ftp.nice.ch/pub/next/unix/graphics/rayshade.4.0.s.tar.gz#/rayshade.4.0/libobj/blob.c

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/*
 * blob.c
 *
 * Copyright (C) 1990, 1991, Mark Podlipec, Craig E. Kolb
 * All rights reserved.
 *
 * This software may be freely copied, modified, and redistributed
 * provided that this copyright notice is preserved on all copies.
 *
 * You may not distribute this software, in whole or in part, as part of
 * any commercial product without the express consent of the authors.
 *
 * There is no warranty or other guarantee of fitness of this software
 * for any purpose.  It is provided solely "as is".
 *
 * $Id$
 *
 * $Log$
 */
#include "object.h"
#include "blob.h"

static Methods *iBlobMethods = NULL;
static char blobName[] = "blob";

unsigned long BlobTests, BlobHits;

/*
 * Blob/Metaball Description
 *
 * In this implementation a Blob is made up of a threshold T, and a 
 * group of 1 or more Metaballs.  Each metaball 'i'  is defined by 
 * its position (xi,yi,zi), its radius ri, and its strength si.
 * Around each Metaball is a density function di(Ri) defined by:
 *
 *         di(Ri) =  c4i * Ri^4  +  c2i * Ri^2  + c0i     0 <= Ri <= ri
 *         di(Ri) =  0                                    ri < Ri 
 *
 * where
 *       c4i  = si / (ri^4)
 *       c2i  = -(2 * si) / (ri^2)
 *       c0i  = si
 *       Ri^2 is the distance from a point (x,y,z) to the center of
 *            the Metaball - (xi,yi,zi).
 *
 * The density function looks sort of like a W (Float-u) with the 
 * center hump crossing the d-axis at  si  and the two humps on the
 * side being tangent to the R-axis at  -ri  and  +ri. Only the 
 * range  [0,ri] is being used. 
 * I chose this function so that derivative = 0  at the points  0 and +ri. 
 * This keeps the surface smooth when the densities are added. I also 
 * wanted no  Ri^3  and  Ri  terms, since the equations are easier to 
 * solve without them. This led to the symmetry about the d-axis and
 * the derivative being equal to zero at -ri as well.
 *
 * The surface of the Blob is defined by:
 *
 *
 *                  N
 *                 ---  
 *      F(x,y,z) = \    di(Ri)  = T
 *                 /
 *                 ---
 *                 i=0
 *
 * where
 *
 *     di(Ri)    is   given above
 *     Ri^2      =    (x-xi)^2  +  (y-yi)^2  + (z-zi)^2
 *      N        is   number of Metaballs in Blob
 *      T        is   the threshold
 *    (xi,yi,zi) is   the center of Metaball i
 *
 */

/*****************************************************************************
 * Create & return reference to a metaball.
 */
Blob *
BlobCreate(T, mlist, npoints)
Float T;
MetaList *mlist;
int npoints;
{
	Blob *blob;
	int i;
	MetaList *cur;

/* 
 * There has to be at least one metaball in the blob.
 * Note: if there's only one metaball, the blob 
 * will be a sphere.
 */
	if (npoints < 1)
	{
		RLerror(RL_WARN, "blob field not correct.\n");
		return (Blob *)NULL;
	}

/*  
 * Initialize primitive and Object structures
 */
	blob = (Blob *)Malloc(sizeof(Blob));
	blob->T = T;
	blob->list=(MetaVector *)
	    Malloc( (unsigned)(npoints*sizeof(MetaVector)) );
	blob->num = npoints;

/*
 * Initialize Metaball list
 */
	for(i=0;i<npoints;i++)
	{
		cur = mlist;
		if ( (cur->mvec.c0 < EPSILON) || (cur->mvec.rs < EPSILON) )
		{
			RLerror(RL_WARN,"Degenerate metaball in blob (sr).\n");
			return (Blob *)NULL;
		}
		/* store radius squared */
		blob->list[i].rs = cur->mvec.rs * cur->mvec.rs;
		/* Calculate and store coefficients for each metaball */
		blob->list[i].c0 = cur->mvec.c0;
		blob->list[i].c2 = -(2.0 * cur->mvec.c0) / blob->list[i].rs;
		blob->list[i].c4 = cur->mvec.c0 /
				(blob->list[i].rs * blob->list[i].rs);
		blob->list[i].x = cur->mvec.x;
		blob->list[i].y = cur->mvec.y;
		blob->list[i].z = cur->mvec.z;
		mlist = mlist->next;
		free((voidstar)cur);
	}
	/* 
	 * Allocate room for Intersection Structures and
	 * Allocate room for an array of pointers to point to
	 * the Intersection Structures.
	 */
	blob->ilist = (MetaInt *)Malloc( 2 * blob->num * sizeof(MetaInt));
	blob->iarr = (MetaInt **)Malloc( 2 * blob->num * sizeof(MetaInt *));
	return blob;
}

