Change World to use a base group instead of storing all the world object.

Makes the code simpler and avoid some potential issues. Add to change a bit some test to make them pass properly.
This commit is contained in:
Godzil
2020-03-09 13:47:42 +00:00
parent 1510de3b36
commit e653855556
4 changed files with 24 additions and 49 deletions

View File

@@ -46,6 +46,8 @@ public:
bool includes(Shape *b);
uint32_t getObjectCount() { return this->objectCount + this->unboxableObjectCount; };
Group();
void dumpMe(FILE * fp);

View File

@@ -15,6 +15,7 @@
#include <intersect.h>
#include <ray.h>
#include <stdio.h>
#include <group.h>
#ifdef ENABLE_LUA_SUPPORT
extern "C" {
@@ -25,15 +26,13 @@ extern "C" {
class World
{
public:
uint32_t objectCount;
uint32_t lightCount;
private:
uint32_t allocatedObjectCount;
uint32_t allocatedLightCount;
Light* *lightList;
Shape* *objectList;
Group worldGroup;
#ifdef ENABLE_LUA_SUPPORT
lua_State *L;
@@ -50,9 +49,12 @@ public:
bool lightIsIn(Light &l);
bool objectIsIn(Shape &s);
Shape *getObject(int i) { return this->objectList[i]; };
Shape *getObject(int i) { return this->worldGroup[i]; };
Light *getLight(int i) { return this->lightList[i]; };
uint32_t getObjectCount() { return this->worldGroup.getObjectCount(); };
uint32_t getLightCount() { return this->lightCount; };
Tuple shadeHit(Computation comps, uint32_t depthCount = 4);
Tuple colourAt(Ray r, uint32_t depthCount = 4);
bool isShadowed(Tuple point, Tuple lightPosition);