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- /*****************************************************************************
- *
- * quadrics.c
- *
- * from DKBTrace (c) 1990 David Buck
- *
- * This module implements the code for the quadric shape primitive.
- *
- * This software is freely distributable. The source and/or object code may be
- * copied or uploaded to communications services so long as this notice remains
- * at the top of each file. If any changes are made to the program, you must
- * clearly indicate in the documentation and in the programs startup message
- * who it was who made the changes. The documentation should also describe what
- * those changes were. This software may not be included in whole or in
- * part into any commercial package without the express written consent of the
- * author. It may, however, be included in other public domain or freely
- * distributed software so long as the proper credit for the software is given.
- *
- * This software is provided as is without any guarantees or warranty. Although
- * the author has attempted to find and correct any bugs in the software, he
- * is not responsible for any damage caused by the use of the software. The
- * author is under no obligation to provide service, corrections, or upgrades
- * to this package.
- *
- * Despite all the legal stuff above, if you do find bugs, I would like to hear
- * about them. Also, if you have any comments or questions, you may contact me
- * at the following address:
- *
- * David Buck
- * 22C Sonnet Cres.
- * Nepean Ontario
- * Canada, K2H 8W7
- *
- * I can also be reached on the following bulleton boards:
- *
- * OMX (613) 731-3419
- * Mystic (613) 596-4249 or (613) 596-4772
- *
- * Fidonet: 1:163/109.9
- * Internet: dbuck@ccs.carleton.ca
- * The "You Can Call Me RAY" BBS (708) 358-5611
- *
- * IBM Port by Aaron A. Collins. Aaron may be reached on the following BBS'es:
- *
- * The "You Can Call Me RAY" BBS (708) 358-5611
- * The Information Exchange BBS (708) 945-5575
- *
- *****************************************************************************/
-
-
- #include "frame.h"
- #include "vector.h"
- #include "dkbproto.h"
-
- METHODS Quadric_Methods =
- { Object_Intersect, All_Quadric_Intersections,
- Inside_Quadric, Quadric_Normal,
- Copy_Quadric,
- Translate_Quadric, Rotate_Quadric,
- Scale_Quadric, Invert_Quadric};
-
- extern RAY *VP_Ray;
- extern long Ray_Quadric_Tests, Ray_Quadric_Tests_Succeeded;
-
- int All_Quadric_Intersections (Object, Ray, Depth_Queue)
- OBJECT *Object;
- RAY *Ray;
- PRIOQ *Depth_Queue;
- {
- QUADRIC *Shape = (QUADRIC *) Object;
- DBL Depth1, Depth2;
- VECTOR Intersection_Point;
- INTERSECTION Local_Element;
- register int Intersection_Found;
-
- Intersection_Found = FALSE;
- if (Intersect_Quadric (Ray, Shape, &Depth1, &Depth2))
- {
- Local_Element.Depth = Depth1;
- Local_Element.Object = Shape -> Parent_Object;
- VScale (Intersection_Point, Ray -> Direction, Depth1);
- VAdd (Intersection_Point, Intersection_Point, Ray -> Initial);
- Local_Element.Point = Intersection_Point;
- Local_Element.Shape = (SHAPE *)Shape;
- pq_add (Depth_Queue, &Local_Element);
- Intersection_Found = TRUE;
-
- if (Depth2 != Depth1)
- {
- Local_Element.Depth = Depth2;
- Local_Element.Object = Shape -> Parent_Object;
- VScale (Intersection_Point, Ray -> Direction, Depth2);
- VAdd (Intersection_Point, Intersection_Point, Ray -> Initial);
- Local_Element.Point = Intersection_Point;
- Local_Element.Shape = (SHAPE *) Shape;
- pq_add (Depth_Queue, &Local_Element);
- Intersection_Found = TRUE;
- }
- }
- return (Intersection_Found);
- }
-
- int Intersect_Quadric (Ray, Shape, Depth1, Depth2)
- RAY *Ray;
- QUADRIC *Shape;
- DBL *Depth1, *Depth2;
- {
- register DBL Square_Term, Linear_Term, Constant_Term, Temp_Term;
- register DBL Determinant, Determinant_2, A2, BMinus;
-
