File: SVToolObjectImpl.mesa
Copyright © 1984 by Xerox Corporation. All rights reserved.
Contents: Defines the master object classes "tool" and "jack". A tool draws itself as from 1 to 3 orthogonal rectangles (even for ray tracing). Any assembly can be made into a tool temporarily, and can draw itself in wireframe normally but ray trace as a tool to allow easy pointing to important object planes. A jack draws itself as a coordinate frame. Jacks are invisible in ray-traces and shaded polygon drawings.
Created: July 2, 1984 1:03:38 pm PDT
Last edited by: Eric Bier on January 15, 1985 0:12:48 am PST
DIRECTORY
CastRays,
CoordSys,
CSG,
CSGGraphics,
DisplayList3d,
Graphics,
IO,
Rope,
SV2d,
SV3d,
SVBoundBox,
SVModelTypes,
SVPolygon3d,
SVRayTypes,
SVSceneTypes,
SVToolObject,
TFI3d;
SVToolObjectImpl:
CEDAR
PROGRAM
IMPORTS CastRays, CoordSys, CSG, CSGGraphics, DisplayList3d, IO, SVBoundBox, SVPolygon3d, TFI3d
EXPORTS SVToolObject =
BEGIN
Assembly: TYPE = SVSceneTypes.Assembly;
AssemblyList: TYPE = SVSceneTypes.AssemblyList;
BoundHedron: TYPE = SVModelTypes.BoundHedron;
Camera: TYPE = SVModelTypes.Camera;
Classification: TYPE = SVRayTypes.Classification;
CoordSystem: TYPE = SVModelTypes.CoordSystem;
FrameBlock: TYPE = REF FrameBlockObj;
FrameBlockObj: TYPE = SVSceneTypes.FrameBlockObj;
LightSourceList: TYPE = SVModelTypes.LightSourceList;
MasterObject: TYPE = SVSceneTypes.MasterObject;
MasterObjectClass: TYPE = SVSceneTypes.MasterObjectClass;
PlanarSurface: TYPE = REF PlanarSurfaceObj;
PlanarSurfaceObj: TYPE = SVSceneTypes.PlanarSurfaceObj;
PlanarSurfaceList: TYPE = SVSceneTypes.PlanarSurfaceList;
Point2d: TYPE = SV2d.Point2d;
Point3d: TYPE = SV3d.Point3d;
Poly3d: TYPE = SV3d.Poly3d;
Primitive: TYPE = SVRayTypes.Primitive;
Ray: TYPE = SVRayTypes.Ray;
Shape: TYPE = SVSceneTypes.Shape;
ToolData: TYPE = SVSceneTypes.ToolData;
Vector: TYPE = SV3d.Vector;
toolClass: MasterObjectClass;
jackClass: MasterObjectClass;
ToolMakeMasterObject:
PUBLIC
PROC [name: Rope.
ROPE, toolData: ToolData]
RETURNS [mo: MasterObject] =
TRUSTED {
mainBody: REF ANY ← toolData;
lineBody: REF ANY ← toolData;
shadeBody: REF ANY ← toolData;
rayCastBody: REF ANY ← toolData;
mo ← DisplayList3d.CreateMasterObject[name, toolClass, mainBody, lineBody, shadeBody, rayCastBody];
};
SizeToFit:
PUBLIC
PROC [toolData: ToolData, assembly: Assembly] = {
The tool in question will just contain in the [loX, hiX, loY, hiY, loZ, hiZ] box, the assembly given. Compute this tight-fitting box from the union of the boundhedron's of all of assembly's master objects. Express all of the boundHedron points in assembly coordinates. Since the boundhedrons are in master object records, we must walk the tree to find them. Since they are in master object coordinates, we must carefully translate them to the coordinates of assembly.
block: FrameBlock;
loX, hiX, loY, hiY, loZ, hiZ: REAL;
dataFound: BOOL;
[loX, hiX, loY, hiY, loZ, hiZ, dataFound] ← BoundBlockOfAssembly[assembly, assembly];
IF dataFound
THEN
block ← NEW[FrameBlockObj ← [loX, hiX, loY, hiY, loZ, hiZ]]
ELSE block ← NEW[FrameBlockObj ← [-400, 400, -400, 400, -400, 400]];
toolData.block ← block;
toolData.infinite ← FALSE;
};
BoundBlockOfAssembly:
PROC [assembly: Assembly, wrt: Assembly]
RETURNS [loX, hiX, loY, hiY, loZ, hiZ:
REAL, dataFound:
BOOL] =
TRUSTED {
For now, I will assume that any infinite objects are negative objects or are intersected with other objects. In either case, they can be ignored.
