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FRep.Mod
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756 lines (638 loc) · 14.1 KB
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MODULE FRep;
IMPORT Math:=MathL, Random, SPSMMath, Base, Raster, Graphics:=WMGraphics, Noise;
CONST
twopi = 2*Math.pi;
TYPE
PT=Base.PT;
Color=Base.Color;
Voxel=Base.Voxel;
Name = Base.Name;
FR=Base.FR;
NCube=Base.NCube;
TYPE rprism= OBJECT(FR)
PROCEDURE&newish*(c1,c2:PT);
BEGIN
IF c1.x<c2.x THEN bbc1.x:=c1.x; bbc2.x:=c2.x ELSE bbc1.x:=c2.x; bbc2.x:=c1.x END;
IF c1.y<c2.y THEN bbc1.y:=c1.y; bbc2.y:=c2.y ELSE bbc1.y:=c2.y; bbc2.y:=c1.y END;
IF c1.z<c2.z THEN bbc1.z:=c1.z; bbc2.z:=c2.z ELSE bbc1.z:=c2.z; bbc2.z:=c1.z END;
END newish;
PROCEDURE in*(p:PT):BOOLEAN;
VAR
a,b,c: BOOLEAN;
BEGIN
a:= ((bbc1.x<p.x)&(p.x<bbc2.x))OR((bbc1.x>p.x)&(p.x>bbc2.x)) ;
b:= ((bbc1.y<p.y)&(p.y<bbc2.y))OR((bbc1.y>p.y)&(p.y>bbc2.y)) ;
c:= ((bbc1.x<p.z)&(p.z<bbc2.z))OR((bbc1.z>p.z)&(p.z>bbc2.z)) ;
RETURN(a&b&c);
END in;
END rprism;
TYPE randpoints*= OBJECT(FR)
VAR
radius*, rsquared*: REAL;
center*:PT;
cxf*:BOOLEAN;
rand: Random.Generator
PROCEDURE & newish*;
BEGIN
NEW(rand)
END newish;
PROCEDURE getcolor*(p:PT):Color;
VAR
c: Color;
BEGIN
c.red:=cxolor.red+(rand.Uniform()*0.06);
c.green:=cxolor.green+(rand.Uniform()*0.06);
c.blue:=cxolor.blue+(rand.Uniform()*0.06);
Base.clamp3(c.red,c.green,c.blue);
RETURN c
END getcolor;
PROCEDURE sidecolor*(p:PT):Color;
VAR
c: Color;
BEGIN
c.red:=sidecxolor.red+(rand.Uniform()*0.06);
c.green:=sidecxolor.green+(rand.Uniform()*0.06);
c.blue:=sidecxolor.blue+(rand.Uniform()*0.06);
RETURN c
END sidecolor;
PROCEDURE in*(p:PT):BOOLEAN;
BEGIN
RETURN TRUE
END in;
PROCEDURE d2s*(p:PT):REAL; (* distance to surface *)
BEGIN
IF rand.Uniform()<0.3 THEN
RETURN(0.001)
ELSE
RETURN(0.5)
END
END d2s;
END randpoints;
TYPE sphere*= OBJECT(FR)
VAR
radius*, rsquared*: REAL;
center*:PT;
cxf*:BOOLEAN;
rand*:Random.Generator;
PROCEDURE &newish*(c:PT; r: REAL);
BEGIN
NEW(rand);
radius:=ABS(r);
rsquared:=r*r;
r:=r*1.00001; (* don't want the sphere to quite touch the box *)
bbc1.x:=c.x-r;
bbc1.y:=c.y-r;
bbc1.z:=c.z-r;
bbc2.x:=c.x+r;
bbc2.y:=c.y+r;
bbc2.z:=c.z+r;
center:=c;
mir:=0.0;
END newish;
PROCEDURE reset*(c:PT; r: REAL);
BEGIN
radius:=ABS(r);
rsquared:=r*r;
r:=r*1.00001; (* don't want the sphere to quite touch the box *)
