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#include "SingleGroup.h"
#include "../material/Material.h"
#include "../tools/Vec3.h"
namespace shapes {
SingleGroup::SingleGroup(const util::Transformation& transform,
std::shared_ptr<LightShape> shape)

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: shape(shape), transform(transform) {
boundingVolume = shape->bounds() * transform.toWorld;
}
SingleGroup::SingleGroup(const util::Mat4& matrix,
std::shared_ptr<LightShape> shape)

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: shape(shape), transform(util::Transformation(matrix)) {
boundingVolume = shape->bounds() * transform.toWorld;
}
std::optional<cam::Hit> SingleGroup::intersect(const cam::Ray& r) const {
cam::Ray imagR(transform.fromWorld.transformPoint(r.x0),
transform.fromWorld.transformDir(r.d), r.tmin, r.tmax,
r.normalize);
std::optional<cam::Hit> result = std::nullopt;
if (shape->bounds().intersects(imagR)) {
result = shape->intersect(imagR);
}
if (result) {
result = std::optional<cam::Hit>(
{transform.toWorld.transformPoint(result->point()),
transform.toWorldN.transformDir(result->normal()),
result->scalar(), result->material});
}
return result;
}
util::AxisAlignedBoundingBox SingleGroup::bounds() const {
return boundingVolume;
}
util::SurfacePoint SingleGroup::sampleLight() const {
return shape->sampleLight();
}

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} // namespace shapes