localDataFound: BOOL;
lX, hX, lY, hY, lZ, hZ: REAL;
dataFound ← FALSE;
WITH assembly.shape SELECT FROM
assems: AssemblyList => {
FOR subassemblies: LIST OF Assembly ← assems.list, subassemblies.rest
UNTIL subassemblies =
NIL
DO
[lX, hX, lY, hY, lZ, hZ, localDataFound] ←
BoundBlockOfAssembly[subassemblies.first, wrt];
IF localDataFound
THEN {
IF (
NOT dataFound)
THEN {
loX ← lX; hiX ← hX; loY ← lY; hiY ← hY; loZ ← lZ; hiZ ← hZ;
}
ELSE {
loX ← MIN[loX, lX]; hiX ← MAX[hiX, hX];
loY ← MIN[loY, lY]; hiY ← MAX[hiY, hY];
loZ ← MIN[loZ, lZ]; hiZ ← MAX[hiZ, hZ];
};
};
dataFound ← dataFound OR localDataFound;
ENDLOOP;
};
shape: Shape => {
bh: BoundHedron ← shape.mo.class.getHedron[shape.mo];
dataFound ← TRUE;
IF bh = NIL THEN {dataFound ← FALSE; RETURN};
[loX, hiX, loY, hiY, loZ, hiZ] ← BoundBlockOfBoundHedron[bh, shape.coordSys, wrt.coordSys];
};
ENDCASE => ERROR;
};
BoundBlockOfBoundHedron:
PROC [bh: BoundHedron, currentCS: CoordSystem, newCS: CoordSystem]
RETURNS [loX, hiX, loY, hiY, loZ, hiZ:
REAL] = TRUSTED {
thisPt: Point3d;
thisPt ← CoordSys.FromCSToCS[bh[0], currentCS, newCS];
loX ← hiX ← thisPt[1];
loY ← hiY ← thisPt[2];
loZ ← hiZ ← thisPt[3];
FOR i:
NAT
IN [1..bh.len)
DO
thisPt ← CoordSys.FromCSToCS[bh[i], currentCS, newCS];
loX ← MIN[loX, thisPt[1]]; hiX ← MAX[hiX, thisPt[1]];
loY ← MIN[loY, thisPt[2]]; hiY ← MAX[hiY, thisPt[2]];
loZ ← MIN[loZ, thisPt[3]]; hiZ ← MAX[hiZ, thisPt[3]];
ENDLOOP;
};
NoOpToolFilein: DisplayList3d.FileinProc = {
mo ← NIL;
};
NoOpToolFileout: DisplayList3d.FileoutProc = {};
ToolRayCast:
PROC [cameraPoint: Point2d, localRay: Ray, masterObject:
REF
ANY, prim: Primitive]
RETURNS [class: Classification] = {
mo: MasterObject ← NARROW[masterObject];
RETURN[ToolRayCastAux[localRay, NARROW[mo.rayCastBody], prim]];
};
ToolRayCastAux:
PROC [localRay: Ray, td: ToolData, prim: Primitive]
RETURNS [class: Classification] =
TRUSTED {
hitPoint: Point3d;
almostZero: REAL ← 1.0e-12;
p: Point3d;
d: Vector;
t: REAL;
class ← CastRays.GetClassFromPool[];
[p, d] ← CSG.GetLocalRay[localRay];
SELECT td.plane FROM
1 => {
-- x = 0 plane only
IF ABS[d[1]] < almostZero THEN CastRays.MakeClassAMiss[class]
ELSE {
t ← (- p[1])/d[1];
hitPoint[1] ← 0.0;
hitPoint[2] ← p[2] + t*d[2];
hitPoint[3] ← p[3] + t*d[3];
IF hitPoint[2] > td.block.hiY
OR hitPoint[2] < td.block.loY
OR hitPoint[3] > td.block.hiZ
OR hitPoint[3] < td.block.loZ
THEN
CastRays.MakeClassAMiss[class]
ELSE {
class.count ← 2;
The choice of surface normal depends on the position of the origin of the ray.
IF p[1] < 0.0
THEN {
class.normals[1] ← [-1,0,0];
class.normals[2] ← [1,0,0]}
ELSE {
class.normals[1] ← [1,0,0];
class.normals[2] ← [-1,0,0]};
class.params[1] ← t;
class.params[2] ← t;
class.surfaces[1] ← NIL;
class.surfaces[2] ← NIL;
}
};
};
2 => {
-- y = 0 plane only
IF ABS[d[2]] < almostZero THEN CastRays.MakeClassAMiss[class]
ELSE {
t ← (- p[2])/d[2];
hitPoint[1] ← p[1] + t*d[1];
hitPoint[2] ← 0.0;
hitPoint[3] ← p[3] + t*d[3];
IF hitPoint[1] > td.block.hiX
OR hitPoint[1] < td.block.loX
OR hitPoint[3] > td.block.hiZ
OR hitPoint[3] < td.block.loZ
THEN
CastRays.MakeClassAMiss[class]
ELSE {
class.count ← 2;
The choice of surface normal depends on the position of the origin of the ray.
