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TRIANGLE.C
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/****************************************************************************
* triangle.c
*
* This module implements primitives for triangles and smooth triangles.
*
* 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 Triangle_Methods =
{
All_Triangle_Intersections,
Inside_Triangle, Triangle_Normal,
Copy_Triangle,
Translate_Triangle, Rotate_Triangle,
Scale_Triangle, Transform_Triangle, Invert_Triangle, Destroy_Triangle
};
METHODS Smooth_Triangle_Methods =
{
All_Triangle_Intersections,
Inside_Triangle, Smooth_Triangle_Normal,
Copy_Smooth_Triangle,
Translate_Smooth_Triangle, Rotate_Smooth_Triangle,
Scale_Smooth_Triangle, Transform_Smooth_Triangle,
Invert_Smooth_Triangle, Destroy_Triangle
};
extern RAY *CM_Ray;
extern long Ray_Triangle_Tests, Ray_Triangle_Tests_Succeeded;
#define max3(x,y,z) ((x>y)?((x>z)?1:3):((y>z)?2:3))
#define MAX3(x,y,z) (((x)>(y))?(((x)>(z))?(x):(z)):(((y)>(z))?(y):(z)))
#define MIN3(x,y,z) (((x)<(y))?(((x)<(z))?(x):(z)):(((y)<(z))?(y):(z)))
void Find_Triangle_Dominant_Axis(Triangle)
TRIANGLE *Triangle;
{
DBL x, y, z;
x = fabs(Triangle->Normal_Vector.x);
y = fabs (Triangle->Normal_Vector.y);
z = fabs (Triangle->Normal_Vector.z);
switch (max3(x, y, z))
{
case 1:
Triangle->Dominant_Axis = X_AXIS;
break;
case 2:
Triangle->Dominant_Axis = Y_AXIS;
break;
case 3:
Triangle->Dominant_Axis = Z_AXIS;
break;
}
}
void Compute_Smooth_Triangle (Triangle)
SMOOTH_TRIANGLE *Triangle;
{
VECTOR P3MinusP2, VTemp1, VTemp2;
DBL x, y, z, uDenominator, Proj;
VSub (P3MinusP2, Triangle->P3, Triangle->P2);
x = fabs (P3MinusP2.x);
y = fabs (P3MinusP2.y);
z = fabs (P3MinusP2.z);
switch (max3 (x, y, z))
{
case 1:
Triangle->vAxis = X_AXIS;
Triangle->BaseDelta = P3MinusP2.x;
break;
case 2:
Triangle->vAxis = Y_AXIS;
Triangle->BaseDelta = P3MinusP2.y;
break;
case 3:
Triangle->vAxis = Z_AXIS;
Triangle->BaseDelta = P3MinusP2.z;
break;
}
VSub (VTemp1, Triangle->P2, Triangle->P3);
VNormalize (VTemp1, VTemp1);
VSub (VTemp2, Triangle->P1, Triangle->P3);
VDot (Proj, VTemp2, VTemp1);
VScaleEq (VTemp1, Proj);
VSub (Triangle->Perp, VTemp1, VTemp2);
VNormalize (Triangle->Perp, Triangle->Perp);
VDot (uDenominator, VTemp2, Triangle->Perp);
VInverseScaleEq (Triangle->Perp, -uDenominator);
}
int Compute_Triangle (Triangle,Smooth)
TRIANGLE *Triangle;
int Smooth;
{
VECTOR V1, V2, Temp;
DBL Length, T1, T2, T3;
VSub (V1, Triangle->P1, Triangle->P2);
VSub (V2, Triangle->P3, Triangle->P2);
VCross (Triangle->Normal_Vector, V1, V2);
VLength (Length, Triangle->Normal_Vector);
/* Set up a flag so we can ignore degenerate triangles */
if (Length < 1.0e-9)
{
Triangle->Degenerate_Flag = TRUE;
return (0);
}
/* Normalize the normal vector. */
VInverseScaleEq (Triangle->Normal_Vector, Length);
