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Gold Medal Software 1
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Gold Medal Software Volume 1 (Gold Medal) (1994).iso
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povsrc20.arj
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BEZIER.C
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1993-08-04
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/****************************************************************************
* bezier.c
*
* This module implements the code for Bezier bicubic patch shapes
*
* This file was written by Alexander Enzmann. He wrote the code for
* bezier bicubic patches and generously provided us these enhancements.
*
* 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"
METHODS Bicubic_Patch_Methods =
{
All_Bicubic_Patch_Intersections,
Inside_Bicubic_Patch, Bicubic_Patch_Normal, Copy_Bicubic_Patch,
Translate_Bicubic_Patch, Rotate_Bicubic_Patch,
Scale_Bicubic_Patch, Transform_Bicubic_Patch, Invert_Bicubic_Patch,
Destroy_Bicubic_Patch
};
extern long Ray_Bicubic_Tests, Ray_Bicubic_Tests_Succeeded;
extern unsigned int Options;
extern RAY *CM_Ray;
extern int Shadow_Test_Flag;
int max_depth_reached;
static int InvertMatrix PARAMS((VECTOR in[3], VECTOR out[3]));
static void bezier_value PARAMS((VECTOR (*Control_Points)[4][4], DBL u0, DBL v0,
VECTOR *P, VECTOR *N));
static int intersect_subpatch PARAMS((BICUBIC_PATCH *, RAY *, VECTOR [3],
DBL [3], DBL [3], DBL *, VECTOR *, VECTOR *, DBL *, DBL *));
static void find_average PARAMS((int, VECTOR *, VECTOR *, DBL *));
static int spherical_bounds_check PARAMS((RAY *, VECTOR *, DBL));
static int intersect_bicubic_patch0 PARAMS((RAY *, BICUBIC_PATCH *, DBL *));
static int intersect_bicubic_patch1 PARAMS((RAY *, BICUBIC_PATCH *, DBL *));
static DBL point_plane_distance PARAMS((VECTOR *, VECTOR *, DBL *));
static DBL determine_subpatch_flatness PARAMS((VECTOR (*)[4][4]));
static int flat_enough PARAMS((BICUBIC_PATCH *, VECTOR (*)[4][4]));
static void bezier_bounding_sphere PARAMS((VECTOR (*)[4][4], VECTOR *,DBL *));
static void bezier_subpatch_intersect PARAMS((RAY *, BICUBIC_PATCH *,
VECTOR (*)[4][4], DBL, DBL, DBL, DBL,
int *, DBL *));
static void bezier_split_left_right PARAMS((VECTOR (*)[4][4],VECTOR (*)[4][4],
VECTOR (*)[4][4]));
static void bezier_split_up_down PARAMS((VECTOR (*)[4][4], VECTOR (*)[4][4],
VECTOR (*)[4][4]));
static void bezier_subdivider PARAMS((RAY *, BICUBIC_PATCH *,VECTOR (*)[4][4],
DBL, DBL, DBL, DBL, int, int *, DBL *));
static void bezier_tree_deleter PARAMS((BEZIER_NODE *Node));
static BEZIER_NODE *bezier_tree_builder PARAMS((BICUBIC_PATCH *Object,
VECTOR(*Patch)[4][4], DBL u0, DBL u1,
DBL v0, DBL v1, int depth));
static void bezier_tree_walker PARAMS((RAY *, BICUBIC_PATCH *, BEZIER_NODE *,
int, int *, DBL *));
static BEZIER_NODE *create_new_bezier_node PARAMS((void));
static BEZIER_VERTICES *create_bezier_vertex_block PARAMS((void));
static BEZIER_CHILDREN *create_bezier_child_block PARAMS((void));
static int subpatch_normal PARAMS((VECTOR *v1, VECTOR *v2, VECTOR *v3,
VECTOR *Result, DBL *d));
static DBL C[4] = {
1.0, 3.0, 3.0, 1.0
};
#define BEZIER_EPSILON 1.0e-10
#define BEZIER_TOLERANCE 1.0e-5
static BEZIER_NODE *create_new_bezier_node()
{
BEZIER_NODE *Node = (BEZIER_NODE *)malloc(sizeof(BEZIER_NODE));
if (Node == NULL)
MAError("bezier node");
Node->Data_Ptr = NULL;
return Node;
}
static BEZIER_VERTICES *create_bezier_vertex_block()
{
BEZIER_VERTICES *Vertices = (BEZIER_VERTICES *)malloc(sizeof(BEZIER_VERTICES));
if (Vertices == NULL)
MAError("bezier vertices");
return Vertices;
}
static BEZIER_CHILDREN *create_bezier_child_block()
