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raytracer_challenge/raytracing/src/world.cpp

171 lines
4.2 KiB
C++

/*!
* world.cpp
*
* Copyright (c) 2024, NADAL Jean-Baptiste. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
* MA 02110-1301 USA
*
* @Author: NADAL Jean-Baptiste
* @Date: 29/01/2024
*
*/
// This is an independent project of an individual developer. Dear PVS-Studio, please check it.
// PVS-Studio Static Code Analyzer for C, C++, C#, and Java: http://www.viva64.com
/* ------------------------------------------------------------------------- */
#include "matrix.h"
#include "sphere.h"
#include "world.h"
using namespace Raytracer;
/* ------------------------------------------------------------------------- */
World::World(void) : m_has_light(false)
{
}
/* ------------------------------------------------------------------------- */
World::World(World &an_other)
{
m_objects.reserve(an_other.m_objects.size());
for (auto &the_object : an_other.m_objects)
{
m_objects.push_back(the_object);
}
m_has_light = an_other.m_has_light;
if (m_has_light == true)
{
m_light = an_other.m_light;
}
}
/* ------------------------------------------------------------------------- */
const World &World::operator=(const World &an_other)
{
if (this == &an_other)
{
return *this;
}
m_objects.reserve(an_other.m_objects.size());
m_objects.assign(an_other.m_objects.begin(), an_other.m_objects.end());
m_has_light = an_other.m_has_light;
if (m_has_light == true)
{
m_light = an_other.m_light;
}
return *this;
}
/* ------------------------------------------------------------------------- */
uint32_t World::objects_count(void)
{
return m_objects.size();
}
/* ------------------------------------------------------------------------- */
bool World::has_light(void)
{
return m_has_light;
}
/* ------------------------------------------------------------------------- */
const PointLight &World::light(void) const
{
return m_light;
}
/* ------------------------------------------------------------------------- */
void World::set_light(const PointLight &a_light)
{
m_light = a_light;
m_has_light = true;
}
/* ------------------------------------------------------------------------- */
void World::add_object(Shape *a_shape)
{
m_objects.push_back(a_shape);
}
/* ------------------------------------------------------------------------- */
bool World::contains(const Shape &a_shape)
{
for (const auto &the_shape : m_objects)
{
if (*the_shape == a_shape)
{
return true;
}
}
return false;
}
/* ------------------------------------------------------------------------- */
Intersections World::intersect_world(const Ray &a_ray)
{
Intersections the_all_intersec;
for (auto the_object : m_objects)
{
Intersections the_intersection = the_object->intersect(a_ray);
the_all_intersec += the_intersection;
}
return the_all_intersec;
}
/* ------------------------------------------------------------------------- */
World World::default_world(void)
{
World the_world;
Sphere *s1, *s2;
the_world.set_light(PointLight(Tuple::Point(-10, 10, 10), Color::White()));
s1 = new Sphere;
Material &the_s1_mat = s1->material();
the_s1_mat.set_color(Color(0.8, 1.0, 0.6));
the_s1_mat.set_diffuse(0.7);
the_s1_mat.set_specular(0.2);
the_world.add_object(s1);
s2 = new Sphere;
s2->set_transform(Matrix::scaling(0.5, 0.5, 0.5));
the_world.add_object(s2);
return the_world;
}