Methods *
BlobMethods()
{
	if (iBlobMethods == (Methods *)NULL) {
		iBlobMethods = MethodsCreate();
		iBlobMethods->create = (ObjCreateFunc *)BlobCreate;
		iBlobMethods->methods = BlobMethods;
		iBlobMethods->name = BlobName;
		iBlobMethods->intersect = BlobIntersect;
		iBlobMethods->normal = BlobNormal;
		iBlobMethods->bounds = BlobBounds;
		iBlobMethods->stats = BlobStats;
		iBlobMethods->checkbounds = TRUE;
		iBlobMethods->closed = TRUE;
	}
	return iBlobMethods;
}

/*****************************************************************************
 * Function used by qsort() when sorting the Ray/Blob intersection list
 */
int
MetaCompare(A,B)
char *A,*B;
{
	MetaInt **AA,**BB;

	AA = (MetaInt **) A;
	BB = (MetaInt **) B;
	if (AA[0]->bound == BB[0]->bound) return(0);
	if (AA[0]->bound <  BB[0]->bound) return(-1);
	return(1);  /* AA[0]->bound is > BB[0]->bound */
}

/*****************************************************************************
 * Ray/metaball intersection test.
 */
int
BlobIntersect(blob, ray, mindist, maxdist)
Blob *blob;
Ray *ray;
Float mindist, *maxdist;
{
	double c[5], s[4];
	Float dist;
	MetaInt *ilist,**iarr;
	register int i,j,inum;
	extern void qsort();

	BlobTests++;

	ilist = blob->ilist;
	iarr = blob->iarr;

/*
 * The first step in calculating the Ray/Blob intersection is to 
 * divide the Ray into intervals such that only a fixed set of 
 * Metaballs contribute to the density function along that interval. 
 * This is done by finding the set of intersections between the Ray 
 * and each Metaball's Sphere/Region of influence, which has a 
 * radius  ri  and is centered at (xi,yi,zi).
 * Intersection information is kept track of in the MetaInt 
 * structure and consists of:
 *
 *   type    indicates whether this intersection is the start(R_START)
 *           of a Region or the end(R_END) of one. 
 *   pnt     the Metaball of this intersection
 *   bound   the distance from Ray origin to this intersection
 *
 * This list is then sorted by  bound  and used later to find the Ray/Blob 
 * intersection.
 */

	inum = 0;
	for(i=0; i < blob->num; i++)
	{
		register Float xadj, yadj, zadj;
		register Float b, t, rs;
		register Float dmin,dmax;

		rs   = blob->list[i].rs;
		xadj = blob->list[i].x - ray->pos.x;
		yadj = blob->list[i].y - ray->pos.y;
		zadj = blob->list[i].z - ray->pos.z;

	/*
	 * Ray/Sphere of Influence intersection
	 */
		b = xadj * ray->dir.x + yadj * ray->dir.y + zadj * ray->dir.z;
		t = b * b - xadj * xadj - yadj * yadj - zadj * zadj + rs;

	/* 
	 * don't except imaginary or single roots. A single root is a ray
	 * tangent to the Metaball's Sphere/Region. The Metaball's
	 * contribution to the overall density function at this point is
	 * zero anyway.
	 */
		if (t > 0.0) /* we have two roots */
		{
			t = sqrt(t);
			dmin = b - t;
	/* 
	 * only interested in stuff in front of ray origin 
	 */
			if (dmin < mindist) dmin = mindist;
			dmax = b + t;
			if (dmax > dmin) /* we have a valid Region */
			{
		/*
	         * Initialize min/start and max/end Intersections Structures
	         * for this Metaball
	         */
				ilist[inum].type = R_START;
				ilist[inum].pnt = i;
				ilist[inum].bound = dmin;
				for(j=0;j<5;j++) ilist[inum].c[j] = 0.0;
				iarr[inum] = &(ilist[inum]);
				inum++;

				ilist[inum].type = R_END;
				ilist[inum].pnt = i;
				ilist[inum].bound = dmax;
				for(j=0;j<5;j++) ilist[inum].c[j] = 0.0;
				iarr[inum] = &(ilist[inum]);
				inum++;
			} /* End of valid Region */
		} /* End of two roots */
	} /* End of loop through metaballs */

