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Copy pathTransformedShape.java
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103 lines (87 loc) · 3.04 KB
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/*
* The MIT License
*
* Copyright 2023 akava.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
package ptjava;
import ptjava.Hit.HitInfo;
class TransformedShape implements IShape {
IShape Shape;
Matrix Matrix;
Matrix Inverse;
Matrix InverseTranspose;
TransformedShape() {}
TransformedShape(IShape s, Matrix m) {
Shape = s;
Matrix = m;
Inverse = m.Inverse();
InverseTranspose = Inverse.Transpose();
}
@Override
public void Compile() {
Shape.Compile();
}
static IShape NewTransformedShape(IShape s, Matrix m) {
return new TransformedShape(s, m);
}
@Override
public Box BoundingBox() {
return Matrix.MulBox(Shape.BoundingBox());
}
@Override
public Hit Intersect(Ray r) {
var shapeRay = Inverse.MulRay(r);
var hit = Shape.Intersect(shapeRay);
if(!hit.Ok())
{
return hit;
}
var shape = hit.Shape;
var shapePosition = shapeRay.Position(hit.T);
var shapeNormal = shape.NormalAt(shapePosition);
var position = Matrix.MulPosition(shapePosition);
var normal = InverseTranspose.MulDirection(shapeNormal);
var material = Material.MaterialAt(shape, shapePosition);
var inside = false;
if(shapeNormal.Dot(shapeRay.Direction) > 0)
{
normal = normal.Negate();
inside = true;
}
var ray = new Ray(position, normal);
var info = new HitInfo(shape, position, normal, ray, material, inside);
hit.T = position.Sub(r.Origin).Length();
hit.HitInfo = info;
return hit;
}
@Override
public Vector UV(Vector uv) {
return Shape.UV(uv);
}
@Override
public Vector NormalAt(Vector normal) {
return Shape.NormalAt(normal);
}
@Override
public Material MaterialAt(Vector v) {
return Shape.MaterialAt(v);
}
}