/**************************************************************************** * mesh.c * * This module implements primitives for mesh objects. * * This module was written by Dieter Bayer [DB]. * * from Persistence of Vision(tm) Ray Tracer * Copyright 1996 Persistence of Vision Team *--------------------------------------------------------------------------- * NOTICE: This source code file is provided so that users may experiment * with enhancements to POV-Ray and to port the software to platforms other * than those supported by the POV-Ray Team. There are strict rules under * which you are permitted to use this file. The rules are in the file * named POVLEGAL.DOC which should be distributed with this file. If * POVLEGAL.DOC is not available or for more info please contact the POV-Ray * Team Coordinator by leaving a message in CompuServe's Graphics Developer's * Forum. The latest version of POV-Ray may be found there as well. * * This program is based on the popular DKB raytracer version 2.12. * DKBTrace was originally written by David K. Buck. * DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins. * *****************************************************************************/ /**************************************************************************** * * Explanation: * * - * * Syntax: * * mesh * { * triangle { , , , texture { NAME } } * smooth_triangle { , , , , , , texture { NAME } } * ... * [ hierarchy FLAG ] * } * * --- * * Feb 1995 : Creation. [DB] * *****************************************************************************/ #include "frame.h" #include "vector.h" #include "povproto.h" #include "bbox.h" #include "matrices.h" #include "objects.h" #include "mesh.h" #include "texture.h" #include "povray.h" /***************************************************************************** * Local preprocessor defines ******************************************************************************/ #define DEPTH_TOLERANCE 1e-6 #define max3_coordinate(x,y,z) ((x > y) ? ((x > z) ? X : Z) : ((y > z) ? Y : Z)) #define HASH_SIZE 1000 #define INITIAL_NUMBER_OF_ENTRIES 256 /***************************************************************************** * Local typedefs ******************************************************************************/ typedef struct Hash_Table_Struct HASH_TABLE; struct Hash_Table_Struct { int Index; SNGL_VECT P; HASH_TABLE *Next; }; /***************************************************************************** * Static functions ******************************************************************************/ static int Intersect_Mesh PARAMS((RAY *Ray, MESH *Mesh, ISTACK *Depth_Stack)); static int All_Mesh_Intersections PARAMS((OBJECT *Object, RAY *Ray, ISTACK *Depth_Stack)); static int Inside_Mesh PARAMS((VECTOR IPoint, OBJECT *Object)); static void Mesh_Normal PARAMS((VECTOR Result, OBJECT *Object, INTERSECTION *Inter)); static void *Copy_Mesh PARAMS((OBJECT *Object)); static void Translate_Mesh PARAMS((OBJECT *Object, VECTOR Vector, TRANSFORM *Trans)); static void Rotate_Mesh PARAMS((OBJECT *Object, VECTOR Vector, TRANSFORM *Trans)); static void Scale_Mesh PARAMS((OBJECT *Object, VECTOR Vector, TRANSFORM *Trans)); static void Transform_Mesh PARAMS((OBJECT *Object, TRANSFORM *Trans)); static void Invert_Mesh PARAMS((OBJECT *Object)); static void Destroy_Mesh PARAMS((OBJECT *Object)); static void compute_smooth_triangle PARAMS((MESH_TRIANGLE *Triangle, VECTOR P1, VECTOR P2, VECTOR P3)); static int intersect_mesh_triangle PARAMS((RAY *Ray, MESH *Mesh, MESH_TRIANGLE *Triangle, DBL *Depth)); static int test_hit PARAMS((MESH_TRIANGLE *Triangle, MESH *Mesh, RAY *Ray, DBL Depth, ISTACK *Depth_Stack)); static void smooth_mesh_normal PARAMS((MESH *Mesh, VECTOR Result, MESH_TRIANGLE *Triangle, VECTOR IPoint)); static void get_triangle_bbox PARAMS((MESH *Mesh, MESH_TRIANGLE *Triangle, BBOX *BBox)); static int intersect_bbox_tree PARAMS((MESH *Mesh, RAY *Ray, RAY *Orig_Ray, DBL len, ISTACK *Depth_Stack)); static void get_triangle_vertices PARAMS((MESH *Mesh, MESH_TRIANGLE *Triangle, VECTOR P1, VECTOR P2, VECTOR P3)); static void get_triangle_normals PARAMS((MESH *Mesh, MESH_TRIANGLE *Triangle, VECTOR N1, VECTOR N2, VECTOR N3)); static int mesh_hash PARAMS((HASH_TABLE **Hash_Table, int *Number, int *Max, SNGL_VECT **Elements, VECTOR aPoint)); /***************************************************************************** * Local variables ******************************************************************************/ METHODS Mesh_Methods = { All_Mesh_Intersections, Inside_Mesh, Mesh_Normal, Copy_Mesh, Translate_Mesh, Rotate_Mesh, Scale_Mesh, Transform_Mesh, Invert_Mesh, Destroy_Mesh }; static HASH_TABLE **Vertex_Hash_Table, **Normal_Hash_Table; static PRIORITY_QUEUE *Mesh_Queue; /***************************************************************************** * * FUNCTION * * All_Mesh_Intersections * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * - * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ static int All_Mesh_Intersections(Object, Ray, Depth_Stack) OBJECT *Object; RAY *Ray; ISTACK *Depth_Stack; { Increase_Counter(stats[Ray_Mesh_Tests]); if (Intersect_Mesh(Ray, (MESH *)Object, Depth_Stack)) { Increase_Counter(stats[Ray_Mesh_Tests_Succeeded]); return(TRUE); } return(FALSE); } /***************************************************************************** * * FUNCTION * * Intersect_Mesh * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * - * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ static int Intersect_Mesh(Ray, Mesh, Depth_Stack) RAY *Ray; MESH *Mesh; ISTACK *Depth_Stack; { int i; unsigned found; DBL len, t; RAY New_Ray; /* Transform the ray into mesh space. */ if (Mesh->Trans != NULL) { MInvTransPoint(New_Ray.Initial, Ray->Initial, Mesh->Trans); MInvTransDirection(New_Ray.Direction, Ray->Direction, Mesh->Trans); VLength(len, New_Ray.Direction); VInverseScaleEq(New_Ray.Direction, len); } else { New_Ray = *Ray; len = 1.0; } found = FALSE; if (Mesh->Data->Tree == NULL) { /* There's no bounding hierarchy so just step through all elements. */ for (i = 0; i < Mesh->Data->Number_Of_Triangles; i++) { if (intersect_mesh_triangle(&New_Ray, Mesh, &Mesh->Data->Triangles[i], &t)) { if (test_hit(&Mesh->Data->Triangles[i], Mesh, Ray, t / len, Depth_Stack)) { found = TRUE; } } } } else { /* Use the mesh's bounding hierarchy. */ return(intersect_bbox_tree(Mesh, &New_Ray, Ray, len, Depth_Stack)); } return(found); } /***************************************************************************** * * FUNCTION * * Inside_Mesh * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * - * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ static int Inside_Mesh(IPoint, Object) VECTOR IPoint; OBJECT *Object; { return(FALSE); } /***************************************************************************** * * FUNCTION * * Mesh_Normal * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * Return the normalized normal in the given point. * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ static void Mesh_Normal(Result, Object, Inter) OBJECT *Object; VECTOR Result; INTERSECTION *Inter; { VECTOR IPoint; MESH_TRIANGLE *Triangle; MESH *Mesh = (MESH *)Object; Triangle = (MESH_TRIANGLE *)Inter->Pointer; if (Triangle->Smooth) { if (Mesh->Trans != NULL) { MInvTransPoint(IPoint, Inter->IPoint, Mesh->Trans); } else { Assign_Vector(IPoint, Inter->IPoint); } smooth_mesh_normal(Mesh, Result, Triangle, IPoint); if (Mesh->Trans != NULL) { MTransNormal(Result, Result, Mesh->Trans); } VNormalize(Result, Result); } else { Assign_SNGL_Vect(Result, Mesh->Data->Normals[Triangle->Normal_Ind]); if (Mesh->Trans != NULL) { MTransNormal(Result, Result, Mesh->Trans); VNormalize(Result, Result); } } } /***************************************************************************** * * FUNCTION * * smooth_mesh_normal * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * Remove the un-normalized normal of a smoothed triangle. * * CHANGES * * Feb 1995 : Creation. (Derived from TRIANGLE.C) * ******************************************************************************/ static void smooth_mesh_normal(Mesh, Result, Triangle, IPoint) MESH *Mesh; VECTOR Result, IPoint; MESH_TRIANGLE *Triangle; { int axis; DBL u, v; DBL k1, k2, k3; VECTOR