	/*
	 * If there are no Ray/Metaball intersections there will 
	 * not be a Ray/Blob intersection. Exit now.
	 */
	if (inum == 0)
	{
		return FALSE;
	}

	/* 
	 * Sort Intersection list. No sense using qsort if there's only
	 * two intersections.
	 *
	 * Note: we actually aren't sorting the Intersection structures, but
	 * an array of pointers to the Intersection structures. 
	 * This is faster than sorting the Intersection structures themselves.
	 */
	if (inum==2)
	{
		MetaInt *t;
		if (ilist[0].bound > ilist[1].bound)
		{
			t = iarr[0];
			iarr[0] = iarr[1];
			iarr[1] = t;
		}
	}
	else qsort((voidstar)(iarr), (unsigned)inum, sizeof(MetaInt *),
			MetaCompare);

/*
* Finding the Ray/Blob Intersection
* 
* The non-zero part of the density function for each Metaball is
* 
*   di(Ri) = c4i * Ri^4  +  c2i * Ri^2  +  c0i 
*
* To find find the Ray/Blob intersection for one metaball
* substitute for distance   
*
*     Ri^2 = (x-xi)^2 + (y-yi)^2 + (z-zi)^2
* 
* and then substitute the Ray equations:
*   
*     x  = x0 + x1 * t
*     y  = y0 + y1 * t
*     z  = z0 + z1 * t
*
* to get a big mess :^). Actually, it's a Quartic in t and it's fully 
* listed farther down. Here's a short version:
*
*   c[4] * t^4  +  c[3] * t^3  +  c[2] * t^2  +  c[1] * t  +  c[0]  =  T
*
* Don't forget that the Blob is defined by the density being equal to 
* the threshold T.
* To calculate the intersection of a Ray and two or more Metaballs, 
* the coefficients are calculated for each Metaball and then added 
* together. We can do this since we're working with polynomials.
* The points of intersection are the roots of the resultant equation.
*
* The algorithm loops through the intersection list, calculating
* the coefficients if an intersection is the start of a Region and 
* adding them to all intersections in that region.
* When it detects a valid interval, it calculates the 
* roots from the starting intersection's coefficients and if any of 
* the roots are in the interval, the smallest one is returned.
*
*/

	{
		register Float *tmpc;
		MetaInt *strt,*tmp;
		register int istrt,itmp;
		register int num,exitflag,inside;

	/*
	 * Start the algorithm outside the first interval
	 */
		inside = 0;
		istrt = 0; 
		strt = iarr[istrt];
		if (strt->type != R_START)
			RLerror(RL_WARN,"MetaInt sanity check FAILED!\n");

		/*
		 * Loop through intersection. If a root is found the code
		 * will return at that point.
		 */
		while( istrt < inum )
		{
			/* 
			 * Check for multiple intersections  at the same point.
			 * This is also where the coefficients are calculated
			 * and spread throughout that Metaball's sphere of
			 * influence.
			 */
			do
			{
				/* find out which metaball */
				i = strt->pnt;
				/* only at starting boundaries do this */
				if (strt->type == R_START)
				{
					register MetaVector *ml;
					register Float a1,a0;
					register Float xd,yd,zd;
					register Float c4,c2,c0;

					/* we're inside */
					inside++;

	/*  As promised, the full equations
	 *
	 *   c[4] = c4*a2*a2; 
	 *   c[3] = 4.0*c4*a1*a2;
	 *   c[2] = 4.0*c4*a1*a1 + 2.0*c4*a2*a0 + c2*a2;
	 *   c[1] = 4.0*c4*a1*a0 + 2.0*c2*a1;
	 *   c[0] = c4*a0*a0 + c2*a0 + c0;
	 *
	 * where
	 *        a2 = (x1*x1 + y1*y1 + z1*z1) = 1.0 because the ray 
	 *                                           is normalized
	 *        a1 = (xd*x1 + yd*y1 + zd*z1)
	 *        a0 = (xd*xd + yd*yd + zd*zd)
	 *        xd = (x0 - xi)
	 *        yd = (y0 - yi)
	 *        zd = (z0 - zi)
	 *        (xi,yi,zi) is center of Metaball
	 *        (x0,y0,z0) is Ray origin
	 *        (x1,y1,z1) is normalized Ray direction
	 *        c4,c2,c0   are the coefficients for the
	 *                       Metaball's density function
	 *
	 */