bbc1.x:=c.x-r;
bbc1.y:=c.y-r;
bbc1.z:=c.z-r;
bbc2.x:=c.x+r;
bbc2.y:=c.y+r;
bbc2.z:=c.z+r;
center:=c;
END reset;
PROCEDURE setcenter*(x,y,z: REAL);
BEGIN
center.x:=x; center.y:=y; center.z:=z
END setcenter;
PROCEDURE in*(p:PT):BOOLEAN;
BEGIN
RETURN Base.distance(center,p)<radius
END in;
PROCEDURE d2s*(p:PT):REAL; (* distance to surface *)
BEGIN
norml.x:= center.x-p.x;
norml.y:= center.y-p.y;
norml.z:= center.z-p.z;
RETURN(rsquared-(norml.x*norml.x+norml.y*norml.y+norml.z*norml.z))
END d2s;
PROCEDURE normal*(p:PT):PT;
BEGIN
Base.normalizePT(norml); (* norml is often calculated in d2s but not normalized there *)
RETURN norml (* this is the normal for the most recent point handed to d2s *)
END normal;
PROCEDURE normaltf*(p:PT):BOOLEAN;
BEGIN
RETURN TRUE
END normaltf;
PROCEDURE mirror*(p:PT):REAL;
BEGIN
RETURN mir
END mirror;
END sphere;
TYPE randsphere*=OBJECT(sphere)
PROCEDURE strokeTF*(p: PT):BOOLEAN;
BEGIN
RETURN (rand.Uniform()<0.3)
END strokeTF
END randsphere;
TYPE sqube*= OBJECT(FR)
VAR
Radius,R,S,T,A,B,C: REAL;
center:PT;
cxf*:BOOLEAN;
rand*:Random.Generator;
PROCEDURE &newish*(c:PT; rad,r,s,t,a,b,cc: REAL);
BEGIN
NEW(rand);
center:=c;
Radius:=rad;
R:=r; S:=s; T:=t;
A:=a; B:=b; C:=cc;
END newish;
PROCEDURE setcenter*(x,y,z: REAL);
BEGIN
center.x:=x; center.y:=y; center.z:=z
END setcenter;
PROCEDURE distanc3(a,b: PT): REAL;
VAR x,y,z: REAL;
BEGIN
x:=ABS((a.x-b.x)/A)+0.000001;
y:=ABS((a.y-b.y)/B)+0.000001;
z:=ABS((a.z-b.z)/C)+0.000001;
RETURN(ABS(Math.exp(R*Math.ln(x)))+ABS(Math.exp(S*Math.ln(y)))+ABS(Math.exp(T*Math.ln(z))))
END distanc3;
PROCEDURE in*(p:PT):BOOLEAN;
BEGIN
RETURN distanc3(center,p)<Radius
END in;
PROCEDURE d2s*(p:PT):REAL; (* distance to surface *)
BEGIN
norml.x:= center.x-p.x;
norml.y:= center.y-p.y;
norml.z:= center.z-p.z;
RETURN(Radius-distanc3(p,center))
END d2s;
PROCEDURE normal*(p:PT):PT;
BEGIN
Base.normalizePT(norml); (* norml is often calculated in d2s but not normalized there *)
RETURN norml (* this is the normal for the most recent point handed to d2s *)
END normal;
PROCEDURE normaltf*(p:PT):BOOLEAN;
BEGIN
RETURN TRUE
END normaltf;
END sqube;
TYPE twosphere*= OBJECT(sphere);
VAR
vox2: Voxel;
cxolor2: Color;
PROCEDURE setcolor2*(r,g,b,a: REAL);
BEGIN
cxolor2.red:=r; cxolor2.green:=g; cxolor2.blue:=b; cxolor2.alpha:=a;
END setcolor2;
