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/* Copyright (c) 1997 Silicon Graphics, Inc. */ |
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#ifndef lint |
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static char SCCSid[] = "$SunId$ SGI"; |
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static const char RCSid[] = "$Id$"; |
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#endif |
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/* |
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* Routines for converting holodeck coordinates, etc. |
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* |
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d = DOT(hp->wg[i],hp->xv[i]); |
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if (d <= FTINY & d >= -FTINY) |
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error(USER, "degenerate holodeck section"); |
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d = (double)hp->grid[i] / d; |
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d = hp->grid[i] / d; |
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hp->wg[i][0] *= d; hp->wg[i][1] *= d; hp->wg[i][2] *= d; |
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hp->wo[i<<1] = DOT(hp->wg[i],hp->orig); |
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d = DOT(hp->wg[i],hp->xv[i]); |
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hp->wo[i<<1|1] = hp->wo[i<<1] + d; |
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} |
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/* compute linear depth range */ |
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hp->tlin = VLEN(hp->xv[0]) + VLEN(hp->xv[1]) + VLEN(hp->xv[2]); |
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} |
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HOLO * |
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hdalloc(hproto) /* allocate and set holodeck section based on grid */ |
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HDGRID *hproto; |
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{ |
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HOLO hdhead; |
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register HOLO *hp; |
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int n; |
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/* copy grid to temporary header */ |
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bcopy((char *)hproto, (char *)&hdhead, sizeof(HDGRID)); |
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/* compute grid vectors and sizes */ |
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hdcompgrid(&hdhead); |
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/* allocate header with directory */ |
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n = sizeof(HOLO)+nbeams(&hdhead)*sizeof(BEAMI); |
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if ((hp = (HOLO *)malloc(n)) == NULL) |
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return(NULL); |
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/* copy header information */ |
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copystruct(hp, &hdhead); |
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/* allocate and clear beam list */ |
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hp->bl = (BEAM **)malloc((nbeams(hp)+1)*sizeof(BEAM *)+sizeof(BEAM)); |
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if (hp->bl == NULL) { |
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free((char *)hp); |
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return(NULL); |
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} |
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bzero((char *)hp->bl, (nbeams(hp)+1)*sizeof(BEAM *)+sizeof(BEAM)); |
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hp->bl[0] = (BEAM *)(hp->bl+nbeams(hp)+1); /* set blglob(hp) */ |
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hp->fd = -1; |
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hp->dirty = 0; |
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hp->priv = NULL; |
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/* clear beam directory */ |
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bzero((char *)hp->bi, (nbeams(hp)+1)*sizeof(BEAMI)); |
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return(hp); /* all is well */ |
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} |
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hdbcoord(gc, hp, i) /* compute beam coordinates from index */ |
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GCOORD gc[2]; /* returned */ |
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register HOLO *hp; |
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/* first, intersect walls */ |
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gc[0].w = gc[1].w = -1; |
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t0 = -FHUGE; t1 = FHUGE; |
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VSUB(vt, ro, hp->orig); |
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for (i = 0; i < 3; i++) { /* for each wall pair */ |
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d = -DOT(rd, hp->wg[i]); /* plane distance */ |
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if (d <= FTINY && d >= -FTINY) /* check for parallel */ |
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continue; |
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d1 = DOT(ro, hp->wg[i]); /* ray distances */ |
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d0 = (d1 - hp->wo[i<<1]) / d; |
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d1 = (d1 - hp->wo[i<<1|1]) / d; |
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if (d0 < d1) { /* check against best */ |
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d1 = DOT(vt, hp->wg[i]); /* ray distances */ |
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d0 = d1 / d; |
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d1 = (d1 - hp->grid[i]) / d; |
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if (d < 0) { /* check against best */ |
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if (d0 > t0) { |
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t0 = d0; |
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gc[0].w = i<<1; |
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VSUB(vt, p[i], hp->orig); |
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v = hp->wg[hdwg0[gc[i].w]]; |
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d = DOT(vt, v); |
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if (d < 0. || (gc[i].i[0] = d) >= hp->grid[hdwg0[gc[i].w]]) |
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if (d < 0 || d >= hp->grid[hdwg0[gc[i].w]]) |
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return(FHUGE); /* outside wall */ |
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gc[i].i[0] = d; |
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if (r != NULL) |
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r[i][0] = 256. * (d - gc[i].i[0]); |
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v = hp->wg[hdwg1[gc[i].w]]; |
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d = DOT(vt, v); |
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if (d < 0. || (gc[i].i[1] = d) >= hp->grid[hdwg1[gc[i].w]]) |
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if (d < 0 || d >= hp->grid[hdwg1[gc[i].w]]) |
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return(FHUGE); /* outside wall */ |
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gc[i].i[1] = d; |
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if (r != NULL) |
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r[i][1] = 256. * (d - gc[i].i[1]); |
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} |