void Compute_Triangle_BBox(TRIANGLE *Triangle) { VECTOR Min, Max, Epsilon; Make_Vector(Epsilon, EPSILON, EPSILON, EPSILON); Min[X] = min3(Triangle->P1[X], Triangle->P2[X], Triangle->P3[X]); Min[Y] = min3(Triangle->P1[Y], Triangle->P2[Y], Triangle->P3[Y]); Min[Z] = min3(Triangle->P1[Z], Triangle->P2[Z], Triangle->P3[Z]); Max[X] = max3(Triangle->P1[X], Triangle->P2[X], Triangle->P3[X]); Max[Y] = max3(Triangle->P1[Y], Triangle->P2[Y], Triangle->P3[Y]); Max[Z] = max3(Triangle->P1[Z], Triangle->P2[Z], Triangle->P3[Z]); VSubEq(Min, Epsilon); VAddEq(Max, Epsilon); Make_BBox_from_min_max(Triangle->BBox, Min, Max); }
void Compute_Quadric_BBox(QUADRIC *Quadric, VECTOR ClipMin, VECTOR ClipMax) { DBL A, B, C, D, E, F, G, H, I, J; DBL a, b, c, d; DBL rx, ry, rz, rx1, rx2, ry1, ry2, rz1, rz2, x, y, z; DBL New_Volume, Old_Volume; VECTOR Min, Max, TmpMin, TmpMax, NewMin, NewMax, T1; BBOX Old; OBJECT *Sib; /* * Check for 'normal' form. If the quadric isn't in it's normal form * we can't do anything (we could, but that would be to tedious! * Diagonalising the quadric's 4x4 matrix, i.e. finding its eigenvalues * and eigenvectors -> solving a 4th order polynom). */ /* Get quadrics coefficients. */ A = Quadric->Square_Terms[X]; E = Quadric->Square_Terms[Y]; H = Quadric->Square_Terms[Z]; B = Quadric->Mixed_Terms[X] / 2.0; C = Quadric->Mixed_Terms[Y] / 2.0; F = Quadric->Mixed_Terms[Z] / 2.0; D = Quadric->Terms[X] / 2.0; G = Quadric->Terms[Y] / 2.0; I = Quadric->Terms[Z] / 2.0; J = Quadric->Constant; /* Set small values to 0. */ if (fabs(A) < EPSILON) A = 0.0; if (fabs(B) < EPSILON) B = 0.0; if (fabs(C) < EPSILON) C = 0.0; if (fabs(D) < EPSILON) D = 0.0; if (fabs(E) < EPSILON) E = 0.0; if (fabs(F) < EPSILON) F = 0.0; if (fabs(G) < EPSILON) G = 0.0; if (fabs(H) < EPSILON) H = 0.0; if (fabs(I) < EPSILON) I = 0.0; if (fabs(J) < EPSILON) J = 0.0; /* Non-zero mixed terms --> return */ if ((B != 0.0) || (C != 0.0) || (F != 0.0)) { return; } /* Non-zero linear terms --> get translation vector */ if ((D != 0.0) || (G != 0.0) || (I != 0.0)) { if (A != 0.0) { T1[X] = -D / A; } else { if (D != 0.0) { T1[X] = J / (2.0 * D); } else { T1[X] = 0.0; } } if (E != 0.0) { T1[Y] = -G / E; } else { if (G != 0.0) { T1[Y] = J / (2.0 * G); } else { T1[Y] = 0.0; } } if (H != 0.0) { T1[Z] = -I / H; } else { if (I != 0.0) { T1[Z] = J / (2.0 * I); } else { T1[Z] = 0.0; } } /* Recalculate coefficients. */ D += A * T1[X]; G += E * T1[Y]; I += H * T1[Z]; J -= T1[X]*(A*T1[X] + 2.0*D) + T1[Y]*(E*T1[Y] + 2.0*G) + T1[Z]*(H*T1[Z] + 2.0*I); } else { Make_Vector(T1, 0.0, 0.0, 0.0); } /* Get old bounding box. */ Old = Quadric->BBox; /* Init new bounding box. */ NewMin[X] = NewMin[Y] = NewMin[Z] = -BOUND_HUGE/2; NewMax[X] = NewMax[Y] = NewMax[Z] = BOUND_HUGE/2; /* Get the bounding box of the clipping object. */ if (Quadric->Clip != NULL) { Min[X] = Min[Y] = Min[Z] = -BOUND_HUGE; Max[X] = Max[Y] = Max[Z] = BOUND_HUGE; /* Intersect the members bounding boxes. */ for (Sib = Quadric->Clip; Sib != NULL; Sib = Sib->Sibling) { if (!Test_Flag(Sib, INVERTED_FLAG)) { if (Sib->Methods == &Plane_Methods) { Compute_Plane_Min_Max((PLANE *)Sib, TmpMin, TmpMax); } else { Make_min_max_from_BBox(TmpMin, TmpMax, Sib->BBox); } Min[X] = max(Min[X], TmpMin[X]); Min[Y] = max(Min[Y], TmpMin[Y]); Min[Z] = max(Min[Z], TmpMin[Z]); Max[X] = min(Max[X], TmpMax[X]); Max[Y] = min(Max[Y], TmpMax[Y]); Max[Z] = min(Max[Z], TmpMax[Z]); } } Assign_Vector(ClipMin, Min); Assign_Vector(ClipMax, Max); } /* Translate clipping box. */ VSubEq(ClipMin, T1); VSubEq(ClipMax, T1); /* We want A to be non-negative. */ if (A < 0.0) { A = -A; D = -D; E = -E; G = -G; H = -H; I = -I; J = -J; } /* * * Check for ellipsoid. * * x*x y*y z*z * ----- + ----- + ----- - 1 = 0 * a*a b*b c*c * */ if ((A > 0.0) && (E > 0.0) && (H > 0.0) && (J < 0.0)) { a = sqrt(-J/A); b = sqrt(-J/E); c = sqrt(-J/H); NewMin[X] = -a; NewMin[Y] = -b; NewMin[Z] = -c; NewMax[X] = a; NewMax[Y] = b; NewMax[Z] = c; } /* * * Check for cylinder (x-axis). * * y*y z*z * ----- + ----- - 1 = 0 * b*b c*c * */ if ((A == 0.0) && (E > 0.0) && (H > 0.0) && (J < 0.0)) { b = sqrt(-J/E); c = sqrt(-J/H); NewMin[Y] = -b; NewMin[Z] = -c; NewMax[Y] = b; NewMax[Z] = c; } /* * * Check for cylinder (y-axis). * * x*x z*z * ----- + ----- - 1 = 0 * a*a c*c * */ if ((A > 0.0) && (E == 0.0) && (H > 0.0) && (J < 0.0)) { a = sqrt(-J/A); c = sqrt(-J/H); NewMin[X] = -a; NewMin[Z] = -c; NewMax[X] = a; NewMax[Z] = c; } /* * * Check for cylinder (z-axis). * * x*x y*y * ----- + ----- - 1 = 0 * a*a b*b * */ if ((A > 0.0) && (E > 0.0) && (H == 0.0) && (J < 0.0)) { a = sqrt(-J/A); b = sqrt(-J/E); NewMin[X] = -a; NewMin[Y] = -b; NewMax[X] = a; NewMax[Y] = b; } /* * * Check for cone (x-axis). * * x*x y*y z*z * ----- - ----- - ----- = 0 * a*a b*b c*c * */ if ((A > 0.0) && (E < 0.0) && (H < 0.0) && (J == 0.0)) { a = sqrt(1.0/A); b = sqrt(-1.0/E); c = sqrt(-1.0/H); /* Get radii for lower x value. */ x = ClipMin[X]; ry1 = fabs(x * b / a); rz1 = fabs(x * c / a); /* Get radii for upper x value. */ x = ClipMax[X]; ry2 = fabs(x * b / a); rz2 = fabs(x * c / a); ry = max(ry1, ry2); rz = max(rz1, rz2); NewMin[Y] = -ry; NewMin[Z] = -rz; NewMax[Y] = ry; NewMax[Z] = rz; } /* * * Check for cone (y-axis). * * x*x y*y z*z * ----- - ----- + ----- = 0 * a*a b*b c*c * */ if ((A > 0.0) && (E < 0.0) && (H > 0.0) && (J == 0.0)) { a = sqrt(1.0/A); b = sqrt(-1.0/E); c = sqrt(1.0/H); /* Get radii for lower y value. */ y = ClipMin[Y]; rx1 = fabs(y * a / b); rz1 = fabs(y * c / b); /* Get radii for upper y value. */ y = ClipMax[Y]; rx2 = fabs(y * a / b); rz2 = fabs(y * c / b); rx = max(rx1, rx2); rz = max(rz1, rz2); NewMin[X] = -rx; NewMin[Z] = -rz; NewMax[X] = rx; NewMax[Z] = rz; } /* * * Check