added getInverse() to util/Transform, fixed transform_*() functions
git-svn-id: svn://anubis/fart/trunk@39 7f9b0f55-74a9-4bce-be96-3c2cd072584d
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@ -117,8 +117,16 @@ void Scene::renderPixel(int x, int y, unsigned char * pixel)
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Ray ray(Vector(0, 0, 0), Vector(rx, ry, rz));
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Ray ray(Vector(0, 0, 0), Vector(rx, ry, rz));
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// TODO: um... real work
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/* loop through all shapes in the scene */
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pixel[BMP_RED] = 0;
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for (vector<Shape *>::iterator it = m_shapes.begin();
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pixel[BMP_GREEN] = 0;
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it != m_shapes.end();
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pixel[BMP_BLUE] = 0;
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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 transformed_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(transformed_ray);
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}
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}
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}
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@ -7,6 +7,13 @@ Transform::Transform()
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m_matrix = Matrix::identity();
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m_matrix = Matrix::identity();
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}
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}
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Transform Transform::getInverse()
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{
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Transform inv;
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inv.m_matrix = m_matrix.getInverse();
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return inv;
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}
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void Transform::translate(double x, double y, double z)
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void Transform::translate(double x, double y, double z)
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{
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{
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Matrix t = Matrix::identity();
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Matrix t = Matrix::identity();
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@ -54,25 +61,25 @@ void Transform::scale(double xs, double ys, double zs)
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m_matrix *= t;
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m_matrix *= t;
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}
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}
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Vector Transform::transform_point(Transform & t, const Vector & v)
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Vector Transform::transform_point(const Vector & v)
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{
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{
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return t.getMatrix() * v;
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return m_matrix * v;
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}
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}
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Vector Transform::transform_direction(Transform & t, const Vector & v)
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Vector Transform::transform_direction(const Vector & v)
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{
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{
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return t.getMatrix() % v;
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return m_matrix % v;
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}
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}
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Vector Transform::transform_normal(Transform & t, const Vector & v)
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Vector Transform::transform_normal(const Vector & v)
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{
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{
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return (t.getMatrix() % v).normalize();
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return (m_matrix % v).normalize();
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}
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}
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Ray Transform::transform_ray(Transform & t, const Ray & r)
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Ray Transform::transform_ray(const Ray & r)
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{
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{
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Vector newPosition = t.getMatrix() * r.getOrigin();
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Vector newPosition = m_matrix * r.getOrigin();
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Vector newDirection = t.getMatrix() % r.getDirection();
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Vector newDirection = m_matrix % r.getDirection();
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Ray res(newPosition, newDirection);
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Ray res(newPosition, newDirection);
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return res;
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return res;
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}
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}
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@ -11,14 +11,15 @@ class Transform
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{
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{
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public:
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public:
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Transform();
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Transform();
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Transform getInverse();
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void translate(double x, double y, double z);
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void translate(double x, double y, double z);
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void rotate(double angle, double xv, double yv, double zv);
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void rotate(double angle, double xv, double yv, double zv);
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void scale(double xs, double ys, double zs);
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void scale(double xs, double ys, double zs);
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Matrix & getMatrix() { return m_matrix; }
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Matrix & getMatrix() { return m_matrix; }
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Vector transform_point(Transform & t, const Vector & v);
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Vector transform_point(const Vector & v);
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Vector transform_direction(Transform & t, const Vector & v);
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Vector transform_direction(const Vector & v);
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Vector transform_normal(Transform & t, const Vector & v);
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Vector transform_normal(const Vector & v);
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Ray transform_ray(Transform & t, const Ray & r);
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Ray transform_ray(const Ray & r);
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protected:
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protected:
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Matrix m_matrix;
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Matrix m_matrix;
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