Death Star: Difference between revisions

From Rosetta Code
Content added Content deleted
m (→‎{{header|Perl}}: rename vars, rotated light)
(More changes in D code to copy C code)
Line 226: Line 226:
immutable double x = (j - pos.cx) / 2.0 + 0.5 + pos.cx;
immutable double x = (j - pos.cx) / 2.0 + 0.5 + pos.cx;


enum Hit { background, bigSphere, smallSphere }
enum Hit { background, posSphere, negSphere }
Hit hitResult;
Hit hitResult;
double zb1, zs2;
double zb1, zs2;
Line 237: Line 237:
// Ray hits pos sphere but not neg one,
// Ray hits pos sphere but not neg one,
// draw pos sphere surface
// draw pos sphere surface
hitResult = Hit.bigSphere;
hitResult = Hit.posSphere;
} else if (zs1 > zb1) {
} else if (zs1 > zb1) {
// ray hits both, but pos front surface is closer
// ray hits both, but pos front surface is closer
hitResult = Hit.bigSphere;
hitResult = Hit.posSphere;
} else if (zs2 > zb2) {
} else if (zs2 > zb2) {
// pos sphere surface is inside neg sphere,
// pos sphere surface is inside neg sphere,
Line 249: Line 249:
// sphere, the only place where neg sphere
// sphere, the only place where neg sphere
// surface will be shown
// surface will be shown
hitResult = Hit.smallSphere;
hitResult = Hit.negSphere;
} else {
} else {
hitResult = Hit.bigSphere;
hitResult = Hit.posSphere;
}
}
}
}
Line 260: Line 260:
putchar(' ');
putchar(' ');
continue jloop;
continue jloop;
case Hit.bigSphere:
case Hit.posSphere:
vec_ = V3([x - pos.cx, y - pos.cy, zb1 - pos.cz]);
vec_ = V3([x - pos.cx, y - pos.cy, zb1 - pos.cz]);
break;
break;
case Hit.smallSphere:
case Hit.negSphere:
vec_ = V3([neg.cx-x, neg.cy-y, neg.cz-zs2]);
vec_ = V3([neg.cx-x, neg.cy-y, neg.cz-zs2]);
break;
break;

Revision as of 07:21, 21 August 2011

Task
Death Star
You are encouraged to solve this task according to the task description, using any language you may know.

Death Star is a task to display a region that consists of a large sphere with part of a smaller sphere removed from it as a result of geometric subtraction. (This will basically produce a shape like a "death star".)

Brlcad

<lang brlcad># We need a database to hold the objects opendb deathstar.g y

  1. We will be measuring in kilometers

units km

  1. Create a sphere of radius 60km centred at the origin

in sph1.s sph 0 0 0 60

  1. We will be subtracting an overlapping sphere with a radius of 40km
  2. The resultant hole will be smaller than this, because we only
  3. only catch the edge

in sph2.s sph 0 90 0 40

  1. Create a region named deathstar.r which consists of big minus small sphere

r deathstar.r u sph1.s - sph2.s

  1. We will use a plastic material texture with rgb colour 224,224,224
  2. with specular lighting value of 0.1 and no inheritance

mater deathstar.r "plastic sp=0.1" 224 224 224 0

  1. Clear the wireframe display and draw the deathstar

B deathstar.r

  1. We now trigger the raytracer to see our finished product

rt</lang>

C

Primitive ray tracing. <lang c>#include <stdio.h>

  1. include <math.h>

char shades[] = ".:!*oe&#%@";

double light[3] = { -50, 30, 50 }; void normalize(double * v) { double len = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); v[0] /= len; v[1] /= len; v[2] /= len; }

double dot(double *x, double *y) { double d = x[0]*y[0] + x[1]*y[1] + x[2]*y[2]; return d < 0 ? -d : 0; }

typedef struct { double cx, cy, cz, r; } sphere_t;

/* positive shpere and negative sphere */ sphere_t pos = { 20, 20, 0, 20 }, neg = { 1, 1, -6, 20 };

/* check if a ray (x,y, -inf)->(x, y, inf) hits a sphere; if so, return

  the intersecting z values.  z1 is closer to the eye */

int hit_sphere(sphere_t *sph, double x, double y, double *z1, double *z2) { double zsq; x -= sph->cx; y -= sph->cy; zsq = sph->r * sph->r - (x * x + y * y); if (zsq < 0) return 0; zsq = sqrt(zsq); *z1 = sph->cz - zsq; *z2 = sph->cz + zsq; return 1; }

void draw_sphere(double k, double ambient) { int i, j, intensity, hit_result; double b; double vec[3], x, y, zb1, zb2, zs1, zs2; for (i = floor(pos.cy - pos.r); i <= ceil(pos.cy + pos.r); i++) { y = i + .5; for (j = floor(pos.cx - 2 * pos.r); j <= ceil(pos.cx + 2 * pos.r); j++) { x = (j - pos.cx) / 2. + .5 + pos.cx;

