Peopleee!

Here goes today's work. I'm proud to announce the example I modeled a few
days ago now works correctly!!
Code still contains my debug prints and lots of random 'puts' to know where
and why stuff crashes. I feel I will need it in the future so for now it
remains.
I probably should keep looking for flaws by setting up other examples, and
while doing so I should also clean it up a bit since the code grew over 600
lines now, quite difficult to read and understand.

Screenshot:
https://puu.sh/xuIXk/9626ce2fb6.png

Mario.

On 8 September 2017 at 19:56, Mario Meissner <mr.rash....@gmail.com> wrote:

> Hi Daniel!
>
> Thank you a lot for your reply. I was focused on generating the bisector
> to intersect two lines, but intersecting the actual plane is much simpler.
> I made a little function to intersect a plane with a line (partially taken
> from this stackoverflow post
> <https://stackoverflow.com/questions/5666222/3d-line-plane-intersection>,
> so credits to user ideasman42
> <https://stackoverflow.com/users/432509/ideasman42>). I am now finishing
> of the 'patch' to my code that is supposed to now correctly skip
> unnecessary points and create a list with those who's regions we will
> actually cross. Code probably tomorrow.
>
> Mario.
>
> On 8 September 2017 at 09:35, Daniel Roßberg <danielmrossb...@gmail.com>
> wrote:
>
>> Hi Mario,
>>
>> In 3D space, rectangular to a vector you have a plane and the vector is a
>> normal vector of this plane.  In this plane are all vectors which are
>> perpendicular to your first vector, i.e. the vectors which products with
>> your first vector are 0.  This gives you a first equation with two
>> variables.
>>
>> Next, you want to intersect the plane with a ray.  I.e., one vector from
>> your plan has to be a multiple of the ray which gives you another equation.
>>
>> However, there should be examples in the BRL-CAD source code for this.
>> E.g., the ray-trace of the half primitive is very similar to your problem.
>> There, the intersection of a plane, given by a normal vector and a point in
>> it, and a ray, given by a start point and a direction, will be computed.
>>
>> I hope this helps.
>>
>>
>> Regards,
>>     Daniel
>>
>>
>>
>> I'm facing a wall. I need to find a perpendicular vector with the
>> condition that it will intersect a third vector.
>> Basically, I have the ray and a vector drawn from my current point to the
>> previous point.
>> I want the perpendicular bisector of that vector to cross my ray, so that
>> I can obtain the intersection between the bisector and the ray.
>>
>> For that I need two things:
>> 1) Obtain the perpendicular vector. in 3D there are infinite options, but
>> only one will cross the ray. How do I get the one I need?
>> 2) Obtain the intersection point.
>>
>> I browsed through vmath.h but I didn't find anything that could help me.
>> Do you know any macro that could be useful here?
>> Otherwise I will need to make some of my own for this! If so, any ideas
>> on how to approach it?
>>
>> Mario.
>>
>>
>> ------------------------------------------------------------
>> ------------------
>> Check out the vibrant tech community on one of the world's most
>> engaging tech sites, Slashdot.org! http://sdm.link/slashdot
>> _______________________________________________
>> BRL-CAD Developer mailing list
>> brlcad-devel@lists.sourceforge.net
>> https://lists.sourceforge.net/lists/listinfo/brlcad-devel
>>
>>
>
Index: src/rt/rtexample.c
===================================================================
--- src/rt/rtexample.c  (revisión: 70248)
+++ src/rt/rtexample.c  (copia de trabajo)
@@ -67,258 +67,622 @@
 #include <math.h>
 #include <string.h>
 #include <stdio.h>
+#include <string.h>
 
 #include "vmath.h"             /* vector math macros */
 #include "raytrace.h"          /* librt interface definitions */
+fastf_t MARGIN = 0.0001;
+struct density_point {
+       struct bu_list l;
+       point_t point;
+       fastf_t density;
+};
 
+struct density_vector {
+       struct bu_list l;
+       vect_t vector;
+       point_t origin;
+       fastf_t factor;
+};
 