PROCEDURE setvoxel2*(CONST a:Voxel);
BEGIN
vox2:=a;
END setvoxel2;
PROCEDURE color*(p:PT):Color;
VAR
c: Color;
BEGIN
IF rand.Uniform()>1/2 THEN
c.red:=cxolor.red+(rand.Uniform()*0.06);
c.green:=cxolor.green+(rand.Uniform()*0.06);
c.blue:=cxolor.blue+(rand.Uniform()*0.06);
Base.clamp3(c.red,c.green,c.blue);
ELSE
c.red:=cxolor2.red+(rand.Uniform()*0.06);
c.green:=cxolor2.green+(rand.Uniform()*0.06);
c.blue:=cxolor2.blue+(rand.Uniform()*0.06);
Base.clamp3(c.red,c.green,c.blue);
END;
RETURN c
END color;
PROCEDURE voxel*(p:PT):Voxel;
BEGIN
IF rand.Uniform() > 1/2 THEN
RETURN vox
ELSE
RETURN vox2
END
END voxel;
END twosphere;
TYPE benice*= OBJECT(FR);
VAR
D,A,B,C: REAL;
P,Q,R:INTEGER;
center*:PT;
rand*:Random.Sequence;
PROCEDURE pow(x: REAL; p: INTEGER): REAL;
VAR
i: INTEGER;
r: REAL;
BEGIN
r:=1;
FOR i:=1 TO p DO
r:=r*x
END;
RETURN r
END pow;
PROCEDURE & newish*(cen:PT; d,a,b,c: REAL; p,q,r: INTEGER);
BEGIN
NEW(rand);
center:=cen;
D:=d; A:=a; B:=b; C:=c; P:=p; Q:=q;
END newish;
PROCEDURE d2s*(p:PT):REAL; (* distance to surface *)
VAR
x,y,z: REAL;
BEGIN
x:= ABS(center.x - p.x)-A;
y:= ABS(center.y - p.y)-B;
z:= ABS(center.z - p.z)-C;
IF x>0 THEN x:=pow(x,P) ELSE x:=0 END;
IF y>0 THEN y:=pow(y,Q) ELSE y:=0 END;
IF z>0 THEN z:=pow(z,R) ELSE z:=0 END;
RETURN(D-(x+y+z))
END d2s;
END benice;
TYPE tilednoise*= OBJECT(FR)
VAR
seed*:SIZE;
octaves*:INTEGER;
persistence*:REAL;
a*,b*,c*: REAL;
va*: ARRAY 6 OF Voxel;
PROCEDURE d2s*(p:PT):REAL; (* distance to surface *)
BEGIN
RETURN(SHORT(Noise.noise3dperlin(a*p.x,b*p.y,c*p.z, seed,octaves,persistence)/500 - 1/1000))
END d2s;
PROCEDURE voxel*(p:PT):Voxel;
BEGIN
RETURN va[(ENTIER(117*Math.sqrt((1/2-p.x)*(1/2-p.x)*(1/2-p.y)*(1/2-p.y)*(1/2-p.z)*(1/2-p.z)))MOD 223)MOD 6]
END voxel;
END tilednoise;
TYPE noise*= OBJECT(FR)
VAR
seed*:SIZE;
octaves*:INTEGER;
persistence*:REAL;
a*,b*,c*: REAL;
PROCEDURE d2s*(p:PT):REAL; (* distance to surface *)
VAR
n,d:REAL;
BEGIN
RETURN(Noise.noise3dperlin(a*p.x,b*p.y,c*p.z, seed,octaves,persistence)/1000)
END d2s;
PROCEDURE color*(p:PT):Color;
BEGIN
RETURN Base.randColor()
END color;
PROCEDURE normal*(p:PT):PT;
BEGIN
RETURN Base.randPT ()
END normal;
END noise;
TYPE twonoise*= OBJECT(FR)
VAR
noise1*, noise2*: noise;
PROCEDURE d2s*(p:PT):REAL; (* distance to surface *)
VAR
n,d:REAL;
BEGIN
RETURN((noise1.d2s(p)+noise2.d2s(p))/2)
END d2s;