/* ray lands in blank space, draw bg */ if (!hit_sphere(&pos, x, y, &zb1, &zb2)) hit_result = 0;

/* ray hits pos sphere but not neg, draw pos sphere surface */ else if (!hit_sphere(&neg, x, y, &zs1, &zs2)) hit_result = 1;

/* ray hits both, but pos front surface is closer */ else if (zs1 > zb1) hit_result = 1;

/* pos sphere surface is inside neg sphere, show bg */ else if (zs2 > zb2) hit_result = 0;

/* back surface on neg sphere is inside pos sphere, the only place where neg sphere surface will be shown */ else if (zs2 > zb1) hit_result = 2; else hit_result = 1;

switch(hit_result) { case 0: putchar(' '); continue; case 1: vec[0] = x - pos.cx; vec[1] = y - pos.cy; vec[2] = zb1 - pos.cz; break; default: vec[0] = neg.cx - x; vec[1] = neg.cy - y; vec[2] = neg.cz - zs2; }

normalize(vec); b = pow(dot(light, vec), k) + ambient; intensity = (1 - b) * (sizeof(shades) - 1); if (intensity < 0) intensity = 0; if (intensity >= sizeof(shades) - 1) intensity = sizeof(shades) - 2; putchar(shades[intensity]); } putchar('\n'); } }

int main() { normalize(light);

draw_sphere(2, .5); return 0; }</lang>output<lang> eeeee:::::::

                               eeeeeeeee..............                          
                            ooeeeeeeeeee..................                      
                          ooooeeeeeeeee......................                   
                       oooooooeeeeeeee..........................                
                     ooooooooooeeeee..............................              
                   **ooooooooooeeee.................................            
                 ****ooooooooooee.....................................          
               !*****ooooooooooe.......................................         
             !!!*****ooooooooo:..........................................       
           :!!!!*****ooooooo:::...........................................      
         :::!!!!*****ooooo!:::::...........................................     
       ::::!!!!!*****ooo!!!!::::............................................    
      .::::!!!!*****oo*!!!!!::::............................................    
    ...::::!!!!*********!!!!:::::............................................   
   ...::::!!!!****o*****!!!!!::::............................................   
 ....::::!!!!***ooo******!!!!!::::............................................  
....::::!!!!*ooooooo*****!!!!!:::::...........................................  

...::::!!!!!oooooooooo*****!!!!!:::::..........................................

!!!!eeooooooooooo******!!!!!:::::.........................................

!!!!!eeeeeeeooooooooooo******!!!!!:::::........................................ eeeeeeeeeeeeoooooooooooo******!!!!!:::::....................................... eeeeeeeeeeeeeoooooooooooo******!!!!!!:::::..................................... eeeeeeeeeeeeeeoooooooooooo******!!!!!!:::::....................................

eeeeeeeeeeeeeeoooooooooooo*******!!!!!!:::::.................................   
eeeeeeeeeeeeeeeooooooooooooo******!!!!!!::::::..............................:   
 eeeeeeeeeeeeeeeooooooooooooo*******!!!!!!:::::::..........................:    
 eeeeeeeeeeeeeeeeoooooooooooooo*******!!!!!!!:::::::.....................::!    
  eeeeeeeeeeeeeeeeeooooooooooooo********!!!!!!!:::::::::..............::::!     
   eeeeeeeeeeeeeeeeeoooooooooooooo********!!!!!!!!::::::::::::::::::::::!*      
    eeeeeeeeeeeeeeeeeeooooooooooooooo********!!!!!!!!!!:::::::::::::!!!!*       
      eeeeeeeeeeeeeeeeeoooooooooooooooo**********!!!!!!!!!!!!!!!!!!!!!*         
       eeeeeeeeeeeeeeeeeeooooooooooooooooo************!!!!!!!!!!!!****          
         eeeeeeeeeeeeeeeeeeoooooooooooooooooo**********************o            
           eeeeeeeeeeeeeeeeeeeooooooooooooooooooooo************ooo              
             eeeeeeeeeeeeeeeeeeeeooooooooooooooooooooooooooooooo                
                eeeeeeeeeeeeeeeeeeeeooooooooooooooooooooooooo                   
                   eeeeeeeeeeeeeeeeeeeeeoooooooooooooooooo                      
                       eeeeeeeeeeeeeeeeeeeeeeeeeeeeeee                          
                              eeeeeeeeeeeeeeeee</lang>