-/**
- * rt_shootray() was told to call this on a hit.
- *
- * This callback routine utilizes the application structure which
- * describes the current state of the raytrace.
- *
- * This callback routine is provided a circular linked list of
- * partitions, each one describing one in and out segment of one
- * region for each region encountered.
- *
- * The 'segs' segment list is unused in this example.
- */
+/* One possible way of defining vectors is doing it over already defined 
points. 
+Here we can specify what kind of transition happens between two points. */
+struct transition {
+       struct bu_list l;
+       struct density_point * origin;
+       struct density_point * termination;
+       fastf_t coefficient;
+};
+
+struct projection {
+       //If we store the density here again we might not need the original
+       //fastf_t density;
+       struct density_point * original;
+       point_t point;
+       vect_t vect;
+       fastf_t inhit_dist;
+       fastf_t prev_dist;
+       fastf_t origin_dist;
+};
+
+struct contribution {
+       struct bu_list l;
+       fastf_t contrib;
+       struct density_vector * dvp;
+};
+
+struct density_point * user_plist;
+const int MAX_POINTS = 99;
+
+int compare_dpoints(const void *, const void *);
+
+/*
+Reads density points from stdin and stores them into density_point structs
+Receives the head of a bu_list of density_point structs
+and appends all points generated during the reading session to the list
+Returns the number of successfully read points
+*/
 int
-hit(struct application *ap, struct partition *PartHeadp, struct seg 
*UNUSED(segs))
+read_density_points(struct density_point * dplist_head)
 {
-    /* iterating over partitions, this will keep track of the current
-     * partition we're working on.
-     */
-    struct partition *pp;
 
-    /* will serve as a pointer for the entry and exit hitpoints */
-    struct hit *hitp;
+       /* If we are given no proper bu_lists ... */
+       if (!BU_LIST_IS_INITIALIZED(&(dplist_head->l))) {
+               bu_log("No valid heads of bu_list has been provided.\n");
+               /* Maybe also check if bu_list is of correct type? */
+       }
 
-    /* will serve as a pointer to the solid primitive we hit */
-    struct soltab *stp;
+       /* Local variables */
+       int count = 0;
+       struct density_point * entry;
+       struct transition * trans;
+       short int origin;
+       short int termination;
+       fastf_t coeff;
+       int correct;
+       int reading = 1;
+       char input[30];
+       struct density_point * entries[99]; //Hardcoded max for now
 
-    /* will contain surface curvature information at the entry */
-    struct curvature cur = RT_CURVATURE_INIT_ZERO;
+       /* Outer loop. We come back here whenever user inputs wrong format
+       and until he types exit */
+       while (reading) {
+               bu_log("Please insert density points in the format:");
+               bu_log(" X Y Z density_value(in g / cm3). \n");
+               bu_log("Type 'exit' to finish. \n");
+               correct = 1;
 
-    /* will contain our hit point coordinate */
-    point_t pt;
+               /* Inner loop. While user inputs points in correct format we 
loop here */
+               while (correct) {
+                       bu_fgets(input, 30, stdin);
+                       /* If user typed continue we need to exit both loops */
+                       if (!strcmp(input, "exit\n")) {
+                               bu_log("Finished inserting points.\n");
+                               correct = 0;
+                               reading = 0;
+                       }
 
-    /* will contain normal vector where ray enters geometry */
-     vect_t inormal;
+                       /* User didn't type continue */
+                       else {
 
-    /* will contain normal vector where ray exits geometry */
-    vect_t onormal;
+                               /* Set up new entry */
+                               BU_GET(entry, struct density_point);
 
-    /* iterate over each partition until we get back to the head.
-     * each partition corresponds to a specific homogeneous region of
-     * material.
-     */
-    for (pp=PartHeadp->pt_forw; pp != PartHeadp; pp = pp->pt_forw) {
+                               /* If the input is in correct format we load it 
and continue */
+                               if (sscanf(input, "%lf %lf %lf %lf", 
&entry->point[0],
+                                       &entry->point[1], &entry->point[2], 
&entry->density) == 4) {
+                                       BU_LIST_PUSH(&(dplist_head->l), 
&(entry->l));
+                                       entries[count] = entry;
+                                       count++;
+                               }
 
-       /* print the name of the region we hit as well as the name of
-        * the primitives encountered on entry and exit.
-        */
-       bu_log("\n--- Hit region %s (in %s, out %s)\n",
-              pp->pt_regionp->reg_name,
-              pp->pt_inseg->seg_stp->st_name,
-              pp->pt_outseg->seg_stp->st_name );
+                               /* Otherwise we dont load it and jump back to 
outer loop
+                               to print usage again */
+                               else {
+                                       correct = 0;
+                               }
+                       }
+               } /* Close inner loop */
+       } /* Close outer loop */
 
-       /* entry hit point, so we type less */
-       hitp = pp->pt_inhit;
+       
 
-       /* construct the actual (entry) hit-point from the ray and the
-        * distance to the intersection point (i.e., the 't' value).
-        */
-       VJOIN1(pt, ap->a_ray.r_pt, hitp->hit_dist, ap->a_ray.r_dir);
+       return count;
+}
 