{
BEZIER_CHILDREN *Children = (BEZIER_CHILDREN *)malloc(sizeof(BEZIER_CHILDREN));
if (Children == NULL)
MAError("bezier children");
return Children;
}
static BEZIER_NODE *bezier_tree_builder(Object, Patch, u0, u1, v0, v1, depth)
BICUBIC_PATCH *Object;
VECTOR (*Patch)[4][4];
DBL u0, u1, v0, v1;
int depth;
{
VECTOR Lower_Left[4][4], Lower_Right[4][4];
VECTOR Upper_Left[4][4], Upper_Right[4][4];
BEZIER_CHILDREN *Children;
BEZIER_VERTICES *Vertices;
BEZIER_NODE *Node = create_new_bezier_node();
if (depth > max_depth_reached) max_depth_reached = depth;
/* Build the bounding sphere for this subpatch */
bezier_bounding_sphere(Patch, &(Node->Center), &(Node->Radius_Squared));
/* If the patch is close to being flat, then just perform a ray-plane
intersection test. */
if (flat_enough(Object, Patch))
{
/* The patch is now flat enough to simply store the corners */
Node->Node_Type = BEZIER_LEAF_NODE;
Vertices = create_bezier_vertex_block();
Vertices->Vertices[0] = (*Patch)[0][0];
Vertices->Vertices[1] = (*Patch)[0][3];
Vertices->Vertices[2] = (*Patch)[3][3];
Vertices->Vertices[3] = (*Patch)[3][0];
Vertices->uvbnds[0] = u0;
Vertices->uvbnds[1] = u1;
Vertices->uvbnds[2] = v0;
Vertices->uvbnds[3] = v1;
Node->Data_Ptr = (void *)Vertices;
}
else if (depth >= Object->U_Steps)
if (depth >= Object->V_Steps)
{
/* We are at the max recursion depth. Just store corners. */
Node->Node_Type = BEZIER_LEAF_NODE;
Vertices = create_bezier_vertex_block();
Vertices->Vertices[0] = (*Patch)[0][0];
Vertices->Vertices[1] = (*Patch)[0][3];
Vertices->Vertices[2] = (*Patch)[3][3];
Vertices->Vertices[3] = (*Patch)[3][0];
Vertices->uvbnds[0] = u0;
Vertices->uvbnds[1] = u1;
Vertices->uvbnds[2] = v0;
Vertices->uvbnds[3] = v1;
Node->Data_Ptr = (void *)Vertices;
}
else
{
bezier_split_up_down(Patch, (VECTOR (*)[4][4])Lower_Left,
(VECTOR (*)[4][4])Upper_Left);
Node->Node_Type = BEZIER_INTERIOR_NODE;
Children = create_bezier_child_block();
Children->Children[0] =
bezier_tree_builder(Object, (VECTOR (*)[4][4])Lower_Left,
u0, u1, v0, (v0 + v1) / 2.0, depth+1);
Children->Children[1] =
bezier_tree_builder(Object, (VECTOR (*)[4][4])Upper_Left,
u0, u1, (v0 + v1) / 2.0, v1, depth+1);
Node->Count = 2;
Node->Data_Ptr = (void *)Children;
}
else if (depth >= Object->V_Steps)
{
bezier_split_left_right(Patch, (VECTOR (*)[4][4])Lower_Left,
(VECTOR (*)[4][4])Lower_Right);
Node->Node_Type = BEZIER_INTERIOR_NODE;
Children = create_bezier_child_block();
Children->Children[0] =
bezier_tree_builder(Object, (VECTOR (*)[4][4])Lower_Left,
u0, (u0 + u1) / 2.0, v0, v1, depth+1);
Children->Children[1] =
bezier_tree_builder(Object, (VECTOR (*)[4][4])Lower_Right,
(u0 + u1) / 2.0, u1, v0, v1, depth+1);
Node->Count = 2;
Node->Data_Ptr = (void *)Children;
}
else
{
bezier_split_left_right(Patch, (VECTOR (*)[4][4])Lower_Left,
(VECTOR (*)[4][4])Lower_Right);
bezier_split_up_down((VECTOR (*)[4][4])Lower_Left,
(VECTOR (*)[4][4])Lower_Left,
(VECTOR (*)[4][4])Upper_Left);
bezier_split_up_down((VECTOR (*)[4][4])Lower_Right,
(VECTOR (*)[4][4])Lower_Right,
(VECTOR (*)[4][4])Upper_Right);
Node->Node_Type = BEZIER_INTERIOR_NODE;
Children = create_bezier_child_block();
Children->Children[0] =
bezier_tree_builder(Object, (VECTOR (*)[4][4])Lower_Left,
u0, (u0 + u1) / 2.0, v0, (v0 + v1) / 2.0, depth+1);
Children->Children[1] =
bezier_tree_builder(Object, (VECTOR (*)[4][4])Upper_Left,
u0, (u0 + u1) / 2.0, (v0 + v1) / 2.0, v1, depth+1);
Children->Children[2] =
bezier_tree_builder(Object, (VECTOR (*)[4][4])Lower_Right,
(u0 + u1) / 2.0, u1, v0, (v0 + v1) / 2.0, depth+1);
Children->Children[3] =
bezier_tree_builder(Object, (VECTOR (*)[4][4])Upper_Right,
