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CD ROM Paradise Collection 4
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CD ROM Paradise Collection 4 1995 Nov.iso
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povray2.zip
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SOURCE
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SPHERES.C
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1993-07-29
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/****************************************************************************
* spheres.c
*
* This module implements the sphere primitive.
*
* from Persistence of Vision Raytracer
* Copyright 1993 Persistence of Vision Team
*---------------------------------------------------------------------------
* NOTICE: This source code file is provided so that users may experiment
* with enhancements to POV-Ray and to port the software to platforms other
* than those supported by the POV-Ray Team. There are strict rules under
* which you are permitted to use this file. The rules are in the file
* named POVLEGAL.DOC which should be distributed with this file. If
* POVLEGAL.DOC is not available or for more info please contact the POV-Ray
* Team Coordinator by leaving a message in CompuServe's Graphics Developer's
* Forum. The latest version of POV-Ray may be found there as well.
*
* This program is based on the popular DKB raytracer version 2.12.
* DKBTrace was originally written by David K. Buck.
* DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins.
*
*****************************************************************************/
#include "frame.h"
#include "vector.h"
#include "povproto.h"
#ifndef Sphere_Tolerance
#define Sphere_Tolerance 1.0e-8
#endif
METHODS Sphere_Methods =
{
All_Sphere_Intersections,
Inside_Sphere, Sphere_Normal,
Copy_Sphere,
Translate_Sphere, Rotate_Sphere,
Scale_Sphere, Transform_Sphere, Invert_Sphere,
Destroy_Sphere
};
METHODS Ellipsoid_Methods =
{
All_Ellipsoid_Intersections,
Inside_Ellipsoid, Ellipsoid_Normal,
Copy_Sphere,
Translate_Sphere, Rotate_Sphere,
Scale_Sphere, Transform_Sphere, Invert_Sphere,
Destroy_Sphere
};
extern RAY *CM_Ray;
extern long Ray_Sphere_Tests, Ray_Sphere_Tests_Succeeded;
int All_Sphere_Intersections (Object, Ray, Depth_Stack)
OBJECT *Object;
RAY *Ray;
ISTACK *Depth_Stack;
{
DBL Depth1, Depth2;
VECTOR IPoint;
register int Intersection_Found;
Intersection_Found = FALSE;
if (Intersect_Sphere (Ray, (SPHERE*) Object, &Depth1, &Depth2))
{
VScale (IPoint, Ray->Direction, Depth1);
VAddEq (IPoint, Ray->Initial);
if (Point_In_Clip (&IPoint, Object->Clip))
{
push_entry(Depth1,IPoint,Object,Depth_Stack);
Intersection_Found = TRUE;
}
if (Depth2 != Depth1)
{
VScale (IPoint, Ray->Direction, Depth2);
VAddEq (IPoint, Ray->Initial);
if (Point_In_Clip (&IPoint, Object->Clip))
{
push_entry(Depth2,IPoint,Object,Depth_Stack);
Intersection_Found = TRUE;
}
}
}
return (Intersection_Found);
}
int All_Ellipsoid_Intersections (Object, Ray, Depth_Stack)
OBJECT *Object;
RAY *Ray;
ISTACK *Depth_Stack;
{
DBL Depth1, Depth2, len;
VECTOR IPoint, dv;
register int Intersection_Found;
RAY New_Ray;
/* Transform the ray into the sphere's space */
MInvTransPoint(&New_Ray.Initial, &Ray->Initial, ((SPHERE *)Object)->Trans);
MInvTransDirection(&New_Ray.Direction, &Ray->Direction, ((SPHERE *)Object)->Trans);
VDot(len, New_Ray.Direction, New_Ray.Direction);
if (len == 0.0)
return 0;
len = 1.0 / sqrt(len);
VScaleEq(New_Ray.Direction, len);
Intersection_Found = FALSE;
