MAV'RIC
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00001 /******************************************************************************* 00002 * Copyright (c) 2009-2016, MAV'RIC Development Team 00003 * All rights reserved. 00004 * 00005 * Redistribution and use in source and binary forms, with or without 00006 * modification, are permitted provided that the following conditions are met: 00007 * 00008 * 1. Redistributions of source code must retain the above copyright notice, 00009 * this list of conditions and the following disclaimer. 00010 * 00011 * 2. Redistributions in binary form must reproduce the above copyright notice, 00012 * this list of conditions and the following disclaimer in the documentation 00013 * and/or other materials provided with the distribution. 00014 * 00015 * 3. Neither the name of the copyright holder nor the names of its contributors 00016 * may be used to endorse or promote products derived from this software without 00017 * specific prior written permission. 00018 * 00019 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 00020 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 00021 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 00022 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE 00023 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 00024 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 00025 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 00026 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 00027 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 00028 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 00029 * POSSIBILITY OF SUCH DAMAGE. 00030 ******************************************************************************/ 00031 00032 /******************************************************************************* 00033 * \file raytracing.hpp 00034 * 00035 * \author MAV'RIC Team 00036 * \author Julien Lecoeur 00037 * 00038 * \brief Raytracing. Implements rays and intersection with objects (plane, sphere, cylinder... ) 00039 * 00040 ******************************************************************************/ 00041 00042 00043 #ifndef RAYTRACING_HPP_ 00044 #define RAYTRACING_HPP_ 00045 00046 #include "util/matrix.hpp" 00047 #include <vector> 00048 00049 namespace raytracing 00050 { 00051 00052 00053 //################################################################################################## 00054 // Ray class 00055 //################################################################################################## 00059 class Ray 00060 { 00061 public: 00068 Ray(Vector3f origin = Vector3f{0.0f, 0.0f, 0.0f}, Vector3f direction = Vector3f{1.0f, 0.0f, 0.0f}); 00069 00073 const Vector3f& origin(void) const; 00074 00078 bool set_origin(Vector3f origin); 00079 00083 const Vector3f& direction(void) const; 00084 00088 bool set_direction(Vector3f origin); 00089 00090 private: 00091 Vector3f origin_; 00092 Vector3f direction_; 00093 }; 00094 00095 00096 //################################################################################################## 00097 // Intersection class 00098 //################################################################################################## 00102 class Intersection 00103 { 00104 public: 00112 Intersection(Vector3f point = Vector3f{0.0f, 0.0f, 0.0f}, Vector3f normal = Vector3f{1.0f, 0.0f, 0.0f}, float distance = 0.0f); 00113 00117 const Vector3f& point(void) const; 00118 00122 bool set_point(Vector3f point); 00123 00127 const Vector3f& normal(void) const; 00128 00132 bool set_normal(Vector3f normal); 00133 00137 float distance(void) const; 00138 00142 bool set_distance(float distance); 00143 00144 private: 00145 Vector3f point_; 00146 Vector3f normal_; 00147 float distance_; 00148 }; 00149 00150 00151 //################################################################################################## 00152 // Object interface 00153 //################################################################################################## 00157 class Object 00158 { 00159 public: 00168 virtual bool intersect(const Ray& ray, Intersection& intersection) = 0; 00169 }; 00170 00171 //################################################################################################## 00172 // World class 00173 //################################################################################################## 00177 class World 00178 { 00179 public: 00183 World(void); 00184 00192 bool add_object(Object* obj); 00193 00203 bool intersect(const Ray& ray, Intersection& intersection, Object* object); 00204 00205 private: 00206 std::array<Object*, 20> objects_; 00207 uint32_t object_count_; 00208 }; 00209 00210 00211 //################################################################################################## 00212 // Plane class 00213 //################################################################################################## 00217 class Plane: public Object 00218 { 00219 public: 00226 Plane(Vector3f center = Vector3f{0.0f, 0.0f, 0.0f}, Vector3f normal = Vector3f{1.0f, 0.0f, 0.0f}); 00227 00231 const Vector3f& center(void) const; 00232 00236 bool set_center(Vector3f center); 00237 00241 const Vector3f& normal(void) const; 00242 00246 bool set_normal(Vector3f normal); 00247 00256 bool intersect(const Ray& ray, Intersection& intersection); 00257 00258 private: 00259 Vector3f center_; 00260 Vector3f normal_; 00261 }; 00262 00263 00264 //################################################################################################## 00265 // Sphere class 00266 //################################################################################################## 00270 class Sphere: public Object 00271 { 00272 public: 00279 Sphere(Vector3f center = Vector3f{0.0f, 0.0f, 0.0f}, float radius = 1.0f); 00280 00284 const Vector3f& center(void) const; 00285 00289 bool set_center(Vector3f center); 00290 00294 float radius(void) const; 00295 00299 bool set_radius(float radius); 00300 00309 bool intersect(const Ray& ray, Intersection& intersection); 00310 00311 private: 00312 Vector3f center_; 00313 float radius_; 00314 }; 00315 00316 00317 //################################################################################################## 00318 // Cylinder class 00319 //################################################################################################## 00323 class Cylinder: public Object 00324 { 00325 public: 00333 Cylinder(Vector3f center = Vector3f{0.0f, 0.0f, 0.0f}, Vector3f axis = Vector3f{0.0f, 0.0f, 1.0f}, float radius = 1.0f); 00334 00338 const Vector3f& center(void) const; 00339 00343 bool set_center(Vector3f center); 00344 00348 const Vector3f& axis(void) const; 00349 00353 bool set_axis(Vector3f axis); 00354 00358 float radius(void) const; 00359 00363 bool set_radius(float radius); 00364 00373 bool intersect(const Ray& ray, Intersection& intersection); 00374 00375 private: 00376 Vector3f center_; 00377 Vector3f axis_; 00378 float radius_; 00379 // float height_; ///< Height of cylinder 00380 }; 00381 00382 } 00383 00384 #endif /* RAYTRACING_HPP_ */