(u0 + u1) / 2.0, u1, (v0 + v1) / 2.0, v1, depth+1);
Node->Count = 4;
Node->Data_Ptr = (void *)Children;
}
return Node;
}
/* Determine the position and normal at a single coordinate point (u, v)
on a Bezier patch */
static void bezier_value(Control_Points, u0, v0, P, N)
VECTOR (*Control_Points)[4][4];
DBL u0, v0;
VECTOR *P, *N;
{
DBL c, t, ut, vt;
DBL u[4], uu[4], v[4], vv[4];
DBL du[4], duu[4], dv[4], dvv[4];
int i, j;
VECTOR U, V, T;
/* Calculate binomial coefficients times coordinate positions */
u[0] = 1.0; uu[0] = 1.0; du[0] = 0.0; duu[0] = 0.0;
v[0] = 1.0; vv[0] = 1.0; dv[0] = 0.0; dvv[0] = 0.0;
for (i=1;i<4;i++)
{
u[i] = u[i-1] * u0;
uu[i] = uu[i-1] * (1.0 - u0);
v[i] = v[i-1] * v0;
vv[i] = vv[i-1] * (1.0 - v0);
du[i] = i * u[i-1];
duu[i] = -i * uu[i-1];
dv[i] = i * v[i-1];
dvv[i] = -i * vv[i-1];
}
/* Now evaluate position and tangents based on control points */
Make_Vector(P, 0, 0, 0);
Make_Vector(&U, 0, 0, 0);
Make_Vector(&V, 0, 0, 0);
for (i=0;i<4;i++)
for (j=0;j<4;j++)
{
c = C[i] * C[j];
ut = u[i] * uu[3 - i];
vt = v[j] * vv[3 - j];
t = c * ut * vt;
VScale(T, (*Control_Points)[i][j], t);
VAddEq(*P, T);
t = c * vt * (du[i] * uu[3-i] + u[i] * duu[3-i]);
VScale(T, (*Control_Points)[i][j], t);
VAddEq(U, T);
t = c * ut * (dv[j] * vv[3-j] + v[j] * dvv[3-j]);
VScale(T, (*Control_Points)[i][j], t);
VAddEq(V, T);
}
/* Make the normal from the cross product of the tangents */
VCross(*N, U, V);
VDot(t, *N, *N);
if (t > BEZIER_EPSILON)
{
t = 1.0 / sqrt(t);
VScaleEq(*N, t);
}
else
Make_Vector(N, 1, 0, 0)
}
/* Calculate the normal to a subpatch (triangle) return the vector
<1.0 0.0 0.0> if the triangle is degenerate. */
static int subpatch_normal(v1, v2, v3, Result, d)
VECTOR *v1, *v2, *v3, *Result;
DBL *d;
{
VECTOR V1, V2;
DBL Length;
VSub(V1, *v1, *v2);
VSub(V2, *v3, *v2);
VCross(*Result, V1, V2);
VLength(Length, *Result);
if (Length < BEZIER_EPSILON)
{
Result->x = 1.0;
Result->y = 0.0;
Result->z = 0.0;
*d = -1.0 * v1->x;
return 0;
}
else
{
VInverseScale(*Result, *Result, Length);
VDot(*d, *Result, *v1);
*d = 0.0 - *d;
return 1;
}
}
static int
InvertMatrix(in, out)
VECTOR in[3], out[3];
{
int i;
DBL det;
out[0].x = (in[1].y * in[2].z - in[1].z * in[2].y);
out[1].x = -(in[0].y * in[2].z - in[0].z * in[2].y);
out[2].x = (in[0].y * in[1].z - in[0].z * in[1].y);
out[0].y = -(in[1].x * in[2].z - in[1].z * in[2].x);
out[1].y = (in[0].x * in[2].z - in[0].z * in[2].x);
out[2].y = -(in[0].x * in[1].z - in[0].z * in[1].x);
out[0].z = (in[1].x * in[2].y - in[1].y * in[2].x);
out[1].z = -(in[0].x * in[2].y - in[0].y * in[2].x);
out[2].z = (in[0].x * in[1].y - in[0].y * in[1].x);
det =
in[0].x * in[1].y * in[2].z +
in[0].y * in[1].z * in[2].x +
in[0].z * in[1].x * in[2].y -
in[0].z * in[1].y * in[2].x -
in[0].x * in[1].z * in[2].y -
in[0].y * in[1].x * in[2].z;
if (det > -BEZIER_EPSILON && det < BEZIER_EPSILON)
return 0;
det = 1.0 / det;
for (i=0;i<3;i++)
VScaleEq(out[i], det)
return 1;
}
static int
intersect_subpatch(Shape, ray, V, uu, vv, Depth, P, N, u, v)
BICUBIC_PATCH *Shape;
RAY *ray;
VECTOR V[3];
DBL uu[3], vv[3], *Depth;
VECTOR *P, *N;
DBL *u, *v;
{
VECTOR B[3], IB[3], NN[3], Q, T;
DBL d, n, a, b, r;
VSub(B[0], V[1], V[0]);
VSub(B[1], V[2], V[0]);
VCross(B[2], B[0], B[1]);
VDot(d, B[2], B[2]);
if (d < BEZIER_EPSILON)
return 0;
d = 1.0 / sqrt(d);
VScaleEq(B[2], d);
if (!InvertMatrix(B, IB))
/* Degenerate triangle */
return 0;
VDot(d, ray->Direction, IB[2]);
if (d > -BEZIER_EPSILON && d < BEZIER_EPSILON)
return 0;
VSub(Q, V[0], ray->Initial);
VDot(n, Q, IB[2]);
*Depth = n / d;
if (*Depth < BEZIER_TOLERANCE)
return 0;
VScale(T, ray->Direction, *Depth);
VAdd(*P, ray->Initial, T);
VSub(Q, *P, V[0]);
VDot(a, Q, IB[0]);