D

Translation of: C

<lang d>import std.stdio, std.math, std.numeric;

/*const*/ struct V3 {

   double[3] v;
   @property V3 normalize() pure nothrow const {
       //immutable double len = sqrt(dotProduct(v, v));
       immutable double len= sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2]);
       // return V3(v[] / len);
       return V3([v[0] / len, v[1] / len, v[2] / len]);
   }
   double dot(const ref V3 y) pure nothrow const {
       immutable double d = dotProduct(v, y.v);
       return d < 0 ? -d : 0;
   }

}


const struct Sphere { double cx, cy, cz, r; }

void drawSphere(in double k, in double ambient, in V3 light)nothrow{

   /** Check if a ray (x,y, -inf).(x, y, inf) hits a sphere; if so,
   return the intersecting z values.  z1 is closer to the eye */
   static bool hitSphere(const ref Sphere sph,
                         in double x0, in double y0,
                         out double z1,
                         out double z2) pure nothrow {
       immutable double x = x0 - sph.cx;
       immutable double y = y0 - sph.cy;
       immutable double zsq = sph.r ^^ 2 - (x ^^ 2 + y ^^ 2);
       if (zsq < 0)
           return false;
       immutable double szsq = sqrt(zsq);
       z1 = sph.cz - szsq;
       z2 = sph.cz + szsq;
       return true;
   }
   enum string shades = ".:!*oe&#%@";
   // positive and negative spheres
   enum pos = Sphere(20, 20, 0, 20);
   enum neg = Sphere(1, 1, -6, 20);
   foreach (int i; cast(int)floor(pos.cy - pos.r) ..
                   cast(int)ceil(pos.cy + pos.r) + 1) {
       immutable double y = i + 0.5;
       jloop:
       foreach (int j; cast(int)floor(pos.cx - 2 * pos.r) ..
                       cast(int)ceil(pos.cx + 2 * pos.r) + 1) {
           immutable double x = (j - pos.cx) / 2.0 + 0.5 + pos.cx;
           enum Hit { background, posSphere, negSphere }
           Hit hitResult;
           double zb1, zs2;
           {
               double zb2, zs1;
               if (!hitSphere(pos, x, y, zb1, zb2)) {
                   // Ray lands in blank space, draw bg
                   hitResult = Hit.background;
               } else if (!hitSphere(neg, x, y, zs1, zs2)) {
                   // Ray hits pos sphere but not neg one,
                   // draw pos sphere surface
                   hitResult = Hit.posSphere;
               } else if (zs1 > zb1) {
                   // ray hits both, but pos front surface is closer
                   hitResult = Hit.posSphere;
               } else if (zs2 > zb2) {
                   // pos sphere surface is inside neg sphere,
                   // show bg
                   hitResult = Hit.background;
               } else if (zs2 > zb1) {
                   // Back surface on neg sphere is inside pos
                   // sphere, the only place where neg sphere
                   // surface will be shown
                   hitResult = Hit.negSphere;
               } else {
                   hitResult = Hit.posSphere;
               }
           }
           V3 vec_;
           final switch (hitResult) {
               case Hit.background:
                   putchar(' ');
                   continue jloop;
               case Hit.posSphere:
                   vec_ = V3([x - pos.cx, y - pos.cy, zb1 - pos.cz]);
                   break;
               case Hit.negSphere:
                   vec_ = V3([neg.cx-x, neg.cy-y, neg.cz-zs2]);
                   break;
           }
           immutable V3 nvec = vec_.normalize;
           immutable double b = light.dot(nvec) ^^ k + ambient;
           immutable intensity = cast(int)((1 - b) * shades.length);
           if (intensity < 0)
               putchar(shades[0]);
           else if (intensity >= shades.length)
               putchar(shades[$ - 1]);
           else
               putchar(shades[intensity]);
       }
       putchar('\n');
   }

}

void main() {

   enum light = V3([-50, 30, 50]).normalize;
   drawSphere(2, 0.5, light);

}</lang> The output is the same of the C version.

