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

This is cone.c in view mode; [Download] [Up]

/*
 * cone.c
 *
 * Copyright (C) 1989, 1991, 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 "cone.h"

static Methods *iConeMethods = NULL;
static char coneName[] = "cone";

unsigned long ConeTests, ConeHits;

Cone *
ConeCreate(br, bot, ar, apex)
Vector *bot, *apex;
Float br, ar;
{
	Cone *cone;
	Float tantheta, lprime, tlen, len, dtmp;
	Vector axis, base, tmp;

	/*
	 * The passed basepoint must be closer to the origin of the
	 * cone than the apex point, implying that the base radius
	 * must be smaller than the apex radius.  If the values passed
	 * reflect the opposite, we switch everything.
	 */
	if(ar < br) {
		tmp = *bot;
		*bot = *apex;
		*apex = tmp;
		dtmp = br;
		br = ar;
		ar = dtmp;
	} else if (equal(ar, br)) {
		RLerror(RL_WARN, "Cone is a cylinder -- discarding.\n");
		return (Cone *)NULL;
	}
	/*
	 * Find the axis and axis length.
	 */
	VecSub(*apex, *bot, &axis);
	len = VecNormalize(&axis);
	if (len < EPSILON) {
		RLerror(RL_WARN, "Degenerate cone.\n");
		return (Cone *)NULL;
	}

	cone = (Cone *)Malloc(sizeof(Cone));

	/*
	 * To render a cone, we transform the desired cone into
	 * a canonical, Z-axis aligned, unit length, unit radius
	 * at the apex cone.
	 *
	 * Here, we construct the transformation matrix to map
	 * from cone<-->world space.
	 */

	/*
	 * "tantheta" is the change in radius per unit length along
	 * the cone axis.
	 */
	tantheta = (ar - br) / len;
	/*
	 * lprime defines the distance along the axis where the cone starts
	 */
	lprime = br / tantheta;
	/*
	 * Find the true base (origin) of the cone.
	 */
	VecScale(-lprime, axis, &base);
	VecAdd(base, *bot, &base);
	/*
	 * tlen is the total length of the cone.
	 */
	tlen = lprime + len;
	/*
	 * start_dist is the distance from the origin of the canonical
	 * cone at which the cone begins
	 */
	cone->start_dist = lprime / tlen;
	cone->trans = CoordSysTransform(&base, &axis, ar, tlen);

	return cone;
}

Methods *
ConeMethods()
{
	if (iConeMethods == (Methods *)NULL) {
		iConeMethods = MethodsCreate();
		iConeMethods->name = ConeName;
		iConeMethods->create = (ObjCreateFunc *)ConeCreate;
		iConeMethods->methods = ConeMethods;
		iConeMethods->intersect = ConeIntersect;
		iConeMethods->normal = ConeNormal;
		iConeMethods->uv = ConeUV;
		iConeMethods->bounds = ConeBounds;
		iConeMethods->stats = ConeStats;
		iConeMethods->checkbounds = TRUE;
		iConeMethods->closed = FALSE;
	}
	return iConeMethods;
}

/*
 * Ray-cone intersection test.  This routine is far from optimal, but
 * it's straight-forward and it works...
 */
int
ConeIntersect(cone, ray, mindist, maxdist)
Cone *cone;
Ray *ray;
Float mindist, *maxdist;
{
	Float t1, t2, a, b, c, disc, zpos, distfact;
	Ray newray;
	Vector nray, npos;
	Float nmin;

	ConeTests++;

	/*
	 * Transform ray from world to cone space.
	 */
	newray = *ray;
	distfact = RayTransform(&newray, &cone->trans->itrans);
	nray = newray.dir;
	npos = newray.pos;
	nmin = mindist * distfact;

	a = nray.x * nray.x + nray.y * nray.y - nray.z*nray.z;
	b = nray.x * npos.x + nray.y * npos.y - nray.z*npos.z;
	c = npos.x*npos.x + npos.y*npos.y - npos.z*npos.z;

