////////////////////////////////////////////////////////////////////// // // Pixie // // Copyright © 1999 - 2003, Okan Arikan // // Contact: okan@cs.berkeley.edu // // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public // License as published by the Free Software Foundation; either // version 2 of the License, or (at your option) any later version. // // This library is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA // /////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////// // // File : implicitSurface.h // Classes : CImplicit // Description : Defines an implicit surface // //////////////////////////////////////////////////////////////////////// #ifndef IMPLICITSURFACE_H #define IMPLICITSURFACE_H #include "common/global.h" #include "implicit.h" #include "object.h" #include "hierarchy.h" /////////////////////////////////////////////////////////////////////// // Class : CImplicit // Description : This class encapsulates an implicit surface defined by a signed distance function // Comments : // Date last edited : 3/11/2001 class CImplicit : public CSurface , public CTracable { public: CImplicit(CAttributes *,CXform *,int,const char *,float,float); ~CImplicit(); // Raytracing functionality void intersect(CRay *); int intersect(const float *,const float *) const; // Object functionality void bound(float *,float *) const; // Compute the bounding box void sample(int,int,float **,unsigned int &) const; // Sample the surface of the object void interpolate(int,float **) const; // Interpolate the variables void tesselate(CShadingContext *); // Create a raytraceable object for this void dice(CShadingContext *); // Split or render this object void copy(CAttributes *,CXform *,CRendererContext *) const; // Instanciate this object void shade(CShadingContext *,int,CRay **); // Shade the object private: implicitInitFunction initFunction; // DSO functions implicitEvalFunction evalFunction; implicitEvalNormalFunction evalNormalFunction; implicitTiniFunction tiniFunction; vector bmin,bmax; // Bounding box vector cameraBmin,cameraBmax; // The camera space bounding box void *handle; // Handle void *data; // Implicit data float stepSize; // The step size for the matching float scaleFactor; // The scale factor for the transformation }; #endif