END twonoise;
TYPE ellipsoid*= OBJECT(FR)
VAR
radius: REAL;
center0,center1,norml0,norml1:PT;
PROCEDURE &newish*(a,b:PT; m: REAL);
BEGIN
center0:=a;
center1:=b;
radius:=m;
END newish;
PROCEDURE setcenter*(x,y,z,a,b,c: REAL);
BEGIN
center0.x:=x; center0.y:=y; center0.z:=z;
center1.x:=x; center1.y:=y; center1.z:=z
END setcenter;
PROCEDURE d2s*(p:PT):REAL; (* distance to surface *)
VAR
d,e:REAL;
BEGIN
norml0.x:= center0.x-p.x;
norml0.y:= center0.y-p.y;
norml0.z:= center0.z-p.z;
norml1.x:= center1.x-p.x;
norml1.y:= center1.y-p.y;
norml1.z:= center1.z-p.z;
d:= Math.sqrt(norml0.x*norml0.x+norml0.y*norml0.y+norml0.z*norml0.z);
e:= Math.sqrt(norml1.x*norml1.x+norml1.y*norml1.y+norml1.z*norml1.z);
norml.x:=(norml0.x+norml1.x)/2;
norml.y:=(norml0.y+norml1.y)/2;
norml.y:=(norml0.z+norml1.z)/2;
RETURN((d+e)-radius)
END d2s;
END ellipsoid;
TYPE cyl*= OBJECT(FR)
VAR
rsquared,lensq: REAL;
p1,p2,d:PT;
PROCEDURE &newish*(a,b:PT; r: REAL);
BEGIN
rsquared:=r*r;
p1:=a; p2:=b;
d.x:=p2.x-p1.x;
d.y:=p2.y-p1.y;
d.z:=p2.z-p1.z;
lensq:=d.x*d.x+d.y*d.y+d.z*d.z;
Base.setPT(norml,1,0,0)
END newish;
PROCEDURE d2s*(p:PT):REAL; (* distance to surface *)
VAR
dot,dsq,a,b,c: REAL;
pd:PT;
BEGIN
pd.x:=p.x-p1.x;
pd.y:=p.y-p1.y;
pd.z:=p.z-p1.z;
dot:=pd.x*d.x+pd.y*d.y+pd.z*d.z;
dsq:=(pd.x*pd.x+pd.y*pd.y+pd.z*pd.z)-dot*dot/lensq;
RETURN ABS(dsq-rsquared);
END d2s;
END cyl;
TYPE texturedcone*= OBJECT(FR)
VAR
rsquared,r2squared,lensq: REAL;
p1,p2,d:PT;
img: Raster.Image;
fmt: Raster.Format;
copy : Raster.Mode;
W,H, bpr,adr: SIZE;
PROCEDURE &newish*(a,b:PT; r,r2: REAL; n: Name);
BEGIN
rsquared:=r*r;
r2squared:=r2*r2;
p1:=a; p2:=b;
d.x:=p2.x-p1.x;
d.y:=p2.y-p1.y;
d.z:=p2.z-p1.z;
lensq:=d.x*d.x+d.y*d.y+d.z*d.z;
Base.setPT(norml,1,0,0);
Raster.InitMode(copy, Raster.srcCopy);
img :=Graphics.LoadImage(n, TRUE);
IF img#NIL THEN W := img.width-1; H:= img.height-1; END;
END newish;
PROCEDURE getcolor*(p:PT):Color;
VAR
a:Color;
r,b,g: REAL;
tx,ty: SIZE;
pixel:Raster.Pixel;
BEGIN
IF img#NIL THEN
tx:=ENTIER(p.z*W);
ty:=ENTIER(p.y*H);
Raster.Get(img,tx,ty,pixel,copy);
r := ORD(pixel[2])/255; g := ORD(pixel[1])/255; b := ORD(pixel[0])/255;
a.red:=r;
a.green:=g;
a.blue:=b;
ELSE
a:=cxolor
END;
RETURN a
END getcolor;
PROCEDURE d2s*(p:PT):REAL; (* distance to surface *)
VAR
dot,dsq,a,b,c: REAL;
pd:PT;
BEGIN
pd.x:=p.x-p1.x;
pd.y:=p.y-p1.y;
pd.z:=p.z-p1.z;