IF p[2] < 0.0
THEN {
class.normals[1] ← [0,-1,0];
class.normals[2] ← [0,1,0]}
ELSE {
class.normals[1] ← [0,1,0];
class.normals[2] ← [0,-1,0]};
class.params[1] ← t;
class.params[2] ← t;
class.surfaces[1] ← NIL;
class.surfaces[2] ← NIL;
}
};
};
3 => {
-- z = 0 plane only
IF ABS[d[3]] < almostZero THEN CastRays.MakeClassAMiss[class]
ELSE {
t ← (- p[3])/d[3];
hitPoint[1] ← p[1] + t*d[1];
hitPoint[2] ← p[2] + t*d[2];
hitPoint[3] ← 0.0;
IF hitPoint[1] > td.block.hiX
OR hitPoint[1] < td.block.loX
OR hitPoint[2] > td.block.hiY
OR hitPoint[2] < td.block.loY
THEN
CastRays.MakeClassAMiss[class]
ELSE {
The choice of surface normal depends on the position of the origin of the ray.
IF p[3] < 0
THEN {
class.normals[1] ← [0,0,-1];
class.normals[2] ← [0,0,1]}
ELSE {
class.normals[1] ← [0,0,1];
class.normals[2] ← [0,0,-1]};
class.count ← 2;
class.params[1] ← t;
class.params[2] ← t;
class.surfaces[1] ← NIL;
class.surfaces[2] ← NIL;
}
};
};
4 => ERROR;
ENDCASE => ERROR;
};
ToolRayCastNoBBoxes:
PROC [localRay: Ray, masterObject:
REF
ANY, prim: Primitive]
RETURNS [class: Classification] = {
mo: MasterObject ← NARROW[masterObject];
RETURN[ToolRayCastAux[localRay, NARROW[mo.rayCastBody], prim]];
};
ToolRayCastBoundingSpheres:
PROC [localRay: Ray, masterObject:
REF
ANY, prim: Primitive]
RETURNS [class: Classification] = {
mo: MasterObject ← NARROW[masterObject];
RETURN[ToolRayCastAux[localRay, NARROW[mo.rayCastBody], prim]];
};
ToolBoundHedron:
PROC [mo: MasterObject]
RETURNS [hedron: BoundHedron] =
TRUSTED {
toolData: ToolData ← NARROW[mo.mainBody];
block: FrameBlock ← toolData.block;
hedron ← SVBoundBox.RectangularBoundHedron2[block.loX, block.hiX, block.loY, block.hiY, block.loZ, block.hiZ];
};
ToolLineDraw:
PROC[dc: Graphics.Context, data:
REF
ANY, camera: Camera, localCS: CoordSystem] =
TRUSTED {
td: ToolData ← NARROW[data];
f: FrameBlock ← td.block;
SELECT td.plane FROM
1 => DrawHitPadX[dc, f.hiZ, f.loZ, f.loY, f.hiY, camera, localCS];
2 => DrawHitPadY[dc, f.loX, f.hiX, f.loZ, f.hiZ, camera, localCS];
3 => DrawHitPadZ[dc, f.loX, f.hiX, f.loY, f.hiY, camera, localCS];
4 => {
DrawHitPadX[dc, f.hiZ, f.loZ, f.loY, f.hiY, camera, localCS];
DrawHitPadY[dc, f.loX, f.hiX, f.loZ, f.hiZ, camera, localCS];
DrawHitPadZ[dc, f.loX, f.hiX, f.loY, f.hiY, camera, localCS];
};
ENDCASE => ERROR;
};
DrawHitPadX:
PRIVATE
PROC [dc: Graphics.Context, left, right, down, up:
REAL, camera: Camera, cs: CoordSystem] =
TRUSTED {
CSGGraphics.SetCP[dc, [0, up, left], camera, cs]; -- up left
CSGGraphics.DrawTo[dc, [0, up, right], camera, cs]; --up right
CSGGraphics.DrawTo[dc, [0, down, right], camera, cs]; -- down right
CSGGraphics.DrawTo[dc, [0, down, left], camera, cs]; -- down left
CSGGraphics.DrawTo[dc, [0, up, left], camera, cs]; -- up left
};
DrawHitPadY:
PRIVATE
PROC [dc: Graphics.Context, left, right, down, up:
REAL, camera: Camera, cs: CoordSystem] =
TRUSTED {
CSGGraphics.SetCP[dc, [left, 0, up], camera, cs]; -- up left
CSGGraphics.DrawTo[dc, [right, 0, up], camera, cs]; --up right
CSGGraphics.DrawTo[dc, [right, 0, down], camera, cs]; -- down right
