added Shape::IntersectList for returning a list of intersection points instead of intersections distances; build currently broken; need to update Scene to take into effect this change

git-svn-id: svn://anubis/fart/trunk@56 7f9b0f55-74a9-4bce-be96-3c2cd072584d
This commit is contained in:
Josh Holtrop 2009-01-27 18:48:04 +00:00
parent 47cf177a15
commit 83bb409ef9
3 changed files with 9 additions and 5 deletions

View File

@ -6,12 +6,15 @@
#include "util/Ray.h"
#include "util/Vector.h"
#include "util/Transform.h"
#include <vector>
class Shape
{
public:
typedef std::vector<Vector> IntersectList;
Shape();
virtual Solver::Result intersect(const Ray & ray) = 0;
virtual IntersectList intersect(const Ray & ray) = 0;
virtual Vector getNormalAt(const Vector & pt) = 0;
void setTransform(Transform & t)

View File

@ -11,11 +11,11 @@ Sphere::Sphere(double radius)
m_radius2 = radius * radius;
}
Solver::Result Sphere::intersect(const Ray & ray)
Shape::IntersectList Sphere::intersect(const Ray & ray)
{
Ray ray_inv = m_inverse.transform_ray(ray);
Solver::Result res;
IntersectList res;
QuadraticSolver solver(1.0,
2 * ( ray_inv.getOrigin()[0] * ray_inv.getDirection()[0]
+ ray_inv.getOrigin()[1] * ray_inv.getDirection()[1]
@ -29,7 +29,8 @@ Solver::Result Sphere::intersect(const Ray & ray)
{
if (quadSolutions.results[i] >= 0.0)
{
res.results[res.numResults++] = quadSolutions.results[i];
res.push_back(m_transform.transform_point(
ray_inv[quadSolutions.results[i]]));
}
}
return res;

View File

@ -8,7 +8,7 @@ class Sphere : public Shape
{
public:
Sphere(double radius);
Solver::Result intersect(const Ray & ray);
IntersectList intersect(const Ray & ray);
Vector getNormalAt(const Vector & pt);
private: