From 7dc19699bd3ae76b3802dfb43854fd88fea3ffc3 Mon Sep 17 00:00:00 2001 From: Roland Hieber Date: Sun, 31 Jan 2010 05:17:28 +0100 Subject: [PATCH] solution for 4.1b,c --- Box.cxx | 16 ++++++++++++++-- InfinitePlane.cxx | 24 +++++++++++++++++++----- 2 files changed, 33 insertions(+), 7 deletions(-) diff --git a/Box.cxx b/Box.cxx index ef9f750..b1951e4 100644 --- a/Box.cxx +++ b/Box.cxx @@ -1,6 +1,6 @@ #include "Box.hxx" -Box::Box() +Box::Box() : m_min(-Infinity), m_max(Infinity) { } @@ -10,11 +10,15 @@ Box::~Box() Box::Box(const Box& b) { + m_min = b.m_min; + m_max = b.m_max; } Box& Box::operator=(const Box& b) { + m_min = b.m_min; + m_max = b.m_max; return *this; } @@ -26,9 +30,17 @@ Box::Clear() void Box::Extend(const Vec3f& a) { + // for all three coordinates, move m_max or m_min to the point + for(size_t i = 0; i < 3; i++) { + if(a[i] > m_max[i]) { + m_max[i] = a[i]; + } else if(a[i] < m_min[i]) { + m_min[i] = a[i]; + } // else: do nothing, coordinate is inside the box + } } -void +void Box::Extend(const Box& box) { } diff --git a/InfinitePlane.cxx b/InfinitePlane.cxx index c11fb8a..13d6e53 100644 --- a/InfinitePlane.cxx +++ b/InfinitePlane.cxx @@ -1,11 +1,11 @@ #include "InfinitePlane.hxx" InfinitePlane::InfinitePlane(const Vec3f& a, const Vec3f& n, Shader* shader) - : Primitive(shader), + : Primitive(shader), m_a(a), m_n(n) { - + } InfinitePlane::~InfinitePlane() @@ -17,9 +17,9 @@ InfinitePlane::Intersect(Ray& ray) { Vec3f diff = m_a - ray.origin(); float t = diff.dot(m_n) / ray.direction().dot(m_n); - if (t < Epsilon || t > ray.t()) + if (t < Epsilon || t > ray.t()) return false; - + ray.setT(t); ray.setHit(this); @@ -35,7 +35,21 @@ InfinitePlane::GetNormal(Ray& ray) Box InfinitePlane::CalcBounds() { - return Box(); + if(fabs(m_n[0]-1) < Epsilon && m_n[1] < Epsilon && m_n[2] < Epsilon) { + // plane is parallel to y and z axes + return Box(Vec3f(m_a[0]-Epsilon, Infinity, Infinity), + Vec3f(m_a[0]+Epsilon, Infinity, Infinity)); + } else if(m_n[0] < Epsilon && fabs(m_n[1]-1) < Epsilon && m_n[2] < Epsilon) { + // plane is parallel to x and z axes + return Box(Vec3f(Infinity, m_a[1]-Epsilon, Infinity), + Vec3f(Infinity, m_a[1]+Epsilon, Infinity)); + } else if(m_n[0] < Epsilon && m_n[1] < Epsilon && fabs(m_n[2]-1) < Epsilon ) { + // plane is parallel to x and y axes + return Box(Vec3f(Infinity, Infinity, m_a[2]-Epsilon), + Vec3f(Infinity, Infinity, m_a[2]+Epsilon)); + } else + // no real border + return Box(); } bool -- 2.20.1