-       /* primitive we encountered on entry */
-       stp = pp->pt_inseg->seg_stp;
+point_t * intersection(point_t p0, point_t p1, point_t p_co, vect_t p_no) {
+       fastf_t epsilon = 1e-6;
+       fastf_t fac;
+       vect_t u, w;
+       point_t intersect;
+       VSUB2(u, p1, p0);
+       fastf_t dot = VDOT(p_no, u);
+       if (abs(dot) > epsilon) {
+               VSUB2(w, p0, p_co);
+               fac = -VDOT(p_no, w) / dot;
+               VSCALE(u, u, fac);
+               VADD2(intersect, p0, u);
+               return &intersect;
+       }
+       else {
+               return NULL;
+       }
+}
 
-       /* compute the normal vector at the entry point, flipping the
-        * normal if necessary.
-        */
-       RT_HIT_NORMAL(inormal, hitp, stp, &(ap->a_ray), pp->pt_inflip);
 
-       /* print the entry hit point info */
-       rt_pr_hit("  In", hitp);
-       VPRINT(   "  Ipoint", pt);
-       VPRINT(   "  Inormal", inormal);
+/* Receives a segment and returns average density 
+   Uses memory pointer to user point list */
+fastf_t segment_density(point_t inhit, point_t outhit) {
 
-       /* This next macro fills in the curvature information which
-        * consists on a principle direction vector, and the inverse
-        * radii of curvature along that direction and perpendicular
-        * to it.  Positive curvature bends toward the outward
-        * pointing normal.
-        */
-       RT_CURVATURE(&cur, hitp, pp->pt_inflip, stp);
+       /* If no user points available it means either no mass or default 
density.
+       I will display a message indicating no points are defined so no mass*/
+       if (BU_LIST_IS_EMPTY(&(user_plist->l))) {
+               bu_log("No points available, thus object has no mass.\n");
+               return 0;
+       }
 
-       /* print the entry curvature information */
-       VPRINT("PDir", cur.crv_pdir);
-       bu_log(" c1=%g\n", cur.crv_c1);
-       bu_log(" c2=%g\n", cur.crv_c2);
+       /* DEBUG */
+       VPRINT("inhit", inhit);
+       VPRINT("outhit", outhit);
 
-       /* exit point, so we type less */
-       hitp = pp->pt_outhit;
+       /* Segment vector (for projections) */
+       vect_t segment_vect;
+       VSUB2(segment_vect, outhit, inhit);
+       fastf_t total_segment_len = MAGNITUDE(segment_vect);
+       
+       /* Projections Loop prep */
+       struct projection * new_projection;
+       struct density_point * dpoint_iter_ext; //External
+       struct density_point * dpoint_iter_mid; //Middle
+       struct density_point * dpoint_iter_int; //Internal
+       vect_t dpoint_vect;
+       vect_t prev_to_current_vect;
+       vect_t proj_to_original_vect;
+       vect_t temp;
+       vect_t paral_projection; //I need this to VPROJECT doesn't complain?
+       int array_pointer = 0;
+       int is_valid;
+       /* Bu_calloc has given me some problems, so temporary hardcoded max */
+       /* FIXME: I should be allocating space dynamically */
+       struct projection * proj_array[99];
 
-       /* construct the actual (exit) hit-point from the ray and the
-        * distance to the intersection point (i.e., the 't' value).
-        */
-       VJOIN1(pt, ap->a_ray.r_pt, hitp->hit_dist, ap->a_ray.r_dir);
+       /* Loop through points and project them onto segment if they need to be 
*/
+       for (BU_LIST_FOR(dpoint_iter_ext, density_point, &(user_plist->l))) {
+               is_valid = 1;
+               BU_GET(new_projection, struct projection);
+               /* Create userpoint vector */
+               VSUB2(dpoint_vect, dpoint_iter_ext->point, inhit);
+               new_projection->original = dpoint_iter_ext;
+               /* Project vector onto segment */
+               VPROJECT(dpoint_vect, segment_vect,
+                       new_projection->vect, paral_projection);
+               /* Compute absolute point of projection */
+               VADD2(new_projection->point, new_projection->vect, inhit);
+               new_projection->inhit_dist = MAGNITUDE(new_projection->vect);
+               /* Compute distance to original */
+               VSUB2(proj_to_original_vect, dpoint_iter_ext->point, 
new_projection->point);
+               new_projection->origin_dist = MAGNITUDE(proj_to_original_vect);
 
