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root/radiance/ray/src/rt/sphere.c
Revision: 2.6
Committed: Thu Jun 26 00:58:10 2003 UTC (20 years, 10 months ago) by schorsch
Content type: text/plain
Branch: MAIN
Changes since 2.5: +2 -2 lines
Log Message:
Abstracted process and path handling for Windows.
Renamed FLOAT to RREAL because of conflict on Windows.
Added conditional compiles for some signal handlers.

File Contents

# Content
1 #ifndef lint
2 static const char RCSid[] = "$Id: sphere.c,v 2.5 2003/03/12 04:59:05 greg Exp $";
3 #endif
4 /*
5 * sphere.c - compute ray intersection with spheres.
6 */
7
8 #include "copyright.h"
9
10 #include "ray.h"
11
12 #include "otypes.h"
13
14
15 o_sphere(so, r) /* compute intersection with sphere */
16 OBJREC *so;
17 register RAY *r;
18 {
19 double a, b, c; /* coefficients for quadratic equation */
20 double root[2]; /* quadratic roots */
21 int nroots;
22 double t;
23 register RREAL *ap;
24 register int i;
25
26 if (so->oargs.nfargs != 4)
27 objerror(so, USER, "bad # arguments");
28 ap = so->oargs.farg;
29 if (ap[3] < -FTINY) {
30 objerror(so, WARNING, "negative radius");
31 so->otype = so->otype == OBJ_SPHERE ?
32 OBJ_BUBBLE : OBJ_SPHERE;
33 ap[3] = -ap[3];
34 } else if (ap[3] <= FTINY)
35 objerror(so, USER, "zero radius");
36
37 /*
38 * We compute the intersection by substituting into
39 * the surface equation for the sphere. The resulting
40 * quadratic equation in t is then solved for the
41 * smallest positive root, which is our point of
42 * intersection.
43 * Since the ray is normalized, a should always be
44 * one. We compute it here to prevent instability in the
45 * intersection calculation.
46 */
47 /* compute quadratic coefficients */
48 a = b = c = 0.0;
49 for (i = 0; i < 3; i++) {
50 a += r->rdir[i]*r->rdir[i];
51 t = r->rorg[i] - ap[i];
52 b += 2.0*r->rdir[i]*t;
53 c += t*t;
54 }
55 c -= ap[3] * ap[3];
56
57 nroots = quadratic(root, a, b, c); /* solve quadratic */
58
59 for (i = 0; i < nroots; i++) /* get smallest positive */
60 if ((t = root[i]) > FTINY)
61 break;
62 if (i >= nroots)
63 return(0); /* no positive root */
64
65 if (t >= r->rot)
66 return(0); /* other is closer */
67
68 r->ro = so;
69 r->rot = t;
70 /* compute normal */
71 a = ap[3];
72 if (so->otype == OBJ_BUBBLE)
73 a = -a; /* reverse */
74 for (i = 0; i < 3; i++) {
75 r->rop[i] = r->rorg[i] + r->rdir[i]*t;
76 r->ron[i] = (r->rop[i] - ap[i]) / a;
77 }
78 r->rod = -DOT(r->rdir, r->ron);
79 r->rox = NULL;
80 r->pert[0] = r->pert[1] = r->pert[2] = 0.0;
81 r->uv[0] = r->uv[1] = 0.0;
82
83 return(1); /* hit */
84 }