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CONES.C
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1993-07-28
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/****************************************************************************
* cones.c
*
* This module implements the cone primitive.
* This file was written by Alexander Enzmann. He wrote the code for
* cones 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 Cone_Methods =
{
All_Cone_Intersections,
Inside_Cone, Cone_Normal,
Copy_Cone, Translate_Cone, Rotate_Cone, Scale_Cone, Transform_Cone,
Invert_Cone, Destroy_Cone
};
extern long Ray_Cone_Tests, Ray_Cone_Tests_Succeeded;
static int Intersect_Cone PARAMS((RAY *Ray, CONE *Cone, DBL *Depths));
#ifndef Cone_Tolerance
#define Cone_Tolerance 1.0e-6
#endif
#define close(x, y) (fabs(x-y) < EPSILON ? 1 : 0)
int All_Cone_Intersections (Object, Ray, Depth_Stack)
OBJECT *Object;
RAY *Ray;
ISTACK *Depth_Stack;
{
DBL Depths[4];
VECTOR IPoint;
int Intersection_Found, cnt, i;
Intersection_Found = FALSE;
if ((cnt=Intersect_Cone (Ray, (CONE *)Object, Depths))!=0)
for (i=0; i<cnt; i++)
{
VScale (IPoint, Ray->Direction, Depths[i]);
VAddEq (IPoint, Ray->Initial);
if (Point_In_Clip (&IPoint, Object->Clip))
{
push_entry(Depths[i],IPoint,Object,Depth_Stack);
Intersection_Found = TRUE;
}
}
return (Intersection_Found);
}
static int Intersect_Cone (Ray, Cone, Depths)
RAY *Ray;
CONE *Cone;
DBL *Depths;
{
DBL a, b, c, z, t1, t2, len;
DBL d;
VECTOR P, D;
int i=0;
Ray_Cone_Tests++;
/* Transform the ray into the cones space */
MInvTransPoint(&P, &Ray->Initial, Cone->Trans);
MInvTransDirection(&D, &Ray->Direction, Cone->Trans);
VLength(len, D);
VInverseScaleEq(D, len);
if (Cone->cyl_flag)
{
/* Solve intersections with a cylinder */
a = D.x * D.x + D.y * D.y;
if (a > EPSILON)
{
b = P.x * D.x + P.y * D.y;
c = P.x * P.x + P.y * P.y - 1.0;
d = b * b - a * c;
if (d >= 0.0)
{
d = sqrt(d);
t1 = (-b + d) / a;
t2 = (-b - d) / a;
z = P.z + t1 * D.z;
if (t1 > Cone_Tolerance && t1 < Max_Distance && z >= 0.0 && z <= 1.0)
Depths[i++] = t1/len;
z = P.z + t2 * D.z;
if (t2 > Cone_Tolerance && t1 < Max_Distance && z >= 0.0 && z <= 1.0)
Depths[i++] = t2/len;
}
}
}
else
{
/* Solve intersections with a cone */
a = D.x * D.x + D.y * D.y - D.z * D.z;
b = D.x * P.x + D.y * P.y - D.z * P.z;
c = P.x * P.x + P.y * P.y - P.z * P.z;
if (fabs(a) < EPSILON)
{
if (fabs(b) > EPSILON)
{
/* One intersection */
t1 = -0.5 * c / b;
z = P.z + t1 * D.z;
if (t1 > Cone_Tolerance && t1 < Max_Distance && z >= Cone->dist && z <= 1.0)
Depths[i++] = t1/len;
}
}
else
{
/* Check hits against the side of the cone */
d = b * b - a * c;
if (d >= 0.0)
{
d = sqrt(d);
t1 = (-b - d) / a;
t2 = (-b + d) / a;
z = P.z + t1 * D.z;
if (t1 > Cone_Tolerance && t1 < Max_Distance && z >= Cone->dist && z <= 1.0)
Depths[i++] = t1/len;
z = P.z + t2 * D.z;
if (t2 > Cone_Tolerance && t1 < Max_Distance && z >= Cone->dist && z <= 1.0)
Depths[i++] = t2/len;
}
}
}
if (Cone->closed)
{
d = (1.0 - P.z) / D.z;