-       /* primitive we exited from */
-       stp = pp->pt_outseg->seg_stp;
+               /* Check if we need to project or not based on distance to all 
other points */
+               for (BU_LIST_FOR(dpoint_iter_mid, density_point, 
&(user_plist->l))) {
+                       VSUB2(temp, new_projection->point, 
dpoint_iter_mid->point);
+                       /* If distance to some user point is shorter than to 
the origin then we need to check boundaries */
+                       if (dpoint_iter_ext != dpoint_iter_mid && 
+                               MAGNITUDE(temp) < new_projection->origin_dist) {
 
-       /* compute the normal vector at the exit point, flipping the
-        * normal if necessary.
-        */
-       RT_HIT_NORMAL(onormal, hitp, stp, &(ap->a_ray), pp->pt_outflip);
+                               /* If we are here it means projection has 
closer neighbor than original, 
+                               we now check if intersection falls inside 
segment and has closer neighbor. 
+                               Also it should not be our first point. */
+                               if (array_pointer > 0) {
+                                       puts("array pointer bigger than zero");
+                                       vect_t curr_to_prev;
+                                       vect_t plane_normal;
+                                       struct projection * current = 
proj_array[array_pointer];
+                                       struct projection * previous = 
proj_array[array_pointer - 1];
+                                       VSUB2(curr_to_prev, 
current->original->point,
+                                               previous->original->point);
+                                       vect_t boundary;
+                                       point_t * intersectionp;
+                                       vect_t intersect_to_original;
+                                       fastf_t distance_to_originals;
+                                       VSCALE(curr_to_prev, curr_to_prev, 0.5);
+                                       puts("computing intersection");
+                                       intersectionp = intersection(inhit, 
outhit, proj_array, current->original->point);
+                                       VSUB2(intersect_to_original, 
*intersectionp, current->original->point);
+                                       /* Look for points closer to 
intersection than the two original ones */
+                                       puts("arrived at inner for");
+                                       for (BU_LIST_FOR(dpoint_iter_int, 
density_point, &(user_plist->l))) {
+                                               VSUB2(temp, 
new_projection->point, dpoint_iter_int->point);
+                                               if (dpoint_iter_ext != 
dpoint_iter_int &&
+                                                       MAGNITUDE(temp) < 
distance_to_originals + MARGIN) {
+                                                       puts("inner loop found 
something");
+                                                       /* FIXME: Deallocate 
space we used for new_projection */
+                                                       is_valid = 0;
+                                                       bu_log("Skipped 
projection. \n");
+                                                       break;
+                                               }
+                                       }
 
-       /* print the exit hit point info */
-       rt_pr_hit("  Out", hitp);
-       VPRINT(   "  Opoint", pt);
-       VPRINT(   "  Onormal", onormal);
-    }
+                               }
+                       }
+                       /* We are at the end of one iteration on the outer 
check loop. 
+                       If we detected a nonvalid point we should stop looking. 
*/
+                       if (!is_valid) break;
+               }
+               if (is_valid) {
+                       
+                       if (array_pointer == 0) {
+                               new_projection->prev_dist = 
new_projection->inhit_dist;
+                       }
+                       else {
+                               VSUB2(prev_to_current_vect, 
new_projection->vect,
+                                       proj_array[array_pointer - 1]->vect);
+                               new_projection->prev_dist = 
MAGNITUDE(prev_to_current_vect);
+                       }
+                       proj_array[array_pointer] = new_projection;
+                       array_pointer++;
+                       /* DEBUG */
+                       VPRINT("projection vector", new_projection->vect);
+               }
+               
+                       
+                       
+               
+       }
 
-    /* A more complicated application would probably fill in a new
-     * local application structure and describe, for example, a
-     * reflected or refracted ray, and then call rt_shootray() for
-     * those rays.
-     */
+       /* Sort projection list based on distance to inhit */
+       /* DEBUG */
+       puts("Unordered Projection distances:");
+       for (int i = 0; i < array_pointer; i++) {
+               bu_log("Point at distance %lf \n", proj_array[i]->inhit_dist);
+       }
 