VDot(b, Q, IB[1]);
if (a < 0.0 || b < 0.0 || a + b > 1.0)
return 0;
r = 1.0 - a - b;
Make_Vector(N, 0.0, 0.0, 0.0);
bezier_value((VECTOR (*)[4][4])&Shape->Control_Points,
uu[0], vv[0], &T, &NN[0]);
bezier_value((VECTOR (*)[4][4])&Shape->Control_Points,
uu[1], vv[1], &T, &NN[1]);
bezier_value((VECTOR (*)[4][4])&Shape->Control_Points,
uu[2], vv[2], &T, &NN[2]);
VScale(T, NN[0], r); VAdd(*N, *N, T);
VScale(T, NN[1], a); VAdd(*N, *N, T);
VScale(T, NN[2], b); VAdd(*N, *N, T);
*u = r * uu[0] + a * uu[1] + b * uu[2];
*v = r * vv[0] + a * vv[1] + b * vv[2];
VDot(d, *N, *N);
if (d > BEZIER_EPSILON)
{
d = 1.0 / sqrt(d);
VScaleEq(*N, d);
}
else
Make_Vector(N, 1, 0, 0);
return 1;
}
/* Find a sphere that contains all of the points in the list "vectors" */
static void find_average(vector_count, vectors, center, radius)
int vector_count;
VECTOR *vectors, *center;
DBL *radius;
{
DBL r0, r1, xc=0, yc=0, zc=0;
DBL x0, y0, z0;
int i;
for (i=0;i<vector_count;i++)
{
xc += vectors[i].x;
yc += vectors[i].y;
zc += vectors[i].z;
}
xc /= (DBL)vector_count;
yc /= (DBL)vector_count;
zc /= (DBL)vector_count;
r0 = 0.0;
for (i=0;i<vector_count;i++)
{
x0 = vectors[i].x - xc;
y0 = vectors[i].y - yc;
z0 = vectors[i].z - zc;
r1 = x0 * x0 + y0 * y0 + z0 * z0;
if (r1 > r0) r0 = r1;
}
center->x = xc; center->y = yc; center->z = zc;
*radius = r0;
}
static int spherical_bounds_check(Ray, center, radius)
RAY *Ray;
VECTOR *center;
DBL radius;
{
DBL x, y, z, dist1, dist2;
x = center->x - Ray->Initial.x;
y = center->y - Ray->Initial.y;
z = center->z - Ray->Initial.z;
dist1 = x * x + y * y + z * z;
if (dist1 < radius)
/* ray starts inside sphere - assume it intersects. */
return 1;
else
{
dist2 = x*Ray->Direction.x + y*Ray->Direction.y + z*Ray->Direction.z;
dist2 = dist2 * dist2;
if (dist2 > 0 && (dist1 - dist2 < radius))
return 1;
}
return 0;
}
/* Find a sphere that bounds all of the control points of a Bezier patch.
The values returned are: the center of the bounding sphere, and the
square of the radius of the bounding sphere. */
static void bezier_bounding_sphere(Patch, center, radius)
VECTOR (*Patch)[4][4], *center;
DBL *radius;
{
DBL r0, r1, xc=0, yc=0, zc=0;
DBL x0, y0, z0;
int i, j;
for (i=0;i<4;i++)
{
for (j=0;j<4;j++)
{
xc += (*Patch)[i][j].x;
yc += (*Patch)[i][j].y;
zc += (*Patch)[i][j].z;
}
}
xc /= 16.0;
yc /= 16.0;
zc /= 16.0;
r0 = 0.0;
for (i=0;i<4;i++)
{
for (j=0;j<4;j++)
{
x0 = (*Patch)[i][j].x - xc;
y0 = (*Patch)[i][j].y - yc;
z0 = (*Patch)[i][j].z - zc;
r1 = x0 * x0 + y0 * y0 + z0 * z0;
if (r1 > r0) r0 = r1;
}
}
center->x = xc; center->y = yc; center->z = zc;
*radius = r0;
}
/* Precompute grid points and normals for a bezier patch */
void Precompute_Patch_Values(Shape)
BICUBIC_PATCH *Shape;
{
int i, j;
VECTOR Control_Points[16];
VECTOR (*Patch_Ptr)[4][4] = (VECTOR (*)[4][4]) Shape->Control_Points;
/* Calculate the bounding sphere for the entire patch. */
for (i=0;i<4;i++) for (j=0;j<4;j++)
Control_Points[4*i+j] = Shape->Control_Points[i][j];
find_average(16, &Control_Points[0], &Shape->Bounding_Sphere_Center,
&Shape->Bounding_Sphere_Radius);
if (Shape->Patch_Type == 0)
return;
else
{
if (Shape->Node_Tree != NULL)
bezier_tree_deleter(Shape->Node_Tree);
Shape->Node_Tree = bezier_tree_builder(Shape, Patch_Ptr,
0.0, 1.0, 0.0, 1.0, 0);
return;
}
}
/* Determine the distance from a point to a plane. */
static DBL point_plane_distance(p, n, d)
VECTOR *p, *n;
DBL *d;
{
DBL temp1, temp2;
VDot(temp1, *p, *n);
temp1 += *d;
VLength(temp2, *n);
if (fabs(temp2) < EPSILON) return 0;
temp1 /= temp2;
return temp1;
}
static void
bezier_subpatch_intersect(ray, Shape, Patch, u0, u1, v0, v1,
depth_count, Depths)
RAY *ray;