PIMinusP1, N1, N2, N3; get_triangle_normals(Mesh, Triangle, N1, N2, N3); VSub(PIMinusP1, IPoint, Mesh->Data->Vertices[Triangle->P1]); VDot(u, PIMinusP1, Triangle->Perp); if (u < EPSILON) { Assign_Vector(Result, N1); } else { axis = Triangle->vAxis; k1 = Mesh->Data->Vertices[Triangle->P1][axis]; k2 = Mesh->Data->Vertices[Triangle->P2][axis]; k3 = Mesh->Data->Vertices[Triangle->P3][axis]; v = (PIMinusP1[axis] / u + k1 - k2) / (k3 - k2); Result[X] = N1[X] + u * (N2[X] - N1[X] + v * (N3[X] - N2[X])); Result[Y] = N1[Y] + u * (N2[Y] - N1[Y] + v * (N3[Y] - N2[Y])); Result[Z] = N1[Z] + u * (N2[Z] - N1[Z] + v * (N3[Z] - N2[Z])); } } /***************************************************************************** * * FUNCTION * * Translate_Mesh * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * - * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ static void Translate_Mesh(Object, Vector, Trans) OBJECT *Object; VECTOR Vector; TRANSFORM *Trans; { Transform_Mesh(Object, Trans); } /***************************************************************************** * * FUNCTION * * Rotate_Mesh * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * - * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ static void Rotate_Mesh(Object, Vector, Trans) OBJECT *Object; VECTOR Vector; TRANSFORM *Trans; { Transform_Mesh(Object, Trans); } /***************************************************************************** * * FUNCTION * * Scale_Mesh * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * - * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ static void Scale_Mesh(Object, Vector, Trans) OBJECT *Object; VECTOR Vector; TRANSFORM *Trans; { Transform_Mesh(Object, Trans); } /***************************************************************************** * * FUNCTION * * Transfrom_Mesh * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * - * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ static void Transform_Mesh(Object, Trans) OBJECT *Object; TRANSFORM *Trans; { if (((MESH *)Object)->Trans == NULL) { ((MESH *)Object)->Trans = Create_Transform(); } Recompute_BBox(&Object->BBox, Trans); Compose_Transforms(((MESH *)Object)->Trans, Trans); } /***************************************************************************** * * FUNCTION * * Invert_Mesh * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * - * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ static void Invert_Mesh(Object) OBJECT *Object; { } /***************************************************************************** * * FUNCTION * * Create_Mesh * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * - * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ MESH *Create_Mesh() { MESH *New; New = (MESH *)POV_MALLOC(sizeof(MESH), "mesh"); INIT_OBJECT_FIELDS(New,MESH_OBJECT,&Mesh_Methods) Set_Flag(New, HIERARCHY_FLAG); New->Trans = NULL; New->Data = NULL; return(New); } /***************************************************************************** * * FUNCTION * * Copy_Mesh * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * Copy a mesh. * * NOTE: The components are not copied, only the number of references is * counted, so that Destroy_Mesh() knows if they can be destroyed. * * - * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ static void *Copy_Mesh(Object) OBJECT *Object; { MESH *New; New = Create_Mesh(); /* Copy mesh. */ *New = *((MESH *)Object); New->Trans = Copy_Transform(New->Trans); New->Data->References++; return(New); } /***************************************************************************** * * FUNCTION * * Destroy_Mesh * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * - * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ static void Destroy_Mesh(Object) OBJECT *Object; { int i; MESH *Mesh = (MESH *)Object; Destroy_Transform(Mesh->Trans); if (--(Mesh->Data->References) == 0) { Destroy_BBox_Tree(Mesh->Data->Tree); if (Mesh->Data->Normals != NULL) { POV_FREE(Mesh->Data->Normals); } if (Mesh->Data->Vertices != NULL) { POV_FREE(Mesh->Data->Vertices); } if (Mesh->Data->Triangles != NULL) { POV_FREE(Mesh->Data->Triangles); } if (Mesh->Data->Textures != NULL) { for (i = 0; i < Mesh->Data->Number_Of_Textures; i++) { Destroy_Textures(Mesh->Data->Textures[i]); } POV_FREE(Mesh->Data->Textures); } POV_FREE(Mesh->Data); } POV_FREE(Object); } /***************************************************************************** * * FUNCTION * * Compute_Mesh_BBox * * INPUT * * Mesh - Mesh * * OUTPUT * * Mesh * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * Calculate the bounding box of a triangle. * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ void Compute_Mesh_BBox(Mesh) MESH *Mesh; { int i; VECTOR P1, P2, P3; VECTOR mins, maxs; Make_Vector(mins, BOUND_HUGE, BOUND_HUGE, BOUND_HUGE); Make_Vector(maxs, -BOUND_HUGE, -BOUND_HUGE, -BOUND_HUGE); for (i = 0; i < Mesh->Data->Number_Of_Triangles; i++) { get_triangle_vertices(Mesh, &Mesh->Data->Triangles[i], P1, P2, P3); mins[X] = min(mins[X], min3(P1[X], P2[X], P3[X])); mins[Y] = min(mins[Y], min3(P1[Y], P2[Y], P3[Y])); mins[Z] = min(mins[Z], min3(P1[Z], P2[Z], P3[Z])); maxs[X] = max(maxs[X], max3(P1[X], P2[X], P3[X])); maxs[Y] = max(maxs[Y], max3(P1[Y], P2[Y], P3[Y])); maxs[Z] = max(maxs[Z], max3(P1[Z], P2[Z], P3[Z])); } Make_BBox_from_min_max(Mesh->BBox, mins, maxs); } /***************************************************************************** * * FUNCTION * * Compute_Mesh * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * - * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ int Compute_Mesh_Triangle(Triangle, Smooth, P1, P2, P3, S_Normal) MESH_TRIANGLE *Triangle; int Smooth; VECTOR P1, P2, P3, S_Normal; { int temp, swap; DBL x, y, z; VECTOR V1, V2, T1; DBL Length; VSub(V1, P2, P1); VSub(V2, P3, P1); VCross(S_Normal, V2, V1); VLength(Length, S_Normal); /* Set up a flag so we can ignore degenerate triangles */ if (Length == 0.0) { return(FALSE); } /* Normalize the normal vector. */ VInverseScaleEq(S_Normal, Length); VDot(Triangle->Distance, S_Normal, P1); Triangle->Distance *= -1.0; /* Find triangle's dominant axis. */ x = fabs(S_Normal[X]); y = fabs(S_Normal[Y]); z = fabs(S_Normal[Z]); Triangle->Dominant_Axis = max3_coordinate(x, y, z); swap = FALSE; switch (Triangle->Dominant_Axis) { case X: if ((P2[Y] - P3[Y])*(P2[Z] - P1[Z]) < (P2[Z] - P3[Z])*(P2[Y] - P1[Y])) { swap = TRUE; } break; case Y: if ((P2[X] - P3[X])*(P2[Z] - P1[Z]) < (P2[Z] - P3[Z])*(P2[X] - P1[X])) { swap = TRUE; } break; case Z: if ((P2[X] - P3[X])*(P2[Y] - P1[Y]) < (P2[Y] - P3[Y])*(P2[X] - P1[X])) { swap = TRUE; } break; } if (swap) { temp = Triangle->P2; Triangle->P2 = Triangle->P1; Triangle->P1 = temp; Assign_Vector(T1, P1); Assign_Vector(P1, P2); Assign_Vector(P2, T1); if (Smooth) { temp = Triangle->N2; Triangle->N2 = Triangle->N1; Triangle->N1 = temp; } } if (Smooth) { compute_smooth_triangle(Triangle, P1, P2, P3); } return(TRUE); } /***************************************************************************** * * FUNCTION * * compute_smooth_triangle * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * - * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ static void compute_smooth_triangle(Triangle, P1, P2, P3) MESH_TRIANGLE *Triangle; VECTOR P1, P2, P3; { VECTOR P3MinusP2, VTemp1, VTemp2; DBL x, y, z, uDenominator, Proj; Triangle->Smooth = TRUE; VSub(P3MinusP2, P3, P2); x = fabs(P3MinusP2[X]); y = fabs(P3MinusP2[Y]); z = fabs(P3MinusP2[Z]); Triangle->vAxis = max3_coordinate(x, y, z); VSub(VTemp1, P2, P3); VNormalize(VTemp1, VTemp1); VSub(VTemp2, P1, P3); VDot(Proj, VTemp2, VTemp1); VScaleEq(VTemp1, Proj); VSub(Triangle->Perp, VTemp1, VTemp2); VNormalize(Triangle->Perp, Triangle->Perp); VDot(uDenominator, VTemp2, Triangle->Perp); VInverseScaleEq(Triangle->Perp, -uDenominator); } /***************************************************************************** * * FUNCTION * * intersect_mesh_triangle * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * - * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ static int intersect_mesh_triangle(Ray, Mesh, Triangle, Depth) RAY *Ray; MESH *Mesh; MESH_TRIANGLE *Triangle; DBL *Depth; { DBL NormalDotOrigin, NormalDotDirection; DBL s, t; VECTOR P1, P2, P3, S_Normal; Assign_SNGL_Vect(S_Normal, Mesh->Data->Normals[Triangle->Normal_Ind]); VDot(NormalDotDirection, S_Normal, Ray->Direction); if (fabs(NormalDotDirection) < EPSILON) { return(FALSE); } VDot(NormalDotOrigin, S_Normal, Ray->Initial); *Depth = -(Triangle->Distance + NormalDotOrigin) / NormalDotDirection; if ((*Depth < DEPTH_TOLERANCE) || (*Depth > Max_Distance)) { return(FALSE); } get_triangle_vertices(Mesh, Triangle, P1, P2, P3); switch (Triangle->Dominant_Axis) { case X: s = Ray->Initial[Y] + *Depth * Ray->Direction[Y]; t = Ray->Initial[Z] + *Depth * Ray->Direction[Z]; if ((P2[Y] - s) * (P2[Z] - P1[Z]) < (P2[Z] - t) * (P2[Y] - P1[Y])) { return(FALSE); } if ((P3[Y] - s) * (P3[Z] - P2[Z]) < (P3[Z] - t) * (P3[Y] - P2[Y])) { return(FALSE); } if ((P1[Y] - s) * (P1[Z] - P3[Z]) < (P1[Z] - t) * (P1[Y] - P3[Y])) { return(FALSE); } return(TRUE); case Y: s = Ray->Initial[X] + *Depth * Ray->Direction[X]; t = Ray->Initial[Z] + *Depth * Ray->Direction[Z]; if ((P2[X] - s) * (P2[Z] - P1[Z]) < (P2[Z] - t) * (P2[X] - P1[X])) { return(FALSE); } if ((P3[X] - s) * (P3[Z] - P2[Z]) < (P3[Z] - t) * (P3[X] - P2[X])) { return(FALSE); } if ((P1[X] - s) * (P1[Z] - P3[Z]) < (P1[Z] - t) * (P1[X] - P3[X])) { return(FALSE); } return(TRUE); case Z: s = Ray->Initial[X] + *Depth * Ray->Direction[X]; t = Ray->Initial[Y] + *Depth * Ray->Direction[Y]; if ((P2[X] - s) * (P2[Y] - P1[Y]) < (P2[Y] - t) * (P2[X] - P1[X])) { return(FALSE); } if ((P3[X] - s) * (P3[Y] - P2[Y]) < (P3[Y] - t) * (P3[X] - P2[X])) { return(FALSE); } if ((P1[X] - s) * (P1[Y] - P3[Y]) < (P1[Y] - t) * (P1[X] - P3[X])) { return(FALSE); } return(TRUE); } return(FALSE); } /***************************************************************************** * * FUNCTION * * test_hit * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * Test if a hit is valid and push if on the intersection depth. * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ static int test_hit(Triangle, Mesh, Ray, Depth, Depth_Stack) MESH_TRIANGLE *Triangle; MESH *Mesh; RAY *Ray; DBL Depth; ISTACK *Depth_Stack; { VECTOR IPoint; OBJECT *Object = (OBJECT *)Mesh; VEvaluateRay(IPoint, Ray->Initial, Depth, Ray->Direction); if (Point_In_Clip(IPoint, Object->Clip)) { push_entry_pointer(Depth, IPoint, Object, Triangle, Depth_Stack); return(TRUE); } return(FALSE); } /***************************************************************************** * * FUNCTION * * Init_Mesh_Triangle * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * - * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ void Init_Mesh_Triangle(Triangle) MESH_TRIANGLE *Triangle; { Triangle->Smooth = FALSE; Triangle->Dominant_Axis = 0; Triangle->vAxis = 0; Triangle->P1 = Triangle->P2 = Triangle->P3 = -1; Triangle->Normal_Ind = -1; Triangle->Texture = -1; Triangle->N1 = Triangle->N2 = Triangle->N3 = -1; Make_Vector(Triangle->Perp, 0.0, 0.0, 0.0); Triangle->Distance = 0.0; } /***************************************************************************** * * FUNCTION * * get_triangle_bbox * * INPUT * * Triangle - Pointer to triangle * * OUTPUT * * BBox - Bounding box * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * Calculate the bounding box of a triangle. * * CHANGES * * Sep 1994 : Creation. * ******************************************************************************/ static void get_triangle_bbox(Mesh, Triangle, BBox) MESH *Mesh; MESH_TRIANGLE *Triangle; BBOX *BBox; { VECTOR P1, P2, P3; VECTOR Min, Max; get_triangle_vertices(Mesh, Triangle, P1, P2, P3); Min[X] = min3(P1[X], P2[X], P3[X]); Min[Y] = min3(P1[Y], P2[Y], P3[Y]); Min[Z] = min3(P1[Z], P2[Z], P3[Z]); Max[X] = max3(P1[X], P2[X], P3[X]); Max[Y] = max3(P1[Y], P2[Y], P3[Y]); Max[Z] = max3(P1[Z], P2[Z], P3[Z]); Make_BBox_from_min_max(*BBox, Min, Max); } /***************************************************************************** * * FUNCTION * * Build_Mesh_BBox_Tree * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * Create the bounding box hierarchy. * * CHANGES * * Feb 1995 : Creation. (Derived from the bounding slab creation code) * ******************************************************************************/ void Build_Mesh_BBox_Tree(Mesh) MESH *Mesh; { int i, nElem, maxelements; BBOX_TREE **Triangles; if (!Test_Flag(Mesh, HIERARCHY_FLAG)) { return; } nElem = (int)Mesh->Data->Number_Of_Triangles; maxelements = 2 * nElem; /* Now