VDot (Triangle->Distance, Triangle->Normal_Vector, Triangle->P1);
Triangle->Distance *= -1.0;
Find_Triangle_Dominant_Axis(Triangle);
switch (Triangle->Dominant_Axis)
{
case X_AXIS:
if ((Triangle->P2.y - Triangle->P3.y)*(Triangle->P2.z - Triangle->P1.z) <
(Triangle->P2.z - Triangle->P3.z)*(Triangle->P2.y - Triangle->P1.y))
{
Temp = Triangle->P2;
Triangle->P2 = Triangle->P1;
Triangle->P1 = Temp;
if (Smooth)
{
Temp = ((SMOOTH_TRIANGLE *) Triangle)->N2;
((SMOOTH_TRIANGLE *) Triangle)->N2 = ((SMOOTH_TRIANGLE *) Triangle)->N1;
((SMOOTH_TRIANGLE *) Triangle)->N1 = Temp;
}
}
break;
case Y_AXIS:
if ((Triangle->P2.x - Triangle->P3.x)*(Triangle->P2.z - Triangle->P1.z) <
(Triangle->P2.z - Triangle->P3.z)*(Triangle->P2.x - Triangle->P1.x))
{
Temp = Triangle->P2;
Triangle->P2 = Triangle->P1;
Triangle->P1 = Temp;
if (Smooth)
{
Temp = ((SMOOTH_TRIANGLE *) Triangle)->N2;
((SMOOTH_TRIANGLE *) Triangle)->N2 = ((SMOOTH_TRIANGLE *) Triangle)->N1;
((SMOOTH_TRIANGLE *) Triangle)->N1 = Temp;
}
}
break;
case Z_AXIS:
if ((Triangle->P2.x - Triangle->P3.x)*(Triangle->P2.y - Triangle->P1.y) <
(Triangle->P2.y - Triangle->P3.y)*(Triangle->P2.x - Triangle->P1.x))
{
Temp = Triangle->P2;
Triangle->P2 = Triangle->P1;
Triangle->P1 = Temp;
if (Smooth)
{
Temp = ((SMOOTH_TRIANGLE *) Triangle)->N2;
((SMOOTH_TRIANGLE *) Triangle)->N2 = ((SMOOTH_TRIANGLE *) Triangle)->N1;
((SMOOTH_TRIANGLE *) Triangle)->N1 = Temp;
}
}
break;
}
if (Smooth)
Compute_Smooth_Triangle((SMOOTH_TRIANGLE *) Triangle);
/* Build the bounding information from the vertices */
/* Use temps so macro not too big. */
T1 = MIN3(Triangle->P1.x, Triangle->P2.x, Triangle->P3.x);
T2 = MIN3(Triangle->P1.y, Triangle->P2.y, Triangle->P3.y);
T3 = MIN3(Triangle->P1.z, Triangle->P2.z, Triangle->P3.z);
Make_Vector(&Triangle->Bounds.Lower_Left,T1,T2,T3);
T1 = MAX3(Triangle->P1.x, Triangle->P2.x, Triangle->P3.x);
T2 = MAX3(Triangle->P1.y, Triangle->P2.y, Triangle->P3.y);
T3 = MAX3(Triangle->P1.z, Triangle->P2.z, Triangle->P3.z);
Make_Vector(&Triangle->Bounds.Lengths,T1,T2,T3);
VSub(Triangle->Bounds.Lengths, Triangle->Bounds.Lengths,
Triangle->Bounds.Lower_Left);
Triangle->Bounds.Lengths.x += EPSILON;
Triangle->Bounds.Lengths.y += EPSILON;
Triangle->Bounds.Lengths.z += EPSILON;
return (1);
}
int All_Triangle_Intersections (Object, Ray, Depth_Stack)
OBJECT *Object;
RAY *Ray;
ISTACK *Depth_Stack;
{
DBL Depth;
VECTOR IPoint;
if (Intersect_Triangle (Ray, (TRIANGLE *)Object, &Depth))
{
VScale (IPoint, Ray -> Direction, Depth);
VAddEq (IPoint, Ray -> Initial);
if (Point_In_Clip(&IPoint,Object->Clip))
{
push_entry(Depth,IPoint,Object,Depth_Stack);
return (TRUE);
}
}
return (FALSE);
}
int Intersect_Triangle (Ray, Triangle, Depth)
RAY *Ray;
TRIANGLE *Triangle;
DBL *Depth;
{
DBL NormalDotOrigin, NormalDotDirection;
DBL s, t;
Ray_Triangle_Tests++;