BICUBIC_PATCH *Shape;
VECTOR (*Patch)[4][4];
DBL u0, u1, v0, v1;
int *depth_count;
DBL *Depths;
{
int tcnt = Shape->Intersection_Count;
VECTOR V[3];
DBL u, v, Depth, uu[3], vv[3];
VECTOR P, N;
if (tcnt + *depth_count >= MAX_BICUBIC_INTERSECTIONS) return;
V[0] = (*Patch)[0][0];
V[1] = (*Patch)[0][3];
V[2] = (*Patch)[3][0];
uu[0] = u0; uu[1] = u0; uu[2] = u1;
vv[0] = v0; vv[1] = v1; vv[2] = v1;
if (intersect_subpatch(Shape, ray, V, uu, vv, &Depth, &P, &N, &u, &v))
{
Shape->IPoint[tcnt + *depth_count] = P;
Shape->Normal_Vector[tcnt + *depth_count] = N;
Depths[*depth_count] = Depth;
*depth_count += 1;
}
if (tcnt + *depth_count >= MAX_BICUBIC_INTERSECTIONS) return;
V[1] = V[2];
V[2] = (*Patch)[3][0];
uu[1] = uu[2]; uu[2] = u1;
vv[1] = vv[2]; vv[2] = v0;
if (intersect_subpatch(Shape, ray, V, uu, vv, &Depth, &P, &N, &u, &v))
{
Shape->IPoint[tcnt + *depth_count] = P;
Shape->Normal_Vector[tcnt + *depth_count] = N;
Depths[*depth_count] = Depth;
*depth_count += 1;
}
}
static void bezier_split_left_right(Patch, Left_Patch, Right_Patch)
VECTOR (*Patch)[4][4], (*Left_Patch)[4][4], (*Right_Patch)[4][4];
{
VECTOR Temp1[4], Temp2[4], Half;
int i, j;
for (i=0;i<4;i++)
{
Temp1[0] = (*Patch)[0][i];
VHalf(Temp1[1], (*Patch)[0][i], (*Patch)[1][i]);
VHalf(Half, (*Patch)[1][i], (*Patch)[2][i]);
VHalf(Temp1[2], Temp1[1], Half);
VHalf(Temp2[2], (*Patch)[2][i], (*Patch)[3][i]);
VHalf(Temp2[1], Half, Temp2[2]);
VHalf(Temp1[3], Temp1[2], Temp2[1]);
Temp2[0] = Temp1[3];
Temp2[3] = (*Patch)[3][i];
for (j=0;j<4;j++)
{
(*Left_Patch)[j][i] = Temp1[j];
(*Right_Patch)[j][i] = Temp2[j];
}
}
}
static void bezier_split_up_down(Patch, Bottom_Patch, Top_Patch)
VECTOR (*Patch)[4][4], (*Top_Patch)[4][4], (*Bottom_Patch)[4][4];
{
VECTOR Temp1[4], Temp2[4], Half;
int i, j;
for (i=0;i<4;i++)
{
Temp1[0] = (*Patch)[i][0];
VHalf(Temp1[1], (*Patch)[i][0], (*Patch)[i][1]);
VHalf(Half, (*Patch)[i][1], (*Patch)[i][2]);
VHalf(Temp1[2], Temp1[1], Half);
VHalf(Temp2[2], (*Patch)[i][2], (*Patch)[i][3]);
VHalf(Temp2[1], Half, Temp2[2]);
VHalf(Temp1[3], Temp1[2], Temp2[1]);
Temp2[0] = Temp1[3];
Temp2[3] = (*Patch)[i][3];
for (j=0;j<4;j++)
{
(*Bottom_Patch)[i][j] = Temp1[j];
(*Top_Patch)[i][j] = Temp2[j];
}
}
}
/* See how close to a plane a subpatch is, the patch must have at least
three distinct vertices. A negative result from this function indicates
that a degenerate value of some sort was encountered. */
static DBL determine_subpatch_flatness(Patch)
VECTOR (*Patch)[4][4];
{
VECTOR vertices[4], n, TempV;
DBL d, dist, temp1;
int i, j;
vertices[0] = (*Patch)[0][0];
vertices[1] = (*Patch)[0][3];
VSub(TempV, vertices[0], vertices[1]);
VLength(temp1, TempV);
if (fabs(temp1) < EPSILON)
{
/* Degenerate in the V direction for U = 0. This is ok if the other
two corners are distinct from the lower left corner - I'm sure there
are cases where the corners coincide and the middle has good values,
but that is somewhat pathalogical and won't be considered. */
vertices[1] = (*Patch)[3][3];
VSub(TempV, vertices[0], vertices[1]);
VLength(temp1, TempV);
if (fabs(temp1) < EPSILON) return -1.0;
vertices[2] = (*Patch)[3][0];
VSub(TempV, vertices[0], vertices[1]);
VLength(temp1, TempV);
if (fabs(temp1) < EPSILON) return -1.0;
VSub(TempV, vertices[1], vertices[2]);
VLength(temp1, TempV);
if (fabs(temp1) < EPSILON) return -1.0;
}
else
{
vertices[2] = (*Patch)[3][0];
VSub(TempV, vertices[0], vertices[1]);
VLength(temp1, TempV);
if (fabs(temp1) < EPSILON)
{
vertices[2] = (*Patch)[3][3];
VSub(TempV, vertices[0], vertices[2]);
VLength(temp1, TempV);
if (fabs(temp1) < EPSILON)
return -1.0;
VSub(TempV, vertices[1], vertices[2]);
VLength(temp1, TempV);
if (fabs(temp1) < EPSILON)