dot:=pd.x*d.x+pd.y*d.y+pd.z*d.z;
dsq:=(pd.x*pd.x+pd.y*pd.y+pd.z*pd.z)-dot*dot/lensq;
RETURN(dsq-rsquared);
END d2s;
END texturedcone;
TYPE plane*= OBJECT(FR)
VAR
d: REAL;
p,cp:PT;
PROCEDURE &newish*(a,b:PT);
BEGIN
p:=a; norml:=b;
norml.x:= norml.x + (Base.rand.Uniform()-1/2)/20;
norml.y:= norml.y + (Base.rand.Uniform()-1/2)/20;
norml.z:= norml.z + (Base.rand.Uniform()-1/2)/20;
Base.normalizePT(norml);
d:= -norml.x*p.x - norml.y*p.y - norml.z*p.z;
END newish;
PROCEDURE getcolor*(p:PT):Color;
VAR
a:Color;
BEGIN
a.red:=(p.x+cxolor.red)/2;
a.green:=(p.y*cxolor.green)/2;
a.blue:=(p.z+cxolor.blue)/2;
RETURN a
END getcolor;
PROCEDURE mirror*(p:PT):REAL;
BEGIN
IF FALSE THEN
RETURN(1/2)
ELSE
RETURN(0)
END
END mirror;
PROCEDURE d2s*(m:PT):REAL; (* distance to surface *)
BEGIN
RETURN (m.x*norml.x+m.y*norml.y+m.z*norml.z+d);
END d2s;
PROCEDURE normal*(p:PT):PT;
BEGIN
RETURN norml
END normal;
END plane;
TYPE halfspace*= OBJECT(FR)
VAR
d: REAL;
p,cp:PT;
PROCEDURE &newish*(a,b:PT);
BEGIN
p:=a; norml:=b;
Base.normalizePT(norml);
d:= -norml.x*p.x - norml.y*p.y - norml.z*p.z;
END newish;
PROCEDURE getcolor*(p:PT):Color;
VAR
a:Color;
BEGIN
a.red:=(p.x+cxolor.red)/2;
a.green:=(p.y*cxolor.green)/2;
a.blue:=(p.z+cxolor.blue)/2;
RETURN a
END getcolor;
PROCEDURE mirror*(p:PT):REAL;
BEGIN
IF FALSE THEN
RETURN(1/2)
ELSE
RETURN(0)
END
END mirror;
PROCEDURE d2s*(m:PT):REAL; (* distance to surface *)
VAR
distance: REAL;
BEGIN
distance:=m.x*norml.x+m.y*norml.y+m.z*norml.z+d;
IF distance<0 THEN distance:=0 END;
RETURN distance;
END d2s;
PROCEDURE normal*(p:PT):PT;
BEGIN
RETURN norml
END normal;
END halfspace;
TYPE landscape*= OBJECT(FR)
VAR
d: REAL;
pt*,cp:PT;
heightimage, colorimage: Raster.Image;
fmt: Raster.Format;
copy : Raster.Mode;
heightW, heightH, colorW, colorH, bpr,adr: SIZE;
rarevox*:Voxel;
z: REAL;
PROCEDURE &newish*(a,b:PT; heightmap, colormap: Name);
BEGIN
pt:=a; norml:=b;
Base.normalizePT(norml);
d:= -norml.x*pt.x - norml.y*pt.y - norml.z*pt.z;
Raster.InitMode(copy, Raster.srcCopy);
heightimage :=Graphics.LoadImage(heightmap, TRUE);
colorimage :=Graphics.LoadImage(colormap, TRUE);
IF heightimage#NIL THEN heightW := heightimage.width-1; heightH:= heightimage.height-1; END;
IF colorimage#NIL THEN heightW := heightimage.width-1; heightH:= heightimage.height-1; END;
z:=1
END newish;
PROCEDURE getcolor*(p:PT):Color;