	if (fabs(a) < EPSILON) {
		/*
		 * Only one intersection point...
		 */
		t1 = -0.5*c / b;
		zpos = npos.z + t1 * nray.z;
		if (t1 < nmin || zpos < cone->start_dist || zpos > 1.)
			return FALSE;
		t1 /= distfact;
		if (t1 < *maxdist) {
			*maxdist = t1;
			ConeHits++;
			return TRUE;
		}
		return FALSE;
	} else {
		disc = b*b - a*c;
		if (disc < 0.)
			return FALSE;		/* No possible intersection */
		disc = sqrt(disc);
		t1 = (-b + disc) / a;
		t2 = (-b - disc) / a;
		/*
		 * Clip intersection points.
		 */
		zpos = npos.z + t1 * nray.z;
		if (t1 < nmin || zpos < cone->start_dist || zpos > 1.) {
			zpos = npos.z + t2 * nray.z;
			if (t2 < nmin || zpos < cone->start_dist ||
			    zpos > 1.)
				return FALSE;
			else
				t1 = t2 / distfact;
		} else {
			zpos = npos.z + t2 * nray.z;
			if (t2 < nmin || zpos < cone->start_dist ||
			    zpos > 1.)
				t1 /= distfact;
			else
				t1 = min(t1, t2) / distfact;
		}
		if (t1 < *maxdist) {
			*maxdist = t1;
			ConeHits++;
			return TRUE;
		}
		return FALSE;
	}
}

/*
 * Compute the normal to a cone at a given location on its surface.
 */
int
ConeNormal(cone, pos, nrm, gnrm)
Cone *cone;
Vector *pos, *nrm, *gnrm;
{
	Vector npos;

	/*
	 * Transform intersection point to cone space.
	 */
	npos = *pos;
	PointTransform(&npos, &cone->trans->itrans);
	
	/*
	 * The following is equal to
	 * (pos X (0, 0, 1)) X pos
	 */
	nrm->x = npos.x * npos.z;
	nrm->y = npos.y * npos.z;
	nrm->z = -npos.x * npos.x - npos.y * npos.y;

	/*
	 * Transform normal back to world space.
	 */
	NormalTransform(nrm, &cone->trans->itrans);
	*gnrm = *nrm;
	return FALSE;
}

void
ConeUV(cone, pos, norm, uv, dpdu, dpdv)
Cone *cone;
Vector *pos, *norm, *dpdu, *dpdv;
Vec2d *uv;
{
	Vector npos;
	Float val;

	npos = *pos;
	PointTransform(&npos, &cone->trans->itrans);

	uv->v = (npos.z - cone->start_dist) / (1. - cone->start_dist);
	if (npos.z < EPSILON)
		uv->u = 0.;
	else {
		val = npos.x / npos.z;
		/*
		 * Be careful not to feed |val| > 1 to acos
		 */
		if (val > 1.)
			uv->u = 0.;
		else if (val < -1.)
			uv->u = 0.5;
		else {
			uv->u = acos(val) / TWOPI;
			if (npos.y < 0.)
				uv->u = 1. - uv->u;
		}
	}
	/*
	 * dpdv = pos
	 * dpdu = dpdv X norm = (-norm->y, norm->x, 0.)
	 */
	if (dpdu) {
		*dpdv = npos;
		dpdu->x = -npos.y;
		dpdu->y = npos.x;
		dpdu->z = 0.;
		VecTransform(dpdu, &cone->trans->trans);
		VecTransform(dpdu, &cone->trans->trans);
		(void)VecNormalize(dpdu);
		(void)VecNormalize(dpdv);
	}
}

/*
 * Return the extent of a cone.
 */
void
ConeBounds(cone, bounds)
Cone *cone;
Float bounds[2][3];
{
	bounds[LOW][X] = bounds[LOW][Y] = -1;
	bounds[HIGH][X] = bounds[HIGH][Y] = 1;
	bounds[LOW][Z] = cone->start_dist;
	bounds[HIGH][Z] = 1;
	/*
	 * Transform bounding box to world space.
	 */
	BoundsTransform(&cone->trans->trans, bounds);
}

char *
ConeName()
{
	return coneName;
}

void
ConeStats(tests, hits)
unsigned long *tests, *hits;
{
	*tests = ConeTests;
	*hits = ConeHits;
}

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