return -1.0;
}
else
{
VSub(TempV, vertices[1], vertices[2]);
VLength(temp1, TempV);
if (fabs(temp1) < EPSILON)
return -1.0;
}
}
/* Now that a good set of candidate points has been found, find the
plane equations for the patch */
if (subpatch_normal(&vertices[0], &vertices[1], &vertices[2], &n, &d))
{
/* Step through all vertices and see what the maximum distance from the
plane happens to be. */
dist = 0.0;
for (i=0;i<4;i++)
{
for (j=0;j<4;j++)
{
temp1 = fabs(point_plane_distance(&((*Patch)[i][j]), &n, &d));
if (temp1 > dist)
dist = temp1;
}
}
return dist;
}
else
{
if (Options & DEBUGGING)
{
printf("Subpatch normal failed in determine_subpatch_flatness\n");
fflush(stdout);
}
return -1.0;
}
}
static int flat_enough(Object, Patch)
BICUBIC_PATCH *Object;
VECTOR (*Patch)[4][4];
{
DBL Dist;
Dist = determine_subpatch_flatness(Patch);
if (Dist < 0.0)
return 0;
else if (Dist < Object->Flatness_Value)
return 1;
else
return 0;
}
static void bezier_subdivider(Ray, Object, Patch, u0, u1, v0, v1,
recursion_depth, depth_count, Depths)
RAY *Ray;
BICUBIC_PATCH *Object;
VECTOR (*Patch)[4][4];
DBL u0, u1, v0, v1;
int recursion_depth, *depth_count;
DBL *Depths;
{
VECTOR Lower_Left[4][4], Lower_Right[4][4];
VECTOR Upper_Left[4][4], Upper_Right[4][4];
VECTOR center;
DBL ut, vt, radius;
int tcnt = Object->Intersection_Count;
/* Don't waste time if there are already too many intersections */
if (tcnt >= MAX_BICUBIC_INTERSECTIONS) return;
/* Make sure the ray passes through a sphere bounding the control points of
the patch */
bezier_bounding_sphere(Patch, ¢er, &radius);
if (!spherical_bounds_check(Ray, ¢er, radius))
return;
/* If the patch is close to being flat, then just perform a ray-plane
intersection test. */
if (flat_enough(Object, Patch))
bezier_subpatch_intersect(Ray, Object, Patch, u0, u1, v0, v1,
depth_count, Depths);
if (recursion_depth >= Object->U_Steps)
if (recursion_depth >= Object->V_Steps)
bezier_subpatch_intersect(Ray, Object, Patch, u0, u1, v0, v1,
depth_count, Depths);
else
{
bezier_split_up_down(Patch, (VECTOR (*)[4][4])Lower_Left,
(VECTOR (*)[4][4])Upper_Left);
vt = (v1 - v0) / 2.0;
bezier_subdivider(Ray, Object, (VECTOR (*)[4][4])Lower_Left,
u0, u1, v0, vt,
recursion_depth+1, depth_count, Depths);
bezier_subdivider(Ray, Object, (VECTOR (*)[4][4])Upper_Left,
u0, u1, vt, v1,
recursion_depth+1, depth_count, Depths);
}
else if (recursion_depth >= Object->V_Steps)
{
bezier_split_left_right(Patch, (VECTOR (*)[4][4])Lower_Left,
(VECTOR (*)[4][4])Lower_Right);
ut = (u1 - u0) / 2.0;
bezier_subdivider(Ray, Object, (VECTOR (*)[4][4])Lower_Left,
u0, ut, v0, v1,
recursion_depth+1, depth_count, Depths);
bezier_subdivider(Ray, Object, (VECTOR (*)[4][4])Lower_Right,
ut, u1, v0, v1,
recursion_depth+1, depth_count, Depths);
}
else
{
ut = (u1 - u0) / 2.0;
vt = (v1 - v0) / 2.0;
bezier_split_left_right(Patch, (VECTOR (*)[4][4])Lower_Left,
(VECTOR (*)[4][4])Lower_Right);
bezier_split_up_down((VECTOR (*)[4][4])Lower_Left,
(VECTOR (*)[4][4])Lower_Left,
(VECTOR (*)[4][4])Upper_Left);
bezier_split_up_down((VECTOR (*)[4][4])Lower_Right,
(VECTOR (*)[4][4])Lower_Right,
(VECTOR (*)[4][4])Upper_Right);
bezier_subdivider(Ray, Object, (VECTOR (*)[4][4])Lower_Left,
u0, ut, v0, vt,
recursion_depth+1, depth_count, Depths);
bezier_subdivider(Ray, Object, (VECTOR (*)[4][4])Upper_Left,
u0, ut, vt, v1,
recursion_depth+1, depth_count, Depths);
bezier_subdivider(Ray, Object, (VECTOR (*)[4][4])Lower_Right,
ut, u1, v0, vt,
recursion_depth+1, depth_count, Depths);
bezier_subdivider(Ray, Object, (VECTOR (*)[4][4])Upper_Right,
ut, u1, vt, v1,
recursion_depth+1, depth_count, Depths);
}
}
static void bezier_tree_deleter(Node)
BEZIER_NODE *Node;
