reformat geometry

This commit is contained in:
Shuo Feng 2024-03-14 18:36:40 -04:00
parent d95b0f85e2
commit 08cbf7733f
Signed by: sfeng
GPG key ID: 1E83AE6CD1C037B1
4 changed files with 39 additions and 39 deletions

View file

@ -19,29 +19,30 @@ public:
virtual ~Geometry() = default;
virtual Optional<float> intersect(const Ray &) const = 0;
virtual Vector3f getNormal(const Vector3f &) const = 0;
virtual Vector3f normal(const Vector3f &) const = 0;
protected:
Geometry(Type type, float ka, float kd, float ks, const Vector3f &ca,
const Vector3f &cd, const Vector3f &cs, float pc)
: type(type), ka(ka), kd(kd), ks(ks), ca(ca), cd(cd), cs(cs), phong(pc) {}
: type_(type), ka_(ka), kd_(kd), ks_(ks), ca_(ca), cd_(cd), cs_(cs),
phong_(pc) {}
Type type;
float ka, kd, ks; // coefficients for ambient, diffuse and specular
Vector3f ca, cd, cs; // ambient, diffuse and specular reflection color
float phong; // phone coefficient, for `pc`
Type type_;
float ka_, kd_, ks_; // coefficients for ambient, diffuse and specular
Vector3f ca_, cd_, cs_; // ambient, diffuse and specular reflection color
float phong_; // phone coefficient, for `pc`
Matrix4f transform = Matrix4f::Identity();
public:
Vector3f diffuse() const;
Vector3f specular() const;
Vector3f ambient() const;
float coefDiffuse() const;
float coefSpecular() const;
float coefAmbient() const;
float getPhong() const;
Vector3f cd() const;
Vector3f cs() const;
Vector3f ca() const;
float kd() const;
float ks() const;
float ka() const;
float phong() const;
Type type() const;
void setTransform(const Matrix4f &);
Type getType() const;
};
class Sphere : public Geometry {
@ -52,7 +53,7 @@ public:
center(center) {}
Optional<float> intersect(const Ray &) const override;
Vector3f getNormal(const Vector3f &) const override;
Vector3f normal(const Vector3f &) const override;
private:
float radius;
@ -65,14 +66,14 @@ public:
const Vector3f &cs, float pc, const Vector3f &p1,
const Vector3f &p2, const Vector3f &p3, const Vector3f &p4)
: Geometry(Type::RECTANGLE, ka, kd, ks, ca, cd, cs, pc), p1(p1), p2(p2),
p3(p3), p4(p4), normal((p2 - p1).cross(p3 - p1).normalized()) {}
p3(p3), p4(p4), normal_((p2 - p1).cross(p3 - p1).normalized()) {}
Optional<float> intersect(const Ray &) const override;
Vector3f getNormal(const Vector3f &) const override;
Vector3f normal(const Vector3f &) const override;
private:
Vector3f p1, p2, p3, p4;
Vector3f normal;
Vector3f normal_;
};
#endif // !GEOMETRY_H_