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
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@ -151,26 +151,11 @@ Vector Scene::traceRay(const Ray & ray)
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it != m_shapes.end();
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it++)
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{
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/* transform the ray by the inverse of the shape's transform */
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Transform inv = (*it)->getTransform().getInverse();
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Ray local_ray = inv.transform_ray(ray);
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/* then intersect this inversely transformed ray with the shape */
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Solver::Result intersections = (*it)->intersect(local_ray);
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Solver::Result intersections = (*it)->intersect(ray);
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if (intersections.numResults > 0)
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{
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Vector local_normal =
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(*it)->getNormalAt(local_ray[intersections.results[0]]);
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double dot = local_ray.getDirection() % local_normal;
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dot = -dot;
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if (dot < 0.0)
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dot = 0.0;
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#if 0
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color[0] = dot;
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color[1] = dot;
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color[2] = dot;
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#endif
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color[0] = color[1] = color[2] = 1.0;
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}
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else
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@ -11,12 +11,18 @@ class Shape
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{
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public:
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virtual Solver::Result intersect(const Ray & ray) = 0;
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void setTransform(const Transform & t) { m_transform = t; }
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Transform & getTransform() { return m_transform; }
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virtual Vector getNormalAt(const Vector & pt) = 0;
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void setTransform(Transform & t)
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{
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m_transform = t;
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m_inverse = t.getInverse();
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}
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Transform & getTransform() { return m_transform; }
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protected:
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Transform m_transform;
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Transform m_inverse;
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};
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#endif
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@ -13,14 +13,16 @@ Sphere::Sphere(double radius)
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Solver::Result Sphere::intersect(const Ray & ray)
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{
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Ray ray_inv = m_inverse.transform_ray(ray);
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Solver::Result res;
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QuadraticSolver solver(1.0,
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2 * ( ray.getOrigin()[0] * ray.getDirection()[0]
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+ ray.getOrigin()[1] * ray.getDirection()[1]
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+ ray.getOrigin()[2] * ray.getDirection()[2] ),
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ray.getOrigin()[0] * ray.getOrigin()[0]
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+ ray.getOrigin()[1] * ray.getOrigin()[1]
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+ ray.getOrigin()[2] * ray.getOrigin()[2]
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2 * ( ray_inv.getOrigin()[0] * ray_inv.getDirection()[0]
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+ ray_inv.getOrigin()[1] * ray_inv.getDirection()[1]
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+ ray_inv.getOrigin()[2] * ray_inv.getDirection()[2] ),
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ray_inv.getOrigin()[0] * ray_inv.getOrigin()[0]
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+ ray_inv.getOrigin()[1] * ray_inv.getOrigin()[1]
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+ ray_inv.getOrigin()[2] * ray_inv.getOrigin()[2]
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- m_radius2);
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Solver::Result quadSolutions = solver.solve();
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for (int i = 0; i < quadSolutions.numResults; i++)
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@ -35,6 +37,8 @@ Solver::Result Sphere::intersect(const Ray & ray)
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Vector Sphere::getNormalAt(const Vector & pt)
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{
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Vector normal = pt;
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Vector pt_inv = m_inverse.transform_point(pt);
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Vector normal = pt_inv;
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return normal.normalize();
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}
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@ -61,3 +61,21 @@ Vector operator*(const Vector & v1, const Vector & v2)
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result[2] = v1[0] * v2[1] - v1[1] * v2[0];
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return result;
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}
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Vector operator+(const Vector & v1, const Vector & v2)
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{
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Vector result;
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result[0] = v1[0] + v2[0];
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result[1] = v1[1] + v2[1];
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result[2] = v1[2] + v2[2];
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return result;
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}
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Vector operator-(const Vector & v1, const Vector & v2)
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{
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Vector result;
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result[0] = v1[0] - v2[0];
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result[1] = v1[1] - v2[1];
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result[2] = v1[2] - v2[2];
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return result;
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}
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@ -22,5 +22,7 @@ class Vector
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std::ostream & operator<<(std::ostream & out, const Vector & v);
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double operator%(const Vector & v1, const Vector & v2);
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Vector operator*(const Vector & v1, const Vector & v2);
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Vector operator+(const Vector & v1, const Vector & v2);
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Vector operator-(const Vector & v1, const Vector & v2);
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#endif
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