CSGGraphics.DrawTo[dc, [left, 0, down], camera, cs]; -- down left
CSGGraphics.DrawTo[dc, [left, 0, up], camera, cs]; -- up left
};
DrawHitPadZ:
PRIVATE
PROC [dc: Graphics.Context, left, right, down, up:
REAL, camera: Camera, cs: CoordSystem] =
TRUSTED {
CSGGraphics.SetCP[dc, [left, up, 0], camera, cs]; -- up left
CSGGraphics.DrawTo[dc, [right, up, 0], camera, cs]; --up right
CSGGraphics.DrawTo[dc, [right, down, 0], camera, cs]; -- down right
CSGGraphics.DrawTo[dc, [left, down, 0], camera, cs]; -- down left
CSGGraphics.DrawTo[dc, [left, up, 0], camera, cs]; -- up left
};
ToolCountSurf:
PROC [masterObject: MasterObject]
RETURNS [len:
NAT] = {
toolData: ToolData ← NARROW[masterObject.mainBody];
IF toolData.plane < 4 THEN len ← 1
ELSE len ← 12;
};
SortedToolSurface: TYPE = REF SortedToolSurfaceObj;
SortedToolSurfaceObj:
TYPE =
RECORD [
plane: NAT,
f: FrameBlock,
left: BOOL,
down: BOOL
];
ToolGetSurf:
PROC [assembly: Assembly, camera: CoordSystem]
RETURNS [psl: PlanarSurfaceList] =
TRUSTED {
The 3 tool rectangles are: (left, right, down, up)
hiZ loZ loY hiY
loX hiX loZ hiZ
loX hiX loY hiY.
mo: MasterObject ← assembly.toolMasterObject;
localCS: CoordSystem ← assembly.coordSys;
thisSortedSurface: PlanarSurface;
poly: Poly3d ← SVPolygon3d.CreatePoly[4];
toolData: ToolData ← NARROW[mo.mainBody];
avgDepth: REAL;
f: FrameBlock ← toolData.block;
psl ← NIL;
SELECT toolData.plane FROM
1,2,3,4 => {
-- z = 0 plane
poly ← SVPolygon3d.AddPolyPoint[poly, [f.loX, f.loY, 0]];
poly ← SVPolygon3d.AddPolyPoint[poly, [f.loX, f.hiY, 0]];
poly ← SVPolygon3d.AddPolyPoint[poly, [f.hiX, f.hiY, 0]];
poly ← SVPolygon3d.AddPolyPoint[poly, [f.hiX, f.loY, 0]];
avgDepth ← AverageDepth[poly, localCS, camera];
thisSortedSurface ←
NEW[PlanarSurfaceObj ← [
whichSurface: NEW[SortedToolSurfaceObj ← [toolData.plane, f, FALSE, FALSE]],
assembly: assembly,
normal: [0,0,1],
mo: mo,
depth: avgDepth]];
psl ← CONS[thisSortedSurface, psl];
SVPolygon3d.ClearPoly[poly];
};
ENDCASE => ERROR;
};
AverageDepth:
PROC [poly: Poly3d, localCS, camera: CoordSystem]
RETURNS [avgDepth:
REAL] =
TRUSTED {
sum: REAL ← 0;
realLen: REAL ← poly.len;
localPoint: Point3d;
FOR i:
NAT
IN[0..poly.len)
DO
localPoint ← poly[i];
localPoint ← CSGGraphics.LocalToCamera[localPoint, localCS];
sum ← sum + localPoint[3];
ENDLOOP;
avgDepth ← sum/realLen;
};
ToolDrawSurf:
PROC [dc: Graphics.Context, ps: PlanarSurface, lightSources: LightSourceList, camera: Camera] =
TRUSTED {
whichSurface: SortedToolSurface ← NARROW[ps.whichSurface];
poly3d: Poly3d ← SVPolygon3d.CreatePoly[4];
f: FrameBlock ← whichSurface.f;
poly3d ← SVPolygon3d.AddPolyPoint[poly3d, [f.loX, f.loY, 0]];
poly3d ← SVPolygon3d.AddPolyPoint[poly3d, [f.loX, f.hiY, 0]];
poly3d ← SVPolygon3d.AddPolyPoint[poly3d, [f.hiX, f.hiY, 0]];
poly3d ← SVPolygon3d.AddPolyPoint[poly3d, [f.hiX, f.loY, 0]];
CSGGraphics.DrawAreaNormalAbsolute[dc, ps.normal, poly3d, ps.assembly.artwork, lightSources, camera, ps.assembly.coordSys];
};
Jack Objects
JackMakeMasterObject:
PUBLIC
PROC [name: Rope.
