kicad/3d-viewer/3d_rendering/3d_render_raytracing/shapes3D/ctriangle.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 ctriangle.cpp
* @brief Implements a triangle ray intersection based on article:
* http://www.flipcode.com/archives/Raytracing_Topics_Techniques-Part_7_Kd-Trees_and_More_Speed.shtml
* by Jacco Bikker, that implement optimizations based on Ingo Wald's thesis.
*/
#include "ctriangle.h"
void CTRIANGLE::pre_calc_const()
{
const SFVEC3F &A = m_vertex[0];
const SFVEC3F &B = m_vertex[1];
const SFVEC3F &C = m_vertex[2];
const SFVEC3F c = B - A;
const SFVEC3F b = C - A;
m_bbox.Reset();
m_bbox.Set( A );
m_bbox.Union( B );
m_bbox.Union( C );
m_bbox.ScaleNextUp();
m_centroid = m_bbox.GetCenter();
m_n = glm::cross( b, c );
if( glm::abs( m_n.x ) > glm::abs( m_n.y ) )
{
if( glm::abs( m_n.x ) > glm::abs( m_n.z ) )
m_k = 0;
else
m_k = 2;
}
else
{
if( glm::abs( m_n.y ) > glm::abs( m_n.z ) )
m_k = 1;
else
m_k = 2;
}
int u = (m_k + 1) % 3;
int v = (m_k + 2) % 3;
// precomp
float krec = 1.0f / m_n[m_k];
m_nu = m_n[u] * krec;
m_nv = m_n[v] * krec;
m_nd = glm::dot( m_n, A ) * krec;
// first line equation
float reci = 1.0f / (b[u] * c[v] - b[v] * c[u]);
m_bnu = b[u] * reci;
m_bnv = -b[v] * reci;
// second line equation
m_cnu = c[v] * reci;
m_cnv = -c[u] * reci;
// finalize normal
m_n = glm::normalize( m_n );
m_normal[0] = m_n;
m_normal[1] = m_n;
m_normal[2] = m_n;
}
CTRIANGLE::CTRIANGLE( const SFVEC3F &aV1,
const SFVEC3F &aV2,
const SFVEC3F &aV3 ) : COBJECT( OBJ3D_TRIANGLE )
{
m_vertex[0] = aV1;
m_vertex[1] = aV2;
m_vertex[2] = aV3;
m_vertexColorRGBA[0] = 0xFFFFFFFF;
m_vertexColorRGBA[1] = 0xFFFFFFFF;
m_vertexColorRGBA[2] = 0xFFFFFFFF;
pre_calc_const();
}
CTRIANGLE::CTRIANGLE( const SFVEC3F &aV1,
const SFVEC3F &aV2,
const SFVEC3F &aV3,
const SFVEC3F &aFaceNormal ) : COBJECT( OBJ3D_TRIANGLE )
{
m_vertex[0] = aV1;
m_vertex[1] = aV2;
m_vertex[2] = aV3;
m_vertexColorRGBA[0] = 0xFFFFFFFF;
m_vertexColorRGBA[1] = 0xFFFFFFFF;
m_vertexColorRGBA[2] = 0xFFFFFFFF;
pre_calc_const();
m_normal[0] = aFaceNormal;
m_normal[1] = aFaceNormal;
m_normal[2] = aFaceNormal;
}
CTRIANGLE::CTRIANGLE( const SFVEC3F &aV1,
const SFVEC3F &aV2,
const SFVEC3F &aV3,
const SFVEC3F &aN1,
const SFVEC3F &aN2,
const SFVEC3F &aN3 ) : COBJECT( OBJ3D_TRIANGLE )
{
m_vertex[0] = aV1;
m_vertex[1] = aV2;
m_vertex[2] = aV3;
m_vertexColorRGBA[0] = 0xFFFFFFFF;
m_vertexColorRGBA[1] = 0xFFFFFFFF;
m_vertexColorRGBA[2] = 0xFFFFFFFF;
pre_calc_const();
m_normal[0] = aN1;
m_normal[1] = aN2;
m_normal[2] = aN3;
}
void CTRIANGLE::SetColor( const SFVEC3F &aColor )
{
m_vertexColorRGBA[0] = ((unsigned int)(aColor.r * 255) << 24) |
((unsigned int)(aColor.g * 255) << 16) |
((unsigned int)(aColor.b * 255) << 8) | 0xFF;
m_vertexColorRGBA[1] = m_vertexColorRGBA[0];
m_vertexColorRGBA[2] = m_vertexColorRGBA[0];
}
void CTRIANGLE::SetColor( const SFVEC3F &aVC0,
const SFVEC3F &aVC1,
const SFVEC3F &aVC2 )
{
m_vertexColorRGBA[0] = ((unsigned int)(aVC0.r * 255) << 24) |
((unsigned int)(aVC0.g * 255) << 16) |
((unsigned int)(aVC0.b * 255) << 8) | 0xFF;
m_vertexColorRGBA[1] = ((unsigned int)(aVC1.r * 255) << 24) |
((unsigned int)(aVC1.g * 255) << 16) |
((unsigned int)(aVC1.b * 255) << 8) | 0xFF;
m_vertexColorRGBA[2] = ((unsigned int)(aVC2.r * 255) << 24) |
((unsigned int)(aVC2.g * 255) << 16) |
((unsigned int)(aVC2.b * 255) << 8) | 0xFF;
}
void CTRIANGLE::SetColor( unsigned int aFaceColorRGBA )
{
m_vertexColorRGBA[0] = aFaceColorRGBA;
m_vertexColorRGBA[1] = aFaceColorRGBA;
m_vertexColorRGBA[2] = aFaceColorRGBA;
