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EnigmA Amiga Run 1999 March
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EnigmA AMIGA RUN 35 (1999)(G.R. Edizioni)(IT)[!][issue 1999-03].iso
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grafica
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test_4.cpp
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C/C++ Source or Header
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1999-01-01
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////////////////////////////////////////////////////////////
//
// TEST_4.CPP - Ray Casting Test Program
//
// Version: 1.03A
//
// History: 94/08/23 - Version 1.00A release.
// 94/12/16 - Version 1.01A release.
// 95/02/05 - Version 1.02A release.
// 95/07/21 - Version 1.02B release.
// 96/02/14 - Version 1.02C release.
// 96/04/01 - Version 1.03A release.
//
// Compilers: Microsoft Visual C/C++ Professional V1.5
// Borland C++ Version 4.5
//
// Author: Ian Ashdown, P.Eng.
// byHeart Software Limited
// 620 Ballantree Road
// West Vancouver, B.C.
// Canada V7S 1W3
// Tel. (604) 922-6148
// Fax. (604) 987-7621
//
// Copyright 1994-1996 byHeart Software Limited
//
// The following source code has been derived from:
//
// Ashdown, I. 1994. Radiosity: A Programmer's
// Perspective. New York, NY: John Wiley & Sons.
//
// It may be freely copied, redistributed, and/or modified
// for personal use ONLY, as long as the copyright notice
// is included with all source code files.
//
////////////////////////////////////////////////////////////
// NOTE: _NOT_WIN_APP must be globally defined for this
// program to be successfully compiled
#include <stdio.h>
#include <stdlib.h>
#include <iostream.h>
#include <time.h>
#include "error.h"
#include "parse.h"
#include "ray_cast.h"
// Default entity directory path
static char NoEntityDir[] = "";
static RayCast Ray; // Ray casting
static Parse Parser; // World file parser
static Environ Environment; // Environment
int main( int argc, char **argv )
{
char *pentdir; // Entity directory path
Instance *penv; // Environment pointer
Instance *pinst_1; // Instance pointer
Instance *pinst_2; // Instance pointer
Surface3 *psurf; // Surface pointer
Patch3 *ppatch; // Patch pointer
Vertex3 *pvert; // Vertex pointer
WORD src_id = 1; // Source patch identifier
WORD rcv_id; // Receiving vertex identifier
// Get entity directory path (if any)
if (argc > 2)
pentdir = argv[2];
else
pentdir = NoEntityDir;
// Parse the environment file
if (Parser.ParseFile(argv[1], pentdir, &Environment) ==
FALSE)
return 1;
// Seed the random number generator
srand((unsigned) time(NULL));
// Get environment pointer
pinst_1 = penv = Environment.GetInstPtr();
// Walk the instance list
while (pinst_1 != NULL)
{
// Walk the surface list
psurf = pinst_1->GetSurfPtr();
while (psurf != NULL)
{
// Walk the patch list
ppatch = psurf->GetPatchPtr();
while (ppatch != NULL)
{
// Initialize the ray casting object
Ray.Init(ppatch);
cout << "Patch " << src_id << endl;
// Walk the instance list
rcv_id = 1;
pinst_2 = penv;
while (pinst_2 != NULL)
{
// Walk the vertex list
pvert = pinst_2->GetVertPtr();
while (pvert != NULL)
{
cout << " FF(" << rcv_id++ << "," << src_id <<
") = " << Ray.CalcFormFactor(pvert, penv)
<< endl;
pvert = pvert->GetNext();
}
pinst_2 = pinst_2->GetNext();
}
src_id++;
ppatch = ppatch->GetNext();
}
psurf = psurf->GetNext();
}
pinst_1 = pinst_1->GetNext();
}
cout << endl << "Number of rays = " << RC_NumRays;
return 0;
}