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

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/*
 * grid.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 "grid.h"

static Methods *iGridMethods = NULL;
static char gridName[] = "grid";

static unsigned long raynumber = 1;		/* Current "ray number". */
						/* (should be "grid number") */
static void engrid();
static int pos2grid();

Grid *
GridCreate(x, y, z)
int x, y, z;
{
	Grid *grid;

	if (x < 1 || y < 1 || z < 1) {
		RLerror(RL_WARN, "Invalid grid specification.\n");
		return (Grid *)NULL;
	}
	grid = (Grid *)share_calloc(1, sizeof(Grid));
	grid->xsize = x;
	grid->ysize = y;
	grid->zsize = z;
	return grid;	
}

char *
GridName()
{
	return gridName;
}

/*
 * Intersect ray with grid, returning distance from "pos" to
 * nearest intersection with an object in the grid.  Returns 0.
 * if no intersection.
 */
int
GridIntersect(grid, ray, hitlist, mindist, maxdist)
Grid *grid;
Ray *ray;
HitList *hitlist;
Float mindist, *maxdist;
{
	ObjList *list;
	Object *obj;
	int hit;
	Float offset, tMaxX, tMaxY, tMaxZ;
	Float tDeltaX, tDeltaY, tDeltaZ, *raybounds[2][3];
	int stepX, stepY, stepZ, outX, outY, outZ, x, y, z;
	Vector curpos, nXp, nYp, nZp, np, pDeltaX, pDeltaY, pDeltaZ;
	unsigned long counter;

	hit = FALSE;
	/*
	 * Check unbounded objects.
	 */
	for (obj = grid->unbounded ; obj; obj = obj->next) {
		if (intersect(obj, ray, hitlist, mindist, maxdist))
			hit = TRUE;
	}

	/*
	 * If outside of the bounding box, check to see if we
	 * hit it.
	 */
	VecAddScaled(ray->pos, mindist, ray->dir, &curpos);
	if (OutOfBounds(&curpos, grid->bounds)) {
		offset = *maxdist;
		if (!BoundsIntersect(ray, grid->bounds, mindist, &offset))
			/*
			 * Ray never hit grid space.
			 */
			return hit;
		/*
		 * else
		 *	The ray enters voxel space before it hits
		 * 	an unbounded object.
		 */
		VecAddScaled(ray->pos, offset, ray->dir, &curpos);
	} else
		offset = mindist;

	counter = raynumber++;

	/*
	 * tMaxX is the absolute distance from the ray origin we must move
	 *		to get to the next voxel in the X
	 *		direction.  It is incrementally updated
	 * 		by DDA as we move from voxel-to-voxel.
	 * tDeltaX is the relative amount along the ray we move to
	 *		get to the next voxel in the X direction. Thus,
	 *		when we decide to move in the X direction,
	 * 		we increment tMaxX by tDeltaX.
	 */
	x = x2voxel(grid, curpos.x);
	if (x == grid->xsize)
		x--;
	if (ray->dir.x < 0.) {
		tMaxX = offset + (voxel2x(grid, x) - curpos.x) / ray->dir.x;
		tDeltaX = grid->voxsize[X] / - ray->dir.x;
		stepX = outX = -1;
		raybounds[LOW][X] = &np.x;
		raybounds[HIGH][X] = &curpos.x;
	} else if (ray->dir.x > 0.) {
		tMaxX = offset + (voxel2x(grid, x+1) - curpos.x) / ray->dir.x;
		tDeltaX = grid->voxsize[X] / ray->dir.x;
		stepX = 1;
		outX = grid->xsize;
		raybounds[LOW][X] = &curpos.x;
		raybounds[HIGH][X] = &np.x;
	} else {
		tMaxX = FAR_AWAY;
		raybounds[LOW][X] = &curpos.x;
		raybounds[HIGH][X] = &np.x;
		tDeltaX = 0.;
	}

	y = y2voxel(grid, curpos.y);
	if (y == grid->ysize)
		y--;
	if (ray->dir.y < 0.) {
		tMaxY = offset + (voxel2y(grid, y) - curpos.y) / ray->dir.y;
		tDeltaY = grid->voxsize[Y] / - ray->dir.y;
		stepY = outY = -1;
		raybounds[LOW][Y] = &np.y;
		raybounds[HIGH][Y] = &curpos.y;
	} else if (ray->dir.y > 0.) {
		tMaxY = offset + (voxel2y(grid, y+1) - curpos.y) / ray->dir.y;
		tDeltaY = grid->voxsize[Y] / ray->dir.y;
		stepY = 1;
		outY = grid->ysize;
		raybounds[LOW][Y] = &curpos.y;
		raybounds[HIGH][Y] = &np.y;
	} else {
		tMaxY = FAR_AWAY;
		raybounds[LOW][Y] = &curpos.y;
		raybounds[HIGH][Y] = &np.y;
		tDeltaY = 0.;
	}