-    /* Hit routine callbacks generally return 1 on hit or 0 on miss.
-     * This value is returned by rt_shootray().
-     */
-    return 1;
+       qsort(proj_array, array_pointer, sizeof(struct projection *), 
compare_dpoints);
+
+       /*  DEBUG */
+       puts("Ordered projection distances:");
+       for (int i = 0; i < array_pointer; i++) {
+               bu_log("Point at distance %lf \n", proj_array[i]->inhit_dist);
+       }
+
+       /* Density Computation Loop preparation */
+       struct projection * curr_proj;
+       fastf_t acc_avg_density = 0.0;
+       struct projection * next_proj;
+       
+       /* WARNING: From now on I refer to 'segment' as each piece of ray 
inbetween two 
+       points (projection or in/out */
+
+       /* First segment, we take everything as having density of first point */
+       curr_proj = proj_array[0];
+       acc_avg_density += curr_proj->original->density * 
+               curr_proj->inhit_dist / total_segment_len;
+
+       /* DEBUG */
+       bu_log("First projection. Proportion %f, added %lf to accumulator.\n", 
+               curr_proj->inhit_dist / total_segment_len, 
curr_proj->original->density *
+               curr_proj->inhit_dist / total_segment_len);
+
+       /* Distance from current projection point to boundary */
+       fastf_t boundary_dist;
+       /* Distance between current projection point and next one */
+       fastf_t partial_segment_length;
+       vect_t partial_segment;
+       puts("loop start");
+       printf("Array pointer is %d", array_pointer);
+       next_proj = proj_array[0];
+       /* Loop through remaining segments. For each segment, compute the 
boundary 
+       and take density of each side accordingly, add it to accumulator */
+       for (int i = 0; i < array_pointer - 1; i++) {
+               puts("test zero");
+               curr_proj = proj_array[i];
+               next_proj = proj_array[i + 1];
+               puts("test one");
+               VSUB2(partial_segment, curr_proj->point, next_proj->point);
+               puts("test two");
+               partial_segment_length = MAGNITUDE(partial_segment);
+               boundary_dist = (next_proj->origin_dist * 
next_proj->origin_dist +
+                                               partial_segment_length * 
partial_segment_length -
+                                               curr_proj->origin_dist * 
curr_proj->origin_dist) /
+                                               (2 * partial_segment_length);
+               puts("test three");
+               acc_avg_density += curr_proj->original->density * 
+                       boundary_dist / total_segment_len;
+               acc_avg_density += next_proj->original->density * 
+                       (partial_segment_length - boundary_dist)  / 
total_segment_len;
+       }
+       puts("end of for loop");
+       curr_proj = next_proj;
+       /* Last segment, from the last point to the outhit point has density 
value 
+       of this last point */
+       vect_t last_to_outhit;
+       VSUB2(last_to_outhit, outhit, curr_proj->point);
+       puts("did vsub");
+       acc_avg_density += curr_proj->original->density * 
+               MAGNITUDE(last_to_outhit) / total_segment_len;
+       puts("did acc");
+       /* DEBUG */
+       bu_log("Last projection. Proportion %f, added %lf to accumulator.\n",
+               curr_proj->prev_dist / total_segment_len, 
curr_proj->original->density *
+               curr_proj->prev_dist / total_segment_len);
+
+       /* Return final value */
+       bu_log("Avg density we saw through segment: %lf \n", acc_avg_density);
+       return acc_avg_density;
 }
 
+int
+hit(struct application *ap, struct partition *PartHeadp, struct seg 
*UNUSED(segs))
+{
+       
+       struct partition *pp;
+       struct hit *hitp;
+       struct soltab *stp;
+       struct curvature cur = RT_CURVATURE_INIT_ZERO;
+       point_t pt;
+       vect_t inormal;
+       vect_t onormal;
 
