2022-10-16 19:24:37 -04:00
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/*
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* Created by Brett Terpstra 6920201 on 16/10/22.
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* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
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*/
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#ifndef STEP_2_WORLD_H
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#define STEP_2_WORLD_H
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#include <util/std.h>
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#include <math/vectors.h>
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2022-10-16 19:24:37 -04:00
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namespace Raytracing {
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class Object {
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public:
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struct HitData {
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// all the other values only matter if this is true
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bool hit{false};
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// the hit point on the object
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vec4 hitPoint{};
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// the normal of that hit point
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vec4 normal{};
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// the length of the vector from its origin in its direction.
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PRECISION_TYPE length{0};
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};
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// return true if the ray intersects with this object, only between min and max
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[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const = 0;
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virtual ~Object() = default;
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};
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class SphereObject : public Object {
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private:
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vec4 position;
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PRECISION_TYPE radius;
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public:
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SphereObject(const vec4& position, PRECISION_TYPE radius): position(position), radius(radius) {}
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[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const;
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};
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class World {
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private:
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// store all the objects in the world,
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std::vector<Object*> objects;
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/*TODO: create a kd-tree or bvh version to store the objects
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* this way we can easily tell if a ray is near and object or not
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* saving on computation
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*/
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public:
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World() = default;
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World(const World& world) = delete;
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World(const World&& world) = delete;
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inline void add(Object* object) { objects.push_back(object); }
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[[nodiscard]] virtual Object::HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const;
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~World();
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};
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}
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#endif //STEP_2_WORLD_H
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