int BicubicPatch::intersect_bicubic_patch0(const BasicRay &ray, IStack& Depth_Stack, TraceThreadData *Thread) { return (bezier_subdivider(ray, &Control_Points, 0.0, 1.0, 0.0, 1.0, 0, Depth_Stack, Thread)); }
static int intersect_bicubic_patch0(RAY *Ray, BICUBIC_PATCH *Shape, ISTACK *Depth_Stack) { VECTOR(*Patch)[4][4] = (VECTOR(*)[4][4]) Shape->Control_Points; return (bezier_subdivider(Ray, Shape, Patch, 0.0, 1.0, 0.0, 1.0, 0, Depth_Stack)); }
int BicubicPatch::bezier_subdivider(const BasicRay &ray, const ControlPoints *Patch, DBL u0, DBL u1, DBL v0, DBL v1, int recursion_depth, IStack& Depth_Stack, TraceThreadData *Thread) { int cnt = 0; DBL ut, vt, radiusSqr; ControlPoints Lower_Left, Lower_Right; ControlPoints Upper_Left, Upper_Right; Vector3d center; /* * Make sure the ray passes through a sphere bounding * the control points of the patch. */ bezier_bounding_sphere(Patch, center, &radiusSqr); if (!spherical_bounds_check(ray, center, radiusSqr)) { return (0); } /* * If the patch is close to being flat, then just * perform a ray-plane intersection test. */ if (flat_enough(Patch)) return bezier_subpatch_intersect(ray, Patch, u0, u1, v0, v1, Depth_Stack, Thread); if (recursion_depth >= U_Steps) { if (recursion_depth >= V_Steps) { return bezier_subpatch_intersect(ray, Patch, u0, u1, v0, v1, Depth_Stack, Thread); } else { bezier_split_up_down(Patch, &Lower_Left, &Upper_Left); vt = (v1 + v0) / 2.0; cnt += bezier_subdivider(ray, &Lower_Left, u0, u1, v0, vt, recursion_depth + 1, Depth_Stack, Thread); cnt += bezier_subdivider(ray, &Upper_Left, u0, u1, vt, v1, recursion_depth + 1, Depth_Stack, Thread); } } else { if (recursion_depth >= V_Steps) { bezier_split_left_right(Patch, &Lower_Left, &Lower_Right); ut = (u1 + u0) / 2.0; cnt += bezier_subdivider(ray, &Lower_Left, u0, ut, v0, v1, recursion_depth + 1, Depth_Stack, Thread); cnt += bezier_subdivider(ray, &Lower_Right, ut, u1, v0, v1, recursion_depth + 1, Depth_Stack, Thread); } else { ut = (u1 + u0) / 2.0; vt = (v1 + v0) / 2.0; bezier_split_left_right(Patch, &Lower_Left, &Lower_Right); bezier_split_up_down(&Lower_Left, &Lower_Left, &Upper_Left) ; bezier_split_up_down(&Lower_Right, &Lower_Right, &Upper_Right); cnt += bezier_subdivider(ray, &Lower_Left, u0, ut, v0, vt, recursion_depth + 1, Depth_Stack, Thread); cnt += bezier_subdivider(ray, &Upper_Left, u0, ut, vt, v1, recursion_depth + 1, Depth_Stack, Thread); cnt += bezier_subdivider(ray, &Lower_Right, ut, u1, v0, vt, recursion_depth + 1, Depth_Stack, Thread); cnt += bezier_subdivider(ray, &Upper_Right, ut, u1, vt, v1, recursion_depth + 1, Depth_Stack, Thread); } } return (cnt); }
static int bezier_subdivider(RAY *Ray, BICUBIC_PATCH *Object, VECTOR (*Patch)[4][4], DBL u0, DBL u1, DBL v0, DBL v1, int recursion_depth, ISTACK *Depth_Stack) { int cnt = 0; DBL ut, vt, radius; VECTOR Lower_Left[4][4], Lower_Right[4][4]; VECTOR Upper_Left[4][4], Upper_Right[4][4]; VECTOR center; /* * Make sure the ray passes through a sphere bounding * the control points of the patch. */ bezier_bounding_sphere(Patch, center, &radius); if (!spherical_bounds_check(Ray, center, radius)) { return (0); } /* * If the patch is close to being flat, then just * perform a ray-plane intersection test. */ if (flat_enough(Object, Patch)) { return bezier_subpatch_intersect(Ray, Object, Patch, u0, u1, v0, v1, Depth_Stack); } if (recursion_depth >= Object->U_Steps) { if (recursion_depth >= Object->V_Steps) { return bezier_subpatch_intersect(Ray, Object, Patch, u0, u1, v0, v1, Depth_Stack); } else { bezier_split_up_down(Patch, (VECTOR(*)[4][4])Lower_Left, (VECTOR(*)[4][4])Upper_Left); vt = (v1 + v0) / 2.0; cnt += bezier_subdivider(Ray, Object, (VECTOR(*)[4][4])Lower_Left, u0, u1, v0, vt, recursion_depth + 1, Depth_Stack); cnt += bezier_subdivider(Ray, Object, (VECTOR(*)[4][4])Upper_Left, u0, u1, vt, v1, recursion_depth + 1, Depth_Stack); } } else { if (recursion_depth >= Object->V_Steps) { bezier_split_left_right(Patch, (VECTOR(*)[4][4])Lower_Left, (VECTOR(*)[4][4])Lower_Right); ut = (u1 + u0) / 2.0; cnt += bezier_subdivider(Ray, Object, (VECTOR(*)[4][4])Lower_Left, u0, ut, v0, v1, recursion_depth + 1, Depth_Stack); cnt += bezier_subdivider(Ray, Object, (VECTOR(*)[4][4])Lower_Right, ut, u1, v0, v1, recursion_depth + 1, Depth_Stack); } else { ut = (u1 + u0) / 2.0; vt = (v1 + v0) / 2.0; bezier_split_left_right(Patch, (VECTOR(*)[4][4])Lower_Left, (VECTOR(*)[4][4])Lower_Right); bezier_split_up_down((VECTOR(*)[4][4])Lower_Left, (VECTOR(*)[4][4])Lower_Left, (VECTOR(*)[4][4])Upper_Left) ; bezier_split_up_down((VECTOR(*)[4][4])Lower_Right, (VECTOR(*)[4][4])Lower_Right, (VECTOR(*)[4][4])Upper_Right); cnt += bezier_subdivider(Ray, Object, (VECTOR(*)[4][4])Lower_Left, u0, ut, v0, vt, recursion_depth + 1, Depth_Stack); cnt += bezier_subdivider(Ray, Object, (VECTOR(*)[4][4])Upper_Left, u0, ut, vt, v1, recursion_depth + 1, Depth_Stack); cnt += bezier_subdivider(Ray, Object, (VECTOR(*)[4][4])Lower_Right, ut, u1, v0, vt, recursion_depth + 1, Depth_Stack); cnt += bezier_subdivider(Ray, Object, (VECTOR(*)[4][4])Upper_Right, ut, u1, vt, v1, recursion_depth + 1, Depth_Stack); } } return (cnt); }