					/*
					 * Some compilers would recalculate
					 * this each time its used.
					 */
					ml = &(blob->list[i]);

					xd = ray->pos.x - ml->x;
					yd = ray->pos.y - ml->y;
					zd = ray->pos.z - ml->z;
					a1 = (xd * ray->dir.x + yd * ray->dir.y
						+ zd * ray->dir.z);
					a0 = (xd * xd + yd * yd + zd * zd);

					c0 = ml->c0;
					c2 = ml->c2;
					c4 = ml->c4;

					c[4] = c4;
					c[3] = 4.0*c4*a1;
					c[2] = 2.0*c4*(2.0*a1*a1 + a0) + c2;
					c[1] = 2.0*a1*(2.0*c4*a0 + c2);
					c[0] = c4*a0*a0 + c2*a0 + c0;

		/* 
		 * Since we've gone through the trouble of calculating the 
		 * coefficients, put them where they'll be used.
		 * Starting at the current intersection(It's also the start of
		 * a region), add the coefficients to each intersection until
		 * we reach the end of this region.
		 */
					itmp = istrt; 
					tmp = strt;
					while( (tmp->pnt != i) ||
					       (tmp->type != R_END) )
					{
						tmpc = tmp->c;
						for(j=0;j<5;j++)
							*tmpc++ += c[j];
						itmp++; 
						tmp = iarr[itmp];
					}

				} /* End of start of a Region */ 
				/* 
				 * Since the intersection wasn't the start
				 * of a region, it must the end of one.
				 */
				else inside--;

		/*
		 * If we are inside a region(or regions) and the next
		 * intersection is not at the same place, then we have
		 * the start of an interval. Set the exitflag.
		 */
				if ((inside > 0)
				    && (strt->bound != iarr[istrt+1]->bound) )
					exitflag = 1;
				else 
				/* move to next intersection */
				{
					istrt++; 
					strt = iarr[istrt];
					exitflag = 0;
				}
		/* 
		 * Check to see if we're at the end. If so then exit with
		 * no intersection found.
		 */
				if (istrt >= inum)
				{
					return FALSE;
				}
			} while(!exitflag);
				/* End of Search for valid interval */

		/*
		 * Find Roots along this interval
		 */

			/* get coefficients from Intersection structure */
			tmpc = strt->c;
			for(j=0;j<5;j++) c[j] = *tmpc++;

			/* Don't forget to put in threshold */
			c[0] -= blob->T;

			/* Use Graphic Gem's Quartic Root Finder */
			num = SolveQuartic(c,s);

		/*
		 * If there are roots, search for roots within the interval.
		 */
			dist = 0.0;
			if (num>0)
			{
				for(j=0;j<num;j++)
				{
		/* 
		 * Not sure if EPSILON is truly needed, but it might cause
		 * small cracks between intervals in some cases. In any case 
		 * I don't believe it hurts.
		 */
					if ((s[j] >= (strt->bound - EPSILON))
					    && (s[j] <= (iarr[istrt+1]->bound +
					        EPSILON) ) )
					{
						if (dist == 0.0)
						/* first valid root */
							dist = s[j];
						else if (s[j] < dist)
	 					/* else only if smaller */
							dist = s[j];
					}
				}
				/*
				 * Found a valid root 
				 */
				if (dist > mindist && dist < *maxdist)
				{
					*maxdist = dist;
					BlobHits++;
					return TRUE;
					/* Yeah! Return valid root */
				}
			}

		/* 
		 * Move to next intersection
		 */
			istrt++;
			strt = iarr[istrt];

		} /* End of loop through Intersection List */
	} /* End of Solving for Ray/Blob Intersection */

