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/*******************************************************************************
* ray.cpp
*
* This module implements the code pertaining to rays.
*
* ---------------------------------------------------------------------------
* Persistence of Vision Ray Tracer ('POV-Ray') version 3.7.
* Copyright 1991-2013 Persistence of Vision Raytracer Pty. Ltd.
*
* POV-Ray is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as
* published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* POV-Ray is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
* ---------------------------------------------------------------------------
* POV-Ray is based on the popular DKB raytracer version 2.12.
* DKBTrace was originally written by David K. Buck.
* DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins.
* ---------------------------------------------------------------------------
* $File: //depot/public/povray/3.x/source/backend/render/ray.cpp $
* $Revision: #1 $
* $Change: 6069 $
* $DateTime: 2013/11/06 11:59:40 $
* $Author: chrisc $
*******************************************************************************/
// frame.h must always be the first POV file included (pulls in platform config)
#include "backend/frame.h"
#include "backend/math/vector.h"
#include "povray.h"
#include "backend/interior/interior.h"
#include "backend/render/ray.h"
#include "backend/texture/texture.h"
// this must be the last file included
#include "base/povdebug.h"
namespace pov
{
Ray::Ray(RayType rt, bool shadowTest, bool photon, bool radiosity, bool monochromatic, bool pretrace)
{
Make_Vector(Origin, 0.0, 0.0, 0.0);
Make_Vector(Direction, 0.0, 0.0, 0.0);
SetFlags(rt, shadowTest, photon, radiosity, monochromatic, pretrace);
hollowRay = true;
ClearInteriors();
}
Ray::Ray(const VECTOR ov, const VECTOR dv, RayType rt, bool shadowTest, bool photon, bool radiosity, bool monochromatic, bool pretrace)
{
Assign_Vector(Origin, ov);
Assign_Vector(Direction, dv);
SetFlags(rt, shadowTest, photon, radiosity, monochromatic, pretrace);
hollowRay = true;
ClearInteriors();
}
Ray::~Ray()
{
}
void Ray::AppendInterior(Interior *i)
{
interiors.push_back(i);
hollowRay = hollowRay && i->hollow;
}
void Ray::AppendInteriors(RayInteriorVector& ii)
{
// interiors.reserve(interiors.size() + ii.size()); // TODO FIXME - remove FixedSimpleVector from POV-Ray 3.7
for(RayInteriorVector::iterator it(ii.begin()); it != ii.end(); it++)
{
interiors.push_back(*it);
hollowRay = hollowRay && (*it)->hollow;
}
}
bool Ray::RemoveInterior(const Interior *i)
{
bool checkhollow = false;
bool found = false;
for(RayInteriorVector::iterator it(interiors.begin()); it != interiors.end(); it++)
{
if(*it == i)
{
checkhollow = ((*it)->hollow == false);
interiors.erase(it);
found = true;
break;
}
}
if(checkhollow == true)
{
hollowRay = true;
for(RayInteriorVector::iterator it(interiors.begin()); it != interiors.end(); it++)
hollowRay = hollowRay && (*it)->hollow;
}
return found;
}
bool Ray::IsInterior(const Interior *i) const
{
for(RayInteriorVector::const_iterator it(interiors.begin()); it != interiors.end(); it++)
{
if(*it == i)
return true;
}
return false;
}
void Ray::SetSpectralBand(const SpectralBand& sb)
{
spectralBand = sb;
monochromaticRay = true;
}
const SpectralBand& Ray::GetSpectralBand() const
{
return spectralBand;
}
void Ray::SetFlags(RayType rt, bool shadowTest, bool photon, bool radiosity, bool monochromatic, bool pretrace)
{
primaryRay = (rt == PrimaryRay);
reflectionRay = (rt == ReflectionRay);
refractionRay = (rt == RefractionRay);
subsurfaceRay = (rt == SubsurfaceRay);
shadowTestRay = shadowTest;
photonRay = photon;
radiosityRay = radiosity;
monochromaticRay = monochromatic;
pretraceRay = pretrace;
}
void Ray::SetFlags(RayType rt, const Ray& other)
{
primaryRay = (rt == PrimaryRay);
reflectionRay = (rt == ReflectionRay) || ((rt == RefractionRay) && other.IsReflectionRay()); // TODO FIXME - just a kludge for now! [CLi]
refractionRay = (rt == RefractionRay) || ((rt == ReflectionRay) && other.IsRefractionRay()); // TODO FIXME - just a kludge for now! [CLi]
subsurfaceRay = (rt == SubsurfaceRay);
shadowTestRay = other.IsShadowTestRay();
photonRay = other.IsPhotonRay();
radiosityRay = other.IsRadiosityRay();
monochromaticRay = other.IsMonochromaticRay();
pretraceRay = other.IsPretraceRay();
}
}
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