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Wayzata's Best of Shareware for PC-Windows - Release 1 - Wayzata Technology (1993).iso
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RAYSH386
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CONE.C
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C/C++ Source or Header
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1991-07-18
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7KB
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321 lines
/*
* 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: cone.c,v 4.0 91/07/17 14:36:46 kolb Exp Locker: kolb $
*
* $Log: cone.c,v $
* Revision 4.0 91/07/17 14:36:46 kolb
* Initial version.
*
*/
#include "geom.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 *)share_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;
CoordSysTransform(&base, &axis, ar, tlen, &cone->trans);
return cone;
}
Methods *
ConeMethods()
{
if (iConeMethods == (Methods *)NULL) {
iConeMethods = MethodsCreate();
iConeMethods->name = ConeName;
iConeMethods->create = (GeomCreateFunc *)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;
}
void
ConeMethodRegister(meth)
UserMethodType meth;
{
if (iConeMethods)
iConeMethods->user = meth;
}