namespace Msp {
namespace Geometry {
+/**
+A shape modified by an affine transformation.
+*/
template<typename T, unsigned D>
class TransformedShape: public Shape<T, D>
{
const AffineTransformation<T, D> &get_transformation() const { return transformation; }
virtual HyperBox<T, D> get_axis_aligned_bounding_box() const;
+ virtual bool contains(const LinAl::Vector<T, D> &) const;
+private:
+ Ray<T, D> make_local_ray(const Ray<T, D> &) const;
+public:
virtual bool check_intersection(const Ray<T, D> &) const;
+ virtual unsigned get_max_ray_intersections() const { return shape->get_max_ray_intersections(); }
+ virtual unsigned get_intersections(const Ray<T, D> &, SurfacePoint<T, D> *, unsigned) const;
};
template<typename T, unsigned D>
return shape->get_axis_aligned_bounding_box();
}
+template<typename T, unsigned D>
+inline bool TransformedShape<T, D>::contains(const LinAl::Vector<T, D> &point) const
+{
+ return shape->contains(inverse_trans.transform(point));
+}
+
+template<typename T, unsigned D>
+inline Ray<T, D> TransformedShape<T, D>::make_local_ray(const Ray<T, D> &ray) const
+{
+ LinAl::Vector<T, D> local_dir = inverse_trans.transform_linear(ray.get_direction());
+ float distortion = local_dir.norm();
+ return Ray<T, D>(inverse_trans.transform(ray.get_start()), local_dir, ray.get_limit()*distortion);
+}
+
template<typename T, unsigned D>
inline bool TransformedShape<T, D>::check_intersection(const Ray<T, D> &ray) const
{
- Ray<T, D> local_ray(inverse_trans.transform(ray.get_start()),
- inverse_trans.transform_linear(ray.get_direction()));
- return shape->check_intersection(local_ray);
+ return shape->check_intersection(make_local_ray(ray));
+}
+
+template<typename T, unsigned D>
+inline unsigned TransformedShape<T, D>::get_intersections(const Ray<T, D> &ray, SurfacePoint<T, D> *points, unsigned size) const
+{
+ Ray<T, D> local_ray = make_local_ray(ray);
+
+ unsigned count = shape->get_intersections(local_ray, points, size);
+ if(points)
+ {
+ for(unsigned i=0; i<count; ++i)
+ {
+ points[i].position = transformation.transform(points[i].position);
+ /* XXX This is not correct for nonuniform scaling. Inverse of the
+ transpose of the upper DxD part of the matrix should be used. */
+ points[i].normal = transformation.transform_linear(points[i].normal);
+ points[i].distance = inner_product(points[i].position-ray.get_start(), ray.get_direction());
+ }
+ }
+ return count;
}
} // namespace Geometry