if(Triangle->Degenerate_Flag)
return(FALSE);
if (Ray == CM_Ray)
{
if (!Triangle->CMCached)
{
VDot (Triangle->CMNormDotOrigin, Triangle->Normal_Vector, Ray->Initial);
Triangle->CMNormDotOrigin += Triangle->Distance;
Triangle->CMNormDotOrigin *= -1.0;
Triangle->CMCached = TRUE;
}
VDot (NormalDotDirection, Triangle->Normal_Vector, Ray->Direction);
if ((NormalDotDirection < Small_Tolerance) &&
(NormalDotDirection > -Small_Tolerance))
return (FALSE);
*Depth = Triangle->CMNormDotOrigin / NormalDotDirection;
}
else
{
VDot (NormalDotOrigin, Triangle->Normal_Vector, Ray->Initial);
NormalDotOrigin += Triangle->Distance;
NormalDotOrigin *= -1.0;
VDot (NormalDotDirection, Triangle->Normal_Vector, Ray->Direction);
if ((NormalDotDirection < Small_Tolerance) &&
(NormalDotDirection > -Small_Tolerance))
return (FALSE);
*Depth = NormalDotOrigin / NormalDotDirection;
}
if ((*Depth < Small_Tolerance) || (*Depth > Max_Distance))
return (FALSE);
switch (Triangle->Dominant_Axis)
{
case X_AXIS:
s = Ray->Initial.y + *Depth * Ray->Direction.y;
t = Ray->Initial.z + *Depth * Ray->Direction.z;
if ((Triangle->P2.y - s)*(Triangle->P2.z - Triangle->P1.z) <
(Triangle->P2.z - t)*(Triangle->P2.y - Triangle->P1.y))
return (FALSE);
if ((Triangle->P3.y - s)*(Triangle->P3.z - Triangle->P2.z) <
(Triangle->P3.z - t)*(Triangle->P3.y - Triangle->P2.y))
return (FALSE);
if ((Triangle->P1.y - s)*(Triangle->P1.z - Triangle->P3.z) <
(Triangle->P1.z - t)*(Triangle->P1.y - Triangle->P3.y))
return (FALSE);
Ray_Triangle_Tests_Succeeded++;
return (TRUE);
case Y_AXIS:
s = Ray->Initial.x + *Depth * Ray->Direction.x;
t = Ray->Initial.z + *Depth * Ray->Direction.z;
if ((Triangle->P2.x - s)*(Triangle->P2.z - Triangle->P1.z) <
(Triangle->P2.z - t)*(Triangle->P2.x - Triangle->P1.x))
return (FALSE);
if ((Triangle->P3.x - s)*(Triangle->P3.z - Triangle->P2.z) <
(Triangle->P3.z - t)*(Triangle->P3.x - Triangle->P2.x))
return (FALSE);
if ((Triangle->P1.x - s)*(Triangle->P1.z - Triangle->P3.z) <
(Triangle->P1.z - t)*(Triangle->P1.x - Triangle->P3.x))
return (FALSE);
Ray_Triangle_Tests_Succeeded++;
return (TRUE);
case Z_AXIS:
s = Ray->Initial.x + *Depth * Ray->Direction.x;
t = Ray->Initial.y + *Depth * Ray->Direction.y;
if ((Triangle->P2.x - s)*(Triangle->P2.y - Triangle->P1.y) <
(Triangle->P2.y - t)*(Triangle->P2.x - Triangle->P1.x))
return (FALSE);
if ((Triangle->P3.x - s)*(Triangle->P3.y - Triangle->P2.y) <
(Triangle->P3.y - t)*(Triangle->P3.x - Triangle->P2.x))
return (FALSE);
if ((Triangle->P1.x - s)*(Triangle->P1.y - Triangle->P3.y) <
(Triangle->P1.y - t)*(Triangle->P1.x - Triangle->P3.x))
return (FALSE);
Ray_Triangle_Tests_Succeeded++;
return (TRUE);
}
return (FALSE);
}
int Inside_Triangle (IPoint, Object)
VECTOR *IPoint;
OBJECT *Object;
{
return (FALSE);
}
void Triangle_Normal (Result, Object, IPoint)
OBJECT *Object;
