Files
dorayme/source/include/shape.h

105 lines
3.0 KiB
C++

/*
* DoRayMe - a quick and dirty Raytracer
* Object header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_SHAPE_H
#define DORAYME_SHAPE_H
class Shape;
#include <stdio.h>
#include <ray.h>
#include <tuple.h>
#include <matrix.h>
#include <intersect.h>
#include <material.h>
#include <boundingbox.h>
/* Base class for all object that can be presented in the world */
class Shape
{
public:
enum ShapeType
{
NONE,
SPHERE,
PLANE,
CUBE,
CYLINDER,
CONE,
GROUP,
TRIANGLE,
OBJFILE,
SMOOTHTRIANGLE,
CSG,
};
protected:
ShapeType type;
Matrix localTransformMatrix;
bool locked;
protected:
virtual void localIntersect(Ray r, Intersect &xs) = 0;
virtual Tuple localNormalAt(Tuple point, Intersection *hit) = 0;
public:
Matrix transformMatrix;
Matrix inverseTransform;
Matrix transposedInverseTransform;
Material material;
bool dropShadow;
Shape *parent;
bool materialSet;
public:
Shape(ShapeType = Shape::NONE);
ShapeType getType() { return this->type; };
virtual void intersect(Ray &r, Intersect &xs);
Tuple normalAt(Tuple point, Intersection *hit = nullptr);
/* Bounding box points are always world value */
virtual BoundingBox getLocalBounds();
virtual BoundingBox getBounds();
virtual bool haveFiniteBounds() { return true; };
virtual void updateTransform();
virtual bool includes(Shape *b) { return this == b; };
virtual void dumpMe(FILE *fp);
/* When an object is locked, the matrix transformation and bounding box can't be updated. This is
* usefull to move object between group without changing the real hierarchy between them.
* It will also not change the parent member.
* This is supposed to be used only before a render is going to start so we can optimise the
* way the object are stored to prefer lots of un-needed intersections.
*/
virtual void lock() { this->locked = true; };
Tuple worldToObject(Tuple point) { return this->inverseTransform * point; };
Tuple objectToWorld(Tuple point) { return this->transformMatrix * point; };
Tuple normalToWorld(Tuple normalVector);
void setParent(Shape *parent) { if (!this->locked) { this->parent = parent; };};
void setTransform(Matrix transform);
void setMaterial(Material material) { this->material = material; this->materialSet = true; };
Ray transform(Ray &r) { return Ray(this->transformMatrix * r.origin, this->transformMatrix * r.direction); };
Ray invTransform(Ray &r) { return Ray(this->inverseTransform * r.origin, this->inverseTransform * r.direction); };
bool operator==(const Shape &b) const { return this->material == b.material &&
this->type == b.type &&
this->transformMatrix == b.transformMatrix; };
};
#endif /* DORAYME_SHAPE_H */