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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));
}
float boundedTriangle::area(void) const
{
return _triangle.area();
}
surfaceSample boundedTriangle::sample(float r1, float r2) const
{
float pdf;
vec3d bc, position = _triangle.sample(r1, r2, bc, pdf);
return surfaceSample(position, _triangle.normal(bc), pdf);
}
void boundedTriangle::_print(std::ostream& s) const
{
s << "boundedTriangle (" << _bb << ", " << _triangle << ")";
}
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