/**********************************************************************
 * Function_Name: RotAxis
 * Return 		:
 * Comments 	:
 **********************************************************************/
int Transformation::RotAxis( double(&Rw)[4][4],  VectorSpace w )
{

	w.DoNormalization();

	VectorSpace m;

	for( int i = 0; i < 3; i++ )
	{
		m.vs[i] = (double)(rand() % 1000)/1000;
	}

	m.DoNormalization();


	VectorSpace u;

	u = w;
	u.CrossProduct(m);
	u.DoNormalization();

	VectorSpace v;
	v = w;
	v.CrossProduct(u);


	// Filling Up Rw
	FillUpRw( Rw, u.vs, v.vs, w.vs);

	CheckRotationMat(Rw);

	return EXIT_SUCCESS;
}
Exemple #2
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/**********************************************************************
 * Function_Name: Intersection
 * Return 		: double
 * Comments 	: returns the dist_from_sphere, if the intersection
 * 				 	else it returns a -1
 **********************************************************************/
double Ellipse::Intersection(const Vertex& RayOrigin, const VectorSpace& Ray) const
{
	Vertex V_Point = GetInversection_v_Point(RayOrigin, Ray);

	VectorSpace RayOrig2EllipCenter(  RayOrigin.arr, Center.arr );
	VectorSpace RayOrig2Ellip_Norm;
	RayOrig2Ellip_Norm = RayOrig2EllipCenter;
	RayOrig2Ellip_Norm.DoNormalization();

	VectorSpace RayNorm;
	RayNorm = Ray;
	RayNorm.DoNormalization();

	double c_dot_v  = RayOrig2Ellip_Norm.Dot( RayNorm );

	if( c_dot_v > 0 || Ray.RayNVal != 1 ) // Sphere is not behind the ray origin
	{
		double r = mean_radius;
		double c = RayOrigin.Distance( Center );

		double v = V_Point.Distance( RayOrigin );

		double v2 = pow(v,2);
		double c2 = pow(c,2);
		double r2 = pow(r,2);
		double dSquare = r2 - c2 + v2;

		if( dSquare < 0 )
		{
			return -1;
		}
		else
		{
			double d = sqrt( dSquare );
			double t;

			if( Ray.RayNVal == 1)
			{
				t = v - d;
				return t;
			}
			else
			{
				t = v + d;
				return t;
			}
		}

	}

	return -1;
}