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/******************************************************************/
/* This file is part of the homework assignments for CSCI-427/527 */
/* at The College of William & Mary and authored by Pieter Peers. */
/* No part of this file, whether altered or in original form, can */
/* be distributed or used outside the context of CSCI-427/527 */
/* without consent of either the College of William & Mary or */
/* Pieter Peers. */
/******************************************************************/
#include <cassert>
#include <algorithm>
#include "boundedCompound.h"
#include "intersector_factory_base.h"
/////////////////
// Constructor //
/////////////////
boundedCompound::boundedCompound(void)
: boundedPrimitive()
{
_transform = transformation3d();
_intersector = nullptr;
}
boundedCompound::boundedCompound(const transformation3d& transform, const std::shared_ptr<const shader_base>& shader)
: boundedPrimitive(boundingBox(), shader)
{
_transform = transform;
_intersector = nullptr;
}
/////////////
// Methods //
/////////////
intersectionPoint boundedCompound::intersect(const ray& r) const
{
// sanity check
assert(_intersector);
intersectionPoint ip;
// HW5: Modify this to correctly apply the transformation '_transform' in
// the intersection computations. The actualy intersection is performed
// by the _intersector (as shown below). NOTE: do not modify the lines
// above this.
// Modifies: nothing.
// Returns: intersection point.
ray r_trans = r; // create copy of ray r
r_trans.inverseTransform(_transform); // transform ray by inverse of matrix
ip = _intersector->intersect(r_trans); // intersect ray with primitives
ip.transform(_transform); // transform intersection by matrix
// Done ***do not modify below***
if(!ip.hasShader()) ip.setShader(_shader);
return ip;
}
void boundedCompound::initialize(const intersector_factory_base& ifb)
{
// create the _intersector
_intersector = ifb(*this);
}
void boundedCompound::initializeBoundingBox(void)
{
// compute the bounding box in world coordinates
_bb = boundingBox();
for_each(compounds().begin(), compounds().end(), [&](const std::shared_ptr<const boundedPrimitive>& prim)
{
_bb += transform(prim->boundingbox(), _transform);
});
}
bool boundedCompound::hasShader(void) const
{
// check if this has a shader
if(boundedPrimitive::hasShader()) return true;
// check if each child has a shader
for(auto itr = compounds().begin(); itr != compounds().end(); itr++)
{
if(!(*itr)->hasShader()) return false;
}
// Done.
return true;
}
void boundedCompound::_print(std::ostream& s) const
{
s << "boundedCompound (" << _bb << ", " << compounds().size() << " compounds)";
}
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