}
void CTRIANGLE::SetColor( unsigned int aVertex1ColorRGBA,
unsigned int aVertex2ColorRGBA,
unsigned int aVertex3ColorRGBA )
{
m_vertexColorRGBA[0] = aVertex1ColorRGBA;
m_vertexColorRGBA[1] = aVertex2ColorRGBA;
m_vertexColorRGBA[2] = aVertex3ColorRGBA;
}
void CTRIANGLE::SetUV( const SFVEC2F &aUV1,
const SFVEC2F &aUV2,
const SFVEC2F &aUV3 )
{
m_uv[0] = aUV1;
m_uv[1] = aUV2;
m_uv[2] = aUV3;
}
static const unsigned int s_modulo[] = { 0, 1, 2, 0, 1 };
bool CTRIANGLE::Intersect( const RAY &aRay, HITINFO &aHitInfo ) const
{
//!TODO: precalc this, improove it
#define ku s_modulo[m_k + 1]
#define kv s_modulo[m_k + 2]
const SFVEC3F &O = aRay.m_Origin;
const SFVEC3F &D = aRay.m_Dir;
const SFVEC3F &A = m_vertex[0];
const float lnd = 1.0f / (D[m_k] + m_nu * D[ku] + m_nv * D[kv]);
const float t = (m_nd - O[m_k] - m_nu * O[ku] - m_nv * O[kv]) * lnd;
if( !( (aHitInfo.m_tHit > t) && (t > 0.0f) ) )
return false;
const float hu = O[ku] + t * D[ku] - A[ku];
const float hv = O[kv] + t * D[kv] - A[kv];
const float beta = hv * m_bnu + hu * m_bnv;
if( beta < 0.0f )
return false;
const float gamma = hu * m_cnu + hv * m_cnv;
if( gamma < 0 )
return false;
const float v = gamma;
const float u = beta;
if( (u + v) > 1.0f )
return false;
if( glm::dot( D, m_n ) > 0.0f )
return false;
aHitInfo.m_tHit = t;
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aHitInfo.m_HitPoint = aRay.at( t );
// interpolate vertex normals with UVW using Gouraud's shading
aHitInfo.m_HitNormal = glm::normalize( (1.0f - u - v) * m_normal[0] +
u * m_normal[1] +
v * m_normal[2] );
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m_material->PerturbeNormal( aHitInfo.m_HitNormal, aRay, aHitInfo );
aHitInfo.pHitObject = this;
return true;
#undef ku
#undef kv
}
bool CTRIANGLE::IntersectP( const RAY &aRay,
float aMaxDistance ) const
{
//!TODO: precalc this
#define ku s_modulo[m_k + 1]
#define kv s_modulo[m_k + 2]
const SFVEC3F O = aRay.m_Origin;
const SFVEC3F D = aRay.m_Dir;
const SFVEC3F A = m_vertex[0];
const float lnd = 1.0f / (D[m_k] + m_nu * D[ku] + m_nv * D[kv]);
const float t = (m_nd - O[m_k] - m_nu * O[ku] - m_nv * O[kv]) * lnd;
if( !( (aMaxDistance > t) && (t > 0.0f) ) )
return false;
const float hu = O[ku] + t * D[ku] - A[ku];
const float hv = O[kv] + t * D[kv] - A[kv];
const float beta = hv * m_bnu + hu * m_bnv;
if( beta < 0.0f )
return false;
const float gamma = hu * m_cnu + hv * m_cnv;
if( gamma < 0.0f )
return false;
const float v = gamma;
const float u = beta;
if( (u + v) > 1.0f )
return false;
if( glm::dot( D, m_n ) > 0.0f )
return false;
return true;
#undef ku
#undef kv
}
bool CTRIANGLE::Intersects( const CBBOX &aBBox ) const
{
//!TODO: improove
return m_bbox.Intersects( aBBox );
}
SFVEC3F CTRIANGLE::GetDiffuseColor( const HITINFO &aHitInfo ) const
{
const unsigned int rgbC1 = m_vertexColorRGBA[0];
const unsigned int rgbC2 = m_vertexColorRGBA[1];
const unsigned int rgbC3 = m_vertexColorRGBA[2];
const SFVEC3F c1 = SFVEC3F( (float)((rgbC1 >> 24) & 0xFF) / 255.0f,
(float)((rgbC1 >> 16) & 0xFF) / 255.0f,
(float)((rgbC1 >> 8) & 0xFF) / 255.0f );
const SFVEC3F c2 = SFVEC3F( (float)((rgbC2 >> 24) & 0xFF) / 255.0f,
(float)((rgbC2 >> 16) & 0xFF) / 255.0f,
(float)((rgbC2 >> 8) & 0xFF) / 255.0f );
const SFVEC3F c3 = SFVEC3F( (float)((rgbC3 >> 24) & 0xFF) / 255.0f,
(float)((rgbC3 >> 16) & 0xFF) / 255.0f,
(float)((rgbC3 >> 8) & 0xFF) / 255.0f );
const float u = aHitInfo.m_UV.x;
const float v = aHitInfo.m_UV.y;
const float w = 1.0f - u - v;
return w * c1 + u * c2 + v * c3;
}