allocate an array to hold references to these elements. */ Triangles = (BBOX_TREE **)POV_MALLOC(maxelements*sizeof(BBOX_TREE *), "mesh bbox tree"); /* Init list with mesh elements. */ for (i = 0; i < nElem; i++) { Triangles[i] = (BBOX_TREE *)POV_MALLOC(sizeof(BBOX_TREE), "mesh bbox tree"); Triangles[i]->Infinite = FALSE; Triangles[i]->Entries = 0; Triangles[i]->Node = (BBOX_TREE **)&Mesh->Data->Triangles[i]; get_triangle_bbox(Mesh, &Mesh->Data->Triangles[i], &Triangles[i]->BBox); } Build_BBox_Tree(&Mesh->Data->Tree, nElem, Triangles, 0, NULL); /* Get rid of the Triangles array. */ POV_FREE(Triangles); } /***************************************************************************** * * FUNCTION * * intersect_bbox_tree * * INPUT * * Mesh - Mesh object * Ray - Current ray * Orig_Ray - Original, untransformed ray * len - Length of the transformed ray direction * * OUTPUT * * Depth_Stack - Stack of intersections * * RETURNS * * int - TRUE if an intersection was found * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * Intersect a ray with the bounding box tree of a mesh. * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ static int intersect_bbox_tree(Mesh, Ray, Orig_Ray, len, Depth_Stack) MESH *Mesh; RAY *Ray, *Orig_Ray; DBL len; ISTACK *Depth_Stack; { int i, found; DBL Best, Depth; RAYINFO rayinfo; BBOX_TREE *Node, *Root; /* Create the direction vectors for this ray. */ Create_Rayinfo(Ray, &rayinfo); /* Start with an empty priority queue. */ found = 0; Mesh_Queue->QSize = 0; Best = BOUND_HUGE; #ifdef BBOX_EXTRA_STATS Increase_Counter(stats[totalQueueResets]); #endif /* Check top node. */ Root = Mesh->Data->Tree; /* Set the root object infinite to avoid a test. */ Check_And_Enqueue(Mesh_Queue, Root, &Root->BBox, &rayinfo); /* Check elements in the priority queue. */ while (Mesh_Queue->QSize > 0) { Priority_Queue_Delete(Mesh_Queue, &Depth, &Node); /* * If current intersection is larger than the best intersection found * so far our task is finished, because all other bounding boxes in * the priority queue are further away. */ if (Depth > Best) { break; } /* Check current node. */ if (Node->Entries) { /* This is a node containing leaves to be checked. */ for (i = 0; i < Node->Entries; i++) { Check_And_Enqueue(Mesh_Queue, Node->Node[i], &Node->Node[i]->BBox, &rayinfo); } } else { /* This is a leaf so test the contained triangle. */ if (intersect_mesh_triangle(Ray, Mesh, (MESH_TRIANGLE *)Node->Node, &Depth)) { if (test_hit((MESH_TRIANGLE *)Node->Node, Mesh, Orig_Ray, Depth / len, Depth_Stack)) { found = TRUE; Best = Depth; } } } } return(found); } /***************************************************************************** * * FUNCTION * * mesh_hash * * INPUT * * aPoint - Normal/Vertex to store * * OUTPUT * * Hash_Table - Normal/Vertex hash table * Number - Number of normals/vertices * Max - Max. number of normals/vertices * Elements - List of normals/vertices * * RETURNS * * int - Index of normal/vertex into the normals/vertices list * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * Try to locate a triangle normal/vertex in the normal/vertex list. * If the vertex is not found its stored in the normal/vertex list. * * CHANGES * * Feb 1995 : Creation. (With help from Steve Anger's RAW2POV code) * ******************************************************************************/ static int mesh_hash(Hash_Table, Number, Max, Elements, aPoint) HASH_TABLE **Hash_Table; int *Number, *Max; SNGL_VECT **Elements; VECTOR aPoint; { int hash; SNGL_VECT D, P; HASH_TABLE *p; Assign_SNGL_Vect(P, aPoint); /* Get hash value. */ hash = (unsigned)((int)(326.0*P[X])^(int)(694.7*P[Y])^(int)(1423.6*P[Z])) % HASH_SIZE; /* Try to find normal/vertex. */ for (p = Hash_Table[hash]; p != NULL; p = p->Next) { VSub(D, p->P, P); if ((fabs(D[X]) < EPSILON) && (fabs(D[Y]) < EPSILON) && (fabs(D[Z]) < EPSILON)) { break; } } if ((p != NULL) && (p->Index >= 0)) { return(p->Index); } /* Add new normal/vertex to the list and hash table. */ if ((*Number) >= (*Max)) { if ((*Max) >= INT_MAX/2) { Error("Too many normals/vertices in mesh.