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#ifndef _RAY_OBJECT_H
#define _RAY_OBJECT_H
#include <assert.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;
ray_object_sphere_t sphere;
ray_object_point_t point;
ray_object_plane_t plane;
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)
{
switch (object->type) {
case RAY_OBJECT_TYPE_SPHERE:
return ray_object_sphere_prepare(&object->sphere);
case RAY_OBJECT_TYPE_POINT:
return ray_object_point_prepare(&object->point);
case RAY_OBJECT_TYPE_PLANE:
return ray_object_plane_prepare(&object->plane);
case RAY_OBJECT_TYPE_LIGHT:
return ray_object_light_prepare(&object->light);
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, 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 */
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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