{
BEZIER_CHILDREN *Children;
int i;
/* If this is an interior node then continue the descent */
if (Node->Node_Type == BEZIER_INTERIOR_NODE)
{
Children = (BEZIER_CHILDREN *)Node->Data_Ptr;
for (i=0;i<Node->Count;i++)
bezier_tree_deleter(Children->Children[i]);
free((void *)Children);
}
else if (Node->Node_Type == BEZIER_LEAF_NODE)
{
/* Free the memory used for the vertices. */
free((void *)Node->Data_Ptr);
}
/* Free the memory used for the node. */
free((void *)Node);
}
static void bezier_tree_walker(Ray, Shape, Node, depth, depth_count, Depths)
RAY *Ray;
BICUBIC_PATCH *Shape;
BEZIER_NODE *Node;
int depth, *depth_count;
DBL *Depths;
{
BEZIER_CHILDREN *Children;
BEZIER_VERTICES *Vertices;
VECTOR N, P, V[3];
DBL Depth, u, v, uu[3], vv[3];
int i, tcnt = Shape->Intersection_Count;
/* Don't waste time if there are already too many intersections */
if (tcnt >= MAX_BICUBIC_INTERSECTIONS) return;
/* Make sure the ray passes through a sphere bounding the control points of
the patch */
if (!spherical_bounds_check(Ray, &(Node->Center), Node->Radius_Squared))
return;
/* If this is an interior node then continue the descent, else
do a check against the vertices. */
if (Node->Node_Type == BEZIER_INTERIOR_NODE)
{
Children = (BEZIER_CHILDREN *)Node->Data_Ptr;
for (i=0;i<Node->Count;i++)
bezier_tree_walker(Ray, Shape, Children->Children[i],
depth+1, depth_count, Depths);
}
else if (Node->Node_Type == BEZIER_LEAF_NODE)
{
Vertices = (BEZIER_VERTICES *)Node->Data_Ptr;
V[0] = Vertices->Vertices[0];
V[1] = Vertices->Vertices[1];
V[2] = Vertices->Vertices[2];
uu[0] = Vertices->uvbnds[0];
uu[1] = Vertices->uvbnds[0];
uu[2] = Vertices->uvbnds[1];
vv[0] = Vertices->uvbnds[2];
vv[1] = Vertices->uvbnds[3];
vv[2] = Vertices->uvbnds[3];
/* Triangulate this subpatch, then check for intersections in
the triangles. */
if (intersect_subpatch(Shape, Ray, V, uu, vv, &Depth, &P, &N, &u, &v))
{
Shape->IPoint[tcnt + *depth_count] = P;
Shape->Normal_Vector[tcnt + *depth_count] = N;
Depths[*depth_count] = Depth;
*depth_count += 1;
}
if (*depth_count + tcnt >= MAX_BICUBIC_INTERSECTIONS) return;
V[1] = V[2];
V[2] = Vertices->Vertices[3];
uu[1] = uu[2]; uu[2] = Vertices->uvbnds[1];
vv[1] = vv[2]; vv[2] = Vertices->uvbnds[2];
if (intersect_subpatch(Shape, Ray, V, uu, vv, &Depth, &P, &N, &u, &v))
{
Shape->IPoint[tcnt + *depth_count] = P;
Shape->Normal_Vector[tcnt + *depth_count] = N;
Depths[*depth_count] = Depth;
*depth_count += 1;
}
}
else
{
printf("Bad Node type at depth %d\n", depth);
}
}
static int intersect_bicubic_patch0(Ray, Shape, Depths)
RAY *Ray;
BICUBIC_PATCH *Shape;
DBL *Depths;
{
int cnt = 0;
VECTOR (*Patch)[4][4] = (VECTOR (*)[4][4]) Shape->Control_Points;
bezier_subdivider(Ray, Shape, Patch, 0.0, 1.0, 0.0, 1.0,
0, &cnt, Depths);
return cnt;
}
static int intersect_bicubic_patch1(Ray, Shape, Depths)
RAY *Ray;
BICUBIC_PATCH *Shape;
DBL *Depths;
{
int cnt = 0;
bezier_tree_walker(Ray, Shape, Shape->Node_Tree, 0, &cnt, Depths);
return cnt;
}
int All_Bicubic_Patch_Intersections(Object, Ray, Depth_Stack)
OBJECT *Object;
RAY *Ray;
ISTACK *Depth_Stack;
{
DBL Depths[MAX_BICUBIC_INTERSECTIONS];
VECTOR IPoint;
int cnt, tcnt, i, Found;
Found = FALSE;
Ray_Bicubic_Tests++;
if (Ray == CM_Ray)
((BICUBIC_PATCH *)Object)->Intersection_Count = 0;
tcnt = ((BICUBIC_PATCH *)Object)->Intersection_Count;
switch (((BICUBIC_PATCH *)Object)->Patch_Type)
{
case 0:
cnt = intersect_bicubic_patch0(Ray, ((BICUBIC_PATCH *)Object), &Depths[0]);
break;
case 1:
cnt = intersect_bicubic_patch1(Ray, ((BICUBIC_PATCH *)Object), &Depths[0]);
break;
default:
Error("Bad patch type\n");
}
if (cnt > 0) Ray_Bicubic_Tests_Succeeded++;
for (i=0;i<cnt;i++)
{