for cone (z-axis). * * x*x y*y z*z * ----- + ----- - ----- = 0 * a*a b*b c*c * */ if ((A > 0.0) && (E > 0.0) && (H < 0.0) && (J == 0.0)) { a = sqrt(1.0/A); b = sqrt(1.0/E); c = sqrt(-1.0/H); /* Get radii for lower z value. */ z = ClipMin[Z]; rx1 = fabs(z * a / c); ry1 = fabs(z * b / c); /* Get radii for upper z value. */ z = ClipMax[Z]; rx2 = fabs(z * a / c); ry2 = fabs(z * b / c); rx = max(rx1, rx2); ry = max(ry1, ry2); NewMin[X] = -rx; NewMin[Y] = -ry; NewMax[X] = rx; NewMax[Y] = ry; } /* * * Check for hyperboloid (x-axis). * * x*x y*y z*z * ----- - ----- - ----- + 1 = 0 * a*a b*b c*c * */ if ((A > 0.0) && (E < 0.0) && (H < 0.0) && (J > 0.0)) { /* Get radii for lower x value. */ x = ClipMin[X]; d = 1.0 + A * Sqr(x); ry1 = sqrt(-d / E); rz1 = sqrt(-d / H); /* Get radii for upper x value. */ x = ClipMax[X]; d = 1.0 + A * Sqr(x); ry2 = sqrt(-d / E); rz2 = sqrt(-d / H); ry = max(ry1, ry2); rz = max(rz1, rz2); NewMin[Y] = -ry; NewMin[Z] = -rz; NewMax[Y] = ry; NewMax[Z] = rz; } /* * * Check for hyperboloid (y-axis). * * x*x y*y z*z * ----- - ----- + ----- - 1 = 0 * a*a b*b c*c * */ if ((A > 0.0) && (E < 0.0) && (H > 0.0) && (J < 0.0)) { /* Get radii for lower y value. */ y = ClipMin[Y]; d = 1.0 - E * Sqr(y); rx1 = sqrt(d / A); rz1 = sqrt(d / H); /* Get radii for upper y value. */ y = ClipMax[Y]; d = 1.0 - E * Sqr(y); rx2 = sqrt(d / A); rz2 = sqrt(d / H); rx = max(rx1, rx2); rz = max(rz1, rz2); NewMin[X] = -rx; NewMin[Z] = -rz; NewMax[X] = rx; NewMax[Z] = rz; } /* * * Check for hyperboloid (z-axis). * * x*x y*y z*z * ----- + ----- - ----- - 1 = 0 * a*a b*b c*c * */ if ((A > 0.0) && (E > 0.0) && (H < 0.0) && (J < 0.0)) { /* Get radii for lower z value. */ z = ClipMin[Z]; d = 1.0 - H * Sqr(z); rx1 = sqrt(d / A); ry1 = sqrt(d / E); /* Get radii for upper z value. */ z = ClipMax[Z]; d = 1.0 - H * Sqr(z); rx2 = sqrt(d / A); ry2 = sqrt(d / E); rx = max(rx1, rx2); ry = max(ry1, ry2); NewMin[X] = -rx; NewMin[Y] = -ry; NewMax[X] = rx; NewMax[Y] = ry; } /* * * Check for paraboloid (x-axis). * * y*y z*z * x - ----- - ----- = 0 * b*b c*c * */ if ((A == 0.0) && (D != 0.0) && (E != 0.0) && (H != 0.0) && (J == 0.0)) { /* Get radii for lower x value. */ x = ClipMin[X]; ry1 = sqrt(fabs(2.0 * D * x / E)); rz1 = sqrt(fabs(2.0 * D * x / H)); /* Get radii for upper x value. */ x = ClipMax[X]; ry2 = sqrt(fabs(2.0 * D * x / E)); rz2 = sqrt(fabs(2.0 * D * x / H)); ry = max(ry1, ry2); rz = max(rz1, rz2); NewMin[Y] = -ry; NewMin[Z] = -rz; NewMax[Y] = ry; NewMax[Z] = rz; } /* * * Check for paraboloid (y-axis). * * x*x z*z * y - ----- - ----- = 0 * a*a c*c * */ if ((E == 0.0) && (G != 0.0) && (A != 0.0) && (H != 0.0) && (J == 0.0)) { /* Get radii for lower y-value. */ y = ClipMin[Y]; rx1 = sqrt(fabs(2.0 * G * y / A)); rz1 = sqrt(fabs(2.0 * G * y / H)); /* Get radii for upper y value. */ y = ClipMax[Y]; rx2 = sqrt(fabs(2.0 * G * y / A)); rz2 = sqrt(fabs(2.0 * G * y / H)); rx = max(rx1, rx2); rz = max(rz1, rz2); NewMin[X] = -rx; NewMin[Z] = -rz; NewMax[X] = rx; NewMax[Z] = rz; } /* * * Check for paraboloid (z-axis). * * x*x y*y * z - ----- - ----- = 0 * a*a b*b * */ if ((H == 0.0) && (I != 0.0) && (A != 0.0) && (E != 0.0) && (J == 0.0)) { /* Get radii for lower z-value. */ z = ClipMin[Z]; rx1 = sqrt(fabs(2.0 * I * z / A)); ry1 = sqrt(fabs(2.0 * I * z / E)); /* Get radii for upper z value. */ z = ClipMax[Z]; rx2 = sqrt(fabs(2.0 * I * z / A)); ry2 = sqrt(fabs(2.0 * I * z / E)); rx = max(rx1, rx2); ry = max(ry1, ry2); NewMin[X] = -rx; NewMin[Y] = -ry; NewMax[X] = rx; NewMax[Y] = ry; } /* Intersect clipping object's and quadric's bounding boxes */ NewMin[X] = max(NewMin[X], ClipMin[X]); NewMin[Y] = max(NewMin[Y], ClipMin[Y]); NewMin[Z] = max(NewMin[Z], ClipMin[Z]); NewMax[X] = min(NewMax[X], ClipMax[X]); NewMax[Y] = min(NewMax[Y], ClipMax[Y]); NewMax[Z] = min(NewMax[Z], ClipMax[Z]); /* Use old or new bounding box? */ New_Volume = (NewMax[X] - NewMin[X]) * (NewMax[Y] - NewMin[Y]) * (NewMax[Z] - NewMin[Z]); BOUNDS_VOLUME(Old_Volume, Old); if (New_Volume < Old_Volume) { /* Add translation. */ Quadric->Automatic_Bounds = true; VAddEq(NewMin, T1); VAddEq(NewMax, T1); Make_BBox_from_min_max(Quadric->BBox, NewMin, NewMax); /* Beware of bounding boxes to large. */ if ((Quadric->BBox.Lengths[X] > CRITICAL_LENGTH) || (Quadric->BBox.Lengths[Y] > CRITICAL_LENGTH) || (Quadric->BBox.Lengths[Z] > CRITICAL_LENGTH)) { Make_BBox(Quadric->BBox, -BOUND_HUGE/2, -BOUND_HUGE/2, -BOUND_HUGE/2, BOUND_HUGE, BOUND_HUGE, BOUND_HUGE); } } }
static void facets (const VECTOR EPoint, const TNORMAL *Tnormal, VECTOR normal, TraceThreadData *Thread) { int i; int thisseed; DBL sum, minsum; VECTOR sv, tv, dv, t1, add, newnormal, pert; DBL scale; int UseSquare; int UseUnity; DBL Metric; VECTOR *cv = Thread->Facets_Cube; Metric = Tnormal->Vals.Facets.Metric; UseSquare = (Metric == 2 ); UseUnity = (Metric == 1 ); VNormalize( normal, normal ); if ( Tnormal->Vals.Facets.UseCoords ) { Assign_Vector(tv,EPoint); } else { Assign_Vector(tv,normal); } if ( Tnormal->Vals.Facets.Size < 1e-6 ) { scale = 1e6; } else { scale = 1. / Tnormal->Vals.Facets.Size; } VScaleEq( tv, scale ); /* * Check to see if the input point is in the same unit cube as the last * call to this function, to use cache of cubelets for speed. */ thisseed = PickInCube(tv, t1); if (thisseed != Thread->Facets_Last_Seed) { /* * No, not same unit cube. Calculate the random points for this new * cube and its 80 neighbours which differ in any axis by 1 or 2. * Why distance of 2? If there is 1 point in each cube, located * randomly, it is possible for the closest random point to be in the * cube 2 over, or the one two over and one up. It is NOT possible * for it to be two