kicad/3d-viewer/3d_rendering/raytracing/ray.h

164 lines
4.1 KiB
C
Raw Normal View History

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2017 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 2015-2021 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
*/
#ifndef RAY_H
#define RAY_H
#include <plugins/3dapi/xv3d_types.h>
enum class RAY_CLASSIFICATION
{
MMM,
MMP,
MPM,
MPP,
PMM,
PMP,
PPM,
PPP,
POO,
MOO,
OPO,
OMO,
OOP,
OOM,
OMM,
OMP,
OPM,
OPP,
MOM,
MOP,
POM,
POP,
MMO,
MPO,
PMO,
PPO
};
struct RAY
{
SFVEC3F m_Origin;
unsigned int rayID; ///< unique ray ID - not used - dummy
SFVEC3F m_Dir;
RAY_CLASSIFICATION m_Classification;
SFVEC3F m_InvDir;
float ibyj, jbyi, kbyj, jbyk, ibyk, kbyi; // slope
float c_xy, c_xz, c_yx, c_yz, c_zx, c_zy;
unsigned int m_dirIsNeg[3];
void Init( const SFVEC3F& o, const SFVEC3F& d );
bool IntersectSphere( const SFVEC3F &aCenter,
float aRadius,
float &aOutT0,
float &aOutT1 ) const;
SFVEC3F at( float t ) const { return m_Origin + m_Dir * t; }
SFVEC2F at2D( float t ) const
{
return SFVEC2F( m_Origin.x + m_Dir.x * t, m_Origin.y + m_Dir.y * t );
}
};
struct RAY2D
{
SFVEC2F m_Origin;
SFVEC2F m_Dir;
SFVEC2F m_InvDir;
RAY2D( const SFVEC2F& o, const SFVEC2F& d ) { m_Origin = o; m_Dir = d; m_InvDir = (1.0f / d); }
SFVEC2F at( float t ) const { return m_Origin + m_Dir * t; }
};
struct RAYSEG2D
{
SFVEC2F m_Start;
SFVEC2F m_End;
SFVEC2F m_End_minus_start;
SFVEC2F m_Dir;
SFVEC2F m_InvDir;
float m_Length;
float m_DOT_End_minus_start; ///< dot( m_End_minus_start, m_End_minus_start)
RAYSEG2D( const SFVEC2F& s, const SFVEC2F& e );
bool IntersectSegment( const SFVEC2F &aStart,
const SFVEC2F &aEnd_minus_start,
float *aOutT ) const;
bool IntersectCircle( const SFVEC2F &aCenter,
float aRadius,
float *aOutT0,
float *aOutT1,
SFVEC2F *aOutNormalT0,
SFVEC2F *aOutNormalT1 ) const;
float DistanceToPointSquared( const SFVEC2F &aPoint ) const;
/**
2020-12-12 17:29:11 +00:00
* Return the position at \a t.
*
* t - value 0.0 ... 1.0
*/
SFVEC2F atNormalized( float t ) const { return m_Start + m_End_minus_start * t; }
SFVEC2F at( float t ) const { return m_Start + m_Dir * t; }
};
bool IntersectSegment( const SFVEC2F &aStartA, const SFVEC2F &aEnd_minus_startA,
const SFVEC2F &aStartB, const SFVEC2F &aEnd_minus_startB );
#if(GLM_ARCH != GLM_ARCH_PURE)
/*
struct RAY4
{
glm::simdVec4 m_orgX; ///< x coordinate of ray origin
glm::simdVec4 m_orgy; ///< y coordinate of ray origin
glm::simdVec4 m_orgz; ///< z coordinate of ray origin
glm::simdVec4 m_dirX; ///< x direction of ray
glm::simdVec4 m_diry; ///< y direction of ray
glm::simdVec4 m_dirz; ///< z direction of ray
glm::simdVec4 m_tnear; ///< Start of ray segment
glm::simdVec4 m_tfar; ///< End of ray segment
};*/
#endif
#endif // RAY_H