if (!Shadow_Test_Flag)
((BICUBIC_PATCH *)Object)->Intersection_Count++;
IPoint = ((BICUBIC_PATCH *)Object)->IPoint[tcnt + i];
if (Point_In_Clip(&IPoint,Object->Clip))
{
push_entry(Depths[i], IPoint, Object, Depth_Stack);
Found = TRUE;
}
}
return (Found);
}
/* A patch is not a solid, so an inside test doesn't make sense. */
int Inside_Bicubic_Patch (IPoint, Object)
VECTOR *IPoint;
OBJECT *Object;
{
return 0;
}
void Bicubic_Patch_Normal (Result, Object, IPoint)
OBJECT *Object;
VECTOR *Result, *IPoint;
{
BICUBIC_PATCH *Patch = (BICUBIC_PATCH *)Object;
int i;
/* If all is going well, the normal was computed at the time the intersection
was computed. Look on the list of associated intersection points and normals */
for (i=0;i<Patch->Intersection_Count;i++)
if (IPoint->x == Patch->IPoint[i].x &&
IPoint->y == Patch->IPoint[i].y &&
IPoint->z == Patch->IPoint[i].z)
{
Result->x = Patch->Normal_Vector[i].x;
Result->y = Patch->Normal_Vector[i].y;
Result->z = Patch->Normal_Vector[i].z;
return;
}
if (Options & DEBUGGING)
{
printf("Bicubic patch normal for unknown intersection point\n");
fflush(stdout);
}
Result->x = 1.0;
Result->y = 0.0;
Result->z = 0.0;
}
void Translate_Bicubic_Patch (Object, Vector)
OBJECT *Object;
VECTOR *Vector;
{
BICUBIC_PATCH *Patch = (BICUBIC_PATCH *) Object;
int i, j;
for (i=0;i<4;i++) for (j=0;j<4;j++)
VAdd (Patch->Control_Points[i][j], Patch->Control_Points[i][j], *Vector)
Precompute_Patch_Values(Patch);
}
void Rotate_Bicubic_Patch (Object, Vector)
OBJECT *Object;
VECTOR *Vector;
{
TRANSFORM Trans;
Compute_Rotation_Transform (&Trans, Vector);
Transform_Bicubic_Patch (Object,&Trans);
}
void Scale_Bicubic_Patch (Object, Vector)
OBJECT *Object;
VECTOR *Vector;
{
BICUBIC_PATCH *Patch = (BICUBIC_PATCH *) Object;
int i, j;
for (i=0;i<4;i++) for (j=0;j<4;j++)
VEvaluate(Patch->Control_Points[i][j],
Patch->Control_Points[i][j], *Vector);
Precompute_Patch_Values(Patch);
}
/* Inversion of a patch really doesn't make sense. */
void Invert_Bicubic_Patch (Object)
OBJECT *Object;
{
;
}
BICUBIC_PATCH *Create_Bicubic_Patch()
{
BICUBIC_PATCH *New;
if ((New = (BICUBIC_PATCH *) malloc (sizeof (BICUBIC_PATCH))) == NULL)
MAError ("bicubic patch");
INIT_OBJECT_FIELDS(New,BICUBIC_PATCH_OBJECT,&Bicubic_Patch_Methods)
New->Patch_Type = -1;
New->U_Steps = 0;
New->V_Steps = 0;
New->Intersection_Count = 0;
New->Flatness_Value = 0.0;
New->Node_Tree = NULL;
/* NOTE: Control_Points[4][4] is initialized in Parse_Bicubic_Patch.
Bounding_Sphere_Center,Bounding_Sphere_Radius, Normal_Vector[], and
IPoint[] are initialized in Precompute_Patch_Values.
*/
return (New);
}
void *Copy_Bicubic_Patch (Object)
OBJECT *Object;
{
BICUBIC_PATCH *New;
int i,j;
New = Create_Bicubic_Patch ();
/* Do not do *New = *Old so that Precompute works right */
New->Patch_Type = ((BICUBIC_PATCH *)Object)->Patch_Type;
New->U_Steps = ((BICUBIC_PATCH *)Object)->U_Steps;
New->V_Steps = ((BICUBIC_PATCH *)Object)->V_Steps;
for (i=0;i<4;i++) for (j=0;j<4;j++)
New->Control_Points[i][j]
= ((BICUBIC_PATCH *)Object)->Control_Points[i][j];
New->Flatness_Value = ((BICUBIC_PATCH *)Object)->Flatness_Value;
New->Intersection_Count = ((BICUBIC_PATCH *)Object)->Intersection_Count;
Precompute_Patch_Values(New);
return (New);
}
void Transform_Bicubic_Patch (Object, Trans)
OBJECT *Object;
TRANSFORM *Trans;
{
BICUBIC_PATCH *Patch = (BICUBIC_PATCH *) Object;
int i, j;
for (i=0;i<4;i++) for (j=0;j<4;j++)
MTransPoint(&(Patch->Control_Points[i][j]),
&(Patch->Control_Points[i][j]),
Trans);
Precompute_Patch_Values(Patch);
}
void Destroy_Bicubic_Patch (Object)
OBJECT *Object;
{
/* Need to add code to free() all malloc'ed memory created for this
object. */
free (Object);
}