Main Page | Namespace List | Class Hierarchy | Alphabetical List | Class List | File List | Namespace Members | Class Members | File Members | Related Pages

hit.inl

Go to the documentation of this file.
00001 /*
00002     toxic - A Global Illumination Renderer
00003     Copyright (C) 2003-2004 Francois Beaune
00004     Contact: http://toxicengine.sourceforge.net/
00005 
00006     This file is part of toxic.
00007 
00008     toxic is free software; you can redistribute it and/or modify
00009     it under the terms of the GNU General Public License as published by
00010     the Free Software Foundation; either version 2 of the License, or
00011     (at your option) any later version.
00012 
00013     toxic is distributed in the hope that it will be useful,
00014     but WITHOUT ANY WARRANTY; without even the implied warranty of
00015     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00016     GNU General Public License for more details.
00017 
00018     You should have received a copy of the GNU General Public License
00019     along with toxic; if not, write to the Free Software
00020     Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00021 */
00022 
00023 inline
00024 void Hit::ExtractIntersection(const Ray &ray,
00025                               sheep::Point3 *point,
00026                               sheep::Vector3 *geometric_normal,
00027                               sheep::Vector3 *shading_normal) const
00028 {
00029     // Compute world space intersection point.
00030     if(point) {
00031         *point = ray.GetPointAt(m_abscissa);
00032     }
00033 
00034     // Compute world space geometric normal.
00035     if(geometric_normal) {
00036         const sheep::Vector3 gn = m_object->TransformNormalToWorld(m_geometric_normal);
00037         assert(gn.IsUnitLength());
00038         *geometric_normal = (ray.m_direction * gn > 0.0) ? -gn : gn;
00039     }
00040 
00041     // Compute world space shading normal.
00042     if(shading_normal) {
00043         const sheep::Vector3 sn = m_object->TransformNormalToWorld(m_shading_normal);
00044         assert(sn.IsUnitLength());
00045         *shading_normal = (ray.m_direction * sn > 0.0) ? -sn : sn;
00046     }
00047 }

Generated on Tue May 11 01:31:50 2004 for toxic by doxygen 1.3.6