mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
~ | removing useless trycatch
This commit is contained in:
@ -20,26 +20,23 @@ class Cube : public Object
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public:
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Cube(std::stringstream &line) : Object(glm::vec3(0.0f), -1)
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{
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try {
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float x, y, z;
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float width, height, depth;
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int mat_index;
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float x, y, z;
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float width, height, depth;
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int mat_index;
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if (!(line >> x >> y >> z))
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throw std::runtime_error("Missing position values");
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if (!(line >> x >> y >> z))
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throw std::runtime_error("Missing position values");
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if (!(line >> width >> height >> depth))
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throw std::runtime_error("Missing width, height or depth values");
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if (!(line >> width >> height >> depth))
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throw std::runtime_error("Missing width, height or depth values");
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if (!(line >> mat_index))
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throw std::runtime_error("Missing material properties");
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if (!(line >> mat_index))
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throw std::runtime_error("Missing material properties");
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_position = glm::vec3(x, y, z);
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_size = glm::vec3(width, height, depth);
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_mat_index = mat_index;
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}
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catch (const std::exception& e) { throw; }
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_position = glm::vec3(x, y, z);
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_size = glm::vec3(width, height, depth);
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_mat_index = mat_index;
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}
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Cube(const glm::vec3& position, const glm::vec3 &size, const int mat_index)
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: Object(position, mat_index), _size(size) {}
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@ -20,35 +20,32 @@ class Cylinder : public Object
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public:
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Cylinder(std::stringstream &line) : Object(glm::vec3(0.0f), -1)
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{
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try {
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float x, y, z;
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float radius, height;
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float pitch, yaw, roll;
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float x, y, z;
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float radius, height;
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float pitch, yaw, roll;
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int mat_index;
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int mat_index;
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if (!(line >> x >> y >> z))
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throw std::runtime_error("Missing position");
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if (!(line >> x >> y >> z))
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throw std::runtime_error("Missing position");
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if (!(line >> radius >> height))
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throw std::runtime_error("Missing radius or height values");
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if (!(line >> radius >> height))
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throw std::runtime_error("Missing radius or height values");
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if (!(line >> pitch >> yaw >> roll))
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throw std::runtime_error("Missing rotation values");
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if (!(line >> pitch >> yaw >> roll))
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throw std::runtime_error("Missing rotation values");
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if (!(line >> mat_index))
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throw std::runtime_error("Missing material properties");
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if (!(line >> mat_index))
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throw std::runtime_error("Missing material properties");
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_position = glm::vec3(x, y, z);
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_position = glm::vec3(x, y, z);
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_radius = radius;
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_height = height;
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_rotation = glm::mat3(glm::eulerAngleXYZ(pitch, yaw, roll));
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_radius = radius;
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_height = height;
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_rotation = glm::mat3(glm::eulerAngleXYZ(pitch, yaw, roll));
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_mat_index = mat_index;
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}
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catch (const std::exception& e) { throw; }
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_mat_index = mat_index;
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}
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Cylinder(const glm::vec3& position, float radius, const int mat_index)
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: Object(position, mat_index), _radius(radius) {}
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@ -20,26 +20,23 @@ class Plane : public Object
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public:
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Plane(std::stringstream &line) : Object(glm::vec3(0.0f), -1)
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{
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try {
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float x, y, z;
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float nx, ny, nz;
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int mat_index;
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float x, y, z;
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float nx, ny, nz;
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int mat_index;
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if (!(line >> x >> y >> z))
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throw std::runtime_error("Missing position");
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if (!(line >> x >> y >> z))
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throw std::runtime_error("Missing position");
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if (!(line >> nx >> ny >> nz))
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throw std::runtime_error("Missing plane's normal");
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if (!(line >> nx >> ny >> nz))
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throw std::runtime_error("Missing plane's normal");
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if (!(line >> mat_index))
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throw std::runtime_error("Missing material properties");
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if (!(line >> mat_index))
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throw std::runtime_error("Missing material properties");
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_position = glm::vec3(x, y, z);
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_normal = glm::vec3(nx, ny, nz);