+       /* Area that the ray covers, in mm^2 */
+       const int RAY_AREA = 4; //2mm height, 2mm width
+
+       for (pp = PartHeadp->pt_forw; pp != PartHeadp; pp = pp->pt_forw) {
+               bu_log("\n--- Hit region %s (in %s, out %s)\n",
+                       pp->pt_regionp->reg_name,
+                       pp->pt_inseg->seg_stp->st_name,
+                       pp->pt_outseg->seg_stp->st_name);
+
+               hitp = pp->pt_inhit;
+
+               VJOIN1(pt, ap->a_ray.r_pt, hitp->hit_dist, ap->a_ray.r_dir);
+
+               stp = pp->pt_inseg->seg_stp;
+               RT_HIT_NORMAL(inormal, hitp, stp, &(ap->a_ray), pp->pt_inflip);
+
+               rt_pr_hit("  In", hitp);
+               VPRINT("  Ipoint", pt);
+               VPRINT("  Inormal", inormal);
+
+               hitp = pp->pt_outhit;
+
+               VJOIN1(pt, ap->a_ray.r_pt, hitp->hit_dist, ap->a_ray.r_dir);
+
+               stp = pp->pt_outseg->seg_stp;
+               RT_HIT_NORMAL(onormal, hitp, stp, &(ap->a_ray), pp->pt_outflip);
+
+               rt_pr_hit("  Out", hitp);
+               VPRINT("  Opoint", pt);
+               VPRINT("  Onormal", onormal);
+
+               /* Now we compute the total mass this element saw while 
crossing the region */
+               fastf_t mass, volume, length, avg_density;
+
+               /*Here we query the avg density of a segment */
+               avg_density = segment_density(pp->pt_inhit->hit_point, 
pp->pt_outhit->hit_point);
+
+               /* Get the length */
+               length = pp->pt_outhit->hit_dist - pp->pt_inhit->hit_dist;
+               length = length / 10.0; //mm to cm
+
+               /*We also need to know the volume */
+               volume = length * RAY_AREA;
+
+               mass = volume * avg_density;
+               bu_log("  Segment length: %lf, volume crossed: %lf \n", length, 
volume);
+               bu_log("  Mass the ray saw through this region: %lf g \n", 
mass);
+       }
+       return 1;
+}
+
+
 /**
- * This is a callback routine that is invoked for every ray that
- * entirely misses hitting any geometry.  This function is invoked by
- * rt_shootray() if the ray encounters nothing.
- */
+* This is a callback routine that is invoked for every ray that
+* entirely misses hitting any geometry.  This function is invoked by
+* rt_shootray() if the ray encounters nothing.
+*/
 int
 miss(struct application *UNUSED(ap))
 {
-    bu_log("missed\n");
-    return 0;
+       bu_log("missed\n");
+       return 0;
 }
 
-
-/**
- * START HERE
- *
- * This is where it all begins.
- */
 int
 main(int argc, char **argv)
 {
-    /* Every application needs one of these.  The "application"
-     * structure carries information about how the ray-casting should
-     * be performed.  Defined in the raytrace.h header.
-     */
-    struct application ap;
+       /* Prepare user point list and let user fill it */
+       BU_GET(user_plist, struct density_point);
+       BU_LIST_INIT(&(user_plist->l));
+       struct transition * trans_list;
+       BU_GET(trans_list, struct transition);
+       BU_LIST_INIT(&(trans_list->l));
+       read_density_points(user_plist);
 
-    /* The "raytrace instance" structure contains definitions for
-     * librt which are specific to the particular model being
-     * processed.  One copy exists for each model.  Defined in
-     * the raytrace.h header and is returned by rt_dirbuild().
-     */
-    static struct rt_i *rtip;
+       //DEBUG
+       struct density_point * user_plist_iter;
+       struct transition * trans_iter;
+       puts("Main after user input. These are the loaded points:");
+       for (BU_LIST_FOR(user_plist_iter, density_point, &(user_plist->l))) {
+               VPRINT("density_point", user_plist_iter->point);
+       }
+       for (BU_LIST_FOR(trans_iter, transition, &(trans_list->l))) {
+               VPRINT("transition origin: ", trans_iter->origin->point);
+               VPRINT("transition termination: ", 
trans_iter->termination->point);
+               printf("With coeff: %lf", trans_iter->coefficient);
 
-    /* optional parameter to rt_dirbuild() that can be used to capture
-     * a title if the geometry database has one set.
-     */
-    char title[1024] = {0};
+       }
+       //END DEBUG
 
-    /* Check for command-line arguments.  Make sure we have at least a
-     * geometry file and one geometry object on the command line.
-     */
-    if (argc < 3) {
-       bu_exit(1, "Usage: %s model.g objects...\n", argv[0]);
-    }
 
-    /* Load the specified geometry database (i.e., a ".g" file).
-     * rt_dirbuild() returns an "instance" pointer which describes the
-     * database to be raytraced.  It also gives you back the title
-     * string if you provide a buffer.  This builds a directory of the
-     * geometry (i.e., a table of contents) in the file.
-     */
-    rtip = rt_dirbuild(argv[1], title, sizeof(title));
-    if (rtip == RTI_NULL) {
-       bu_exit(2, "Building the database directory for [%s] FAILED\n", 
argv[1]);
-    }
+       /* Prep raytracing and launch one ray */
+       struct application      ap;
+       static struct rt_i *rtip;
+       char title[1024] = { 0 };
+       if (argc < 3) {
+               bu_exit(1, "Usage: %s model.g objects...\n", argv[0]);
+       }
 
