48 lines
1.1 KiB
C++
48 lines
1.1 KiB
C++
/*
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* DoRayMe - a quick and dirty Raytracer
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* Object implementation
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#include <ray.h>
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#include <shape.h>
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#include <matrix.h>
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#include <tuple.h>
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#include <intersect.h>
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Shape::Shape(ShapeType type)
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{
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this->dropShadow = true;
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this->type = type;
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this->transformMatrix = Matrix4().identity();
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this->inverseTransform = this->transformMatrix.inverse();
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}
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Intersect Shape::intersect(Ray r)
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{
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return this->localIntersect(this->invTransform(r));
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};
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Tuple Shape::normalAt(Tuple point)
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{
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Tuple local_point = this->inverseTransform * point;
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Tuple local_normal = this->localNormalAt(local_point);
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Tuple world_normal = this->inverseTransform.transpose() * local_normal;
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/* W may get wrong, so hack it. This is perfectly normal as we are using a 4x4 matrix instead of a 3x3 */
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world_normal.w = 0;
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return world_normal.normalise();
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}
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void Shape::setTransform(Matrix transform)
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{
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this->transformMatrix = transform;
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this->inverseTransform = transform.inverse();
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}
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