- Ray_Quadric_Tests++;
- if (!Ray->Quadric_Constants_Cached)
- Make_Ray(Ray);
-
- if (Shape -> Non_Zero_Square_Term)
- {
- VDot (Square_Term, Shape -> Object_2_Terms, Ray -> Direction_2);
- VDot (Temp_Term, Shape -> Object_Mixed_Terms, Ray -> Mixed_Dir_Dir);
- Square_Term += Temp_Term;
- }
- else
- Square_Term = 0.0;
-
- VDot (Linear_Term, Shape -> Object_2_Terms, Ray -> Initial_Direction);
- Linear_Term *= 2.0;
- VDot (Temp_Term, Shape -> Object_Terms, Ray -> Direction);
- Linear_Term += Temp_Term;
- VDot (Temp_Term, Shape -> Object_Mixed_Terms, Ray -> Mixed_Init_Dir);
- Linear_Term += Temp_Term;
-
- if (Ray == VP_Ray)
- if (!Shape -> Constant_Cached)
- {
- VDot (Constant_Term, Shape -> Object_2_Terms, Ray -> Initial_2);
- VDot (Temp_Term, Shape -> Object_Terms, Ray -> Initial);
- Constant_Term += Temp_Term + Shape -> Object_Constant;
- Shape -> Object_VP_Constant = Constant_Term;
- Shape -> Constant_Cached = TRUE;
- }
- else
- Constant_Term = Shape -> Object_VP_Constant;
- else
- {
- VDot (Constant_Term, Shape -> Object_2_Terms, Ray -> Initial_2);
- VDot (Temp_Term, Shape -> Object_Terms, Ray -> Initial);
- Constant_Term += Temp_Term + Shape -> Object_Constant;
- }
-
- VDot (Temp_Term, Shape -> Object_Mixed_Terms,
- Ray -> Mixed_Initial_Initial);
- Constant_Term += Temp_Term;
-
- if (Square_Term != 0.0)
- {
- /* The equation is quadratic - find its roots */
-
- Determinant_2 = Linear_Term * Linear_Term - 4.0 * Square_Term * Constant_Term;
-
- if (Determinant_2 < 0.0)
- return (FALSE);
-
- Determinant = sqrt (Determinant_2);
- A2 = Square_Term * 2.0;
- BMinus = Linear_Term * -1.0;
-
- *Depth1 = (BMinus + Determinant) / A2;
- *Depth2 = (BMinus - Determinant) / A2;
- }
- else
- {
- /* There are no quadratic terms. Solve the linear equation instead. */
- if (Linear_Term == 0.0)
- return (FALSE);
-
- *Depth1 = Constant_Term * -1.0 / Linear_Term;
- *Depth2 = *Depth1;
- }
-
- if ((*Depth1 < Small_Tolerance) || (*Depth1 > Max_Distance))
- if ((*Depth2 < Small_Tolerance) || (*Depth2 > Max_Distance))
- return (FALSE);
- else
- *Depth1 = *Depth2;
- else
- if ((*Depth2 < Small_Tolerance) || (*Depth2 > Max_Distance))
- *Depth2 = *Depth1;
-
- Ray_Quadric_Tests_Succeeded++;
- return (TRUE);
- }
-
- int Inside_Quadric (Test_Point, Object)
- VECTOR *Test_Point;
- OBJECT *Object;
- {
- QUADRIC *Shape = (QUADRIC *) Object;
- VECTOR New_Point;
- register DBL Result, Linear_Term, Square_Term;
-
- VDot (Linear_Term, *Test_Point, Shape -> Object_Terms);
- Result = Linear_Term + Shape -> Object_Constant;
- VSquareTerms (New_Point, *Test_Point);
- VDot (Square_Term, New_Point, Shape -> Object_2_Terms);
- Result += Square_Term;
- Result += Shape -> Object_Mixed_Terms.x * (Test_Point -> x) * (Test_Point -> y)
- + Shape -> Object_Mixed_Terms.y * (Test_Point -> x) * (Test_Point -> z)
- + Shape -> Object_Mixed_Terms.z * (Test_Point -> y) * (Test_Point -> z);
-
- if (Result < Small_Tolerance)
- return (TRUE);
-
- return (FALSE);
- }
-
- void Quadric_Normal (Result, Object, Intersection_Point)
- VECTOR *Result, *Intersection_Point;
- OBJECT *Object;
- {
- QUADRIC *Intersection_Shape = (QUADRIC *) Object;
- VECTOR Derivative_Linear;
- DBL Len;
-
- VScale (Derivative_Linear, Intersection_Shape -> Object_2_Terms, 2.0);
- VEvaluate (*Result, Derivative_Linear, *Intersection_Point);
- VAdd (*Result, *Result, Intersection_Shape -> Object_Terms);
-
- Result -> x +=
- Intersection_Shape->Object_Mixed_Terms.x * Intersection_Point->y +
- Intersection_Shape->Object_Mixed_Terms.y * Intersection_Point->z;
-
-
- Result -> y +=
- Intersection_Shape->Object_Mixed_Terms.x * Intersection_Point->x +
- Intersection_Shape->Object_Mixed_Terms.z * Intersection_Point->z;
-
- Result -> z +=
- Intersection_Shape->Object_Mixed_Terms.y * Intersection_Point->x +
- Intersection_Shape->Object_Mixed_Terms.z * Intersection_Point->y;
-
