Example #1
0
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));
}
Example #2
0
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));
}
Example #3
0
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);
}
Example #4
0
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);
}