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_mat_index = mat_index;
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}
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catch (const std::exception &e) { throw; }
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_position = glm::vec3(x, y, z);
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_normal = glm::vec3(nx, ny, nz);
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_mat_index = mat_index;
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}
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Plane(const glm::vec3 &position, const glm::vec3 &normal, const int mat_index)
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: Object(position, mat_index), _normal(normal) {}
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/12/23 19:12:51 by ycontre #+# #+# */
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/* Updated: 2024/12/23 19:47:09 by ycontre ### ########.fr */
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/* Updated: 2025/01/13 18:44:40 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -20,48 +20,45 @@ class Portal : public Object
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public:
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Portal(std::stringstream &line) : Object(glm::vec3(0.0f), -1)
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{
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try {
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float x, y, z;
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float x1, y1, z1;
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float x2, y2, z2;
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bool invert_normal;
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float x, y, z;
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float x1, y1, z1;
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float x2, y2, z2;
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bool invert_normal;
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int mat_index;
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int mat_index;
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if (!(line >> x >> y >> z))
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throw std::runtime_error("Missing position");
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if (!(line >> x >> y >> z))
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throw std::runtime_error("Missing position");
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if (!(line >> x1 >> y1 >> z1))
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throw std::runtime_error("Missing Portal's first edge ");
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if (!(line >> x1 >> y1 >> z1))
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throw std::runtime_error("Missing Portal's first edge ");
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if (!(line >> x2 >> y2 >> z2))
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throw std::runtime_error("Missing Portal's second edge");
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if (!(line >> invert_normal))
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throw std::runtime_error("Missing invert_normal");
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if (!(line >> x2 >> y2 >> z2))
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throw std::runtime_error("Missing Portal's second edge");
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if (!(line >> invert_normal))
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throw std::runtime_error("Missing invert_normal");
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if (!(line >> mat_index))
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throw std::runtime_error("Missing material properties");
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if (!(line >> mat_index))
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throw std::runtime_error("Missing material properties");
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_position = glm::vec3(x, y, z);
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_up = glm::vec3(x1, y1, z1);
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_right = glm::vec3(x2, y2, z2);
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_position = glm::vec3(x, y, z);
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_up = glm::vec3(x1, y1, z1);
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_right = glm::vec3(x2, y2, z2);
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glm::vec3 up = glm::normalize(_up);
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glm::vec3 right = glm::normalize(_right);
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glm::vec3 forward = glm::normalize(glm::cross(right, up));
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glm::vec3 up = glm::normalize(_up);
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glm::vec3 right = glm::normalize(_right);
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glm::vec3 forward = glm::normalize(glm::cross(right, up));
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up = normalize(glm::cross(forward, right));
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up = normalize(glm::cross(forward, right));
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_rotation = glm::mat3(right, up, forward);
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_normal = forward * (invert_normal ? -1.0f : 1.0f);
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_rotation = glm::mat3(right, up, forward);
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_normal = forward * (invert_normal ? -1.0f : 1.0f);
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_linked_portal = -1;
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_linked_portal = -1;
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_mat_index = mat_index;
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}
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catch (const std::exception &e) { throw; }
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_mat_index = mat_index;
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}
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Portal(const glm::vec3 &position, const glm::vec3 &edge1, const glm::vec3 &edge2, const int linked_portal, const int mat_index)
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: Object(position, mat_index), _up(edge1), _right(edge2), _linked_portal(linked_portal) {}
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@ -20,31 +20,28 @@ class Quad : public Object
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public:
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Quad(std::stringstream &line) : Object(glm::vec3(0.0f), -1)
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{
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try {
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float x, y, z;
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float x1, y1, z1;
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float x2, y2, z2;
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int mat_index;
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float x, y, z;
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float x1, y1, z1;
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float x2, y2, z2;
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int mat_index;
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if (!(line >> x >> y >> z))
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throw std::runtime_error("Missing position");
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if (!(line >> x >> y >> z))
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throw std::runtime_error("Missing position");
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if (!(line >> x1 >> y1 >> z1))
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throw std::runtime_error("Missing quad's first edge ");
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if (!(line >> x1 >> y1 >> z1))
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throw std::runtime_error("Missing quad's first edge ");
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if (!(line >> x2 >> y2 >> z2))
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throw std::runtime_error("Missing quad's second edge");
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if (!(line >> x2 >> y2 >> z2))
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throw std::runtime_error("Missing quad's second edge");
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if (!(line >> mat_index))
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throw std::runtime_error("Missing material properties");
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if (!(line >> mat_index))
