kicad/3d-viewer/3d_rendering/3d_render_raytracing/shapes3D/clayeritem.cpp

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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 1992-2016 KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* @file clayeritem.cpp
* @brief
*/
#include "clayeritem.h"
#include "3d_fastmath.h"
#include <wx/debug.h>
CLAYERITEM::CLAYERITEM( const COBJECT2D* aObject2D, float aZMin, float aZMax )
: COBJECT( OBJECT3D_TYPE::LAYERITEM ), m_object2d( aObject2D )
{
wxASSERT( aObject2D );
CBBOX2D bbox2d = m_object2d->GetBBox();
bbox2d.ScaleNextUp();
bbox2d.ScaleNextUp();
m_bbox.Reset();
m_bbox.Set( SFVEC3F( bbox2d.Min().x, bbox2d.Min().y, aZMin ),
SFVEC3F( bbox2d.Max().x, bbox2d.Max().y, aZMax ) );
m_bbox.ScaleNextUp();
m_centroid = SFVEC3F( aObject2D->GetCentroid().x,
aObject2D->GetCentroid().y,
(aZMax + aZMin) * 0.5f );
}
bool CLAYERITEM::Intersect( const RAY &aRay, HITINFO &aHitInfo ) const
{
float tBBoxStart;
float tBBoxEnd;
if( !m_bbox.Intersect( aRay, &tBBoxStart, &tBBoxEnd ) )
return false;
if( tBBoxStart >= aHitInfo.m_tHit )
return false;
if( fabs(tBBoxStart - tBBoxEnd) < FLT_EPSILON )
return false;
const bool startedInside = m_bbox.Inside( aRay.m_Origin );
if( !startedInside )
{
float tTop = FLT_MAX;
float tBot = FLT_MAX;
bool hit_top = false;
bool hit_bot = false;
if( (float)fabs(aRay.m_Dir.z) > FLT_EPSILON )
{
tBot = (m_bbox.Min().z - aRay.m_Origin.z) * aRay.m_InvDir.z;
tTop = (m_bbox.Max().z - aRay.m_Origin.z) * aRay.m_InvDir.z;
float tBBoxStartAdjusted = NextFloatUp( tBBoxStart );
if( tBot > FLT_EPSILON )
{
hit_bot = tBot <= tBBoxStartAdjusted;
tBot = NextFloatDown( tBot );
}
if( tTop > FLT_EPSILON )
{
hit_top = tTop <= tBBoxStartAdjusted;
tTop = NextFloatDown( tTop );
}
}
tBBoxStart = NextFloatDown( tBBoxStart );
tBBoxEnd = NextFloatUp( tBBoxEnd );
SFVEC2F topHitPoint2d;
SFVEC2F botHitPoint2d;
if( hit_top )
topHitPoint2d = SFVEC2F( aRay.m_Origin.x + aRay.m_Dir.x * tTop,
aRay.m_Origin.y + aRay.m_Dir.y * tTop );
if( hit_bot )
botHitPoint2d = SFVEC2F( aRay.m_Origin.x + aRay.m_Dir.x * tBot,
aRay.m_Origin.y + aRay.m_Dir.y * tBot );
if( hit_top && hit_bot )
{
if( tBot < tTop )
{
if( m_object2d->IsPointInside( botHitPoint2d ) )
{
if( tBot < aHitInfo.m_tHit )
{
aHitInfo.m_tHit = tBot;
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aHitInfo.m_HitPoint = aRay.at( tBot );
aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, -1.0f );
aHitInfo.pHitObject = this;
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m_material->PerturbeNormal( aHitInfo.m_HitNormal, aRay, aHitInfo );
return true;
}
return false;
}
}
else
{
if( m_object2d->IsPointInside( topHitPoint2d ) )
{
if( tTop < aHitInfo.m_tHit )
{
aHitInfo.m_tHit = tTop;
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aHitInfo.m_HitPoint = aRay.at( tTop );
aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, 1.0f );
aHitInfo.pHitObject = this;
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m_material->PerturbeNormal( aHitInfo.m_HitNormal, aRay, aHitInfo );
return true;
}
return false;
}
}
}
else
{
if( hit_top )
{
if( tTop < tBot )
{
if( m_object2d->IsPointInside( topHitPoint2d ) )
{
if( tTop < aHitInfo.m_tHit )
{
aHitInfo.m_tHit = tTop;
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aHitInfo.m_HitPoint = aRay.at( tTop );
aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, 1.0f );
aHitInfo.pHitObject = this;
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m_material->PerturbeNormal( aHitInfo.m_HitNormal, aRay, aHitInfo );
