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root/radiance/ray/src/rt/sphere.c
Revision: 2.2
Committed: Sat Oct 24 08:15:32 1992 UTC (31 years, 6 months ago) by greg
Content type: text/plain
Branch: MAIN
Changes since 2.1: +7 -5 lines
Log Message:
calculate "a" parameter rather than assuming direction is normalized

File Contents

# Content
1 /* Copyright (c) 1992 Regents of the University of California */
2
3 #ifndef lint
4 static char SCCSid[] = "$SunId$ LBL";
5 #endif
6
7 /*
8 * sphere.c - compute ray intersection with spheres.
9 *
10 * 8/19/85
11 */
12
13 #include "ray.h"
14
15 #include "otypes.h"
16
17
18 o_sphere(so, r) /* compute intersection with sphere */
19 OBJREC *so;
20 register RAY *r;
21 {
22 double a, b, c; /* coefficients for quadratic equation */
23 double root[2]; /* quadratic roots */
24 int nroots;
25 double t;
26 register FLOAT *ap;
27 register int i;
28
29 if (so->oargs.nfargs != 4)
30 objerror(so, USER, "bad # arguments");
31 ap = so->oargs.farg;
32 if (ap[3] < -FTINY) {
33 objerror(so, WARNING, "negative radius");
34 so->otype = so->otype == OBJ_SPHERE ?
35 OBJ_BUBBLE : OBJ_SPHERE;
36 ap[3] = -ap[3];
37 } else if (ap[3] <= FTINY)
38 objerror(so, USER, "zero radius");
39
40 /*
41 * We compute the intersection by substituting into
42 * the surface equation for the sphere. The resulting
43 * quadratic equation in t is then solved for the
44 * smallest positive root, which is our point of
45 * intersection.
46 * Since the ray is normalized, a should always be
47 * one. We compute it here to prevent instability in the
48 * intersection calculation.
49 */
50 /* compute quadratic coefficients */
51 a = b = c = 0.0;
52 for (i = 0; i < 3; i++) {
53 a += r->rdir[i]*r->rdir[i];
54 t = r->rorg[i] - ap[i];
55 b += 2.0*r->rdir[i]*t;
56 c += t*t;
57 }
58 c -= ap[3] * ap[3];
59
60 nroots = quadratic(root, a, b, c); /* solve quadratic */
61
62 for (i = 0; i < nroots; i++) /* get smallest positive */
63 if ((t = root[i]) > FTINY)
64 break;
65 if (i >= nroots)
66 return(0); /* no positive root */
67
68 if (t >= r->rot)
69 return(0); /* other is closer */
70
71 r->ro = so;
72 r->rot = t;
73 /* compute normal */
74 a = ap[3];
75 if (so->otype == OBJ_BUBBLE)
76 a = -a; /* reverse */
77 for (i = 0; i < 3; i++) {
78 r->rop[i] = r->rorg[i] + r->rdir[i]*t;
79 r->ron[i] = (r->rop[i] - ap[i]) / a;
80 }
81 r->rod = -DOT(r->rdir, r->ron);
82 r->rox = NULL;
83
84 return(1); /* hit */
85 }