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throw std::runtime_error("Missing material properties");
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_position = glm::vec3(x, y, z);
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_up = glm::vec3(x1, y1, z1);
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_right = glm::vec3(x2, y2, z2);
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_position = glm::vec3(x, y, z);
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_up = glm::vec3(x1, y1, z1);
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_right = glm::vec3(x2, y2, z2);
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_mat_index = mat_index;
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}
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catch (const std::exception &e) { throw; }
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_mat_index = mat_index;
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}
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Quad(const glm::vec3 &position, const glm::vec3 &edge1, const glm::vec3 &edge2, const int mat_index)
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: Object(position, mat_index), _up(edge1), _right(edge2) {}
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/12/23 19:12:51 by ycontre #+# #+# */
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/* Updated: 2025/01/08 20:20:34 by ycontre ### ########.fr */
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/* Updated: 2025/01/13 18:46:58 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -20,25 +20,22 @@ class Sphere : public Object
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public:
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Sphere(std::stringstream &line) : Object(glm::vec3(0.0f), -1)
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{
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try {
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float x, y, z, radius;
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int mat_index;
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float x, y, z, radius;
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int mat_index;
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if (!(line >> x >> y >> z >> radius))
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throw std::runtime_error("Missing position or radius values");
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if (!(line >> x >> y >> z >> radius))
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throw std::runtime_error("Missing position or radius values");
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if (radius <= 0.0f)
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throw std::runtime_error("Radius must be positive");
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if (radius <= 0.0f)
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throw std::runtime_error("Radius must be positive");
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if (!(line >> mat_index))
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throw std::runtime_error("Missing material properties");
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if (!(line >> mat_index))
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throw std::runtime_error("Missing material properties");
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_position = glm::vec3(x, y, z);
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_radius = radius / 2.0;
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_mat_index = mat_index;
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}
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catch (const std::exception& e) { throw; }
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_position = glm::vec3(x, y, z);
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_radius = radius / 2.0;
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_mat_index = mat_index;
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}
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Sphere(const glm::vec3& position, float radius, const int mat_index)
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: Object(position, mat_index), _radius(radius) {}
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/12/23 19:12:51 by ycontre #+# #+# */
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/* Updated: 2025/01/13 17:59:21 by tomoron ### ########.fr */
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/* Updated: 2025/01/13 18:43:18 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -20,37 +20,34 @@ class Triangle : public Object
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public:
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Triangle(std::stringstream &line) : Object(glm::vec3(0.0f), -1)
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{
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try {
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float x, y, z;
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float x2, y2, z2;
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float x3, y3, z3;
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float x, y, z;
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float x2, y2, z2;
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float x3, y3, z3;
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int mat_index;
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int mat_index;
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if (!(line >> x >> y >> z))
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throw std::runtime_error("Missing first vertex position");
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if (!(line >> x >> y >> z))
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throw std::runtime_error("Missing first vertex position");
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if (!(line >> x2 >> y2 >> z2))
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throw std::runtime_error("Missing second vertex position");
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if (!(line >> x3 >> y3 >> z3))
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throw std::runtime_error("Missing third vertex position");
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if (!(line >> mat_index))
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throw std::runtime_error("Missing material properties");
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_position = glm::vec3(x, y, z);
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_vertex2 = glm::vec3(x2, y2, z2);
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_vertex3 = glm::vec3(x3, y3, z3);
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_vertex2 -= _position; //optimization
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_vertex3 -= _position; //optimization
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_normal = glm::normalize(glm::cross(_vertex2, _vertex3)); //optimization
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if (!(line >> x2 >> y2 >> z2))
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throw std::runtime_error("Missing second vertex position");
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_mat_index = mat_index;
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}
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catch (const std::exception &e) { throw; }
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if (!(line >> x3 >> y3 >> z3))
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throw std::runtime_error("Missing third vertex position");
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if (!(line >> mat_index))
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throw std::runtime_error("Missing material properties");
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_position = glm::vec3(x, y, z);
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_vertex2 = glm::vec3(x2, y2, z2);
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_vertex3 = glm::vec3(x3, y3, z3);
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_vertex2 -= _position; //optimization
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_vertex3 -= _position; //optimization
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_normal = glm::normalize(glm::cross(_vertex2, _vertex3)); //optimization
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_mat_index = mat_index;
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}
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Triangle(const glm::vec3& position, const glm::vec3& vertex2, const glm::vec3& vertex3, const int mat_index)
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: Object(position, mat_index), _vertex2(vertex2), _vertex3(vertex3) {
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Block a user