ROPE]
RETURNS [mo: MasterObject] =
TRUSTED {
mainBody: REF ANY ← NIL;
lineBody: REF ANY ← NIL;
shadeBody: REF ANY ← NIL;
rayCastBody: REF ANY ← NIL;
mo ← DisplayList3d.CreateMasterObject[name, jackClass, mainBody, lineBody, shadeBody, rayCastBody];
};
JackBoundHedron:
PUBLIC
PROC [mo: MasterObject]
RETURNS [hedron: BoundHedron] = TRUSTED {
hedron ← SVBoundBox.RectangularBoundHedron[2.0, 2.0, 2.0];
};
JackLineDraw:
PUBLIC
PROC[dc: Graphics.Context, data:
REF
ANY, camera: Camera, localCS: CoordSystem] = TRUSTED {
CSGGraphics.SetCP[dc, [-1.0,0.0,0.0], camera, localCS];
CSGGraphics.DrawTo[dc, [1.0,0.0,0.0], camera, localCS];
CSGGraphics.SetCP[dc, [0.0,-1.0,0.0], camera, localCS];
CSGGraphics.DrawTo[dc, [0.0,1.0,0.0], camera, localCS];
CSGGraphics.SetCP[dc, [0.0,0.0,-1.0], camera, localCS];
CSGGraphics.DrawTo[dc, [0.0,0.0,1.0], camera, localCS];
};
JackCountSurf:
PUBLIC
PROC [masterObject: MasterObject]
RETURNS [len:
NAT] = {
len ← 6;
};
JackGetSurf:
PUBLIC
PROC [assembly: Assembly, camera: CoordSystem]
RETURNS [psl: PlanarSurfaceList] = {
shape: Shape ← NARROW[assembly.shape];
masterObject: MasterObject ← shape.mo;
psl ← NIL;
};
JackDrawSurf:
PUBLIC
PROC [dc: Graphics.Context, ps: PlanarSurface, lightSources: LightSourceList, camera: Camera] = {
};
JackFileout:
PUBLIC
PROC [f:
IO.
STREAM, mo: MasterObject] = {
Spheres can be recovered from scratch.
f.PutChar[IO.TAB];
f.PutF["data: procedural\n"];
};
JackFilein:
PUBLIC
PROC [f:
IO.
STREAM, name: Rope.
ROPE]
RETURNS [mo: MasterObject] =
TRUSTED {
TFI3d.ReadRope[f, "data: procedural"];
TFI3d.ReadBlank[f];
mo ← JackMakeMasterObject[name];
};
Init:
PROC =
TRUSTED {
jack: MasterObject;
toolClass ← DisplayList3d.RegisterMasterObjectClass[
"tool",
NoOpToolFilein,
NoOpToolFileout,
DisplayList3d.NoOpFileoutPoly,
ToolRayCast,
ToolRayCastNoBBoxes,
ToolRayCastBoundingSpheres,
ToolBoundHedron,
DisplayList3d.NoOpPreprocess,
ToolLineDraw,
DisplayList3d.NoOpNormalsDraw,
ToolCountSurf,
ToolGetSurf,
ToolDrawSurf,
DisplayList3d.NoOpDrawSubBoxes,
DisplayList3d.NoOpDrawSubSpheres];
jackClass ← DisplayList3d.RegisterMasterObjectClass[
"jack",
JackFilein,
JackFileout,
DisplayList3d.NoOpFileoutPoly,
DisplayList3d.NoOpRayCast,
DisplayList3d.NoOpRayCastNoBBoxes,
DisplayList3d.NoOpRayCastBoundingSpheres,
JackBoundHedron,
DisplayList3d.NoOpPreprocess,
JackLineDraw,
DisplayList3d.NoOpNormalsDraw,
JackCountSurf,
JackGetSurf,
JackDrawSurf,
DisplayList3d.NoOpDrawSubBoxes,
DisplayList3d.NoOpDrawSubSpheres];
jack ← JackMakeMasterObject["jack"];
DisplayList3d.RegisterMasterObject[jack];
};
Init[];
END.