Do all the clean up needed for Object
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2c2bf09140
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70576c382a
2 changed files with 75 additions and 36 deletions
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@ -9,19 +9,18 @@
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#include <cmath>
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#include <cstdlib>
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#include "basics.h"
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#include "object.hh"
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#include "material.h"
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#include "object.h"
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#include "basics/basics.hh"
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using charles::basics::Ray;
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using charles::basics::Vector4;
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namespace charles {
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#pragma mark - Objects
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/*
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* charles::Object::Object --
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*/
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@ -38,6 +37,9 @@ Object::~Object()
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{ }
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/*
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* charles::Object::GetMaterial --
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*/
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Material&
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Object::GetMaterial()
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{
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@ -45,6 +47,9 @@ Object::GetMaterial()
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}
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/*
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* charles::Object::SetMaterial --
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*/
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void
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Object::SetMaterial(const Material& material)
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{
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@ -61,28 +66,60 @@ Object::Intersect(const basics::Ray& ray,
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Stats& stats)
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const
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{
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/* TODO: Remove basics:: when the old Ray class goes away. */
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basics::Ray objRay = ToObjectSpace(ray);
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return DoIntersect(objRay, t, stats);
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return DoIntersect(ToObjectSpace(ray), t, stats);
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}
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/*
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* charles::Object::Normal --
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*/
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Vector4
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Object::Normal(const Vector4& p)
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const
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{
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return FromObjectSpace(DoNormal(ToObjectSpace(p)));
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}
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/*
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* charles::Object::ToObjectSpace --
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*/
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/* TODO: Remove basics:: when the old Ray class goes away. */
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basics::Ray
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Object::ToObjectSpace(const basics::Ray& ray)
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Ray
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Object::ToObjectSpace(const Ray& ray)
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const
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{
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/* TODO: Remove basics:: when the old Ray class goes away. */
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basics::Ray objRay(ray);
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Ray objRay(ray);
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objRay.origin = mTranslation * objRay.origin;
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objRay.direction = mTranslation * objRay.direction;
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return objRay;
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}
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/*
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* charles::Object::ToObjectSpace --
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*/
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Vector4
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Object::ToObjectSpace(const Vector4& v)
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const
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{
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return mTranslation * v;
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}
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/*
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* charles::Object::FromObjectSpace --
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*/
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Vector4
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Object::FromObjectSpace(const Vector4& v)
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const
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{
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return v;
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}
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/*
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* charles::Object::Write --
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*/
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void
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Object::Write(std::ostream& ost)
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const
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@ -91,6 +128,9 @@ Object::Write(std::ostream& ost)
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}
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/*
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* charles::operator<< --
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*/
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std::ostream&
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operator<<(std::ostream& ost,
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const Object& object)
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@ -1,8 +1,5 @@
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/* object.h
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*
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* Declaration of abstract, top-level scene objects. The Object class is the top of this hierarchy. All other scene
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* objects are based on it. The Shape class defines a visible shape in the scene.
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*
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* vim: set tw=80:
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* Eryn Wells <eryn@erynwells.me>
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*/
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@ -13,7 +10,6 @@
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#include <memory>
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#include <vector>
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#include "basics.h"
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#include "material.h"
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#include "stats.hh"
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#include "texture.h"
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@ -30,9 +26,6 @@ struct Object
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Object(const basics::Vector4& origin = basics::Vector4());
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virtual ~Object();
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Vector3 GetOrigin() const;
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void SetOrigin(const Vector3& origin);
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Material& GetMaterial();
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void SetMaterial(const Material& material);
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@ -45,25 +38,37 @@ struct Object
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bool Intersect(const basics::Ray& ray, TVector& t, Stats& stats) const;
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/**
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* Determine if the given ray intersects with this object. All intersection
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* t values are returned in the `t` argument, in increasing order.
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*
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* @param [in] ray The ray to test for intersection
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* @param [out] t A vector of all intersection t values
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* @return `true` if the ray intersects with this object
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* Get the normal vector at the given point p. p is assumed to be on the
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* surface.
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*/
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virtual bool DoesIntersect(const Ray& ray, TVector& t, Stats& stats) const = 0;
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virtual bool point_is_on_surface(const Vector3 &p) const = 0;
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virtual Vector3 compute_normal(const Vector3 &p) const = 0;
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basics::Vector4 Normal(const basics::Vector4& p) const;
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/** Write a string representation of this object to the stream. */
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virtual void Write(std::ostream& ost) const;
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protected:
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/**
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* Do the actual intersection work. Subclasses are expected to override
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* this.
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*/
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virtual bool DoIntersect(const basics::Ray& ray, TVector& t, Stats& stats) const = 0;
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/**
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* Do the actual work of finding a normal for point p. Subclasses are
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* expected to override this.
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*/
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virtual basics::Vector4 DoNormal(const basics::Vector4& p) const = 0;
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private:
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/** Convert `ray` to object space from global space. */
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basics::Ray ToObjectSpace(const basics::Ray& ray) const;
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/** Convert `v` to object space from global space. */
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basics::Vector4 ToObjectSpace(const basics::Vector4& v) const;
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/** Convert `v` to global space from object space. */
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basics::Vector4 FromObjectSpace(const basics::Vector4& v) const;
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/** A translation matrix from global coordinates to this object's space. */
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basics::Matrix4 mTranslation;
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};
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/**
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* Write a string representation of the Object to an output stream.
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*
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* @param [in] ost The output stream
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* @param [in] object The object
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* @returns The output stream
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*/
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/** Write a string representation of the Object to an output stream. */
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std::ostream& operator<<(std::ostream& ost, const Object& object);
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} /* namespace charles */
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