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.
|
Line | |
---|
1 | #include "IntersectableWrapper.h"
|
---|
2 | #include "Mesh.h"
|
---|
3 | #include "Triangle3.h"
|
---|
4 |
|
---|
5 |
|
---|
6 | namespace GtpVisibilityPreprocessor {
|
---|
7 |
|
---|
8 |
|
---|
9 | AxisAlignedBox3 TriangleIntersectable::GetBox() const
|
---|
10 | {
|
---|
11 | return mItem.GetBoundingBox();
|
---|
12 | }
|
---|
13 |
|
---|
14 |
|
---|
15 | int TriangleIntersectable::CastRay(Ray &ray)
|
---|
16 | {
|
---|
17 | float nearestT = MAX_FLOAT;
|
---|
18 | float t;
|
---|
19 | Vector3 nearestNormal;
|
---|
20 |
|
---|
21 | if (ray.GetType() == Ray::LOCAL_RAY && !ray.intersections.empty())
|
---|
22 | nearestT = ray.intersections[0].mT;
|
---|
23 |
|
---|
24 | const int hitCode = mItem.CastRay(ray, t, nearestT, nearestNormal);
|
---|
25 |
|
---|
26 | nearestT = t;
|
---|
27 |
|
---|
28 | if ((hitCode == Ray::INTERSECTION) && (ray.GetType() == Ray::LOCAL_RAY))
|
---|
29 | {
|
---|
30 | if (!ray.intersections.empty())
|
---|
31 | {
|
---|
32 | ray.intersections[0] = Ray::Intersection(nearestT, nearestNormal, this, 0);
|
---|
33 | }
|
---|
34 | else
|
---|
35 | {
|
---|
36 | ray.intersections.push_back(Ray::Intersection(nearestT, nearestNormal, this, 0));
|
---|
37 | }
|
---|
38 |
|
---|
39 | return 1;
|
---|
40 | }
|
---|
41 |
|
---|
42 | return 0;
|
---|
43 | }
|
---|
44 |
|
---|
45 |
|
---|
46 | int TriangleIntersectable::NumberOfFaces() const
|
---|
47 | {
|
---|
48 | return 1;
|
---|
49 | }
|
---|
50 |
|
---|
51 |
|
---|
52 | Vector3 TriangleIntersectable::GetNormal(const int idx) const
|
---|
53 | {
|
---|
54 | return mItem.GetNormal();
|
---|
55 | }
|
---|
56 |
|
---|
57 |
|
---|
58 | } |
---|
Note: See
TracBrowser
for help on using the repository browser.