added operators +, - to Vector, added inverse transform instance variable to shapes/Shape, changed Sphere to use its inverse transform when calculating intersections and normals, removed simplistic lighting from main/Scene

git-svn-id: svn://anubis/fart/trunk@47 7f9b0f55-74a9-4bce-be96-3c2cd072584d
This commit is contained in:
Josh Holtrop 2009-01-26 14:02:15 +00:00
parent dad8497bf4
commit 7d7ec130e0
5 changed files with 40 additions and 25 deletions

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@ -151,26 +151,11 @@ Vector Scene::traceRay(const Ray & ray)
it != m_shapes.end(); it != m_shapes.end();
it++) it++)
{ {
/* transform the ray by the inverse of the shape's transform */
Transform inv = (*it)->getTransform().getInverse();
Ray local_ray = inv.transform_ray(ray);
/* then intersect this inversely transformed ray with the shape */ /* then intersect this inversely transformed ray with the shape */
Solver::Result intersections = (*it)->intersect(local_ray); Solver::Result intersections = (*it)->intersect(ray);
if (intersections.numResults > 0) if (intersections.numResults > 0)
{ {
Vector local_normal =
(*it)->getNormalAt(local_ray[intersections.results[0]]);
double dot = local_ray.getDirection() % local_normal;
dot = -dot;
if (dot < 0.0)
dot = 0.0;
#if 0
color[0] = dot;
color[1] = dot;
color[2] = dot;
#endif
color[0] = color[1] = color[2] = 1.0; color[0] = color[1] = color[2] = 1.0;
} }
else else

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@ -11,12 +11,18 @@ class Shape
{ {
public: public:
virtual Solver::Result intersect(const Ray & ray) = 0; virtual Solver::Result intersect(const Ray & ray) = 0;
void setTransform(const Transform & t) { m_transform = t; }
Transform & getTransform() { return m_transform; }
virtual Vector getNormalAt(const Vector & pt) = 0; virtual Vector getNormalAt(const Vector & pt) = 0;
void setTransform(Transform & t)
{
m_transform = t;
m_inverse = t.getInverse();
}
Transform & getTransform() { return m_transform; }
protected: protected:
Transform m_transform; Transform m_transform;
Transform m_inverse;
}; };
#endif #endif

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@ -13,14 +13,16 @@ Sphere::Sphere(double radius)
Solver::Result Sphere::intersect(const Ray & ray) Solver::Result Sphere::intersect(const Ray & ray)
{ {
Ray ray_inv = m_inverse.transform_ray(ray);
Solver::Result res; Solver::Result res;
QuadraticSolver solver(1.0, QuadraticSolver solver(1.0,
2 * ( ray.getOrigin()[0] * ray.getDirection()[0] 2 * ( ray_inv.getOrigin()[0] * ray_inv.getDirection()[0]
+ ray.getOrigin()[1] * ray.getDirection()[1] + ray_inv.getOrigin()[1] * ray_inv.getDirection()[1]
+ ray.getOrigin()[2] * ray.getDirection()[2] ), + ray_inv.getOrigin()[2] * ray_inv.getDirection()[2] ),
ray.getOrigin()[0] * ray.getOrigin()[0] ray_inv.getOrigin()[0] * ray_inv.getOrigin()[0]
+ ray.getOrigin()[1] * ray.getOrigin()[1] + ray_inv.getOrigin()[1] * ray_inv.getOrigin()[1]
+ ray.getOrigin()[2] * ray.getOrigin()[2] + ray_inv.getOrigin()[2] * ray_inv.getOrigin()[2]
- m_radius2); - m_radius2);
Solver::Result quadSolutions = solver.solve(); Solver::Result quadSolutions = solver.solve();
for (int i = 0; i < quadSolutions.numResults; i++) for (int i = 0; i < quadSolutions.numResults; i++)
@ -35,6 +37,8 @@ Solver::Result Sphere::intersect(const Ray & ray)
Vector Sphere::getNormalAt(const Vector & pt) Vector Sphere::getNormalAt(const Vector & pt)
{ {
Vector normal = pt; Vector pt_inv = m_inverse.transform_point(pt);
Vector normal = pt_inv;
return normal.normalize(); return normal.normalize();
} }

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@ -61,3 +61,21 @@ Vector operator*(const Vector & v1, const Vector & v2)
result[2] = v1[0] * v2[1] - v1[1] * v2[0]; result[2] = v1[0] * v2[1] - v1[1] * v2[0];
return result; return result;
} }
Vector operator+(const Vector & v1, const Vector & v2)
{
Vector result;
result[0] = v1[0] + v2[0];
result[1] = v1[1] + v2[1];
result[2] = v1[2] + v2[2];
return result;
}
Vector operator-(const Vector & v1, const Vector & v2)
{
Vector result;
result[0] = v1[0] - v2[0];
result[1] = v1[1] - v2[1];
result[2] = v1[2] - v2[2];
return result;
}

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@ -22,5 +22,7 @@ class Vector
std::ostream & operator<<(std::ostream & out, const Vector & v); std::ostream & operator<<(std::ostream & out, const Vector & v);
double operator%(const Vector & v1, const Vector & v2); double operator%(const Vector & v1, const Vector & v2);
Vector operator*(const Vector & v1, const Vector & v2); Vector operator*(const Vector & v1, const Vector & v2);
Vector operator+(const Vector & v1, const Vector & v2);
Vector operator-(const Vector & v1, const Vector & v2);
#endif #endif