if (Intersect_Sphere (&New_Ray, (SPHERE*) Object, &Depth1, &Depth2))
{
VScale (IPoint, New_Ray.Direction, Depth1);
VAddEq (IPoint, New_Ray.Initial);
if (((SPHERE *)Object)->Trans != NULL)
MTransPoint(&IPoint, &IPoint, ((SPHERE *)Object)->Trans);
VSub(dv, IPoint, Ray->Initial);
VLength(len, dv);
if (Point_In_Clip (&IPoint, Object->Clip))
{
push_entry(len,IPoint,Object,Depth_Stack);
Intersection_Found = TRUE;
}
if (Depth2 != Depth1)
{
VScale (IPoint, New_Ray.Direction, Depth2);
VAddEq (IPoint, New_Ray.Initial);
if (((SPHERE *)Object)->Trans != NULL)
MTransPoint(&IPoint, &IPoint, ((SPHERE *)Object)->Trans);
VSub(dv, IPoint, Ray->Initial);
VLength(len, dv);
if (Point_In_Clip (&IPoint, Object->Clip))
{
push_entry(len,IPoint,Object,Depth_Stack);
Intersection_Found = TRUE;
}
}
}
return (Intersection_Found);
}
int Intersect_Sphere (Ray, Sphere, Depth1, Depth2)
RAY *Ray;
SPHERE *Sphere;
DBL *Depth1, *Depth2;
{
VECTOR Origin_To_Center;
DBL OCSquared, t_Closest_Approach, Half_Chord, t_Half_Chord_Squared;
short inside;
Ray_Sphere_Tests++;
if (Ray == CM_Ray)
{
if (!Sphere->CMCached)
{
VSub (Sphere->CMOtoC, Sphere->Center, Ray->Initial);
VDot (Sphere->CMOCSquared, Sphere->CMOtoC, Sphere->CMOtoC);
Sphere->CMinside = (Sphere->CMOCSquared < Sphere->Radius_Squared);
Sphere->CMCached = TRUE;
}
VDot (t_Closest_Approach, Sphere->CMOtoC, Ray->Direction);
if (!Sphere->CMinside && (t_Closest_Approach < Sphere_Tolerance))
return (FALSE);
t_Half_Chord_Squared = Sphere->Radius_Squared - Sphere->CMOCSquared +
(t_Closest_Approach * t_Closest_Approach);
}
else
{
VSub (Origin_To_Center, Sphere->Center, Ray->Initial);
VDot (OCSquared, Origin_To_Center, Origin_To_Center);
inside = (OCSquared < Sphere->Radius_Squared);
VDot (t_Closest_Approach, Origin_To_Center, Ray->Direction);
if (!inside && (t_Closest_Approach < Sphere_Tolerance))
return (FALSE);
t_Half_Chord_Squared = Sphere->Radius_Squared - OCSquared +
(t_Closest_Approach * t_Closest_Approach);
}
if (t_Half_Chord_Squared < Sphere_Tolerance)
return (FALSE);
Half_Chord = sqrt (t_Half_Chord_Squared);
*Depth1 = t_Closest_Approach + Half_Chord;
*Depth2 = t_Closest_Approach - Half_Chord;
if ((*Depth1 < Sphere_Tolerance) || (*Depth1 > Max_Distance))
if ((*Depth2 < Sphere_Tolerance) || (*Depth2 > Max_Distance))
return (FALSE);
else
*Depth1 = *Depth2;
else
if ((*Depth2 < Sphere_Tolerance) || (*Depth2 > Max_Distance))
*Depth2 = *Depth1;
Ray_Sphere_Tests_Succeeded++;
return (TRUE);
}
int Inside_Sphere (IPoint, Object)
VECTOR *IPoint;
OBJECT *Object;
{
VECTOR Origin_To_Center;
DBL OCSquared;
VSub (Origin_To_Center, ((SPHERE *)Object)->Center, *IPoint);
VDot (OCSquared, Origin_To_Center, Origin_To_Center);
if (((SPHERE *)Object)->Inverted)
return (OCSquared - ((SPHERE *)Object)->Radius_Squared > Sphere_Tolerance);
else
return (OCSquared - ((SPHERE *)Object)->Radius_Squared < Sphere_Tolerance);
}
int Inside_Ellipsoid (IPoint, Object)
VECTOR *IPoint;
OBJECT *Object;
{
VECTOR Origin_To_Center;
DBL OCSquared;
VECTOR New_Point;
/* Transform the point into the sphere's space */
MInvTransPoint(&New_Point, IPoint, ((SPHERE *)Object)->Trans);
VSub (Origin_To_Center, ((SPHERE *)Object)->Center, New_Point);
VDot (OCSquared, Origin_To_Center, Origin_To_Center);
if (((SPHERE *)Object)->Inverted)
return (OCSquared - ((SPHERE *)Object)->Radius_Squared > Sphere_Tolerance);
else
return (OCSquared - ((SPHERE *)Object)->Radius_Squared < Sphere_Tolerance);
}
void Sphere_Normal (Result, Object, IPoint)
OBJECT *Object;
VECTOR *Result, *IPoint;
{
VSub (*Result, *IPoint, ((SPHERE *)Object)->Center);