	z = z2voxel(grid, curpos.z);
	if (z == grid->zsize)
		z--;
	if (ray->dir.z < 0.) {
		tMaxZ = offset + (voxel2z(grid, z) - curpos.z) / ray->dir.z;
		tDeltaZ = grid->voxsize[Z] / - ray->dir.z;
		stepZ = outZ = -1;
		raybounds[LOW][Z] = &np.z;
		raybounds[HIGH][Z] = &curpos.z;
	} else if (ray->dir.z > 0.) {
		tMaxZ = offset + (voxel2z(grid, z+1) - curpos.z) / ray->dir.z;
		tDeltaZ = grid->voxsize[Z] / ray->dir.z;
		stepZ = 1;
		outZ = grid->zsize;
		raybounds[LOW][Z] = &curpos.z;
		raybounds[HIGH][Z] = &np.z;
	} else {
		tMaxZ = FAR_AWAY;
		raybounds[LOW][Z] = &curpos.z;
		raybounds[HIGH][Z] = &np.z;
		tDeltaZ = 0.;
	}

	VecScale(tDeltaX, ray->dir, &pDeltaX);
	VecScale(tDeltaY, ray->dir, &pDeltaY);
	VecScale(tDeltaZ, ray->dir, &pDeltaZ);

	VecAddScaled(ray->pos, tMaxX, ray->dir, &nXp);
	VecAddScaled(ray->pos, tMaxY, ray->dir, &nYp);
	VecAddScaled(ray->pos, tMaxZ, ray->dir, &nZp);

	while (TRUE) {
		list = grid->cells[x][y][z];
		if (tMaxX < tMaxY && tMaxX < tMaxZ) {
			if (list) {
				np = nXp;
			    	if (CheckVoxel(list,ray,raybounds,
			    	    hitlist,counter,offset,maxdist))
					hit = TRUE;
			}
			x += stepX;
			if (*maxdist < tMaxX || x == outX)
				break;
			tMaxX += tDeltaX;
			curpos = nXp;
			nXp.x += pDeltaX.x;
			nXp.y += pDeltaX.y;
			nXp.z += pDeltaX.z;
		} else if (tMaxZ < tMaxY) {
			if (list) {
				np = nZp;
			    	if (CheckVoxel(list,ray, raybounds,
			    	    hitlist,counter,offset,maxdist))
					hit = TRUE;
			}
			z += stepZ;
			if (*maxdist < tMaxZ || z == outZ)
				break;
			tMaxZ += tDeltaZ;
			curpos = nZp;
			nZp.x += pDeltaZ.x;
			nZp.y += pDeltaZ.y;
			nZp.z += pDeltaZ.z;
		} else {
			if (list) {
				np = nYp;
			    	if (CheckVoxel(list,ray,raybounds,
			    	    hitlist,counter,offset,maxdist))
					hit = TRUE;
			}
			y += stepY;
			if (*maxdist < tMaxY || y == outY)
				break;
			tMaxY += tDeltaY;
			curpos = nYp;
			nYp.x += pDeltaY.x;
			nYp.y += pDeltaY.y;
			nYp.z += pDeltaY.z;
		}
	}
	return hit;
}

/*
 * Intersect ray with objects in grid cell.  Note that there are a many ways
 * to speed up this routine, all of which uglify the code to a large extent.
 */
static int
CheckVoxel(list,ray,raybounds,hitlist,counter,mindist,maxdist)
ObjList *list;
Ray *ray;
Float *raybounds[2][3];
HitList *hitlist;
unsigned long counter;
Float mindist, *maxdist;
{
	Object *obj;
	int hit;
	Float lx, hx, ly, hy, lz, hz;

	lx = *raybounds[LOW][X];
	hx = *raybounds[HIGH][X];
	ly = *raybounds[LOW][Y];
	hy = *raybounds[HIGH][Y];
	lz = *raybounds[LOW][Z];
	hz = *raybounds[HIGH][Z];

	hit = FALSE;

	do {
		obj = list->obj;
		/*
		 * If object's counter is greater than or equal to the
		 * number associated with the current grid,
		 * don't bother checking again.  In addition, if the
		 * bounding box of the ray's extent in the voxel does
		 * not intersect the bounding box of the object, don't bother.
		 */
#ifdef SHAREDMEM
		if (*obj->counter < counter &&
#else
		if (obj->counter < counter &&
#endif
		    obj->bounds[LOW][X] <= hx  &&
		    obj->bounds[HIGH][X] >= lx &&
		    obj->bounds[LOW][Y] <= hy  &&
		    obj->bounds[HIGH][Y] >= ly &&
		    obj->bounds[LOW][Z] <= hz  &&
		    obj->bounds[HIGH][Z] >= lz) {
#ifdef SHAREDMEM
			*obj->counter = counter;
#else
			obj->counter = counter;
#endif
			if (intersect(obj, ray, hitlist, mindist, maxdist))
				hit = TRUE;
		}
	} while ((list = list->next) != (ObjList *)0);

	return hit;
}

int
GridConvert(grid, objlist)
Grid *grid;
Object *objlist;
{
	Object *ltmp;
	int x, y, i, num;

