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object.h
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object.h
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/* File: object.h; Mode: C++; Tab-width: 3; Author: Simon Flannery; */
#ifndef OBJECT_H
#define OBJECT_H
#include <float.h>
#include "math.h"
class Ray;
class Hit;
class Material;
class Object
{
public:
Object() : material(NULL) { }
virtual bool Intersect(const Ray& ray, Hit& h, float tmin) const = 0;
virtual bool ShadowIntersect(const Ray& ray, Hit& h, float tmin) const = 0;
virtual ~Object() { }
protected:
Material* material;
private:
};
class Solid : public Object
{
public:
virtual bool Intersect(const Ray& ray, Hit& h1, Hit& h2, float tmin) const = 0;
};
class Sphere : public Solid
{
public:
Sphere(const point3f& p, float r, Material* m);
virtual bool Intersect(const Ray& ray, Hit& h, float tmin) const;
virtual bool Intersect(const Ray& ray, Hit& h1, Hit& h2, float tmin) const;
virtual bool ShadowIntersect(const Ray& ray, Hit& h, float tmin) const;
protected:
point3f point;
float radius;
private:
};
class MotionSphere : public Sphere
{
public:
MotionSphere(const point3f& p, float r, const vector3f& v, Material* m);
virtual bool Intersect(const Ray& ray, Hit& h, float tmin) const;
protected:
private:
vector3f velocity;
};
class Plane : public Object
{
public:
Plane(const vector3f& n, float offset, Material* m);
virtual bool Intersect(const Ray& ray, Hit& h, float tmin) const;
virtual bool ShadowIntersect(const Ray& ray, Hit& h, float tmin) const;
protected:
private:
float d;
vector3f normal;
};
class Triangle : public Object
{
public:
Triangle(const point3f& a, const point3f& b, const point3f& c, Material* m);
virtual bool Intersect(const Ray& ray, Hit& h, float tmin) const;
virtual bool ShadowIntersect(const Ray& ray, Hit& h, float tmin) const;
protected:
private:
point3f va, vb, vc;
vector3f normal;
};
class Cone : public Object
{
public:
Cone(const point3f& tip, const vector3f& ax, const float cos2a, const float h, Material* m);
virtual bool Intersect(const Ray& ray, Hit& h, float tmin) const;
virtual bool ShadowIntersect(const Ray& ray, Hit& h, float tmin) const;
protected:
private:
point3f v;
vector3f axis;
float cos2_angle_sq, height;
};
class XYRectangle : public Object
{
public:
XYRectangle(const point2f low, const point2f up, const float _k, const float n, Material* m);
virtual bool Intersect(const Ray& ray, Hit& h, float tmin) const;
virtual bool ShadowIntersect(const Ray& ray, Hit& h, float tmin) const;
protected:
private:
float k; // k = z in (x, y, z)
point2f lower, upper;
vector3f normal;
};
class XZRectangle : public Object
{
public:
XZRectangle(const point2f low, const point2f up, const float _k, const float n, Material* m);
virtual bool Intersect(const Ray& ray, Hit& h, float tmin) const;
virtual bool ShadowIntersect(const Ray& ray, Hit& h, float tmin) const;
protected:
private:
float k; // k = y in (x, y, z)
point2f lower, upper;
vector3f normal;
};
class YZRectangle : public Object
{
public:
YZRectangle(const point2f low, const point2f up, const float _k, const float n, Material* m);
virtual bool Intersect(const Ray& ray, Hit& h, float tmin) const;
virtual bool ShadowIntersect(const Ray& ray, Hit& h, float tmin) const;
protected:
private:
float k; // k = x in (x, y, z)
point2f lower, upper;
vector3f normal;
};
class Cube : public Solid
{
public:
Cube(const point3f& p, float size, Material* m);
Cube(const point3f& p, const point3f& z, Material* m);
virtual bool Intersect(const Ray& ray, Hit& h, float tmin) const;
virtual bool Intersect(const Ray& ray, Hit& h1, Hit& h2, float tmin) const;
virtual bool ShadowIntersect(const Ray& ray, Hit& h, float tmin) const;
protected:
private:
point3f max, min;
};
class Group : public Object
{
public:
Group(size_t s);
~Group();
virtual bool Intersect(const Ray& ray, Hit& h, float tmin) const;
virtual bool ShadowIntersect(const Ray& ray, Hit& h, float tmin) const;
void SetAt(size_t i, Object* obj);
size_t GetSize() { return size; }
void SetBB(const point3f& vmin, const point3f& vmax);
protected:
private:
bool PossibleHit(const Ray& ray, float tmin) const;
size_t size;
Object** object;
point3f bb_vmin, bb_vmax;
};
class CSGPair : public Object
{
public:
enum class Type { Union, Intersection, Difference };
CSGPair(Solid* sa, Solid* sb);
~CSGPair();
virtual bool Intersect(const Ray& ray, Hit& h, float tmin) const;
virtual bool ShadowIntersect(const Ray& ray, Hit& h, float tmin) const;
void SetType(Type t) { type = t; return; };
protected:
private:
Type type;
Solid* a, *b;
};
class Transform : public Object
{
public:
Transform(const Matrix& m, Object* o);
virtual bool Intersect(const Ray& ray, Hit& h, float tmin) const;
virtual bool Intersect(const Ray& ray, Hit& h1, Hit& h2, float tmin) const;
virtual bool ShadowIntersect(const Ray& ray, Hit& h, float tmin) const;
protected:
private:
Matrix matrix;
Object* object;
};
#endif