/* * ANSI C code from the article * "Intersecting a Ray with a Cylinder" * by Joseph M. Cychosz and Warren N. Waggenspack, Jr., * (3ksnn64@ecn.purdue.edu, mewagg@mewnw.dnet.lsu.edu) * in "Graphics Gems IV", Academic Press, 1994 */ #include "GraphicsGems.h" #include #include /* ---- intcyl - Intersect a ray with a cylinder. --------------------- */ /* */ /* */ /* Description: */ /* Intcyl determines the intersection of a ray with a */ /* cylinder. */ /* */ /* On entry: */ /* raybase = The base point of the intersecting ray. */ /* raycos = The direction cosines of the above ray. (unit) */ /* base = The base location of the cylinder. */ /* axis = The axis of symmetry for the cylinder. (unit) */ /* radius = The radius of the cylinder. */ /* */ /* On return: */ /* in = The entering distance of the intersection. */ /* out = The leaving distance of the intersection. */ /* */ /* Returns: True if the ray intersects the cylinder. */ /* */ /* Note: In and/or out may be negative indicating the */ /* cylinder is located behind the origin of the ray. */ /* */ /* -------------------------------------------------------------------- */ boolean intcyl (raybase,raycos,base,axis,radius,in,out) Point3 *raybase; /* Base of the intersection ray */ Vector3 *raycos; /* Direction cosines of the ray */ Point3 *base; /* Base of the cylinder */ Vector3 *axis; /* Axis of the cylinder */ double radius; /* Radius of the cylinder */ double *in; /* Entering distance */ double *out; /* Leaving distance */ { boolean hit; /* True if ray intersects cyl */ Vector3 RC; /* Ray base to cylinder base */ double d; /* Shortest distance between */ /* the ray and the cylinder */ double t, s; /* Distances along the ray */ Vector3 n, D, O; double ln; #ifndef HUGE #define HUGE FLT_MAX #endif const double pinf = HUGE; /* Positive infinity */ RC.x = raybase->x - base->x; RC.y = raybase->y - base->y; RC.z = raybase->z - base->z; V3Cross (raycos,axis,&n); if ( (ln = V3Length (&n)) == 0. ) { /* ray parallel to cyl */ d = V3Dot (&RC,axis); D.x = RC.x - d*axis->x; D.y = RC.y - d*axis->y; D.z = RC.z - d*axis->z; d = V3Length (&D); *in = -pinf; *out = pinf; return (d <= radius); /* true if ray is in cyl*/ } V3Normalize (&n); d = fabs (V3Dot (&RC,&n)); /* shortest distance */ hit = (d <= radius); if (hit) { /* if ray hits cylinder */ V3Cross (&RC,axis,&O); t = - V3Dot (&O,&n) / ln; V3Cross (&n,axis,&O); V3Normalize (&O); s = fabs (sqrt(radius*radius - d*d) / V3Dot (raycos,&O)); *in = t - s; /* entering distance */ *out = t + s; /* exiting distance */ } return (hit); } /* ---- clipobj - Clip object with plane pair. ------------------------ */ /* */ /* */ /* Description: */ /* Clipobj clips the supplied infinite object with two */ /* (a top and a bottom) bounding planes. */ /* */ /* On entry: */ /* raybase = The base point of the intersecting ray. */ /* raycos = The direction cosines of the above ray. (unit) */ /* bot = The normal and perpendicular distance of the */ /* bottom plane. */ /* top = The normal and perpendicular distance of the */ /* top plane. */ /* objin = The entering distance of the intersection with */ /* the object. */ /* objout = The exiting distance of the intersection with */ /* the object. */ /* */ /* On return: */ /* objin = The entering distance of the intersection. */ /* objout = The exiting distance of the intersection. */ /* surfin = The identifier for the entering surface. */ /* surfout = The identifier for the leaving surface. */ /* */ /* Returns: True if the ray intersects the bounded object. */ /* */ /* -------------------------------------------------------------------- */ #define SIDE 0 /* Object surface */ #define BOT 1 /* Bottom end-cap surface */ #define TOP 2 /* Top end-cap surface */ typedef struct { /* Plane: ax + by + cz + d = 0 */ double a ,b ,c, d; } Plane; boolean clipobj (raybase,raycos,bot,top,objin,objout,surfin,surfout) Point3 *raybase; /* Base of the intersection ray */ Vector3 *raycos; /* Direction cosines of the ray */ Plane *bot; /* Bottom end-cap plane */ Plane *top; /* Top end-cap plane */ double *objin; /* Entering distance */ double *objout; /* Exiting distance */ int *surfin; /* Entering surface identifier */ int *surfout; /* Exiting surface identifier */ { double dc, dw, t; double in, out; /* Object intersection dists. */ *surfin = *surfout = SIDE; in = *objin; out = *objout; /* Intersect the ray with the bottom end-cap plane. */ dc = bot->a*raycos->x + bot->b*raycos->y + bot->c*raycos->z; dw = bot->a*raybase->x + bot->b*raybase->y + bot->c*raybase->z + bot->d; if ( dc == 0.0 ) { /* If parallel to bottom plane */ if ( dw >= 0. ) return (FALSE); } else { t = - dw / dc; if ( dc >= 0.0 ) { /* If far plane */ if ( t > in && t < out ) { out = t; *surfout = BOT; } if ( t < in ) return (FALSE); } else { /* If near plane */ if ( t > in && t < out ) { in = t; *surfin = BOT; } if ( t > out ) return (FALSE); } } /* Intersect the ray with the top end-cap plane. */ dc = top->a*raycos->x + top->b*raycos->y + top->c*raycos->z; dw = top->a*raybase->x + top->b*raybase->y + top->c*raybase->z + top->d; if ( dc == 0.0 ) { /* If parallel to top plane */ if ( dw >= 0. ) return (FALSE); } else { t = - dw / dc; if ( dc >= 0.0 ) { /* If far plane */ if ( t > in && t < out ) { out = t; *surfout = TOP; } if ( t < in ) return (FALSE); } else { /* If near plane */ if ( t > in && t < out ) { in = t; *surfin = TOP; } if ( t > out ) return (FALSE); } } *objin = in; *objout = out; return (in < out); }