return true;
}
return false;
}
}
}
else
{
if( hit_bot )
{
if( tBot < tTop )
{
if( m_object2d->IsPointInside( botHitPoint2d ) )
{
if( tBot < aHitInfo.m_tHit )
{
aHitInfo.m_tHit = tBot;
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aHitInfo.m_HitPoint = aRay.at( tBot );
aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, -1.0f );
aHitInfo.pHitObject = this;
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m_material->PerturbeNormal( aHitInfo.m_HitNormal, aRay, aHitInfo );
return true;
}
return false;
}
}
}
else
{
// At this point, the ray miss the two planes but it still
// hits the box. It means that the rays are "(almost)paralell"
// to the planes, so must calc the intersection
}
}
}
SFVEC3F boxHitPointStart = aRay.at( tBBoxStart );
SFVEC3F boxHitPointEnd = aRay.at( tBBoxEnd );
SFVEC2F boxHitPointStart2D( boxHitPointStart.x, boxHitPointStart.y );
//SFVEC2F boxHitPointStart2D( m_bbox.GetCenter().x, m_bbox.GetCenter().y );
SFVEC2F boxHitPointEnd2D( boxHitPointEnd.x, boxHitPointEnd.y );
float tOut;
SFVEC2F outNormal;
RAYSEG2D raySeg( boxHitPointStart2D, boxHitPointEnd2D );
if( m_object2d->Intersect( raySeg, &tOut, &outNormal ) )
{
// The hitT is a hit value for the segment length 'start' - 'end',
// so it ranges from 0.0 - 1.0. We now convert it to a 3D hit position
// and calculate the real hitT of the ray.
SFVEC3F hitPoint = boxHitPointStart +
(boxHitPointEnd - boxHitPointStart) * tOut;
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const float t = glm::length( hitPoint - aRay.m_Origin );
if( t < aHitInfo.m_tHit )
{
aHitInfo.m_tHit = t;
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aHitInfo.m_HitPoint = hitPoint;
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if( (outNormal.x == 0.0f) &&
(outNormal.y == 0.0f) )
{
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aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, 1.0f );
}
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else
{
aHitInfo.m_HitNormal = SFVEC3F( outNormal.x, outNormal.y, 0.0f );
}
aHitInfo.pHitObject = this;
m_material->PerturbeNormal( aHitInfo.m_HitNormal, aRay, aHitInfo );
return true;
}
}
return false;
}
else
{
// Started inside
const SFVEC3F boxHitPointStart = aRay.at( tBBoxStart );
const SFVEC3F boxHitPointEnd = aRay.at( tBBoxEnd );
const SFVEC2F boxHitPointStart2D( boxHitPointStart.x, boxHitPointStart.y );
const SFVEC2F boxHitPointEnd2D( boxHitPointEnd.x, boxHitPointEnd.y );
if(!(m_object2d->IsPointInside( boxHitPointStart2D ) &&
m_object2d->IsPointInside( boxHitPointEnd2D ) ) )
return false;
float tOut;
SFVEC2F outNormal;
RAYSEG2D raySeg( boxHitPointStart2D, boxHitPointEnd2D );
if( (m_object2d->IsPointInside( boxHitPointStart2D ) &&
m_object2d->IsPointInside( boxHitPointEnd2D ) ) )
{
if( tBBoxEnd < aHitInfo.m_tHit )
{
aHitInfo.m_tHit = tBBoxEnd;
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aHitInfo.m_HitPoint = aRay.at( tBBoxEnd );
aHitInfo.pHitObject = this;
if( aRay.m_Dir.z > 0.0f )
aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, -1.0f );
else
aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, 1.0f );
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m_material->PerturbeNormal( aHitInfo.m_HitNormal, aRay, aHitInfo );
return true;
}
}
else
{
if( m_object2d->Intersect( raySeg, &tOut, &outNormal ) )
{
// The hitT is a hit value for the segment length 'start' - 'end',
// so it ranges from 0.0 - 1.0. We now convert it to a 3D hit position
// and calculate the real hitT of the ray.