a = (P.x + d * D.x);
b = (P.y + d * D.y);
if ((a * a + b * b) <= 1.0 && d > Cone_Tolerance && d < Max_Distance)
Depths[i++] = d/len;
d = (Cone->dist - P.z) / D.z;
a = (P.x + d * D.x);
b = (P.y + d * D.y);
if ((a * a + b * b) <= (Cone->cyl_flag ? 1.0 : Cone->dist*Cone->dist)
&& d > Cone_Tolerance && d < Max_Distance)
Depths[i++] = d/len;
}
Ray_Cone_Tests_Succeeded +=i;
return(i);
}
int Inside_Cone (IPoint, Object)
VECTOR *IPoint;
OBJECT *Object;
{
VECTOR New_Point;
CONE *Cone = (CONE *) Object;
DBL w2, z2, offset = (Cone->Inverted ? -EPSILON : EPSILON);
/* Transform the point into the cones space */
MInvTransPoint(&New_Point, IPoint, Cone->Trans);
/* Test to see if we are inside the cone */
w2 = New_Point.x * New_Point.x + New_Point.y * New_Point.y;
if (Cone->cyl_flag)
{
/* Check to see if we are inside a cylinder */
if (w2 > 1.0 + offset ||
New_Point.z < 0.0 - offset ||
New_Point.z > 1.0 + offset)
return Cone->Inverted;
else
return 1 - Cone->Inverted;
}
else
{
/* Check to see if we are inside a cone */
z2 = New_Point.z * New_Point.z;
if (w2 > z2 + offset ||
New_Point.z < Cone->dist - offset ||
New_Point.z > 1.0+offset)
return Cone->Inverted;
else
return 1 - Cone->Inverted;
}
}
void Cone_Normal (Result, Object, IPoint)
OBJECT *Object;
VECTOR *Result, *IPoint;
{
CONE *Cone = (CONE *) Object;
/* Transform the point into the cones space */
MInvTransPoint(Result, IPoint, Cone->Trans);
/* Calculating the normal is real simple in canonical cone space */
if (Result->z > (1-EPSILON))
Make_Vector(Result,0.0,0.0,1.0)
else
if (Result->z < (Cone->dist+EPSILON))
Make_Vector(Result,0.0,0.0,-1.0)
else
if (Cone->cyl_flag)
Result->z = 0.0;
else
Result->z = -Result->z;
/* Transform the point out of the cones space */
MTransNormal(Result, Result, Cone->Trans);
VNormalize(*Result, *Result);
}
void *Copy_Cone (Object)
OBJECT *Object;
{
CONE *New;
New = Create_Cone();
*New = *((CONE *) Object);
New->Trans = Copy_Transform(((CONE *)Object)->Trans);
return (New);
}
void Translate_Cone (Object, Vector)
OBJECT *Object;
VECTOR *Vector;
{
TRANSFORM Trans;
Compute_Translation_Transform(&Trans, Vector);
Transform_Cone(Object, &Trans);
}
void Rotate_Cone (Object, Vector)
OBJECT *Object;
VECTOR *Vector;
{
TRANSFORM Trans;
Compute_Rotation_Transform(&Trans, Vector);
Transform_Cone(Object, &Trans);
}
void Scale_Cone (Object, Vector)
OBJECT *Object;
VECTOR *Vector;
{
TRANSFORM Trans;
Compute_Scaling_Transform(&Trans, Vector);
Transform_Cone(Object, &Trans);
}
void Invert_Cone (Object)
OBJECT *Object;
{
((CONE *)Object)->Inverted = 1 - ((CONE *)Object)->Inverted;
}
void Transform_Cone (Object, Trans)
OBJECT *Object;
TRANSFORM *Trans;
{
CONE *Cone = (CONE *)Object;
Compose_Transforms(Cone->Trans, Trans);
/* Recalculate the bounds */
Make_Vector(&Cone->Bounds.Lower_Left, -1.0, -1.0, 0.0);
Make_Vector(&Cone->Bounds.Lengths, 2.0, 2.0, 1.0);
recompute_bbox(&Cone->Bounds, Cone->Trans);
}
CONE *Create_Cone ()
{
CONE *New;
if ((New = (CONE *) malloc (sizeof (CONE))) == NULL)