over and two up. Picture a 3x3x3 cube with 9 more * cubes glued onto each face. */ /* Now store a points for this cube and each of the 80 neighbour cubes. */ int cvc = 0; for (add[X] = -2.0; add[X] < 2.5; add[X] +=1.0) { for (add[Y] = -2.0; add[Y] < 2.5; add[Y] += 1.0) { for (add[Z] = -2.0; add[Z] < 2.5; add[Z] += 1.0) { /* For each cubelet in a 5x5 cube. */ if ((fabs(add[X])>1.5)+(fabs(add[Y])>1.5)+(fabs(add[Z])>1.5) <= 1.0) { /* Yes, it's within a 3d knight move away. */ VAdd(sv, tv, add); PickInCube(sv, t1); cv[cvc][X] = t1[X]; cv[cvc][Y] = t1[Y]; cv[cvc][Z] = t1[Z]; cvc++; } } } } Thread->Facets_Last_Seed = thisseed; Thread->Facets_CVC = cvc; } /* * Find the point with the shortest distance from the input point. */ VSub(dv, cv[0], tv); if ( UseSquare ) { minsum = VSumSqr(dv); } else if ( UseUnity ) { minsum = dv[X]+dv[Y]+dv[Z]; } else { minsum = pow(fabs(dv[X]), Metric)+ pow(fabs(dv[Y]), Metric)+ pow(fabs(dv[Z]), Metric); } Assign_Vector( newnormal, cv[0] ); /* Loop for the 81 cubelets to find closest. */ for (i = 1; i < Thread->Facets_CVC; i++) { VSub(dv, cv[i], tv); if ( UseSquare ) { sum = VSumSqr(dv); } else { if ( UseUnity ) { sum = dv[X]+dv[Y]+dv[Z]; } else { sum = pow(fabs(dv[X]), Metric)+ pow(fabs(dv[Y]), Metric)+ pow(fabs(dv[Z]), Metric); } } if (sum < minsum) { minsum = sum; Assign_Vector( newnormal, cv[i] ); } } if ( Tnormal->Vals.Facets.UseCoords ) { DNoise( pert, newnormal ); VDot( sum, pert, normal ); VScale( newnormal, normal, sum ); VSubEq( pert, newnormal ); VAddScaledEq( normal, Tnormal->Vals.Facets.UseCoords, pert ); } else { Assign_Vector( normal, newnormal ); } }
static void Box_UVCoord(UV_VECT Result, OBJECT *Object, INTERSECTION *Inter) { VECTOR P, Box_Diff; BOX *Box = (BOX *)Object; /* Transform the point into the cube's space */ if (Box->Trans != NULL) MInvTransPoint(P, Inter->IPoint, Box->Trans); else Assign_Vector(P, Inter->IPoint); VSub(Box_Diff,Box->bounds[1],Box->bounds[0]); /* this line moves the bottom,left,front corner of the box to <0,0,0> */ VSubEq(P, Box->bounds[0]); /* this line normalizes the face offsets */ VDivEq(P, Box_Diff); /* if no normalize above, then we should use Box->UV_Trans and also inverse-transform the bounds */ /* The following code does a variation of cube environment mapping. All the textures are not mirrored when the cube is viewed from outside. */ switch (Inter->i1) { case SIDE_X_0: Result[U] = (P[Z] / 4.0); Result[V] = (1.0 / 3.0) + (P[Y] / 3.0); break; case SIDE_X_1: Result[U] = (3.0 / 4.0) - (P[Z] / 4.0); Result[V] = (1.0 / 3.0) + (P[Y] / 3.0); break; case SIDE_Y_0: Result[U] = (1.0 / 4.0) + (P[X] / 4.0); Result[V] = (P[Z] / 3.0); break; case SIDE_Y_1: Result[U] = (1.0 / 4.0) + (P[X] / 4.0); Result[V] = (3.0 / 3.0) - (P[Z] / 3.0); break; case SIDE_Z_0: Result[U] = 1.0 - (P[X] / 4.0); Result[V] = (1.0 / 3.0) + (P[Y] / 