/* * 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); } }