--- ray/src/hd/holo.c 1998/01/06 15:08:50 3.13 +++ ray/src/hd/holo.c 1998/12/03 15:18:39 3.15 @@ -1,4 +1,4 @@ -/* Copyright (c) 1997 Silicon Graphics, Inc. */ +/* Copyright (c) 1998 Silicon Graphics, Inc. */ #ifndef lint static char SCCSid[] = "$SunId$ SGI"; @@ -40,11 +40,8 @@ register HOLO *hp; d = DOT(hp->wg[i],hp->xv[i]); if (d <= FTINY & d >= -FTINY) error(USER, "degenerate holodeck section"); - d = (double)hp->grid[i] / d; + d = hp->grid[i] / d; hp->wg[i][0] *= d; hp->wg[i][1] *= d; hp->wg[i][2] *= d; - hp->wo[i<<1] = DOT(hp->wg[i],hp->orig); - d = DOT(hp->wg[i],hp->xv[i]); - hp->wo[i<<1|1] = hp->wo[i<<1] + d; } /* compute linear depth range */ hp->tlin = VLEN(hp->xv[0]) + VLEN(hp->xv[1]) + VLEN(hp->xv[2]); @@ -243,9 +240,7 @@ FVECT wp; { FVECT vt; - vt[0] = wp[0] - hp->orig[0]; - vt[1] = wp[1] - hp->orig[1]; - vt[2] = wp[2] - hp->orig[2]; + VSUB(vt, wp, hp->orig); gp[0] = DOT(vt, hp->wg[0]); gp[1] = DOT(vt, hp->wg[1]); gp[2] = DOT(vt, hp->wg[2]); @@ -290,9 +285,7 @@ BYTE r[2][2]; d0*cp[1][j] + d1*cp[2][j]; } VCOPY(ro, p[0]); /* assign ray origin and direction */ - rd[0] = p[1][0] - p[0][0]; - rd[1] = p[1][1] - p[0][1]; - rd[2] = p[1][2] - p[0][2]; + VSUB(rd, p[1], p[0]); return(normalize(rd)); /* return maximum inside distance */ } @@ -312,14 +305,15 @@ FVECT ro, rd; /* normalization of rd affects distance /* first, intersect walls */ gc[0].w = gc[1].w = -1; t0 = -FHUGE; t1 = FHUGE; + VSUB(vt, ro, hp->orig); for (i = 0; i < 3; i++) { /* for each wall pair */ d = -DOT(rd, hp->wg[i]); /* plane distance */ if (d <= FTINY && d >= -FTINY) /* check for parallel */ continue; - d1 = DOT(ro, hp->wg[i]); /* ray distances */ - d0 = (d1 - hp->wo[i<<1]) / d; - d1 = (d1 - hp->wo[i<<1|1]) / d; - if (d0 < d1) { /* check against best */ + d1 = DOT(vt, hp->wg[i]); /* ray distances */ + d0 = d1 / d; + d1 = (d1 - hp->grid[i]) / d; + if (d < 0) { /* check against best */ if (d0 > t0) { t0 = d0; gc[0].w = i<<1; @@ -342,25 +336,23 @@ FVECT ro, rd; /* normalization of rd affects distance if (gc[0].w < 0 | gc[1].w < 0) /* paranoid check */ return(FHUGE); /* compute intersections */ - for (i = 0; i < 3; i++) { - p[0][i] = ro[i] + rd[i]*t0; - p[1][i] = ro[i] + rd[i]*t1; - } + VSUM(p[0], ro, rd, t0); + VSUM(p[1], ro, rd, t1); /* now, compute grid coordinates */ for (i = 0; i < 2; i++) { - vt[0] = p[i][0] - hp->orig[0]; - vt[1] = p[i][1] - hp->orig[1]; - vt[2] = p[i][2] - hp->orig[2]; + VSUB(vt, p[i], hp->orig); v = hp->wg[hdwg0[gc[i].w]]; d = DOT(vt, v); - if (d < 0. || (gc[i].i[0] = d) >= hp->grid[hdwg0[gc[i].w]]) + if (d < 0 || d >= hp->grid[hdwg0[gc[i].w]]) return(FHUGE); /* outside wall */ + gc[i].i[0] = d; if (r != NULL) r[i][0] = 256. * (d - gc[i].i[0]); v = hp->wg[hdwg1[gc[i].w]]; d = DOT(vt, v); - if (d < 0. || (gc[i].i[1] = d) >= hp->grid[hdwg1[gc[i].w]]) + if (d < 0 || d >= hp->grid[hdwg1[gc[i].w]]) return(FHUGE); /* outside wall */ + gc[i].i[1] = d; if (r != NULL) r[i][1] = 256. * (d - gc[i].i[1]); }