VAR
a:Color;
r,b,g: REAL;
tx,ty: SIZE;
pixel:Raster.Pixel;
BEGIN
IF FALSE (* colorimage#NIL *) THEN
tx:=ENTIER(p.z*colorW);
ty:=ENTIER(p.y*colorH);
Raster.Get(colorimage,tx,ty,pixel,copy);
r := ORD(pixel[2])/255; g := ORD(pixel[1])/255; b := ORD(pixel[0])/255;
a.red:=r;
a.green:=g;
a.blue:=b;
ELSE
a:=cxolor
END;
RETURN a
END getcolor;
PROCEDURE d2s*(p:PT):REAL; (* distance to surface *)
VAR
r,b,g: REAL;
tx,ty: SIZE;
pixel:Raster.Pixel;
BEGIN
IF heightimage#NIL THEN
tx:=ENTIER(p.x*heightW);
ty:=ENTIER(p.y*heightH);
Raster.Get(heightimage,tx,ty,pixel,copy);
r := ORD(pixel[2])/255; g := ORD(pixel[1])/255; b := ORD(pixel[0])/255;
z:=(1-p.z)-(r+g+b)/30;
cp.z:=z;
norml.x:=0; norml.y:=0;norml.z:=-1;
END;
RETURN z
END d2s;
PROCEDURE closestPT*(p:PT):PT; (* returns the closest point found in last d2s *)
BEGIN
cp.x := p.x;
cp.y := p.y;
RETURN cp
END closestPT;
PROCEDURE normal*(p:PT):PT;
BEGIN
RETURN norml
END normal;
PROCEDURE voxel*(p:PT):Voxel;
BEGIN
IF Base.rand.Uniform()<0.01 THEN
RETURN rarevox
ELSE
RETURN vox
END
END voxel;
END landscape;
TYPE hexgrid*= OBJECT(FR) (*accidentally created from cyl *)
VAR
radius, rsquared,lensq: REAL;
p1,p2,d:PT;
PROCEDURE &newish*(a,b:PT; r: REAL);
BEGIN
rsquared:=r*r;
p1:=a; p2:=b;
d.x:=p2.x-p1.x;
d.y:=p2.y-p1.y;
d.z:=p2.z-p1.z;
lensq:=d.x*d.x+d.y*d.y+d.z*d.z;
END newish;
PROCEDURE d2s*(p:PT):REAL; (* distance to surface *)
VAR
dot,dsq,a,b,c: REAL;
pd:PT;
BEGIN
pd.x:=p.x-p1.x;
pd.y:=p.y-p1.y;
pd.z:=p.z-p1.z;
dot:=pd.x*p.x+pd.y*p.y+pd.z*p.z;
Base.normalizePT(pd);
norml:=pd;
dsq:=(pd.x*pd.x+pd.y*pd.y+pd.z*pd.z)-dot*dot/lensq;
RETURN(dsq-rsquared);
END d2s;
END hexgrid;
TYPE bifr*=OBJECT(FR)
VAR
fr1,fr2: FR;
PROCEDURE&newish*(a,b: FR);
BEGIN
IF a# NIL THEN fr1:=a ELSE NEW(fr1) END;
IF b# NIL THEN fr2:=b ELSE NEW(fr2) END
END newish;
PROCEDURE color(p:PT):Color;
VAR
a,b,c: Color;
BEGIN
RETURN Base.avgcolor(fr1.color(p),fr2.color(p));
END color;
PROCEDURE d2s*(p:PT):REAL; (* distance to surface *)
BEGIN
RETURN (fr1.d2s(p)+fr2.d2s(p))/2
END d2s;
PROCEDURE voxel(p:PT):Voxel;
BEGIN
RETURN fr1.vox
END voxel;
PROCEDURE normal*(p:PT):PT;
BEGIN
Base.normalizePT(fr1.norml); (* norml is often calculated in d2s but not normalized there *)
RETURN fr1.norml (* this is the normal for the most recent point handed to d2s *)
END normal;
END bifr;
VAR
BEGIN
END FRep.