ray-tracer-comp371/src/Geometry.h

82 lines
2.3 KiB
C++

#ifndef GEOMETRY_H_
#define GEOMETRY_H_
#include "Optional.h"
#include "Ray.h"
#include <Eigen/Core>
#include <Eigen/Dense>
using Eigen::Matrix;
using Eigen::Matrix4f;
using Eigen::Vector3f;
using utils::Optional;
// Abstract class for Geometries
class Geometry {
public:
enum class Type { SPHERE, RECTANGLE };
virtual ~Geometry() = default;
virtual Optional<float> intersect(const Ray &) const = 0;
virtual Vector3f normal(const Vector3f &) const = 0;
virtual Vector3f sample() 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_;
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 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 &);
};
class Sphere : public Geometry {
public:
Sphere(float ka, float kd, float ks, const Vector3f &ca, const Vector3f &cd,
const Vector3f &cs, float pc, float radius, const Vector3f &center)
: Geometry(Type::SPHERE, ka, kd, ks, ca, cd, cs, pc), radius(radius),
center(center) {}
Optional<float> intersect(const Ray &) const override;
Vector3f normal(const Vector3f &) const override;
Vector3f sample() const override;
private:
float radius;
Vector3f center;
};
class Rectangle : public Geometry {
public:
Rectangle(float ka, float kd, float ks, const Vector3f &ca, const Vector3f cd,
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()) {}
Optional<float> intersect(const Ray &) const override;
Vector3f normal(const Vector3f &) const override;
Vector3f sample() const override;
private:
Vector3f p1, p2, p3, p4;
Vector3f normal_;
};
#endif // !GEOMETRY_H_