VECTOR *Result, *IPoint;
{
*Result = ((TRIANGLE *)Object)->Normal_Vector;
}
void *Copy_Triangle (Object)
OBJECT *Object;
{
TRIANGLE *New;
New = Create_Triangle ();
*New = * ((TRIANGLE *)Object);
return (New);
}
void Translate_Triangle (Object, Vector)
OBJECT *Object;
VECTOR *Vector;
{
TRIANGLE *Triangle = (TRIANGLE *) Object;
VECTOR Translation;
if(Triangle->Degenerate_Flag) return;
VEvaluate (Translation, Triangle->Normal_Vector, *Vector);
Triangle->Distance -= Translation.x + Translation.y + Translation.z;
VAddEq (Triangle->P1, *Vector)
VAddEq (Triangle->P2, *Vector)
VAddEq (Triangle->P3, *Vector)
/* Recalculate the bounds */
VAddEq(Object->Bounds.Lower_Left, *Vector);
}
void Rotate_Triangle (Object, Vector)
OBJECT *Object;
VECTOR *Vector;
{
TRANSFORM Trans;
if(((TRIANGLE *)Object)->Degenerate_Flag) return;
Compute_Rotation_Transform (&Trans, Vector);
Transform_Triangle (Object, &Trans);
}
void Scale_Triangle (Object, Vector)
OBJECT *Object;
VECTOR *Vector;
{
TRIANGLE *Triangle = (TRIANGLE *) Object;
DBL Length,T1,T2,T3;
if(Triangle->Degenerate_Flag) return;
Triangle->Normal_Vector.x = Triangle->Normal_Vector.x / Vector->x;
Triangle->Normal_Vector.y = Triangle->Normal_Vector.y / Vector->y;
Triangle->Normal_Vector.z = Triangle->Normal_Vector.z / Vector->z;
VLength(Length, Triangle->Normal_Vector);
VInverseScaleEq (Triangle->Normal_Vector, Length);
Triangle->Distance /= Length;
VEvaluateEq (Triangle->P1, *Vector);
VEvaluateEq (Triangle->P2, *Vector);
VEvaluateEq (Triangle->P3, *Vector);
/* Recompute the bounds */
/* Use temps so macro not too big. */
T1 = MIN3(Triangle->P1.x, Triangle->P2.x, Triangle->P3.x);
T2 = MIN3(Triangle->P1.y, Triangle->P2.y, Triangle->P3.y);
T3 = MIN3(Triangle->P1.z, Triangle->P2.z, Triangle->P3.z);
Make_Vector(&Triangle->Bounds.Lower_Left,T1,T2,T3);
T1 = MAX3(Triangle->P1.x, Triangle->P2.x, Triangle->P3.x);
T2 = MAX3(Triangle->P1.y, Triangle->P2.y, Triangle->P3.y);
T3 = MAX3(Triangle->P1.z, Triangle->P2.z, Triangle->P3.z);
Make_Vector(&Triangle->Bounds.Lengths,T1,T2,T3);
VSub(Triangle->Bounds.Lengths, Triangle->Bounds.Lengths,
Triangle->Bounds.Lower_Left);
Triangle->Bounds.Lengths.x += EPSILON;
Triangle->Bounds.Lengths.y += EPSILON;
Triangle->Bounds.Lengths.z += EPSILON;
}
void Transform_Triangle (Object, Trans)
OBJECT *Object;
TRANSFORM *Trans;
{
TRIANGLE *Triangle = (TRIANGLE *) Object;
if(Triangle->Degenerate_Flag) return;
MTransPoint (&Triangle->Normal_Vector,
&Triangle->Normal_Vector, Trans);
MTransPoint (&Triangle->P1, &Triangle->P1, Trans);
MTransPoint (&Triangle->P2, &Triangle->P2, Trans);
MTransPoint (&Triangle->P3, &Triangle->P3, Trans);
Compute_Triangle (Triangle,FALSE);
}
TRIANGLE *Create_Triangle()
{
TRIANGLE *New;
if ((New = (TRIANGLE *) malloc (sizeof (TRIANGLE))) == NULL)
MAError ("triangle");
INIT_OBJECT_FIELDS(New,TRIANGLE_OBJECT,&Triangle_Methods)
