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-rw-r--r--src/modules/ray/ray_object.h95
1 files changed, 0 insertions, 95 deletions
diff --git a/src/modules/ray/ray_object.h b/src/modules/ray/ray_object.h
index f882e86..fc5ae1b 100644
--- a/src/modules/ray/ray_object.h
+++ b/src/modules/ray/ray_object.h
@@ -1,16 +1,11 @@
#ifndef _RAY_OBJECT_H
#define _RAY_OBJECT_H
-#include <assert.h>
-
-#include "ray_camera.h"
#include "ray_object_light.h"
#include "ray_object_plane.h"
#include "ray_object_point.h"
#include "ray_object_sphere.h"
#include "ray_object_type.h"
-#include "ray_ray.h"
-#include "ray_surface.h"
typedef union ray_object_t {
ray_object_type_t type;
@@ -20,94 +15,4 @@ typedef union ray_object_t {
ray_object_light_t light;
} ray_object_t;
-
-
-/* Prepare an object for rendering.
- * If the object has any pre-calculating to do, this is where it happens.
- * The pre-calculated stuff is object-resident under a _prepared struct member.
- */
-static inline void ray_object_prepare(ray_object_t *object, ray_camera_t *camera)
-{
- switch (object->type) {
- case RAY_OBJECT_TYPE_SPHERE:
- return ray_object_sphere_prepare(&object->sphere, camera);
-
- case RAY_OBJECT_TYPE_POINT:
- return ray_object_point_prepare(&object->point, camera);
-
- case RAY_OBJECT_TYPE_PLANE:
- return ray_object_plane_prepare(&object->plane, camera);
-
- case RAY_OBJECT_TYPE_LIGHT:
- return ray_object_light_prepare(&object->light, camera);
- default:
- assert(0);
- }
-}
-
-
-/* Determine if a ray intersects object.
- * If the object is intersected, store where along the ray the intersection occurs in res_distance.
- */
-static inline int ray_object_intersects_ray(ray_object_t *object, unsigned depth, ray_ray_t *ray, float *res_distance)
-{
- switch (object->type) {
- case RAY_OBJECT_TYPE_SPHERE:
- return ray_object_sphere_intersects_ray(&object->sphere, depth, ray, res_distance);
-
- case RAY_OBJECT_TYPE_POINT:
- return ray_object_point_intersects_ray(&object->point, depth, ray, res_distance);
-
- case RAY_OBJECT_TYPE_PLANE:
- return ray_object_plane_intersects_ray(&object->plane, depth, ray, res_distance);
-
- case RAY_OBJECT_TYPE_LIGHT:
- return ray_object_light_intersects_ray(&object->light, depth, ray, res_distance);
- default:
- assert(0);
- }
-}
-
-
-/* Return the surface normal of object @ point */
-static inline ray_3f_t ray_object_normal(ray_object_t *object, ray_3f_t *point)
-{
- switch (object->type) {
- case RAY_OBJECT_TYPE_SPHERE:
- return ray_object_sphere_normal(&object->sphere, point);
-
- case RAY_OBJECT_TYPE_POINT:
- return ray_object_point_normal(&object->point, point);
-
- case RAY_OBJECT_TYPE_PLANE:
- return ray_object_plane_normal(&object->plane, point);
-
- case RAY_OBJECT_TYPE_LIGHT:
- return ray_object_light_normal(&object->light, point);
- default:
- assert(0);
- }
-}
-
-
-/* Return the surface of object @ point */
-static inline ray_surface_t ray_object_surface(ray_object_t *object, ray_3f_t *point)
-{
- switch (object->type) {
- case RAY_OBJECT_TYPE_SPHERE:
- return ray_object_sphere_surface(&object->sphere, point);
-
- case RAY_OBJECT_TYPE_POINT:
- return ray_object_point_surface(&object->point, point);
-
- case RAY_OBJECT_TYPE_PLANE:
- return ray_object_plane_surface(&object->plane, point);
-
- case RAY_OBJECT_TYPE_LIGHT:
- return ray_object_light_surface(&object->light, point);
- default:
- assert(0);
- }
-}
-
#endif
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