Revision 1344,
1.0 KB
checked in by mattausch, 18 years ago
(diff) |
worked on triangle processing. logical units will be created by grouping objects
using their visibility definitions.
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[1315] | 1 | #include "IntersectableWrapper.h"
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[1328] | 2 | #include "Mesh.h"
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| 3 | #include "Triangle3.h"
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[1199] | 4 |
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| 5 |
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| 6 | namespace GtpVisibilityPreprocessor {
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| 7 |
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| 8 |
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[1328] | 9 | AxisAlignedBox3 TriangleIntersectable::GetBox() const
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[1327] | 10 | {
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[1344] | 11 | return mItem.GetBoundingBox();
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[1327] | 12 | }
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[1199] | 13 |
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[1327] | 14 |
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[1328] | 15 | int TriangleIntersectable::CastRay(Ray &ray)
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[1344] | 16 | {
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| 17 | float nearestT = MAX_FLOAT;
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| 18 | float t;
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| 19 | Vector3 nearestNormal;
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| 20 |
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| 21 | if (ray.GetType() == Ray::LOCAL_RAY && !ray.intersections.empty())
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| 22 | nearestT = ray.intersections[0].mT;
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| 23 |
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| 24 | const int hitCode = mItem.CastRay(ray, t, nearestT, nearestNormal);
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| 25 |
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| 26 | nearestT = t;
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| 27 |
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| 28 | if ((hitCode == Ray::INTERSECTION) && (ray.GetType() == Ray::LOCAL_RAY))
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| 29 | {
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| 30 | if (!ray.intersections.empty())
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| 31 | {
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| 32 | ray.intersections[0] = Ray::Intersection(nearestT, nearestNormal, this, 0);
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| 33 | }
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| 34 | else
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| 35 | {
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| 36 | ray.intersections.push_back(Ray::Intersection(nearestT, nearestNormal, this, 0));
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| 37 | }
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| 38 |
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| 39 | return 1;
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| 40 | }
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| 41 |
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[1327] | 42 | return 0;
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| 43 | }
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[1199] | 44 |
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[1327] | 45 |
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[1328] | 46 | int TriangleIntersectable::NumberOfFaces() const
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[1327] | 47 | {
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[1328] | 48 | return 1;
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[1327] | 49 | }
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| 50 |
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[1344] | 51 |
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| 52 | Vector3 TriangleIntersectable::GetNormal(const int idx) const
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| 53 | {
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| 54 | return mItem.GetNormal();
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| 55 | }
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| 56 |
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| 57 |
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[1138] | 58 | } |
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