A new scene and some optimisations.
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@@ -42,11 +42,14 @@ protected:
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ShapeType type;
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Matrix localTransformMatrix;
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bool locked;
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uint64_t objectId;
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protected:
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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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static uint64_t newObjectId();
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public:
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Matrix transformMatrix;
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Matrix inverseTransform;
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@@ -65,6 +68,9 @@ public:
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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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uint64_t getObjectId() { return this->objectId; };
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void setObjectId(uint64_t oid) { this->objectId = oid; };
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/* Bounding box points are always world value */
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virtual BoundingBox getLocalBounds();
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virtual BoundingBox getBounds();
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@@ -92,6 +98,7 @@ 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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Material *getMaterial();
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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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