-    /* Display the geometry database title obtained during
-     * rt_dirbuild if a title is set.
-     */
-    if (title[0]) {
-       bu_log("Title:\n%s\n", title);
-    }
+       rtip = rt_dirbuild(argv[1], title, sizeof(title));
+       if (rtip == RTI_NULL) {
+               bu_exit(2, "Building the database directory for [%s] FAILED\n", 
argv[1]);
+       }
 
-    /* Walk the geometry trees.  Here you identify any objects in the
-     * database that you want included in the ray trace by iterating
-     * of the object names that were specified on the command-line.
-     */
-    while (argc > 2)  {
-       if (rt_gettree(rtip, argv[2]) < 0)
-           bu_log("Loading the geometry for [%s] FAILED\n", argv[2]);
-       argc--;
-       argv++;
-    }
+       if (title[0]) {
+               bu_log("Title:\n%s\n", title);
+       }
 
-    /* This next call gets the database ready for ray tracing.  This
-     * causes some values to be precomputed, sets up space
-     * partitioning, computes bounding volumes, etc.
-     */
-    rt_prep_parallel(rtip, 1);
+       while (argc > 2) {
+               if (rt_gettree(rtip, argv[2]) < 0)
+                       bu_log("Loading the geometry for [%s] FAILED\n", 
argv[2]);
+               argc--;
+               argv++;
+       }
 
-    /* initialize all values in application structure to zero */
-    RT_APPLICATION_INIT(&ap);
+       rt_prep_parallel(rtip, 1);
+       RT_APPLICATION_INIT(&ap);
+       ap.a_rt_i = rtip;
+       ap.a_onehit = 0;
+       VSET(ap.a_ray.r_pt, 0.0, 0.0, 10000.0);
+       VSET(ap.a_ray.r_dir, 0.0, 0.0, -1.0);
+       VPRINT("Pnt", ap.a_ray.r_pt);
+       VPRINT("Dir", ap.a_ray.r_dir);
+       ap.a_hit = hit;
+       ap.a_miss = miss;
+       (void)rt_shootray(&ap);
 
-    /* your application uses the raytrace instance containing the
-     * geometry we loaded.  this describes what we're shooting at.
-     */
-    ap.a_rt_i = rtip;
+       return 0;
+}
 
-    /* stop at the first point of intersection or shoot all the way
-     * through (defaults to 0 to shoot all the way through).
-     */
-    ap.a_onehit = 0;
+/* Returns the density value associated to the indicated point in space,
+for the material in question.
+For now the function receives an initial set of points but we will need
+to talk about how this function gets its initial information to work with.
+*/
+fastf_t old_query_density(point_t query_point) {
 
-    /* Set the ray start point and direction rt_shootray() uses these
-     * two to determine what ray to fire.  In this case we simply
-     * shoot down the z axis toward the origin from 10 meters away.
-     *
-     * It's worth nothing that librt assumes units of millimeters.
-     * All geometry is stored as millimeters regardless of the units
-     * set during editing.  There are libbu routines for performing
-     * unit conversions if desired.
-     */
-    VSET(ap.a_ray.r_pt, 0.0, 0.0, 10000.0);
-    VSET(ap.a_ray.r_dir, 0.0, 0.0, -1.0);
+       /* Density point list */
+       struct density_point * dplist;
+       BU_GET(dplist, struct density_point);
+       BU_LIST_INIT(&(dplist->l));
 
-    /* Simple debug printing */
-    VPRINT("Pnt", ap.a_ray.r_pt);
-    VPRINT("Dir", ap.a_ray.r_dir);
+       /* When no points provided we use this as fallback value */
+       fastf_t DEFAULT_DENSITY = 8.0;
 
-    /* This is what callback to perform on a hit. */
-    ap.a_hit = hit;
+       /* Set up density_vector list */
+       struct density_vector * dvlist;
+       BU_GET(dvlist, struct density_vector);
+       BU_LIST_INIT(&(dvlist->l));
 
-    /* This is what callback to perform on a miss. */
-    ap.a_miss = miss;
+       /* This point is the origin for all density_vectors,
+       and holds origin density value of material */
+       struct density_point * origin;
+       BU_GET(origin, struct density_point);
 