Make_Vector (&(New -> Normal_Vector), 0.0, 1.0, 0.0);
New -> Distance = 0.0;
New -> CMNormDotOrigin = 0.0;
New -> CMCached = FALSE;
Make_Vector (&(New -> P1), 0.0, 0.0, 0.0);
Make_Vector (&(New -> P2), 1.0, 0.0, 0.0);
Make_Vector (&(New -> P3), 0.0, 1.0, 0.0);
New -> Degenerate_Flag = FALSE;
/* NOTE: Dominant_Axis is computed when Parse_Triangle calls
Compute_Triangle. vAxis is used only for smooth triangles */
return (New);
}
void Invert_Triangle (Object)
OBJECT *Object;
{
return;
}
/* Calculate the Phong-interpolated vector within the triangle
at the given intersection point. The math for this is a bit
bizarre:
- P1
| /|\ \
| / |Perp\
| / V \ \
| / | \ \
u | /____|_____PI___\
| / | \ \
- P2-----|--------|----P3
Pbase PIntersect
|-------------------|
v
Triangle->Perp is a unit vector from P1 to Pbase. We calculate
u = (PI - P1) DOT Perp / ((P3 - P1) DOT Perp).
We then calculate where the line from P1 to PI intersects the line P2 to P3:
PIntersect = (PI - P1)/u.
We really only need one coordinate of PIntersect. We then calculate v as:
v = PIntersect.x / (P3.x - P2.x)
or v = PIntersect.y / (P3.y - P2.y)
or v = PIntersect.z / (P3.z - P2.z)
depending on which calculation will give us the best answers.
Once we have u and v, we can perform the normal interpolation as:
NTemp1 = N1 + u(N2 - N1);
NTemp2 = N1 + u(N3 - N1);
Result = normalize (NTemp1 + v(NTemp2 - NTemp1))
As always, any values which are constant for the triangle are cached
in the triangle.
*/
void Smooth_Triangle_Normal (Result, Object, IPoint)
OBJECT *Object;
VECTOR *Result, *IPoint;
{
SMOOTH_TRIANGLE *Triangle = (SMOOTH_TRIANGLE *) Object;
VECTOR PIMinusP1, NTemp1, NTemp2;
DBL u = 0.0, v = 0.0;
VSub (PIMinusP1, *IPoint, Triangle->P1);
VDot (u, PIMinusP1, Triangle->Perp);
if (u < 1.0e-9)
{
*Result = Triangle->N1;
return;
}
/* BaseDelta contains P3.x-P2.x, P3.y-P2.y, or P3.z-P2.z depending on the
value of vAxis. */
switch (Triangle->vAxis)
{
case X_AXIS:
v = (PIMinusP1.x/u + Triangle->P1.x - Triangle->P2.x) / Triangle->BaseDelta;
break;
case Y_AXIS:
v = (PIMinusP1.y/u + Triangle->P1.y - Triangle->P2.y) / Triangle->BaseDelta;
break;
case Z_AXIS:
v = (PIMinusP1.z/u + Triangle->P1.z - Triangle->P2.z)/ Triangle->BaseDelta;
break;
}
VSub (NTemp1, Triangle->N2, Triangle->N1);
VScaleEq (NTemp1, u);
VAddEq (NTemp1, Triangle->N1);
VSub (NTemp2, Triangle->N3, Triangle->N1);
VScaleEq (NTemp2, u);
VAddEq (NTemp2, Triangle->N1);
VSub (*Result, NTemp2, NTemp1);
VScaleEq (*Result, v);
VAddEq (*Result, NTemp1);
VNormalize (*Result, *Result);
}
void *Copy_Smooth_Triangle (Object)
OBJECT *Object;
{
SMOOTH_TRIANGLE *New;
New = Create_Smooth_Triangle ();
*New = * ((SMOOTH_TRIANGLE *)Object);
return (New);
}
void Translate_Smooth_Triangle (Object, Vector)
OBJECT *Object;
VECTOR *Vector;
{
