kicad/3d-viewer/3d_rendering/raytracing/shapes3D/triangle_3d.h

85 lines
3.0 KiB
C
Raw Normal View History

/*
* 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 triangle_3d.h
* @brief Implement 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.
*/
#ifndef _TRIANGLE_H_
#define _TRIANGLE_H_
#include "object_3d.h"
/**
* A triangle object.
*/
class TRIANGLE : public OBJECT_3D
{
public:
TRIANGLE( const SFVEC3F& aV1, const SFVEC3F& aV2, const SFVEC3F& aV3 );
TRIANGLE( const SFVEC3F& aV1, const SFVEC3F& aV2, const SFVEC3F& aV3,
const SFVEC3F& aFaceNormal );
TRIANGLE( const SFVEC3F& aV1, const SFVEC3F& aV2, const SFVEC3F& aV3,
const SFVEC3F& aN1, const SFVEC3F& aN2, const SFVEC3F& aN3 );
void SetColor( const SFVEC3F& aColor );
void SetColor( const SFVEC3F& aVC0, const SFVEC3F& aVC1, const SFVEC3F& aVC2 );
void SetColor( unsigned int aFaceColorRGBA );
void SetColor( unsigned int aVertex1ColorRGBA, unsigned int aVertex2ColorRGBA,
unsigned int aVertex3ColorRGBA );
void SetUV( const SFVEC2F& aUV1, const SFVEC2F& aUV2, const SFVEC2F& aUV3 );
bool Intersect( const RAY& aRay, HITINFO& aHitInfo ) const override;
bool IntersectP(const RAY& aRay, float aMaxDistance ) const override;
bool Intersects( const BBOX_3D& aBBox ) const override;
SFVEC3F GetDiffuseColor( const HITINFO& aHitInfo ) const override;
private:
void pre_calc_const();
SFVEC3F m_normal[3]; // 36
SFVEC3F m_vertex[3]; // 36
SFVEC3F m_n; // 12
SFVEC2F m_uv[3]; // 24
unsigned int m_vertexColorRGBA[3]; // 12
float m_nu, m_nv, m_nd; // 12
unsigned int m_k; // 4
float m_bnu, m_bnv; // 8
float m_cnu, m_cnv; // 8
// 152 bytes (max 160 == 5 * 32)
};
#endif // _TRIANGLE_H_