#include #include "ray_object.h" #include "ray_object_light.h" #include "ray_object_plane.h" #include "ray_object_point.h" #include "ray_object_sphere.h" #include "ray_ray.h" #include "ray_surface.h" /* Determine if a ray intersects object. * If the object is intersected, store where along the ray the intersection occurs in res_distance. */ int ray_object_intersects_ray(ray_object_t *object, ray_ray_t *ray, float *res_distance) { switch (object->type) { case RAY_OBJECT_TYPE_SPHERE: return ray_object_sphere_intersects_ray(&object->sphere, ray, res_distance); case RAY_OBJECT_TYPE_POINT: return ray_object_point_intersects_ray(&object->point, ray, res_distance); case RAY_OBJECT_TYPE_PLANE: return ray_object_plane_intersects_ray(&object->plane, ray, res_distance); case RAY_OBJECT_TYPE_LIGHT: return ray_object_light_intersects_ray(&object->light, ray, res_distance); default: assert(0); } } /* Return the surface normal of object @ point */ 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 */ 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); } }