-    /* Shoot the ray. */
-    (void)rt_shootray(&ap);
+       /* If point list is empty, no points, we assume homogeneous default 
density.
+       I set the origin point to default in this case. */
+       if (BU_LIST_IS_EMPTY(&(dplist->l))) {
+               origin->density = DEFAULT_DENSITY;
+               VSETALL(origin->point, 0.0);
+               /* dvlist will remain empty */
+       }
+       else {
+               /* If there is at least one point, take first point and make it 
origin. */
+               BU_LIST_POP(density_point, &(dplist->l), origin);
 
-    /* A real application would probably set up another ray and fire
-     * again or do something a lot more complex in the callbacks.
-     */
+               /* While there are still points, draw a vector from origin to 
point
+               and store it in list. */
+               struct density_vector * new_vect;
+               struct density_point * point_iter;
+               while (BU_LIST_WHILE(point_iter, density_point, &(dplist->l))) {
+                       BU_GET(new_vect, struct density_vector);
+                       VSUB2(new_vect->vector, point_iter->point, 
origin->point);
+                       new_vect->factor = point_iter->density / 
origin->density;
+                       BU_LIST_PUSH(&(dvlist->l), new_vect);
+                       BU_LIST_DEQUEUE(&(point_iter->l));
+               }
 
-    return 0;
+       }
+
+
+       /* We draw the vector corresponding to the queried point */
+       vect_t query_vector;
+       VSUB2(query_vector, query_point, origin->point);
+
+       /* After this, we will always have at least one point, origin.
+       If no more points are present, we use this point's value for
+       homogeneous density. */
+       if (BU_LIST_IS_EMPTY(&(dvlist->l))) {
+               return origin->density;
+       }
+       else {
+
+               /* We now dequeue our vector list and fill in the array of 
projection values */
+
+               vect_t paral_projection; //I need this so VPROJECT doesn't 
complain?
+               vect_t orth_projection; //Orthogonally projected query_vector 
onto density_vectors
+                                                               /* Set up 
contribution lists */
+               struct contribution * contrib_list;
+               BU_GET(contrib_list, struct contribution);
+               BU_LIST_INIT(&(contrib_list->l));
+               /* Variables for the loop */
+               struct density_vector * vect_iter;
+               struct contribution * new_contrib;
+               fastf_t contrib, scalar_proj, proportion;
+
+               /* Loop through vectors and build contribution list */
+               while (BU_LIST_WHILE(vect_iter, density_vector, &(dvlist->l))) {
+                       VPROJECT(query_vector, vect_iter->vector, 
orth_projection, paral_projection);
+                       scalar_proj = MAGNITUDE(orth_projection);
+                       proportion = scalar_proj / MAGNITUDE(vect_iter->vector);
+                       BU_GET(new_contrib, struct contribution);
+                       /* In 'scalar_proj' proportion, our contribution value 
will be the density of dv,
+                       which is original * factor. The 'rest' is original 
density */
+                       contrib = origin->density * vect_iter->factor * 
proportion +
+                               origin->density * (1 - proportion);
+                       new_contrib->contrib = contrib;
+                       new_contrib->dvp = vect_iter;
+                       BU_LIST_PUSH(&(contrib_list->l), new_contrib);
+                       BU_LIST_DEQUEUE(&(vect_iter->l));
+               }
+
+
+               /* Now go through contributions and do work on it
+               For now take average */
+               struct contribution * contrib_iter;
+               fastf_t acc_contrib = 0.0; //Accumulated contributions (total)
+               int numContribs = bu_list_len(&(contrib_list->l)); //Amount of 
entries
+               while (BU_LIST_WHILE(contrib_iter, contribution, 
&(contrib_list->l))) {
+                       acc_contrib += contrib_iter->contrib;
+                       BU_LIST_DEQUEUE(&(contrib_iter->l));
+               };
+
+               /*DEBUG
+               VPRINT("query_vector", query_vector);
+               VPRINT("orth_proj", vector_orth_proj);
+               bu_log("scalar_proj is %lf \n", scalar_proj);
+               bu_log("proportion is %lf \n", proportion);
+               */
+
+               return acc_contrib / numContribs;
+
+       }
+
 }
 
+int compare_dpoints(const void *a, const void *b) {
+       struct projection *x = *(struct projection **)a;
+       struct projection *y = *(struct projection **)b;
+       return x->inhit_dist - y->inhit_dist;
+}
+
+
+
+       
+
+       
+
+
+
 /*
  * Local Variables:
  * mode: C
------------------------------------------------------------------------------
Check out the vibrant tech community on one of the world's most
engaging tech sites, Slashdot.org! http://sdm.link/slashdot
_______________________________________________
BRL-CAD Developer mailing list
brlcad-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/brlcad-devel

Reply via email to