const SFVEC3F hitPoint = boxHitPointStart +
(boxHitPointEnd - boxHitPointStart) * tOut;
const float t = glm::length( hitPoint - aRay.m_Origin );
if( t < aHitInfo.m_tHit )
{
aHitInfo.m_tHit = t;
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aHitInfo.m_HitPoint = hitPoint;
aHitInfo.m_HitNormal = SFVEC3F( outNormal.x, outNormal.y, 0.0f );
aHitInfo.pHitObject = this;
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m_material->PerturbeNormal( aHitInfo.m_HitNormal, aRay, aHitInfo );
return true;
}
}
}
}
return false;
}
bool CLAYERITEM::IntersectP( const RAY &aRay , float aMaxDistance ) const
{
float tBBoxStart;
float tBBoxEnd;
if( !m_bbox.Intersect( aRay, &tBBoxStart, &tBBoxEnd ) )
return false;
if( ( tBBoxStart > aMaxDistance ) ||
//( tBBoxEnd < FLT_EPSILON )
( fabs(tBBoxStart - tBBoxEnd) < FLT_EPSILON ) )
return false;
float tTop = FLT_MAX;
float tBot = FLT_MAX;
bool hit_top = false;
bool hit_bot = false;
if( (float)fabs(aRay.m_Dir.z) > FLT_EPSILON )
{
tBot = (m_bbox.Min().z - aRay.m_Origin.z) * aRay.m_InvDir.z;
tTop = (m_bbox.Max().z - aRay.m_Origin.z) * aRay.m_InvDir.z;
const float tBBoxStartAdjusted = NextFloatUp( tBBoxStart );
if( tBot > FLT_EPSILON )
{
hit_bot = tBot <= tBBoxStartAdjusted;
tBot = NextFloatDown( tBot );
}
if( tTop > FLT_EPSILON )
{
hit_top = tTop <= tBBoxStartAdjusted;
tTop = NextFloatDown( tTop );
}
}
tBBoxStart = NextFloatDown( tBBoxStart );
tBBoxEnd = NextFloatUp( tBBoxEnd );
SFVEC2F topHitPoint2d;
SFVEC2F botHitPoint2d;
if( hit_top )
topHitPoint2d = SFVEC2F( aRay.m_Origin.x + aRay.m_Dir.x * tTop,
aRay.m_Origin.y + aRay.m_Dir.y * tTop );
if( hit_bot )
botHitPoint2d = SFVEC2F( aRay.m_Origin.x + aRay.m_Dir.x * tBot,
aRay.m_Origin.y + aRay.m_Dir.y * tBot );
if( hit_top && hit_bot )
{
if( tBot < tTop )
{
if( m_object2d->IsPointInside( botHitPoint2d ) )
{
if( tBot < aMaxDistance )
return true;
return false;
}
}
else
{
if( m_object2d->IsPointInside( topHitPoint2d ) )
{
if( tTop < aMaxDistance )
return true;
return false;
}
}
}
else
{
if( hit_top )
{
if( tTop < tBot )
{
if( m_object2d->IsPointInside( topHitPoint2d ) )
{
if( tTop < aMaxDistance )
return true;
return false;
}
}
}
else
{
if( hit_bot )
{
if( tBot < tTop )
{
if( m_object2d->IsPointInside( botHitPoint2d ) )
{
if( tBot < aMaxDistance )
return true;
return false;
}
}
}
else
{
// At this point, the ray miss the two planes but it still
// hits the box. It means that the rays are "(almost)paralell"
// to the planes, so must calc the intersection
}
}
}
SFVEC3F boxHitPointStart = aRay.at( tBBoxStart );
SFVEC3F boxHitPointEnd = aRay.at( tBBoxEnd );
SFVEC2F boxHitPointStart2D( boxHitPointStart.x, boxHitPointStart.y );
SFVEC2F boxHitPointEnd2D( boxHitPointEnd.x, boxHitPointEnd.y );
float tOut;
SFVEC2F outNormal;
RAYSEG2D raySeg( boxHitPointStart2D, boxHitPointEnd2D );
if( m_object2d->Intersect( raySeg, &tOut, &outNormal ) )
{
//if( (tOut > FLT_EPSILON) && (tOut < 1.0f) )
{
// The hitT is a hit value for the segment length 'start' - 'end',
// so it ranges from 0.0 - 1.0. We now convert it to a 3D hit position
// and calculate the real hitT of the ray.
const SFVEC3F hitPoint = boxHitPointStart +
(boxHitPointEnd - boxHitPointStart) * tOut;
const float t = glm::length( hitPoint - aRay.m_Origin );
if( (t < 1.0f) && ( t > FLT_EPSILON ) )
return true;
}
}
return false;
}
bool CLAYERITEM::Intersects( const CBBOX &aBBox ) const
{
if( !m_bbox.Intersects( aBBox ) )
return false;
const CBBOX2D bbox2D( SFVEC2F( aBBox.Min().x, aBBox.Min().y),
SFVEC2F( aBBox.Max().x, aBBox.Max().y) );
return m_object2d->Intersects( bbox2D );
}
SFVEC3F CLAYERITEM::GetDiffuseColor( const HITINFO &aHitInfo ) const
{
(void)aHitInfo; // unused
return m_diffusecolor;
}