_STATS
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void addCone();
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void addCylinder();
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@@ -51,6 +52,7 @@ public:
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void addLight();
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void addPlane();
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void addSphere();
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void addCsg();
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void addOBJFile();
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void addTriangle();
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void addSmoothTriangle();
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@@ -90,7 +92,8 @@ public:
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static void addMalloc() {};
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static void addRealloc() {};
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static void setMaxIntersect(uint32_t count) {};
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static void void RenderStats::addOBJFile() {};
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static void addOBJFile() {};
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static void addCsg() {};
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#endif
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};
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@@ -31,6 +31,7 @@ enum ShapeType
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SHAPE_TRIANGLE,
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SHAPE_OBJFILE,
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SHAPE_SMOOTHTRIANGLE,
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SHAPE_CSG,
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};
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/* Base class for all object that can be presented in the world */
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@@ -58,7 +59,6 @@ public:
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Shape(ShapeType = SHAPE_NONE);
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virtual Intersect intersect(Ray r);
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virtual Intersect intersectOOB(Ray r) { return this->intersect(r); };
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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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@@ -68,6 +68,8 @@ public:
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virtual void updateTransform();
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virtual bool includes(Shape *b) { return this == b; };
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virtual void dumpMe(FILE *fp);
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Tuple worldToObject(Tuple point) { return this->inverseTransform * point; };
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@@ -75,9 +77,9 @@ public:
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Tuple normalToWorld(Tuple normalVector);
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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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Ray invTransform(Ray r) { return Ray(this->inverseTransform * r.origin, this->inverseTransform * r.direction); };
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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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bool operator==(const Shape &b) const { return this->material == b.material &&
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this->type == b.type &&
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@@ -133,6 +133,13 @@ void RenderStats::addDiscardedIntersect()
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this->discardedIntersectCount++;
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};
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void RenderStats::addCsg()
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{
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#pragma omp atomic
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this->csgCount++;
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};
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void RenderStats::setMaxDepth(uint32_t depth)
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{
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if (this->maxDepthAttained > depth)
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@@ -162,6 +169,7 @@ void RenderStats::printStats()
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printf("Triangles : %lld\n", this->triangleCount);
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printf("Smooth Triangles : %lld\n", this->smoothTriangleCount);
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printf("OBJ File : %lld\n", this->objfileCount);
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printf("CSG : %lld\n", this->csgCount);
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printf("==================================================\n");
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printf("Pixel rendered : %lld\n", this->pixelCount);
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printf("Ray casted : %lld\n", this->rayCount);
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133
source/shapes/csg.cpp
Normal file
133
source/shapes/csg.cpp
Normal file
@@ -0,0 +1,133 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Constructive Solid Geometry (CSG) implementation
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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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#include <tuple.h>
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#include <ray.h>
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#include <shape.h>
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#include <csg.h>
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#include <math_helper.h>
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CSG::CSG(OperationType operation, Shape *left, Shape *right) : Shape(SHAPE_CSG), operation(operation), left(left), right(right)
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{
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stats.addCsg();
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this->left->parent = this;
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this->right->parent = this;
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this->bounds | this->left->getBounds();
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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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{
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int i;
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Intersect leftxs = this->left->intersect(r);
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Intersect rightxs = this->right->intersect(r);
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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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Intersect ret = this->filterIntersections(leftxs);
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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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{
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return Vector(1, 0, 0);
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}
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BoundingBox CSG::getLocalBounds()
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{
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return this->bounds;
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}
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BoundingBox CSG::getBounds()
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{
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if (this->bounds.isEmpty()) { this->updateBoundingBox(); }
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return this->bounds;
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}
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void CSG::updateBoundingBox()
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{
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this->bounds.reset();
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this->bounds | this->left->getBounds();
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this->bounds | this->right->getBounds();
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}
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void CSG::updateTransform()
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{
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Shape::updateTransform();
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this->left->updateTransform();
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this->right->updateTransform();
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/* Once the full stack being notified of the changes, let's update the
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* bounding box
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*/
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this->updateBoundingBox();
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}
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bool CSG::includes(Shape *b)
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{
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if (this->left->includes(b)) { return true; }
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if (this->right->includes(b)) { return true; }
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if (this == b) { return true; }
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return false;
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}
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bool CSG::intersectionAllowed(bool leftHit, bool inLeft, bool inRight)
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{
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switch(this->operation)
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{
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case CSG::UNION: return (leftHit && !inRight) || (!leftHit && !inLeft);
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case CSG::INTERSECTION: return (!leftHit && inLeft) || (leftHit && inRight);
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case CSG::DIFFERENCE: return (leftHit && !inRight) || (!leftHit && inLeft);
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}
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return false;
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}
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Intersect CSG::filterIntersections(Intersect &xs)
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{
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bool inl = false;
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bool inr = false;
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Intersect ret = Intersect();
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int i;
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for(i = 0; i < xs.count(); i++)
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{
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bool lhit = this->left->includes(xs[i].object);
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if (this->intersectionAllowed(lhit, inl, inr))
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{
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ret.add(xs[i]);
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}
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if (lhit)
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{
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inl = !inl;
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}
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else
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{
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inr = !inr;
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}
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}
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return ret;
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}
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void CSG::dumpMe(FILE *fp)
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{
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}
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@@ -67,6 +67,35 @@ Intersect Group::intersect(Ray r)
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return ret;
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}
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bool Group::includes(Shape *b)
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{
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if (this->objectCount > 0)
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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] == b)
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{
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return true;
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}
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}
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}
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/* We are force to do them all the time */
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if (this->unboxableObjectCount > 0)
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{
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int i;
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for(i = 0; i < this->unboxableObjectCount; i++)
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{
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if (this->unboxableObjectList[i] == b)
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{
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return true;
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}
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}
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}
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return false;
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}
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Intersect Group::localIntersect(Ray r)
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{
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return Intersect();
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@@ -130,6 +130,22 @@ Intersect OBJFile::intersect(Ray r)
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return ret;
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}
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bool OBJFile::includes(Shape *b)
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{
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int i;
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if (this->faceGroupCount > 0)
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{
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for (i = 0 ; i < this->faceGroupCount ; i++)
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{
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if (this->faceGroupList[i] == b)
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{
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return true;
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}
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}
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}
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return false;
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}
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Intersect OBJFile::localIntersect(Ray r)
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{
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return Intersect();
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