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>
-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)
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
-{
- 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
{
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());
}
}