\n"); } (*Max) *= 2; (*Elements) = (SNGL_VECT *)POV_REALLOC((*Elements), (*Max)*sizeof(SNGL_VECT), "mesh data"); } Assign_SNGL_Vect((*Elements)[*Number], P); p = (HASH_TABLE *)POV_MALLOC(sizeof(HASH_TABLE), "mesh data"); Assign_SNGL_Vect(p->P, P); p->Index = *Number; p->Next = Hash_Table[hash]; Hash_Table[hash] = p; return((*Number)++); } /***************************************************************************** * * FUNCTION * * Mesh_Hash_Vertex * * INPUT * * Vertex - Vertex to store * * OUTPUT * * Number_Of_Vertices - Number of vertices * Max_Vertices - Max. number of vertices * Vertices - List of vertices * * RETURNS * * int - Index of vertex into the vertices list * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * Try to locate a triangle vertex in the vertex list. * If the vertex is not found its stored in the vertex list. * * CHANGES * * Feb 1995 : Creation. (With help from Steve Anger's RAW2POV code) * ******************************************************************************/ int Mesh_Hash_Vertex(Number_Of_Vertices, Max_Vertices, Vertices, Vertex) int *Number_Of_Vertices, *Max_Vertices; SNGL_VECT **Vertices; VECTOR Vertex; { return(mesh_hash(Vertex_Hash_Table, Number_Of_Vertices, Max_Vertices, Vertices, Vertex)); } /***************************************************************************** * * FUNCTION * * Mesh_Hash_Normal * * INPUT * * Normal - Normal to store * * OUTPUT * * Number_Of_Normals - Number of normals * Max_Normals - Max. number of normals * Normals - List of normals * * RETURNS * * int - Index of normal into the normals list * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * Try to locate a triangle normal in the normal list. * If the normal is not found its stored in the normal list. * * CHANGES * * Feb 1995 : Creation. (With help from Steve Anger's RAW2POV code) * ******************************************************************************/ int Mesh_Hash_Normal(Number_Of_Normals, Max_Normals, Normals, S_Normal) int *Number_Of_Normals, *Max_Normals; SNGL_VECT **Normals; VECTOR S_Normal; { return(mesh_hash(Normal_Hash_Table, Number_Of_Normals, Max_Normals, Normals, S_Normal)); } /***************************************************************************** * * FUNCTION * * Mesh_Hash_Texture * * INPUT * * Texture - Texture to store * * OUTPUT * * Number_Of_Textures - Number of textures * Max_Textures - Max. number of textures * Textures - List of textures * * RETURNS * * int - Index of texture into the texture list * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * Try to locate a texture in the texture list. * If the texture is not found its stored in the texture list. * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ int Mesh_Hash_Texture(Number_Of_Textures, Max_Textures, Textures, Texture) int *Number_Of_Textures, *Max_Textures; TEXTURE ***Textures, *Texture; { int i; if (Texture == NULL) { return(-1); } /* Just do a linear search. */ for (i = 0; i < *Number_Of_Textures; i++) { if ((*Textures)[i] == Texture) { break; } } if (i == *Number_Of_Textures) { if ((*Number_Of_Textures) >= (*Max_Textures)) { if ((*Max_Textures) >= INT_MAX/2) { Error("Too many textures in mesh.\n"); } (*Max_Textures) *= 2; (*Textures) = (TEXTURE **)POV_REALLOC((*Textures), (*Max_Textures)*sizeof(TEXTURE *), "mesh data"); } (*Textures)[(*Number_Of_Textures)++] = Copy_Texture_Pointer(Texture); } return(i); } /***************************************************************************** * * FUNCTION * * Create_Mesh_Hash_Tables * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * - * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ void Create_Mesh_Hash_Tables() { int i; Vertex_Hash_Table = (HASH_TABLE **)POV_MALLOC(HASH_SIZE*sizeof(HASH_TABLE *), "mesh hash table"); for (i = 0; i < HASH_SIZE; i++) { Vertex_Hash_Table[i] = NULL; } Normal_Hash_Table = (HASH_TABLE **)POV_MALLOC(HASH_SIZE*sizeof(HASH_TABLE *), "mesh hash table"); for (i = 0; i < HASH_SIZE; i++) { Normal_Hash_Table[i] = NULL; } } /***************************************************************************** * * FUNCTION * * Destroy_Mesh_Hash_Tables * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * - * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ void Destroy_Mesh_Hash_Tables() { int i; HASH_TABLE *Temp; for (i = 0; i < HASH_SIZE; i++) { while (Vertex_Hash_Table[i] != NULL) { Temp = Vertex_Hash_Table[i]; Vertex_Hash_Table[i] = Temp->Next; POV_FREE(Temp); } } POV_FREE(Vertex_Hash_Table); for (i = 0; i < HASH_SIZE; i++) { while (Normal_Hash_Table[i] != NULL) { Temp = Normal_Hash_Table[i]; Normal_Hash_Table[i] = Temp->Next; POV_FREE(Temp); } } POV_FREE(Normal_Hash_Table); } /***************************************************************************** * * FUNCTION * * get_triangle_vertices * * INPUT * * Mesh - Mesh object * Triangle - Triangle * * OUTPUT * * RETURNS * * P1, P2, P3 - Vertices of the triangle * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * - * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ static void get_triangle_vertices(Mesh, Triangle, P1, P2, P3) MESH *Mesh; MESH_TRIANGLE *Triangle; VECTOR P1, P2, P3; { Assign_SNGL_Vect(P1, Mesh->Data->Vertices[Triangle->P1]); Assign_SNGL_Vect(P2, Mesh->Data->Vertices[Triangle->P2]); Assign_SNGL_Vect(P3, Mesh->Data->Vertices[Triangle->P3]); } /***************************************************************************** * * FUNCTION * * get_triangle_normals * * INPUT * * Mesh - Mesh object * Triangle - Triangle * * OUTPUT * * RETURNS * * N1, N2, N3 - Normals of the triangle * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * - * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ static void get_triangle_normals(Mesh, Triangle, N1, N2, N3) MESH *Mesh; MESH_TRIANGLE *Triangle; VECTOR N1, N2, N3; { Assign_SNGL_Vect(N1, Mesh->Data->Normals[Triangle->N1]); Assign_SNGL_Vect(N2, Mesh->Data->Normals[Triangle->N2]); Assign_SNGL_Vect(N3, Mesh->Data->Normals[Triangle->N3]); } /***************************************************************************** * * FUNCTION * * Mesh_Degenerate * * INPUT * * P1, P2, P3 - Triangle's vertices * * OUTPUT * * RETURNS * * int - TRUE if degenerate * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * Test if a triangle is degenerate. * * CHANGES * * Feb 1995 : Creation. * ******************************************************************************/ int Mesh_Degenerate(P1, P2, P3) VECTOR P1, P2, P3; { VECTOR V1, V2, Temp; DBL Length; VSub(V1, P1, P2); VSub(V2, P3, P2); VCross(Temp, V1, V2); VLength(Length, Temp); return(Length == 0.0); } /***************************************************************************** * * FUNCTION * * Initialize_Mesh_Code * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * Initialize mesh specific variables. * * CHANGES * * Jul 1995 : Creation. * ******************************************************************************/ void Initialize_Mesh_Code() { Mesh_Queue = Create_Priority_Queue(INITIAL_NUMBER_OF_ENTRIES); } /***************************************************************************** * * FUNCTION * * Deinitialize_Mesh_Code * * INPUT * * OUTPUT * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * Deinitialize mesh specific variables. * * CHANGES * * Jul 1995 : Creation. * ******************************************************************************/ void Deinitialize_Mesh_Code() { if (Mesh_Queue != NULL) { Destroy_Priority_Queue(Mesh_Queue); } Mesh_Queue = NULL; } /***************************************************************************** * * FUNCTION * * Test_Mesh_Opacity * * INPUT * * Mesh - Pointer to mesh structure * * OUTPUT * * Mesh * * RETURNS * * AUTHOR * * Dieter Bayer * * DESCRIPTION * * Set the opacity flag of the mesh according to the opacity * of the mesh's texture(s). * * CHANGES * * Apr 1996 : Creation. * ******************************************************************************/ void Test_Mesh_Opacity(Mesh) MESH *Mesh; { int i; /* Initialize opacity flag to the opacity of the object's texture. */ if ((Mesh->Texture == NULL) || (Test_Opacity(Mesh->Texture))) { Set_Flag(Mesh, OPAQUE_FLAG); } if (Test_Flag(Mesh, MULTITEXTURE_FLAG)) { for (i = 0; i < Mesh->Data->Number_Of_Textures; i++) { if (Mesh->Data->Textures[i] != NULL) { /* If component's texture isn't opaque the mesh is neither. */ if (!Test_Opacity(Mesh->Data->Textures[i])) { Clear_Flag(Mesh, OPAQUE_FLAG); } } } } }