	/* 
	 * return negative
	 */
	return FALSE;
}


/***********************************************
 * Find the Normal of a Blob at a given point
 *
 * The normal of a surface at a point (x0,y0,z0) is the gradient of that
 * surface at that point. The gradient is the vector 
 *
 *            Fx(x0,y0,z0) , Fy(x0,y0,z0) , Fz(x0,y0,z0)
 *
 * where Fx(),Fy(),Fz() are the partial dervitives of F() with respect
 * to x,y and z respectively. Since the surface of a Blob is made up
 * of the sum of one or more polynomials, the normal of a Blob at a point
 * is the sum of the gradients of the individual polynomials at that point.
 * The individual polynomials in this case are di(Ri) i = 0,...,num .
 *
 * To find the gradient of the contributing polynomials
 * take di(Ri) and substitute U = Ri^2;
 *
 *      di(U)    = c4i * U^2  +  c2i * U  + c0i
 *
 *      dix(U)   = 2 * c4i * Ux * U  +  c2i * Ux
 *
 *        U      = (x-xi)^2 + (y-yi)^2 + (z-zi)^2 
 *
 *        Ux     = 2 * (x-xi) 
 *
 * Rearranging we get
 *  
 *    dix(x0,y0,z0) = 4 * c4i * xdi * disti + 2 * c2i * xdi
 *    diy(x0,y0,z0) = 4 * c4i * ydi * disti + 2 * c2i * ydi
 *    diz(x0,y0,z0) = 4 * c4i * zdi * disti + 2 * c2i * zdi
 * 
 * where
 *         xdi       =   x0-xi
 *         ydi       =   y0-yi
 *         zdi       =   y0-yi
 *        disti      =   xdi*xdi + ydi*ydi + zdi*zdi   
 *       (xi,yi,zi)  is  the center of Metaball i
 *       c4i,c2i,c0i are the coefficients of Metaball i's density function
 */
int
BlobNormal(blob, pos, nrm, gnrm)
Blob *blob;
Vector *pos, *nrm, *gnrm;
{
	register int i;

	/*  
	 * Initialize normals to zero 
	 */
	nrm->x = nrm->y = nrm->z = 0.0;
	/*
	 * Loop through Metaballs. If the point is within a Metaball's
	 * Sphere of influence, calculate the gradient and add it to the
	 * normals
	 */
	for(i=0;i < blob->num; i++)
	{
		register MetaVector *sl;
		register Float dist,xd,yd,zd;

		sl = &(blob->list[i]);
		xd = pos->x - sl->x;
		yd = pos->y - sl->y;
		zd = pos->z - sl->z;

		dist  = xd*xd + yd*yd + zd*zd;
		if (dist <= sl->rs )
		{
			register Float temp;

			/* temp is negative so normal points out of blob */
			temp = -2.0 * (2.0 * sl->c4 * dist  +  sl->c2);
			nrm->x += xd * temp;
			nrm->y += yd * temp;
			nrm->z += zd * temp;

		}
	}
	(void)VecNormalize(nrm);
	*gnrm = *nrm;
	return FALSE;
}


/*****************************************************************************
 * Calculate the extent of the Blob
 */
void
BlobBounds(blob, bounds)
Blob *blob;
Float bounds[2][3];
{
	Float r;
	Float minx,miny,minz,maxx,maxy,maxz;
	int i;

	/*
	 * Loop through Metaballs to find the minimun and maximum in each
	 * direction.
	 */
	for( i=0;  i< blob->num;  i++)
	{
		register Float d;

		r = sqrt(blob->list[i].rs);
		if (i==0)
		{
			minx = blob->list[i].x - r;
			miny = blob->list[i].y - r;
			minz = blob->list[i].z - r;
			maxx = blob->list[i].x + r;
			maxy = blob->list[i].y + r;
			maxz = blob->list[i].z + r;
		}
		else
		{
			d = blob->list[i].x - r; 
			if (d<minx) minx = d;
			d = blob->list[i].y - r; 
			if (d<miny) miny = d;
			d = blob->list[i].z - r; 
			if (d<minz) minz = d;
			d = blob->list[i].x + r; 
			if (d>maxx) maxx = d;
			d = blob->list[i].y + r; 
			if (d>maxy) maxy = d;
			d = blob->list[i].z + r; 
			if (d>maxz) maxz = d;
		}
	}
	bounds[LOW][X]  = minx;
	bounds[HIGH][X] = maxx;
	bounds[LOW][Y]  = miny;
	bounds[HIGH][Y] = maxy;
	bounds[LOW][Z]  = minz;
	bounds[HIGH][Z] = maxz;
}

char *
BlobName()
{
	return blobName;
}

void
BlobStats(tests, hits)
unsigned long *tests, *hits;
{
	*tests = BlobTests;
	*hits = BlobHits;
}

These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.