DWScript

Translation of: C

<lang delphi>const cShades = '.:!*oe&#%@';

type TVector = array [0..2] of Float;

var light : TVector = [-50.0, 30, 50];

procedure Normalize(var v : TVector); begin

  var len := Sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
  v[0] /= len; v[1] /= len; v[2] /= len;

end;

function Dot(x, y : TVector) : Float; begin

  var d :=x[0]*y[0] + x[1]*y[1] + x[2]*y[2];
  if d<0 then 
     Result:=-d 
  else Result:=0;

end;

type

  TSphere = record
     cx, cy, cz, r : Float;
  end;
  

const big : TSphere = (cx: 20; cy: 20; cz: 0; r: 20); const small : TSphere = (cx: 7; cy: 7; cz: -10; r: 15);

function HitSphere(sph : TSphere; x, y : Float; var z1, z2 : Float) : Boolean; begin

  x -= sph.cx;
  y -= sph.cy;
  var zsq = sph.r * sph.r - (x * x + y * y);
  if (zsq < 0) then Exit False;
  zsq := Sqrt(zsq);
  z1 := sph.cz - zsq;
  z2 := sph.cz + zsq;
  Result:=True;

end;

procedure DrawSphere(k, ambient : Float); var

  i, j, intensity : Integer;
  b : Float;
  x, y, zb1, zb2, zs1, zs2 : Float;
  vec : TVector;

begin

  for i:=Trunc(big.cy-big.r) to Trunc(big.cy+big.r)+1 do begin
     y := i + 0.5;
     for j := Trunc(big.cx-2*big.r) to Trunc(big.cx+2*big.r) do begin
        x := (j-big.cx)/2 + 0.5 + big.cx;

        if not HitSphere(big, x, y, zb1, zb2) then begin
           Print(' ');
           continue;
        end;
        if not HitSphere(small, x, y, zs1, zs2) then begin
           vec[0] := x - big.cx;
           vec[1] := y - big.cy;
           vec[2] := zb1 - big.cz;
        end else begin
           if zs1 < zb1 then begin
              if zs2 > zb2 then begin
                 Print(' ');
                 continue;
              end;
              if zs2 > zb1 then begin
                 vec[0] := small.cx - x;
                 vec[1] := small.cy - y;
                 vec[2] := small.cz - zs2;
              end else begin
                 vec[0] := x - big.cx;
                 vec[1] := y - big.cy;
                 vec[2] := zb1 - big.cz;
              end;
           end else begin
              vec[0] := x - big.cx;
              vec[1] := y - big.cy;
              vec[2] := zb1 - big.cz;
           end;
        end;

        Normalize(vec);
        b := Power(Dot(light, vec), k) + ambient;
        intensity := Round((1 - b) * Length(cShades));
        Print(cShades[ClampInt(intensity+1, 1, Length(cShades))]);
     end;
     PrintLn();
  end;

end;

Normalize(light);

DrawSphere(2, 0.3);</lang>

Perl

Writes a PGM to stdout. <lang perl>use strict;

sub sq { my $s = 0; $s += $_ ** 2 for @_; $s; }

sub hit { my ($sph, $x, $y) = @_; $x -= $sph->[0]; $y -= $sph->[1];

my $z = sq($sph->[3]) - sq($x, $y); return if $z < 0;

$z = sqrt $z; return $sph->[2] - $z, $sph->[2] + $z; }

sub normalize { my $v = shift; my $n = sqrt sq(@$v); $_ /= $n for @$v; $v; }

sub dot { my ($x, $y) = @_; my $s = $x->[0] * $y->[0] + $x->[1] * $y->[1] + $x->[2] * $y->[2]; $s > 0 ? $s : 0; }

my $pos = [ 120, 120, 0, 120 ]; my $neg = [ -77, -33, -100, 190 ]; my $light = normalize([ -12, 13, -10 ]); sub draw { my ($k, $amb) = @_; binmode STDOUT, ":raw"; print "P5\n", $pos->[0] * 2 + 3, " ", $pos->[1] * 2 + 3, "\n255\n"; for my $y (($pos->[1] - $pos->[3] - 1) .. ($pos->[1] + $pos->[3] + 1)) { my @row = (); for my $x (($pos->[0] - $pos->[3] - 1) .. ($pos->[0] + $pos->[3] + 1)) { my ($hit, @hs) = 0; my @h = hit($pos, $x, $y);

if (!@h) { $hit = 0 } elsif (!(@hs = hit($neg, $x, $y))) { $hit = 1 } elsif ($hs[0] > $h[0]) { $hit = 1 } elsif ($hs[1] > $h[0]) { $hit = $hs[1] > $h[1] ? 0 : 2 } else { $hit = 1 }

my ($val, $v); if ($hit == 0) { $val = 0 } elsif ($hit == 1) { $v = [ $x - $pos->[0], $y - $pos->[1], $h[0] - $pos->[2] ]; } else { $v = [ $neg->[0] - $x, $neg->[1] - $y, $neg->[2] - $hs[1] ]; } if ($v) { normalize($v); $val = int((dot($v, $light) ** $k + $amb) * 255); $val = ($val > 255) ? 255 : ($val < 0) ? 0 : $val; } push @row, $val; } print pack("C*", @row); } }

draw(2, 0.2);</lang>

Perl 6

Translation of: C

Reimplemented to output a .pgm image.

