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Commit 56276277 authored by Yoel's avatar Yoel
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Added todos

parent 285275ec
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...@@ -48,7 +48,7 @@ std::optional<cam::Hit> Triangle::intersect(const cam::Ray& r) const { ...@@ -48,7 +48,7 @@ std::optional<cam::Hit> Triangle::intersect(const cam::Ray& r) const {
return std::optional<cam::Hit>( return std::optional<cam::Hit>(
cam::Hit(hit, cross_normal, texture_coordinates(hit), t, material)); cam::Hit(hit, cross_normal, texture_coordinates(hit), t, material));
} }
// TODO
std::pair<float, float> Triangle::texture_coordinates( std::pair<float, float> Triangle::texture_coordinates(
const util::Vec3& pos) const { const util::Vec3& pos) const {
return std::pair<float, float>({0, 0}); return std::pair<float, float>({0, 0});
......
...@@ -78,7 +78,7 @@ std::optional<cam::Hit> TriangleMesh::intersect(size_t i, ...@@ -78,7 +78,7 @@ std::optional<cam::Hit> TriangleMesh::intersect(size_t i,
// for (auto hit : hits) std::cout << hit << std::endl; // for (auto hit : hits) std::cout << hit << std::endl;
return hits[0]; return hits[0];
} }
// TODO
std::pair<float, float> TriangleMesh::texture_coordinates( std::pair<float, float> TriangleMesh::texture_coordinates(
const util::Vec3& pos) const { const util::Vec3& pos) const {
return std::pair<float, float>({0.0, 0.0}); return std::pair<float, float>({0.0, 0.0});
...@@ -86,10 +86,11 @@ std::pair<float, float> TriangleMesh::texture_coordinates( ...@@ -86,10 +86,11 @@ std::pair<float, float> TriangleMesh::texture_coordinates(
util::AxisAlignedBoundingBox TriangleMesh::bounds() const { util::AxisAlignedBoundingBox TriangleMesh::bounds() const {
return hierarchy[0].bb; return hierarchy[0].bb;
} }
// TODO
util::SurfacePoint TriangleMesh::sampleLight() const { util::SurfacePoint TriangleMesh::sampleLight() const {
return util::SurfacePoint(util::Vec3(0), 0, {0.0, 0.0}, material); return util::SurfacePoint(util::Vec3(0), 0, {0.0, 0.0}, material);
} }
// TODO
util::Vec3 TriangleMesh::calculateLightEmission(const util::SurfacePoint& p, util::Vec3 TriangleMesh::calculateLightEmission(const util::SurfacePoint& p,
const util::Vec3& d) const { const util::Vec3& d) const {
return util::Vec3(); return util::Vec3();
......
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