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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 "boundedTriangle.h"


//////////////////
// Constructors //
//////////////////
boundedTriangle::boundedTriangle(void)
  : boundedPrimitive()
{
  // Nothing
}

boundedTriangle::boundedTriangle(const triangle& tri, const std::shared_ptr<const shader_base>& shader)
  : boundedPrimitive(tri.boundingbox(), shader)
{
  _triangle = tri;
}


/////////////
// Methods //
/////////////
intersectionPoint boundedTriangle::intersect(const ray& r) const
{
  // intersect triangle
  float t;
  vec3d bc;
  bool hit = _triangle.intersect(r, bc, t);

  // empty ip if not hit
  if(!hit) return intersectionPoint();

  // if hit, create intersectionPoint record.
  else return intersectionPoint(r, t, _shader, 
				_triangle.normal(bc),
				_triangle.shadingAxis(),
				_triangle.textureCoordinate(bc));
}


void boundedTriangle::_print(std::ostream& s) const
{
  s << "boundedTriangle (" << _bb << ", " << _triangle << ")";
}