Files
dorayme/source/shapes/group.cpp

168 lines
3.9 KiB
C++

/*
* DoRayMe - a quick and dirty Raytracer
* Group implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <tuple.h>
#include <ray.h>
#include <group.h>
#include <math_helper.h>
#include <renderstat.h>
#define MIN_ALLOC (2)
Group::Group() : Shape(SHAPE_GROUP)
{
stats.addGroup();
this->allocatedObjectCount = MIN_ALLOC;
this->objectList = (Shape **)calloc(sizeof(Shape *), MIN_ALLOC);
this->objectCount = 0;
this->allocatedUnboxableObjectCount = MIN_ALLOC;
this->unboxableObjectList = (Shape **)calloc(sizeof(Shape *), MIN_ALLOC);
this->unboxableObjectCount = 0;
}
Intersect Group::intersect(Ray r)
{
Intersect ret;
int i, j;
if (this->objectCount > 0)
{
if (this->bounds.intesectMe(r))
{
for (i = 0 ; i < this->objectCount ; i++)
{
Intersect xs = this->objectList[i]->intersect(r);
if (xs.count() > 0)
{
for (j = 0 ; j < xs.count() ; j++)
{
ret.add(xs[j]);
}
}
}
}
}
/* We are force to do them all the time */
if (this->unboxableObjectCount > 0)
{
for(i = 0; i < this->unboxableObjectCount; i++)
{
Intersect xs = this->unboxableObjectList[i]->intersect(r);
if (xs.count() > 0)
{
for(j = 0; j < xs.count(); j++)
{
ret.add(xs[j]);
}
}
}
}
return ret;
}
Intersect Group::localIntersect(Ray r)
{
return Intersect();
}
Tuple Group::localNormalAt(Tuple point)
{
return Vector(1, 0, 0);
}
/* ONLY INSERT SHAPES THAT ARE NOT GOING TO CHANGE ELSE..! */
void Group::addObject(Shape *s)
{
if (s->haveFiniteBounds())
{
if ((this->objectCount + 1) > this->allocatedObjectCount)
{
this->allocatedObjectCount *= 2;
this->objectList = (Shape **)realloc(this->objectList, sizeof(Shape **) * this->allocatedObjectCount);
}
s->parent = this;
s->updateTransform();
this->objectList[this->objectCount++] = s;
this->bounds | s->getBounds();
}
else
{
if ((this->unboxableObjectCount + 1) > this->allocatedUnboxableObjectCount)
{
this->allocatedUnboxableObjectCount *= 2;
this->unboxableObjectList = (Shape **)realloc(this->unboxableObjectList, sizeof(Shape **) * this->allocatedUnboxableObjectCount);
}
s->parent = this;
s->updateTransform();
this->unboxableObjectList[this->unboxableObjectCount++] = s;
}
}
bool Group::isEmpty()
{
return (this->objectCount == 0) && (this->unboxableObjectCount == 0);
}
BoundingBox Group::getBounds()
{
if (this->bounds.isEmpty()) { this->updateBoundingBox(); }
return this->bounds;
}
void Group::updateBoundingBox()
{
this->bounds.reset();
if (this->objectCount > 0)
{
int i;
for(i = 0; i < this->objectCount; i++)
{
if (!this->objectList[i]->haveFiniteBounds())
{
BoundingBox objB = this->objectList[i]->getBounds();
this->bounds | objB;
}
}
}
}
void Group::updateTransform()
{
int i;
Shape::updateTransform();
if (this->objectCount > 0)
{
for (i = 0 ; i < this->objectCount ; i++)
{
this->objectList[i]->updateTransform();
}
}
/* We are force to do them all the time */
if (this->unboxableObjectCount > 0)
{
for(i = 0; i < this->unboxableObjectCount; i++)
{
this->unboxableObjectList[i]->updateTransform();
}
}
/* Once the full stack being notified of the changes, let's update the
* bounding box
*/
this->updateBoundingBox();
}