And CSG! \o/
Still working on a nice scene for it.
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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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