2015-12-08 07:31:57 +00:00
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/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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2017-01-18 22:39:02 +00:00
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* Copyright (C) 2015-2017 Mario Luzeiro <mrluzeiro@ua.pt>
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2021-10-21 13:29:19 +00:00
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* Copyright (C) 2015-2021 KiCad Developers, see AUTHORS.txt for contributors.
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2015-12-08 07:31:57 +00:00
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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2021-10-21 13:29:19 +00:00
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#ifndef RAY_H
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#define RAY_H
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2015-12-08 07:31:57 +00:00
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2016-07-19 17:35:25 +00:00
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#include <plugins/3dapi/xv3d_types.h>
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2015-12-08 07:31:57 +00:00
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2019-12-30 13:01:06 +00:00
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enum class RAY_CLASSIFICATION
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2015-12-08 07:31:57 +00:00
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{
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2019-12-30 13:01:06 +00:00
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MMM,
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MMP,
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MPM,
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MPP,
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PMM,
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PMP,
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PPM,
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PPP,
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POO,
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MOO,
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OPO,
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OMO,
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OOP,
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OOM,
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OMM,
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OMP,
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OPM,
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OPP,
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MOM,
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MOP,
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POM,
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POP,
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MMO,
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MPO,
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PMO,
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PPO
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2015-12-08 07:31:57 +00:00
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};
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2016-07-19 17:35:25 +00:00
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struct RAY
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2015-12-08 07:31:57 +00:00
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{
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SFVEC3F m_Origin;
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2017-01-18 22:39:02 +00:00
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unsigned int rayID; ///< unique ray ID - not used - dummy
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2015-12-08 07:31:57 +00:00
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SFVEC3F m_Dir;
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RAY_CLASSIFICATION m_Classification;
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SFVEC3F m_InvDir;
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float ibyj, jbyi, kbyj, jbyk, ibyk, kbyi; // slope
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float c_xy, c_xz, c_yx, c_yz, c_zx, c_zy;
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unsigned int m_dirIsNeg[3];
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void Init( const SFVEC3F& o, const SFVEC3F& d );
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2016-07-19 17:35:25 +00:00
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bool IntersectSphere( const SFVEC3F &aCenter,
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float aRadius,
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float &aOutT0,
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float &aOutT1 ) const;
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2015-12-08 07:31:57 +00:00
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SFVEC3F at( float t ) const { return m_Origin + m_Dir * t; }
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2016-07-19 17:35:25 +00:00
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2021-05-03 20:07:16 +00:00
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SFVEC2F at2D( float t ) const
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{
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return SFVEC2F( m_Origin.x + m_Dir.x * t, m_Origin.y + m_Dir.y * t );
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}
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2015-12-08 07:31:57 +00:00
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};
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2016-07-19 17:35:25 +00:00
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struct RAY2D
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2015-12-08 07:31:57 +00:00
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{
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SFVEC2F m_Origin;
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SFVEC2F m_Dir;
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SFVEC2F m_InvDir;
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RAY2D( const SFVEC2F& o, const SFVEC2F& d ) { m_Origin = o; m_Dir = d; m_InvDir = (1.0f / d); }
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SFVEC2F at( float t ) const { return m_Origin + m_Dir * t; }
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};
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2016-07-19 17:35:25 +00:00
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struct RAYSEG2D
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2015-12-08 07:31:57 +00:00
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{
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SFVEC2F m_Start;
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SFVEC2F m_End;
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SFVEC2F m_End_minus_start;
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SFVEC2F m_Dir;
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SFVEC2F m_InvDir;
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float m_Length;
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float m_DOT_End_minus_start; ///< dot( m_End_minus_start, m_End_minus_start)
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RAYSEG2D( const SFVEC2F& s, const SFVEC2F& e );
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2016-07-19 17:35:25 +00:00
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bool IntersectSegment( const SFVEC2F &aStart,
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const SFVEC2F &aEnd_minus_start,
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float *aOutT ) const;
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bool IntersectCircle( const SFVEC2F &aCenter,
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float aRadius,
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float *aOutT0,
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float *aOutT1,
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SFVEC2F *aOutNormalT0,
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SFVEC2F *aOutNormalT1 ) const;
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2015-12-08 07:31:57 +00:00
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float DistanceToPointSquared( const SFVEC2F &aPoint ) const;
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2016-07-19 17:35:25 +00:00
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2015-12-08 07:31:57 +00:00
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/**
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2020-12-12 17:29:11 +00:00
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* Return the position at \a t.
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*
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2015-12-08 07:31:57 +00:00
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* t - value 0.0 ... 1.0
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*/
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SFVEC2F atNormalized( float t ) const { return m_Start + m_End_minus_start * t; }
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SFVEC2F at( float t ) const { return m_Start + m_Dir * t; }
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};
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bool IntersectSegment( const SFVEC2F &aStartA, const SFVEC2F &aEnd_minus_startA,
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const SFVEC2F &aStartB, const SFVEC2F &aEnd_minus_startB );
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#if(GLM_ARCH != GLM_ARCH_PURE)
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/*
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2016-07-19 17:35:25 +00:00
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struct RAY4
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{
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glm::simdVec4 m_orgX; ///< x coordinate of ray origin
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glm::simdVec4 m_orgy; ///< y coordinate of ray origin
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glm::simdVec4 m_orgz; ///< z coordinate of ray origin
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glm::simdVec4 m_dirX; ///< x direction of ray
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glm::simdVec4 m_diry; ///< y direction of ray
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glm::simdVec4 m_dirz; ///< z direction of ray
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glm::simdVec4 m_tnear; ///< Start of ray segment
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glm::simdVec4 m_tfar; ///< End of ray segment
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};*/
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#endif
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2021-10-21 13:29:19 +00:00
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#endif // RAY_H
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