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

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/*
 * sphere.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 "sphere.h"

static Methods *iSphereMethods = NULL;
static char sphereName[] = "sphere";

unsigned long SphTests, SphHits;

/*
 * Create & return reference to a sphere.
 */
Sphere *
SphereCreate(r, pos)
Float r;
Vector *pos;
{
	Sphere *sphere;

	if (r < EPSILON) {
		RLerror(RL_WARN, "Degenerate sphere.\n");
		return (Sphere *)NULL;
	}

	sphere = (Sphere *)Malloc(sizeof(Sphere));
	/*
	 * sphere->rsq holds the square of the radius.
	 */
	sphere->r = r;
	sphere->rsq = r*r;
	sphere->x = pos->x;
	sphere->y = pos->y;
	sphere->z = pos->z;

	return sphere;
}

Methods *
SphereMethods()
{
	if (iSphereMethods == (Methods *)NULL) {
		iSphereMethods = MethodsCreate();
		iSphereMethods->create = (ObjCreateFunc *)SphereCreate;
		iSphereMethods->methods = SphereMethods;
		iSphereMethods->name = SphereName;
		iSphereMethods->intersect = SphereIntersect;
		iSphereMethods->normal = SphereNormal;
		iSphereMethods->uv = SphereUV;
		iSphereMethods->enter = SphereEnter;
		iSphereMethods->bounds = SphereBounds;
		iSphereMethods->stats = SphereStats;
		iSphereMethods->checkbounds = TRUE;
		iSphereMethods->closed = TRUE;
	}
	return iSphereMethods;
}

/*
 * Ray/sphere intersection test.
 */
int
SphereIntersect(sph, ray, mindist, maxdist)
Sphere *sph;
Ray *ray;
Float mindist, *maxdist;
{
	Float xadj, yadj, zadj;
	Float b, t, s;

	SphTests++;
	/*
	 * Translate ray origin to object space and negate everything.
	 * (Thus, we translate the sphere into ray space, which saves
	 * us a couple of negations below.)
	 */
	xadj = sph->x - ray->pos.x;
	yadj = sph->y - ray->pos.y;
	zadj = sph->z - ray->pos.z;

	/*
	 * Solve quadratic equiation.
	 */
	b = xadj * ray->dir.x + yadj * ray->dir.y + zadj * ray->dir.z;
	t = b * b - xadj * xadj - yadj * yadj - zadj * zadj + sph->rsq;
	if (t < 0.)
		return FALSE;
	t = (Float)sqrt((double)t);
	s = b - t;
	if (s > mindist) {
		if (s < *maxdist) {
			*maxdist = s;
			SphHits++;
			return TRUE;
		}
		return FALSE;
	}
	s = b + t;
	if (s > mindist && s < *maxdist) {
		*maxdist = s;
		SphHits++;
		return TRUE;
	}
	return FALSE;
}

/*
 * Compute normal to sphere at pos
 */
int
SphereNormal(sphere, pos, nrm, gnrm)
Sphere *sphere;
Vector *pos, *nrm, *gnrm;
{
	nrm->x = (pos->x - sphere->x) / sphere->r;
	nrm->y = (pos->y - sphere->y) / sphere->r;
	nrm->z = (pos->z - sphere->z) / sphere->r;
	*gnrm = *nrm;
	return FALSE;
}

/*
 * Determine if ray enters (TRUE) or leaves (FALSE) sphere at pos
 */
int
SphereEnter(sphere, ray, mind, hitd)
Sphere *sphere;
Ray *ray;
Float mind, hitd;
{
	Vector pos;

	VecAddScaled(ray->pos, mind, ray->dir, &pos);
	pos.x -= sphere->x;
	pos.y -= sphere->y;
	pos.z -= sphere->z;

	return dotp(&pos, &pos) > sphere->rsq;
}

/*ARGSUSED*/
void
SphereUV(sphere, pos, norm, uv, dpdu, dpdv)
Sphere *sphere;
Vector *pos, *norm, *dpdu, *dpdv;
Vec2d *uv;
{
	Float phi, theta;

	if (norm->z > 1.)	/* roundoff */
		phi = PI;
	else if (norm->z < -1.)
		phi = 0;
	else
		phi = acos(-norm->z);

	uv->v = phi / PI;

	if (fabs(uv->v) < EPSILON || equal(uv->v, 1.))
		uv->u = 0.;
	else {
		theta = norm->x / sin(phi);
		if (theta > 1.)
			theta = 0.;
		else if (theta < -1.)
			theta = 0.5;
		else
			theta = acos(theta) / TWOPI;

		if (norm->y > 0)
			uv->u = theta;
		else
			uv->u = 1 - theta;
	}
	if (dpdu != (Vector *)0) {
		dpdu->x = -norm->y;
		dpdu->y = norm->x;
		dpdu->z = 0.;
		(void)VecNormalize(dpdu);
		(void)VecNormCross(norm, dpdu, dpdv);
	}
}

void
SphereBounds(s, bounds)
Sphere *s;
Float bounds[2][3];
{
	bounds[LOW][X] = s->x - s->r;
	bounds[HIGH][X] = s->x + s->r;
	bounds[LOW][Y] = s->y - s->r;
	bounds[HIGH][Y] = s->y + s->r;
	bounds[LOW][Z] = s->z - s->r;
	bounds[HIGH][Z] = s->z + s->r;
}

char *
SphereName()
{
	return sphereName;
}

void
SphereStats(tests, hits)
unsigned long *tests, *hits;
{
	*tests = SphTests;
	*hits = SphHits;
}

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