MAError ("cone");
INIT_OBJECT_FIELDS(New, CONE_OBJECT, &Cone_Methods)
Make_Vector (&(New->apex), 0.0, 0.0, 1.0);
Make_Vector (&(New->base), 0.0, 0.0, 0.0);
New->apex_radius = 1.0;
New->base_radius = 0.0;
New->dist = 0.0;
New->Trans = Create_Transform();
New->Inverted = FALSE;
New->cyl_flag = 0; /* This is a Cone */
New->closed = 1; /* Has capped ends*/
/* Default bounds */
Make_Vector(&New->Bounds.Lower_Left, -1.0, -1.0, 0.0);
Make_Vector(&New->Bounds.Lengths, 2.0, 2.0, 1.0);
return New;
}
CONE *Create_Cylinder ()
{
CONE *New;
if ((New = (CONE *) malloc (sizeof (CONE))) == NULL)
MAError ("cone");
INIT_OBJECT_FIELDS(New, CONE_OBJECT, &Cone_Methods)
Make_Vector (&(New->apex), 0.0, 0.0, 1.0);
Make_Vector (&(New->base), 0.0, 0.0, 0.0);
New->apex_radius = 1.0;
New->base_radius = 1.0;
New->dist = 0.0;
New->Trans = Create_Transform();
New->Inverted = FALSE;
New->cyl_flag = 1; /* This is a Cylinder */
New->closed = 1; /* Has capped ends*/
/* Default bounds */
Make_Vector(&New->Bounds.Lower_Left, -1.0, -1.0, 0.0);
Make_Vector(&New->Bounds.Lengths, 2.0, 2.0, 1.0);
return New;
}
void Compute_Cone_Data(Object)
OBJECT *Object;
{
DBL tlen, len, tmpf;
VECTOR tmpv, axis, origin;
CONE *Cone = (CONE *)Object;
/* Process the primitive specific information */
if(Cone->apex_radius < Cone->base_radius)
{
/* Want the bigger end at the top */
tmpv = Cone->base;
Cone->base = Cone->apex;
Cone->apex = tmpv;
tmpf = Cone->base_radius;
Cone->base_radius = Cone->apex_radius;
Cone->apex_radius = tmpf;
}
else if (fabs(Cone->apex_radius - Cone->base_radius) < EPSILON)
{
/* What we are dealing with here is really a cylinder */
Cone->cyl_flag = 1;
Compute_Cylinder_Data(Object);
return;
}
/* Find the axis and axis length */
VSub(axis, Cone->apex, Cone->base);
VLength(len, axis);
if (len < EPSILON)
Error("Degenerate cone/cylinder\n");
else
VInverseScaleEq(axis, len)
/* Determine alignment */
tmpf = Cone->base_radius *
len / (Cone->apex_radius - Cone->base_radius);
VScale(origin, axis, tmpf);
VSub(origin, Cone->base, origin);
tlen = tmpf + len;
Cone->dist = tmpf / tlen;
Compute_Coordinate_Transform(Cone->Trans, &origin, &axis,
Cone->apex_radius, tlen);
/* Recalculate the bounds */
Make_Vector(&Cone->Bounds.Lower_Left, -1.0, -1.0, 0.0);
Make_Vector(&Cone->Bounds.Lengths, 2.0, 2.0, 1.0);
recompute_bbox(&Cone->Bounds, Cone->Trans);
}
void Compute_Cylinder_Data(Object)
OBJECT *Object;
{
CONE *Cone = (CONE *)Object;
VECTOR axis;
DBL tmpf;
VSub(axis, Cone->apex, Cone->base);
VLength(tmpf, axis);
if (tmpf < EPSILON)
Error("Degenerate cylinder, base point = apex point\n");
else
VInverseScaleEq(axis, tmpf)
Compute_Coordinate_Transform(Cone->Trans, &Cone->base, &axis,
Cone->apex_radius, tmpf);
Cone->dist = 0.0;
/* Recalculate the bounds */
Make_Vector(&Cone->Bounds.Lower_Left, -1.0, -1.0, 0.0);
Make_Vector(&Cone->Bounds.Lengths, 2.0, 2.0, 1.0);
recompute_bbox(&Cone->Bounds, Cone->Trans);
}
void Destroy_Cone (Object)
OBJECT *Object;
{
Destroy_Transform(((CONE *)Object)->Trans);
free (Object);
}