- Len = Result->x * Result->x + Result->y * Result->y + Result->z * Result->z;
- Len = sqrt(Len);
- if (Len == 0.0) {
- /* The normal is not defined at this point of the surface. Set it
- to any arbitrary direction. */
- Result->x = 1.0;
- Result->y = 0.0;
- Result->z = 0.0;
- }
- else {
- Result->x /= Len; /* normalize the normal */
- Result->y /= Len;
- Result->z /= Len;
- }
- }
-
- void *Copy_Quadric (Object)
- OBJECT *Object;
- {
- QUADRIC *New_Shape;
-
- New_Shape = Get_Quadric_Shape ();
- *New_Shape = *((QUADRIC *) Object);
- New_Shape -> Next_Object = NULL;
-
- if (New_Shape->Shape_Texture != NULL)
- New_Shape->Shape_Texture = Copy_Texture (New_Shape->Shape_Texture);
-
- return (New_Shape);
- }
-
- void Transform_Quadric (Shape, Transformation)
- QUADRIC *Shape;
- TRANSFORMATION *Transformation;
- {
- MATRIX Quadric_Matrix, Transform_Transposed;
-
- Quadric_To_Matrix (Shape, (MATRIX *) &Quadric_Matrix[0][0]);
- MTimes ((MATRIX *) &Quadric_Matrix[0][0], (MATRIX *) &(Transformation -> inverse[0][0]), (MATRIX *) &Quadric_Matrix[0][0]);
- MTranspose ((MATRIX *) &Transform_Transposed[0][0], (MATRIX *) &(Transformation -> inverse[0][0]));
- MTimes ((MATRIX *) &Quadric_Matrix[0][0], (MATRIX *) &Quadric_Matrix[0][0], (MATRIX *) &Transform_Transposed[0][0]);
- Matrix_To_Quadric ((MATRIX *) &Quadric_Matrix[0][0], Shape);
- }
-
- void Quadric_To_Matrix (Quadric, Matrix)
- QUADRIC *Quadric;
- MATRIX *Matrix;
- {
- MZero (Matrix);
- (*Matrix)[0][0] = Quadric -> Object_2_Terms.x;
- (*Matrix)[1][1] = Quadric -> Object_2_Terms.y;
- (*Matrix)[2][2] = Quadric -> Object_2_Terms.z;
- (*Matrix)[0][1] = Quadric -> Object_Mixed_Terms.x;
- (*Matrix)[0][2] = Quadric -> Object_Mixed_Terms.y;
- (*Matrix)[0][3] = Quadric -> Object_Terms.x;
- (*Matrix)[1][2] = Quadric -> Object_Mixed_Terms.z;
- (*Matrix)[1][3] = Quadric -> Object_Terms.y;
- (*Matrix)[2][3] = Quadric -> Object_Terms.z;
- (*Matrix)[3][3] = Quadric -> Object_Constant;
- }
-
- void Matrix_To_Quadric (Matrix, Quadric)
- MATRIX *Matrix;
- QUADRIC *Quadric;
- {
- Quadric -> Object_2_Terms.x = (*Matrix)[0][0];
- Quadric -> Object_2_Terms.y = (*Matrix)[1][1];
- Quadric -> Object_2_Terms.z = (*Matrix)[2][2];
- Quadric -> Object_Mixed_Terms.x = (*Matrix)[0][1] + (*Matrix)[1][0];
- Quadric -> Object_Mixed_Terms.y = (*Matrix)[0][2] + (*Matrix)[2][0];
- Quadric -> Object_Terms.x = (*Matrix)[0][3] + (*Matrix)[3][0];
- Quadric -> Object_Mixed_Terms.z = (*Matrix)[1][2] + (*Matrix)[2][1];
- Quadric -> Object_Terms.y = (*Matrix)[1][3] + (*Matrix)[3][1];
- Quadric -> Object_Terms.z = (*Matrix)[2][3] + (*Matrix)[3][2];
- Quadric -> Object_Constant = (*Matrix)[3][3];
- }
-
- void Translate_Quadric (Object, Vector)
- OBJECT *Object;
- VECTOR *Vector;
- {
- TRANSFORMATION Transformation;
-
- Get_Translation_Transformation (&Transformation, Vector);
- Transform_Quadric ((QUADRIC *) Object, &Transformation);
-
- Translate_Texture (&((QUADRIC *) Object)->Shape_Texture, Vector);
- }
-
- void Rotate_Quadric (Object, Vector)
- OBJECT *Object;
- VECTOR *Vector;
- {
- TRANSFORMATION Transformation;
-
- Get_Rotation_Transformation (&Transformation, Vector);
- Transform_Quadric ((QUADRIC *) Object, &Transformation);
-
- Rotate_Texture (&((QUADRIC *) Object)->Shape_Texture, Vector);
- }
-
- void Scale_Quadric (Object, Vector)
- OBJECT *Object;
- VECTOR *Vector;
- {
- TRANSFORMATION Transformation;
-
- Get_Scaling_Transformation (&Transformation, Vector);
- Transform_Quadric ((QUADRIC *) Object, &Transformation);
-
- Scale_Texture (&((QUADRIC *) Object)->Shape_Texture, Vector);
- }
-
- void Invert_Quadric (Object)
- OBJECT *Object;
- {
- QUADRIC *Shape = (QUADRIC *) Object;
-
- VScale (Shape -> Object_2_Terms, Shape -> Object_2_Terms, -1.0);
- VScale (Shape -> Object_Mixed_Terms, Shape -> Object_Mixed_Terms, -1.0);
- VScale (Shape -> Object_Terms, Shape -> Object_Terms, -1.0);
- Shape -> Object_Constant *= -1.0;
- }
-