<lang perl6>class sphere {

  has $.cx; # center x coordinate
  has $.cy; # center y coordinate
  has $.cz; # center z coordinate
  has $.r;  # radius

}

my $depth = 255; # image color depth

my $x = my $y = 255; # dimensions of generated .pgm; must be odd

my $s = ($x - 1)/2; # scaled dimension to build geometry

my @light = normalize([ -2, 4, -5 ]);

  1. positive sphere at origin

my $pos = sphere.new(

   cx => 0,
   cy => 0,
   cz => 0,
   r  => $s.Int

);

  1. negative sphere offset to upper left

my $neg = sphere.new(

   cx => (-$s*.95).Int,
   cy => (-$s*.95).Int,
   cz => (-$s*.2).Int,
   r  => ($s*.7).Int

);

sub MAIN ($outfile = 'deathstar-perl6.pgm') {

   my $out = open( $outfile, :w, :bin ) or die "$!\n";
   $out.say("P5\n$x $y\n$depth"); # .pgm header
   say 'Calculating row:';
   $out.print( draw_ds(3, .15)».chrs );
   $out.close;

}

sub draw_ds ( $k, $ambient ) {

   my @pixels;
   my $bs = "\b" x 8;
   for ($pos.cy - $pos.r) .. ($pos.cy + $pos.r) -> $y {
       note $bs, $y, ' '; # monitor progress
       for ($pos.cx - $pos.r) .. ($pos.cx + $pos.r) -> $x {
           # black if we don't hit positive sphere, ignore negative sphere
           if not hit($pos, $x, $y, my $posz) {
               @pixels.push(0);
               next;
           }
           my @vec;
           # is front of positive sphere inside negative sphere?
           if hit($neg, $x, $y, my $negz) and $negz.min < $posz.min < $negz.max {
               # make black if whole positive sphere eaten here
               if $negz.min < $posz.max < $negz.max { @pixels.push(0); next; }
               # render inside of negative sphere
               @vec = normalize([$neg.cx - $x, $neg.cy - $y, -$negz.max - $neg.cz]);
           }
           else {
               # render outside of positive sphere
               @vec = normalize([$x - $pos.cx, $y - $pos.cy,  $posz.max - $pos.cz]);
           }
           my $intensity = dot(@light, @vec) ** $k + $ambient;
           @pixels.push( ($intensity * $depth).Int min $depth );
       }
   }
   say $bs, 'Writing file.';
   return @pixels;

}

  1. normalize a vector

sub normalize (@vec) { return @vec »/» ([+] @vec Z* @vec).sqrt }

  1. dot product of two vectors

sub dot (@x, @y) { return -([+] @x Z* @y) max 0 }

  1. are the coordinates within the radius of the sphere?

sub hit ($sphere, $x is copy, $y is copy, $z is rw) {

   $x -= $sphere.cx;
   $y -= $sphere.cy;
   my $z2 = $sphere.r * $sphere.r - $x * $x - $y * $y;
   return 0 if $z2 < 0;
   $z2 = $z2.sqrt;
   $z = $sphere.cz - $z2 .. $sphere.cz + $z2;
   return 1;

}</lang>

Openscad

<lang openscad>// We are performing geometric subtraction

difference() {

 // Create the primary sphere of radius 60 centred at the origin
 translate(v = [0,0,0]) {
   sphere(60);
 }
 /*Subtract an overlapping sphere with a radius of 40
    The resultant hole will be smaller than this, because we only
    only catch the edge
 */
 translate(v = [0,90,0]) {
   sphere(40);
 }

}</lang>

POV-Ray

<lang POV-Ray>camera { perspective location <0.0 , .8 ,-3.0> look_at 0

        aperture .1 blur_samples 20 variance 1/100000 focal_point 0}
                           

light_source{< 3,3,-3> color rgb 1}

sky_sphere { pigment{ color rgb <0,.2,.5>}}

plane {y,-5 pigment {color rgb .54} normal {hexagon} }

difference {

sphere { 0,1 }
sphere { <-1,1,-1>,1 }
 texture { 
   pigment{ granite } 
   finish { phong 1 reflection {0.10 metallic 0.5} }
 } 

} </lang>