virtual HyperBox<T, D> get_axis_aligned_bounding_box() const;
virtual bool contains(const LinAl::Vector<T, D> &) const;
- virtual bool check_intersection(const Ray<T, D> &) const;
+private:
+ Ray<T, D> make_local_ray(const Ray<T, D> &) const;
+public:
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>
-inline TransformedShape<T, D>::TransformedShape(const TransformedShape &other):
+inline TransformedShape<T, D>::TransformedShape(const TransformedShape<T, D> &other):
shape(other.shape->clone()),
transformation(other.transformation),
inverse_trans(other.inverse_trans)
}
template<typename T, unsigned D>
-inline bool TransformedShape<T, D>::check_intersection(const Ray<T, D> &ray) const
+inline Ray<T, D> TransformedShape<T, D>::make_local_ray(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);
+ 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 unsigned TransformedShape<T, D>::get_intersections(const Ray<T, D> &ray, SurfacePoint<T, D> *points, unsigned size) const
{
- Ray<T, D> local_ray(inverse_trans.transform(ray.get_start()),
- inverse_trans.transform_linear(ray.get_direction()));
+ Ray<T, D> local_ray = make_local_ray(ray);
+
unsigned count = shape->get_intersections(local_ray, points, size);
if(points)
{
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(points[i].normal);
+ points[i].normal = transformation.transform_linear(points[i].normal);
points[i].distance = inner_product(points[i].position-ray.get_start(), ray.get_direction());
}
}