/**************************************************************************** * csg.c * * This module implements routines for constructive solid geometry. * * from Persistence of Vision Raytracer * Copyright 1993 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. * *****************************************************************************/ #include "frame.h" #include "vector.h" #include "povproto.h" METHODS CSG_Union_Methods = { All_CSG_Union_Intersections, Inside_CSG_Union, NULL /*Normal*/, Copy_CSG, Translate_CSG, Rotate_CSG, Scale_CSG, Transform_CSG, Invert_CSG_Union, Destroy_CSG }; METHODS CSG_Merge_Methods = { All_CSG_Merge_Intersections, Inside_CSG_Union, NULL /*Normal*/, Copy_CSG, Translate_CSG, Rotate_CSG, Scale_CSG, Transform_CSG, Invert_CSG_Union, Destroy_CSG }; METHODS CSG_Intersection_Methods = { All_CSG_Intersect_Intersections, Inside_CSG_Intersection, NULL /*Normal*/, Copy_CSG, Translate_CSG, Rotate_CSG, Scale_CSG, Transform_CSG, Invert_CSG_Intersection, Destroy_CSG }; extern RAY *VP_Ray; int All_CSG_Union_Intersections (Object, Ray, Depth_Stack) OBJECT *Object; RAY *Ray; ISTACK *Depth_Stack; { register int Found; OBJECT *Current_Sib, *Clip; ISTACK *Local_Stack; INTERSECTION *Sibling_Intersection; Found = FALSE; if ((Clip = Object->Clip) == NULL) /* Use shortcut if no clip */ { for (Current_Sib = ((CSG *)Object)->Children; Current_Sib != NULL ; Current_Sib = Current_Sib->Sibling) if (Ray_In_Bounds (Ray, Current_Sib->Bound)) if (All_Intersections (Current_Sib, Ray, Depth_Stack)) Found = TRUE; } else { Local_Stack = open_istack (); for (Current_Sib = ((CSG *)Object)->Children; Current_Sib != NULL ; Current_Sib = Current_Sib->Sibling) if (Ray_In_Bounds (Ray, Current_Sib->Bound)) if (All_Intersections (Current_Sib, Ray, Local_Stack)) while ((Sibling_Intersection = pop_entry(Local_Stack)) != NULL) if (Point_In_Clip (&Sibling_Intersection->IPoint, Clip)) { push_copy (Depth_Stack, Sibling_Intersection); Found = TRUE; } close_istack (Local_Stack); } return (Found); } int All_CSG_Intersect_Intersections (Object, Ray, Depth_Stack) OBJECT *Object; RAY *Ray; ISTACK *Depth_Stack; { int Maybe_Found, Found; OBJECT *Current_Sib, *Inside_Sib; ISTACK *Local_Stack; INTERSECTION *Sibling_Intersection; Local_Stack = open_istack (); Found = FALSE; for (Current_Sib = ((CSG *)Object)->Children; Current_Sib != NULL; Current_Sib = Current_Sib->Sibling) { if (Ray_In_Bounds (Ray, Current_Sib->Bound)) if (All_Intersections (Current_Sib, Ray, Local_Stack)) while ((Sibling_Intersection = pop_entry(Local_Stack)) != NULL) { Maybe_Found = TRUE; for (Inside_Sib = ((CSG *)Object)->Children; Inside_Sib != NULL; Inside_Sib = Inside_Sib->Sibling) if (Inside_Sib != Current_Sib) if (!Inside_Object (&Sibling_Intersection->IPoint, Inside_Sib)) { Maybe_Found = FALSE; break; } if (Maybe_Found) if (Point_In_Clip (&Sibling_Intersection->IPoint, Object->Clip)) { push_copy(Depth_Stack, Sibling_Intersection); Found = TRUE; } } } close_istack (Local_Stack); return (Found); } int All_CSG_Merge_Intersections (Object, Ray, Depth_Stack) OBJECT *Object; RAY *Ray; ISTACK *Depth_Stack; { register int Found, inside_flag; OBJECT *Sib1, *Sib2; ISTACK *Local_Stack; INTERSECTION *Sibling_Intersection; Found = FALSE; Local_Stack = open_istack (); for (Sib1 = ((CSG *)Object)->Children; Sib1 != NULL ; Sib1 = Sib1->Sibling) if (Ray_In_Bounds (Ray, Sib1->Bound)) if (All_Intersections (Sib1, Ray, Local_Stack)) while ((Sibling_Intersection = pop_entry (Local_Stack)) != NULL) if (Point_In_Clip (&Sibling_Intersection->IPoint,Object->Clip)) { inside_flag = TRUE; for (Sib2 = ((CSG *)Object)->Children; Sib2 != NULL && inside_flag == TRUE; Sib2 = Sib2->Sibling) if (Sib1 != Sib2) if (Inside_Object(&Sibling_Intersection->IPoint,Sib2)) inside_flag = FALSE; if (inside_flag == TRUE) { Found = TRUE; push_copy (Depth_Stack, Sibling_Intersection); } } close_istack (Local_Stack); return (Found); } int Inside_CSG_Union (IPoint, Object) VECTOR *IPoint; OBJECT *Object; { OBJECT *Current_Sib; for (Current_Sib = ((CSG *)Object)->Children; Current_Sib != NULL ; Current_Sib = Current_Sib->Sibling) if (Inside_Object (IPoint, Current_Sib)) return (TRUE); return (FALSE); } int Inside_CSG_Intersection (IPoint, Object) OBJECT *Object; VECTOR *IPoint; { OBJECT *Current_Sib; for (Current_Sib = ((CSG *)Object)->Children; Current_Sib != NULL ; Current_Sib = Current_Sib->Sibling) if (!Inside_Object (IPoint, Current_Sib)) return (FALSE); return (TRUE); } void *Copy_CSG (Object) OBJECT *Object; { CSG *New; OBJECT *Old_Sib, *New_Sib, *Prev_Sib; if ((New = (CSG *) malloc (sizeof (CSG))) == NULL) MAError ("CSG"); New->Children = Prev_Sib = NULL; for (Old_Sib = ((CSG *)Object)->Children; Old_Sib != NULL ; Old_Sib = Old_Sib->Sibling) { New_Sib = Copy_Object (Old_Sib); if (New->Children == NULL) New->Children = New_Sib; if (Prev_Sib != NULL) Prev_Sib->Sibling = New_Sib; Prev_Sib = New_Sib; } return (New); } void Translate_CSG (Object, Vector) OBJECT *Object; VECTOR *Vector; { OBJECT *Sib; for (Sib = ((CSG *) Object)->Children; Sib != NULL ; Sib = Sib->Sibling) Translate_Object (Sib, Vector); Compute_CSG_Bounds(Object); } void Rotate_CSG (Object, Vector) OBJECT *Object; VECTOR *Vector; { OBJECT *Sib; for (Sib = ((CSG *) Object)->Children; Sib != NULL ; Sib = Sib->Sibling) Rotate_Object (Sib, Vector); Compute_CSG_Bounds(Object); } void Scale_CSG (Object, Vector) OBJECT *Object; VECTOR *Vector; { OBJECT *Sib; for (Sib = ((CSG *) Object)->Children; Sib != NULL ; Sib = Sib->Sibling) Scale_Object (Sib, Vector); Compute_CSG_Bounds(Object); } void Transform_CSG (Object, Trans) OBJECT *Object; TRANSFORM *Trans; { OBJECT *Sib; for (Sib = ((CSG *) Object)->Children; Sib != NULL ; Sib = Sib->Sibling) Transform_Object (Sib, Trans); Compute_CSG_Bounds(Object); } void Destroy_CSG (Object) OBJECT *Object; { Destroy_Object (((CSG *) Object)->Children); free (Object); } void Invert_CSG_Union (Object) OBJECT *Object; { OBJECT *Sib; Object->Methods = &CSG_Intersection_Methods; for (Sib = ((CSG *)Object)->Children; Sib != NULL ; Sib = Sib->Sibling) Invert_Object (Sib); } void Invert_CSG_Intersection (Object) OBJECT *Object; { OBJECT *Sib; Object->Methods = &CSG_Union_Methods; for (Sib = ((CSG *)Object)->Children; Sib != NULL ; Sib = Sib->Sibling) Invert_Object (Sib); } CSG *Create_CSG_Union () { CSG *New; if ((New = (CSG *) malloc (sizeof (CSG))) == NULL) MAError ("union"); INIT_OBJECT_FIELDS(New, UNION_OBJECT, &CSG_Union_Methods) New->Children = NULL; return (New); } CSG *Create_CSG_Merge () { CSG *New; if ((New = (CSG *) malloc (sizeof (CSG))) == NULL) MAError ("merge"); INIT_OBJECT_FIELDS(New, MERGE_OBJECT, &CSG_Merge_Methods) New->Children = NULL; return (New); } CSG *Create_CSG_Intersection () { CSG *New; if ((New = (CSG *) malloc (sizeof (CSG))) == NULL) MAError ("intersection"); INIT_OBJECT_FIELDS(New, INTERSECTION_OBJECT, &CSG_Intersection_Methods) New->Children = NULL; return (New); } void Compute_CSG_Bounds (Object) OBJECT *Object; { VECTOR mins, maxs; DBL tmin, tmax; OBJECT *Sib; Make_Vector(&mins, BOUND_HUGE, BOUND_HUGE, BOUND_HUGE); Make_Vector(&maxs, -BOUND_HUGE, -BOUND_HUGE, -BOUND_HUGE); for (Sib = ((CSG *) Object)->Children; Sib != NULL ; Sib = Sib->Sibling) { tmin = Sib->Bounds.Lower_Left.x; tmax = Sib->Bounds.Lower_Left.x + Sib->Bounds.Lengths.x; if (tmin < mins.x) mins.x = tmin; if (tmax > maxs.x) maxs.x = tmax; tmin = Sib->Bounds.Lower_Left.y; tmax = Sib->Bounds.Lower_Left.y + Sib->Bounds.Lengths.y; if (tmin < mins.y) mins.y = tmin; if (tmax > maxs.y) maxs.y = tmax; tmin = Sib->Bounds.Lower_Left.z; tmax = Sib->Bounds.Lower_Left.z + Sib->Bounds.Lengths.z; if (tmin < mins.z) mins.z = tmin; if (tmax > maxs.z) maxs.z = tmax; } Object->Bounds.Lower_Left = mins; VSub(Object->Bounds.Lengths, maxs, mins); }