	/*
	 * Find bounding box of bounded objects and get list of
	 * unbounded objects.
	 */
	grid->unbounded = BoundsFind(&objlist, grid->bounds, &num);

	for (i = 0; i < 3; i++) {
		grid->bounds[LOW][i] -= 2. * EPSILON;
		grid->bounds[HIGH][i] += 2. * EPSILON;
	}
	grid->voxsize[X] = (grid->bounds[HIGH][X]-grid->bounds[LOW][X])/
				grid->xsize;
	grid->voxsize[Y] = (grid->bounds[HIGH][Y]-grid->bounds[LOW][Y])/
				grid->ysize;
	grid->voxsize[Z] = (grid->bounds[HIGH][Z]-grid->bounds[LOW][Z])/
				grid->zsize;

	/*
	 * Allocate voxels.
	 */
	grid->cells = (ObjList ****)share_malloc(grid->xsize *
					sizeof(ObjList ***));
	for (x = 0; x < grid->xsize; x++) {
		grid->cells[x] = (ObjList ***)share_malloc(grid->ysize *
			sizeof(ObjList **));
		for (y = 0; y < grid->ysize; y++)
			grid->cells[x][y] = (ObjList **)share_calloc(
				(unsigned)grid->zsize,sizeof(ObjList *));
	}

	/*
	 * objlist now holds a linked list of bounded objects.
	 */
	for(ltmp = objlist; ltmp != (Object *)0; ltmp = ltmp->next) {
		engrid(ltmp, grid);
	}
	return num;
}

void
GridBounds(grid, bounds)
Grid *grid;
Float bounds[2][3];
{
	BoundsCopy(grid->bounds, bounds);
}

Methods *
GridMethods()
{
	if (iGridMethods == (Methods *)NULL) {
		iGridMethods = MethodsCreate();
		iGridMethods->methods = GridMethods;
		iGridMethods->create = (ObjCreateFunc *)GridCreate;
		iGridMethods->intersect = GridIntersect;
		iGridMethods->name = GridName;
		iGridMethods->convert = GridConvert;
		iGridMethods->bounds = GridBounds;
		iGridMethods->checkbounds = FALSE;
		iGridMethods->closed = TRUE;
	}
	return iGridMethods;
}

/*
 * Place an object in a grid.
 */
static void
engrid(obj, grid)
Object *obj;
Grid *grid;
{
	int x, y, z, low[3], high[3];
	ObjList *ltmp;

	/*
	 * This routine should *never* be passed an unbounded object, but...
	 */
	if (!pos2grid(grid, obj->bounds[LOW], low) ||
	    !pos2grid(grid, obj->bounds[HIGH], high) ||
	    obj->bounds[LOW][X] > obj->bounds[HIGH][X]) {
		/*
		 * Object is partially on wholly outside of
		 * grid -- this should never happen, but just
		 * in case...
		 */
		RLerror(RL_ABORT, "Engrid got an unbounded object?!\n");
		return;
	    }

	/*
	 * For each voxel that intersects the object's bounding
	 * box, add pointer to this object to voxel's linked list.
 	 */
	for (x = low[X]; x <= high[X]; x++) {
		for (y = low[Y]; y <= high[Y]; y++) {
			for (z = low[Z]; z <= high[Z]; z++) {
				ltmp = (ObjList *)share_malloc(sizeof(ObjList));
				ltmp->obj = obj;
				ltmp->next = grid->cells[x][y][z];
				grid->cells[x][y][z] = ltmp;
			}
		}
	}
}

/*
 * Convert 3D point to index into grid's voxels.
 */
static int
pos2grid(grid, pos, index)
Grid *grid;
Float pos[3];
int index[3];
{
	index[X] = (int)(x2voxel(grid, pos[0]));
	index[Y] = (int)(y2voxel(grid, pos[1]));
	index[Z] = (int)(z2voxel(grid, pos[2]));

	if (index[X] == grid->xsize)
		index[X]--;
	if (index[Y] == grid->ysize)
		index[Y]--;
	if (index[Z] == grid->zsize)
		index[Z]--;

	if (index[X] < 0 || index[X] >= grid->xsize ||
	    index[Y] < 0 || index[Y] >= grid->ysize ||
	    index[Z] < 0 || index[Z] >= grid->zsize)
		return FALSE;
	return TRUE;
}

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