VScaleEq (*Result, ((SPHERE *)Object)->Inverse_Radius);
}
void Ellipsoid_Normal (Result, Object, IPoint)
OBJECT *Object;
VECTOR *Result, *IPoint;
{
VECTOR New_Point;
/* Transform the point into the sphere's space */
MInvTransPoint(&New_Point, IPoint, ((SPHERE *)Object)->Trans);
VSub (*Result, New_Point, ((SPHERE *)Object)->Center);
VScaleEq (*Result, ((SPHERE *)Object)->Inverse_Radius);
MTransNormal(Result, Result, ((SPHERE *)Object)->Trans);
VNormalize(*Result, *Result);
}
void *Copy_Sphere (Object)
OBJECT *Object;
{
SPHERE *New;
New = Create_Sphere ();
*New = *((SPHERE *) Object);
New->Trans = Copy_Transform(((SPHERE *)Object)->Trans);
return (New);
}
void Translate_Sphere (Object, Vector)
OBJECT *Object;
VECTOR *Vector;
{
TRANSFORM Trans;
if (((SPHERE *)Object)->Trans == NULL)
{
VAddEq (((SPHERE *) Object)->Center, *Vector);
VAddEq(Object->Bounds.Lower_Left, *Vector);
}
else
{
Compute_Translation_Transform(&Trans, Vector);
Transform_Sphere(Object, &Trans);
}
}
void Rotate_Sphere (Object, Vector)
OBJECT *Object;
VECTOR *Vector;
{
TRANSFORM Trans;
SPHERE *Sphere = (SPHERE *) Object;
Compute_Rotation_Transform (&Trans, Vector);
if (Sphere->Trans == NULL)
{
MTransPoint(&Sphere->Center, &Sphere->Center, &Trans);
Make_Vector(&Sphere->Bounds.Lower_Left,
Sphere->Center.x - Sphere->Radius,
Sphere->Center.y - Sphere->Radius,
Sphere->Center.z - Sphere->Radius);
Make_Vector(&Sphere->Bounds.Lengths,
2.0 * Sphere->Radius,
2.0 * Sphere->Radius,
2.0 * Sphere->Radius);
}
else
{
Transform_Sphere (Object, &Trans);
}
}
void Scale_Sphere (Object, Vector)
OBJECT *Object;
VECTOR *Vector;
{
SPHERE *Sphere = (SPHERE *) Object;
TRANSFORM Trans;
if ((Vector->x != Vector->y) || (Vector->x != Vector->z))
if (Sphere->Trans == NULL)
{
Sphere->Methods = &Ellipsoid_Methods;
Sphere->Trans = Create_Transform();
}
if (Sphere->Trans == NULL)
{
VScaleEq (Sphere->Center, Vector->x);
Sphere->Radius *= Vector->x;
Sphere->Radius_Squared = Sphere->Radius * Sphere->Radius;
Sphere->Inverse_Radius = 1.0 / Sphere->Radius;
Make_Vector(&Sphere->Bounds.Lower_Left,
Sphere->Center.x - Sphere->Radius,
Sphere->Center.y - Sphere->Radius,
Sphere->Center.z - Sphere->Radius);
Make_Vector(&Sphere->Bounds.Lengths,
2.0 * Sphere->Radius,
2.0 * Sphere->Radius,
2.0 * Sphere->Radius);
}
else
{
Compute_Scaling_Transform(&Trans, Vector);
Transform_Sphere(Object, &Trans);
}
}
void Invert_Sphere (Object)
OBJECT *Object;
{
((SPHERE *) Object)->Inverted ^= TRUE;
}
SPHERE *Create_Sphere ()
{
SPHERE *New;
if ((New = (SPHERE *) malloc (sizeof (SPHERE))) == NULL)
MAError ("sphere");
INIT_OBJECT_FIELDS(New, SPHERE_OBJECT, &Sphere_Methods)
Make_Vector (&(New->Center), 0.0, 0.0, 0.0);
New->Radius = 1.0;
New->Radius_Squared = 1.0;
New->Inverse_Radius = 1.0;
New->CMCached = FALSE;
New->Trans = NULL;
New->Inverted = FALSE;
/* CMOtoC, CMOtoCSquared and CMinside are only valid when CMCached */
return (New);
}
void Transform_Sphere (Object, Trans)
OBJECT *Object;
TRANSFORM *Trans;
{
SPHERE *Sphere = (SPHERE *)Object;
if (Sphere->Trans == NULL)
{
Sphere->Methods = &Ellipsoid_Methods;
Sphere->Trans = Create_Transform();
}
Compose_Transforms(Sphere->Trans, Trans);
Make_Vector(&Sphere->Bounds.Lower_Left,
Sphere->Center.x - Sphere->Radius,
Sphere->Center.y - Sphere->Radius,
Sphere->Center.z - Sphere->Radius);
Make_Vector(&Sphere->Bounds.Lengths,
2.0 * Sphere->Radius,
2.0 * Sphere->Radius,
2.0 * Sphere->Radius);
recompute_bbox(&Object->Bounds, Sphere->Trans);
}
void Destroy_Sphere (Object)
OBJECT *Object;
{
Destroy_Transform(((SPHERE *)Object)->Trans);
free (Object);
}