#include #include #include "rayGroup.h" //////////////////////// // Ray-tracing stuff // //////////////////////// double RayGroup::intersect(Ray3D ray,RayIntersectionInfo& iInfo,double mx){ return -1; } BoundingBox3D RayGroup::setBoundingBox(void){ Point3D* pList; BoundingBox3D tBBox; pList=new Point3D[sNum*2]; for(int i=0;isetBoundingBox(); pList[2*i ]=tBBox.p[0]; pList[2*i+1]=tBBox.p[1]; } tBBox=BoundingBox3D(pList,sNum*2); delete[] pList; bBox=tBBox.transform(getMatrix()); return bBox; } int StaticRayGroup::set(void){ return 1; } ////////////////// // OpenGL stuff // ////////////////// int RayGroup::getOpenGLCallList(void){ return 0; } int RayGroup::drawOpenGL(int materialIndex){ return -1; } ///////////////////// // Animation Stuff // ///////////////////// Matrix4D ParametrizedRayGroup::getInverseMatrix(void){ return Matrix4D::IdentityMatrix(); } Matrix4D ParametrizedRayGroup::getNormalMatrix(void){ return Matrix4D::IdentityMatrix(); } Matrix4D ParametrizedEulerAnglesAndTranslation::getMatrix(void){ return Matrix4D::IdentityMatrix(); } Matrix4D ParametrizedClosestRotationAndTranslation::getMatrix(void){ return Matrix4D::IdentityMatrix(); } Matrix4D ParametrizedRotationLogarithmAndTranslation::getMatrix(void){ return Matrix4D::IdentityMatrix(); } Matrix4D ParametrizedQuaternionAndTranslation::getMatrix(void){ return Matrix4D::IdentityMatrix(); }