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root/radiance/ray/src/rt/sphere.c
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Comparing ray/src/rt/sphere.c (file contents):
Revision 1.1 by greg, Thu Feb 2 10:41:42 1989 UTC vs.
Revision 2.4 by greg, Tue Feb 25 02:47:23 2003 UTC

# Line 1 | Line 1
1 /* Copyright (c) 1986 Regents of the University of California */
2
1   #ifndef lint
2 < static char SCCSid[] = "$SunId$ LBL";
2 > static const char       RCSid[] = "$Id$";
3   #endif
6
4   /*
5   *  sphere.c - compute ray intersection with spheres.
9 *
10 *     8/19/85
6   */
7  
8 + #include "copyright.h"
9 +
10   #include  "ray.h"
11  
12   #include  "otypes.h"
# Line 23 | Line 20 | register RAY  *r;
20          double  root[2];        /* quadratic roots */
21          int  nroots;
22          double  t;
23 <        register double  *ap;
23 >        register FLOAT  *ap;
24          register int  i;
25  
26 <        if (so->oargs.nfargs != 4 || so->oargs.farg[3] <= FTINY)
27 <                objerror(so, USER, "bad arguments");
31 <
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
# Line 37 | Line 40 | register RAY  *r;
40           *  quadratic equation in t is then solved for the
41           *  smallest positive root, which is our point of
42           *  intersection.
43 <         *      Because the ray direction is normalized, a is always 1.
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 <
48 <        a = 1.0;                /* compute quadratic coefficients */
44 <        b = c = 0.0;
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;
# Line 57 | Line 62 | register RAY  *r;
62          if (i >= nroots)
63                  return(0);                      /* no positive root */
64  
65 <        if (t < r->rot) {                       /* found closer intersection */
66 <                r->ro = so;
67 <                r->rot = t;
68 <                                                /* compute normal */
69 <                a = ap[3];
70 <                if (so->otype == OBJ_BUBBLE)
71 <                        a = -a;                 /* reverse */
72 <                for (i = 0; i < 3; i++) {
73 <                        r->rop[i] = r->rorg[i] + r->rdir[i]*t;
74 <                        r->ron[i] = (r->rop[i] - ap[i]) / a;
75 <                }
76 <                r->rod = -DOT(r->rdir, r->ron);
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 <        return(1);
78 >        r->rod = -DOT(r->rdir, r->ron);
79 >        r->rox = NULL;
80 >
81 >        return(1);                      /* hit */
82   }

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