3.0); break; case SIDE_Z_1: Result[U] = (1.0 / 4.0) + (P[X] / 4.0); Result[V] = (1.0 / 3.0) + (P[Y] / 3.0); break; default: Error("Unknown box side in Box_Normal()."); } /* This is the original cube environment mapping. The texture is correct when viewed from inside the cube. switch (Inter->i1) { case SIDE_X_0: Result[U] = (1.0 / 4.0) - (P[Z] / 4.0); Result[V] = (1.0 / 3.0) + (P[Y] / 3.0); break; case SIDE_X_1: Result[U] = (2.0 / 4.0) + (P[Z] / 4.0); Result[V] = (1.0 / 3.0) + (P[Y] / 3.0); break; case SIDE_Y_0: Result[U] = (1.0 / 4.0) + (P[X] / 4.0); Result[V] = (1.0 / 3.0) - (P[Z] / 3.0); break; case SIDE_Y_1: Result[U] = (1.0 / 4.0) + (P[X] / 4.0); Result[V] = (2.0 / 3.0) + (P[Z] / 3.0); break; case SIDE_Z_0: Result[U] = (1.0 / 4.0) + (P[X] / 4.0); Result[V] = (1.0 / 3.0) + (P[Y] / 3.0); break; case SIDE_Z_1: Result[U] = 1.0 - (P[X] / 4.0); Result[V] = (1.0 / 3.0) + (P[Y] / 3.0); break; default: Error("Unknown box side in Box_Normal()."); } */ }
int IsoSurface_Function_Find_Root(ISOSURFACE* ISOSRF, VECTOR P, VECTOR D, DBL* Depth1, DBL* Depth2, bool in_shadow_test) { DBL dt, t21, l_b, l_e, oldmg; ISO_Pair EP1, EP2; VECTOR VTmp; Increase_Counter(stats[Ray_IsoSurface_Find_Root]); VLength(ISOSRF->Vlength, D); if(ISOSRF->cache) { Increase_Counter(stats[Ray_IsoSurface_Cache]); VEvaluateRay(VTmp, P, *Depth1, D); VSubEq(VTmp, ISOSRF->P); VLength(l_b, VTmp); VEvaluateRay(VTmp, P, *Depth2, D); VSubEq(VTmp, ISOSRF->D); VLength(l_e, VTmp); if((ISOSRF->fmax - ISOSRF->max_gradient * max(l_b, l_e)) > 0.0) { Increase_Counter(stats[Ray_IsoSurface_Cache_Succeeded]); return false; } } Assign_Vector(ISOSRF->P, P); Assign_Vector(ISOSRF->D, D); ISOSRF->cache = false; EP1.t = *Depth1; EP1.f = Float_IsoSurface_Function(ISOSRF, Depth1); ISOSRF->fmax = EP1.f; if((ISOSRF->closed == false) && (EP1.f < 0.0)) { ISOSRF->Inv3 *= -1; EP1.f *= -1; } EP2.t = *Depth2; EP2.f = Float_IsoSurface_Function(ISOSRF, Depth2); ISOSRF->fmax = min(EP2.f, ISOSRF->fmax); oldmg = ISOSRF->max_gradient; t21 = (*Depth2 - *Depth1); if((ISOSRF->eval == true) && (ISOSRF->max_gradient > ISOSRF->eval_param[0])) ISOSRF->max_gradient *= ISOSRF->eval_param[2]; dt = ISOSRF->max_gradient * ISOSRF->Vlength * t21; if(IsoSurface_Function_Find_Root_R(ISOSRF, &EP1, &EP2, dt, t21, 1.0 / (ISOSRF->Vlength * t21), in_shadow_test)) { if(ISOSRF->eval == true) { DBL curvar = fabs(ISOSRF->max_gradient - oldmg); if(curvar > ISOSRF->mginfo->eval_var) ISOSRF->mginfo->eval_var = curvar; ISOSRF->mginfo->eval_cnt++; ISOSRF->mginfo->eval_gradient_sum += ISOSRF->max_gradient; if(ISOSRF->max_gradient > ISOSRF->mginfo->eval_max) ISOSRF->mginfo->eval_max = ISOSRF->max_gradient; } *Depth1 = ISOSRF->tl; return true; } else if(!in_shadow_test) { ISOSRF->cache = true; VEvaluateRay(ISOSRF->P, P, EP1.t, D); VEvaluateRay(ISOSRF->D, P, EP2.t, D); return false; } return false; }