SMOOTH_TRIANGLE *Triangle = (SMOOTH_TRIANGLE *) Object;
VECTOR Translation;
if(Triangle->Degenerate_Flag) return;
VEvaluate (Translation, Triangle->Normal_Vector, *Vector);
Triangle->Distance -= Translation.x + Translation.y + Translation.z;
VAddEq (Triangle->P1, *Vector)
VAddEq (Triangle->P2, *Vector)
VAddEq (Triangle->P3, *Vector)
Compute_Triangle ((TRIANGLE *) Triangle,TRUE);
}
void Rotate_Smooth_Triangle (Object, Vector)
OBJECT *Object;
VECTOR *Vector;
{
TRANSFORM Trans;
if(((SMOOTH_TRIANGLE *)Object)->Degenerate_Flag) return;
Compute_Rotation_Transform (&Trans, Vector);
Transform_Smooth_Triangle (Object, &Trans);
}
void Scale_Smooth_Triangle (Object, Vector)
OBJECT *Object;
VECTOR *Vector;
{
SMOOTH_TRIANGLE *Triangle = (SMOOTH_TRIANGLE *) Object;
DBL Length;
if(Triangle->Degenerate_Flag) return;
Triangle->Normal_Vector.x = Triangle->Normal_Vector.x / Vector->x;
Triangle->Normal_Vector.y = Triangle->Normal_Vector.y / Vector->y;
Triangle->Normal_Vector.z = Triangle->Normal_Vector.z / Vector->z;
VLength(Length, Triangle->Normal_Vector);
VScaleEq (Triangle->Normal_Vector, 1.0 / Length);
Triangle->Distance /= Length;
VEvaluateEq (Triangle->P1, *Vector);
VEvaluateEq (Triangle->P2, *Vector);
VEvaluateEq (Triangle->P3, *Vector);
Compute_Triangle ((TRIANGLE *) Triangle,TRUE);
}
void Transform_Smooth_Triangle (Object, Trans)
OBJECT *Object;
TRANSFORM *Trans;
{
SMOOTH_TRIANGLE *Triangle = (SMOOTH_TRIANGLE *) Object;
if(Triangle->Degenerate_Flag) return;
MTransPoint (&Triangle->Normal_Vector,
&Triangle->Normal_Vector, Trans);
MTransPoint (&Triangle->P1, &Triangle->P1, Trans);
MTransPoint (&Triangle->P2, &Triangle->P2, Trans);
MTransPoint (&Triangle->P3, &Triangle->P3, Trans);
MTransPoint (&Triangle->N1, &Triangle->N1, Trans);
MTransPoint (&Triangle->N2, &Triangle->N2, Trans);
MTransPoint (&Triangle->N3, &Triangle->N3, Trans);
Compute_Triangle ((TRIANGLE *) Triangle,TRUE);
}
void Invert_Smooth_Triangle (Object)
OBJECT *Object;
{
return;
}
SMOOTH_TRIANGLE *Create_Smooth_Triangle()
{
SMOOTH_TRIANGLE *New;
if ((New = (SMOOTH_TRIANGLE *) malloc (sizeof (SMOOTH_TRIANGLE))) == NULL)
MAError ("smooth triangle");
INIT_OBJECT_FIELDS(New,SMOOTH_TRIANGLE_OBJECT,&Smooth_Triangle_Methods)
Make_Vector (&(New->Normal_Vector), 0.0, 1.0, 0.0);
New->Distance = 0.0;
New -> CMNormDotOrigin = 0.0;
New -> CMCached = FALSE;
Make_Vector (&(New -> P1), 0.0, 0.0, 0.0);
Make_Vector (&(New -> P2), 1.0, 0.0, 0.0);
Make_Vector (&(New -> P3), 0.0, 1.0, 0.0);
Make_Vector (&(New -> N1), 0.0, 1.0, 0.0);
Make_Vector (&(New -> N2), 0.0, 1.0, 0.0);
Make_Vector (&(New -> N3), 0.0, 1.0, 0.0);
New -> BaseDelta = 0.0;
New -> Degenerate_Flag = FALSE;
/* NOTE: Dominant_Axis and vAxis are computed when Parse_Triangle calls
Compute_Triangle. */
return (New);
}
void Destroy_Triangle (Object)
OBJECT *Object;
{
free (Object);
}