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- /*
- * DoRayMe - a quick and dirty Raytracer
- * Intersection header
- *
- * Created by Manoël Trapier
- * Copyright (c) 2020 986-Studio.
- *
- */
- #ifndef DORAYME_INTERSECTION_H
- #define DORAYME_INTERSECTION_H
- #include <stdlib.h>
- #include <ray.h>
- #include <material.h>
- #include <renderstat.h>
- class Shape;
- class Intersect;
- struct Computation
- {
- Computation(Shape *object, double t, Tuple point, Tuple eyev, Tuple normalv, Tuple overHitP,
- bool inside, Tuple reflectV = Vector(0, 0, 0), double n1 = 1.0, double n2 = 1.0,
- Tuple underHitP = Point(0, 0, 0), Material *objMat = nullptr) :
- object(object), t(t), hitPoint(point), eyeVector(eyev), normalVector(normalv), inside(inside),
- overHitPoint(overHitP), underHitPoint(underHitP), reflectVector(reflectV), n1(n1), n2(n2), material(objMat) { };
- double schlick();
- Shape *object;
- double t;
- Tuple hitPoint;
- Tuple overHitPoint;
- Tuple underHitPoint;
- Tuple eyeVector;
- Tuple normalVector;
- Tuple reflectVector;
- Material *material;
- double n1;
- double n2;
- bool inside;
- };
- class Intersection
- {
- public:
- double t;
- Shape *object;
- double u, v;
- public:
- Intersection(double t, Shape *object, double u = NAN, double v = NAN) : t(t), object(object), u(u), v(v) { stats.addIntersection(); };
- bool nothing() { return (this->object == nullptr); };
- Computation prepareComputation(Ray r, Intersect *xs = nullptr);
- bool operator==(const Intersection &b) const { return ((this->t == b.t) && (this->object == b.object)); };
- };
- #endif /* DORAYME_INTERSECTION_H */
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