Example Application
<source lang="c"> /* R T E X A M P L E . C
* BRL-CAD * * Copyright (c) 2004-2013 United States Government as represented by * the U.S. Army Research Laboratory. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public License * version 2.1 as published by the Free Software Foundation. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this file; see the file named COPYING for more * information. */
/** @file rt/rtexample.c
* * This is a heavily commented example of a program that uses librt to * shoot a single ray at some geometry in a .g database. * * The primary BRL-CAD ray-tracing API consists of calls to the * function rt_shootray(). This function takes a single argument, the * address of a data structure called the "application" structure. * This data structure contains crucial information, such as the * origin and direction of the ray to be traced, what to do if the ray * hits geometry, or what to do if it misses everything. While the * application struct is a large and somewhat complex looking, (it is * defined in the raytrace.h header) there are really very few items * in it which the application programmer must know about. These are: * * a_rt_i The "raytrace instance" obtained via rt_dirbuild() * a_ray The ray origin and direction to be shot * a_hit A callback function for when the ray encounters geometry * a_miss A callback function for when the ray misses everything * * Most of the work an application performs will be done in the "hit" * routine. This user-supplied routine gets called deep inside the * raytracing library via the rt_shootray() function. It is provided * with 3 parameters: * * ap Pointer to the application structure passed to rt_shootray() * PartHeadp List of ray "partitions" which represent geometry hit * segp List of ray "segments" that comprised partitions * * Most applications can ignore the last parameter. The PartHeadp * parameter is a linked-list of "partition" structures (defined in * the raytrace.h header). It is the job of the "hit" routine to * process these ray/object intersections to do the work of the * application. * * This file is part of the default compile in source distributions of * BRL-CAD and is usually installed or provided via binary and source * distributions. To compile this example from a binary install: * * cc -I/usr/brlcad/include/brlcad -L/usr/brlcad/lib -o rtexample rtexample.c -lbu -lrt -lm * * Jump to the START HERE section below for main(). */
- include "common.h"
- include <stdlib.h>
- include <math.h>
- include <string.h>
- include <stdio.h>
- include "vmath.h" /* vector math macros */
- include "raytrace.h" /* librt interface definitions */
/**
* 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. */
int hit(struct application *ap, struct partition *PartHeadp, struct seg *UNUSED(segs)) {
/* 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;
/* will serve as a pointer to the solid primitive we hit */ struct soltab *stp;
/* will contain surface curvature information at the entry */ struct curvature cur = RT_CURVATURE_INIT_ZERO;
/* will contain our hit point coordinate */ point_t pt;
/* will contain normal vector where ray enters geometry */ vect_t inormal;
/* will contain normal vector where ray exits geometry */ vect_t onormal;
/* 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) {
/* 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 );
/* 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);
/* primitive we encountered on entry */ stp = pp->pt_inseg->seg_stp;
/* 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);
/* 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);
/* 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);
/* exit point, so we type less */ hitp = pp->pt_outhit;
/* 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);
/* primitive we exited from */ stp = pp->pt_outseg->seg_stp;
/* 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);
/* print the exit hit point info */ rt_pr_hit(" Out", hitp); VPRINT( " Opoint", pt); VPRINT( " Onormal", onormal);
}
/* 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. */
/* Hit routine callbacks generally return 1 on hit or 0 on miss. * This value is returned by rt_shootray(). */ 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. */
int miss(struct application *UNUSED(ap)) {
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;
/* 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;
/* optional parameter to rt_dirbuild() that can be used to capture * a title if the geometry database has one set. */ char title[1024] = {0};
/* 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]);
}
/* Display the geometry database title obtained during * rt_dirbuild if a title is set. */ if (title[0]) {
bu_log("Title:\n%s\n", title);
}
/* 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++;
}
/* 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);
/* initialize all values in application structure to zero */ RT_APPLICATION_INIT(&ap);
/* your application uses the raytrace instance containing the * geometry we loaded. this describes what we're shooting at. */ ap.a_rt_i = rtip;
/* 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;
/* 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);
/* Simple debug printing */ VPRINT("Pnt", ap.a_ray.r_pt); VPRINT("Dir", ap.a_ray.r_dir);
/* This is what callback to perform on a hit. */ ap.a_hit = hit;
/* This is what callback to perform on a miss. */ ap.a_miss = miss;
/* Shoot the ray. */ (void)rt_shootray(&ap);
/* A real application would probably set up another ray and fire * again or do something a lot more complex in the callbacks. */
return 0;
}
/*
* Local Variables: * mode: C * tab-width: 8 * indent-tabs-mode: t * c-file-style: "stroustrup" * End: * ex: shiftwidth=4 tabstop=8 */
</source>