updating main/Scene to accept points back instead of distances from intersect()
git-svn-id: svn://anubis/fart/trunk@57 7f9b0f55-74a9-4bce-be96-3c2cd072584d
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@ -179,27 +179,27 @@ vector<Scene::ShapeDistance> Scene::getRayHits(const Ray & ray)
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it != m_shapes.end();
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it++)
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{
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Solver::Result intersections = (*it)->intersect(ray);
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Shape::IntersectList intersections = (*it)->intersect(ray);
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for (int i = 0; i < intersections.numResults; i++)
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for (int i = 0, num_results = intersections.size();
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i < num_results;
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i++)
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{
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Vector normal =
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(*it)->getNormalAt(ray[intersections.results[i]]);
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Vector normal = (*it)->getNormalAt(intersections[i]);
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double dot = normal % ray.getDirection();
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double intersect_dist = (intersections[i] - ray.getOrigin()).mag();
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if (dot < 0.0) /* cull back faces */
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{
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double transparency = (*it)->getTransparency();
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if (transparency == 0.0 &&
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(minSolidDist == 0.0
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|| minSolidDist > intersections.results[i]))
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(minSolidDist == 0.0 || minSolidDist > intersect_dist))
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{
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minSolidDist = intersections.results[i];
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minSolidDist = intersect_dist;
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}
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if (minSolidDist == 0.0
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|| minSolidDist >= intersections.results[i])
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|| minSolidDist >= intersect_dist)
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{
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hits.push_back(ShapeDistance(*it,
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intersections.results[i]));
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hits.push_back(ShapeDistance(*it, intersect_dist));
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}
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}
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}
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