/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2017 Mario Luzeiro * Copyright (C) 1992-2021 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 */ /** * @file bbox_3d.cpp * @brief 3D bounding box implementation. */ #include "3d_fastmath.h" #include "bbox_3d.h" #include "../ray.h" #include #include // For the wxASSERT BBOX_3D::BBOX_3D() { Reset(); } BBOX_3D::BBOX_3D( const SFVEC3F& aPbInit ) { m_min = aPbInit; m_max = aPbInit; } BBOX_3D::BBOX_3D( const SFVEC3F& aPbMin, const SFVEC3F& aPbMax ) { Set( aPbMin, aPbMax ); } BBOX_3D::~BBOX_3D() { } void BBOX_3D::Set( const SFVEC3F& aPoint ) { m_min = aPoint; m_max = aPoint; } void BBOX_3D::Set( const SFVEC3F& aPbMin, const SFVEC3F& aPbMax ) { m_min.x = fminf( aPbMin.x, aPbMax.x ); m_min.y = fminf( aPbMin.y, aPbMax.y ); m_min.z = fminf( aPbMin.z, aPbMax.z ); m_max.x = fmaxf( aPbMin.x, aPbMax.x ); m_max.y = fmaxf( aPbMin.y, aPbMax.y ); m_max.z = fmaxf( aPbMin.z, aPbMax.z ); } void BBOX_3D::Set( const BBOX_3D& aBBox ) { wxASSERT( aBBox.IsInitialized() ); Set( aBBox.Min(), aBBox.Max() ); } bool BBOX_3D::IsInitialized() const { return !( ( FLT_MAX == m_min.x ) || ( FLT_MAX == m_min.y ) || ( FLT_MAX == m_min.z ) || ( -FLT_MAX == m_max.x ) || ( -FLT_MAX == m_max.y ) || ( -FLT_MAX == m_max.z ) ); } void BBOX_3D::Reset() { m_min = SFVEC3F( FLT_MAX, FLT_MAX, FLT_MAX ); m_max = SFVEC3F( -FLT_MAX, -FLT_MAX, -FLT_MAX ); } void BBOX_3D::Union( const SFVEC3F& aPoint ) { // get the minimum value between the added point and the existent bounding box m_min.x = fminf( m_min.x, aPoint.x ); m_min.y = fminf( m_min.y, aPoint.y ); m_min.z = fminf( m_min.z, aPoint.z ); // get the maximum value between the added point and the existent bounding box m_max.x = fmaxf( m_max.x, aPoint.x ); m_max.y = fmaxf( m_max.y, aPoint.y ); m_max.z = fmaxf( m_max.z, aPoint.z ); } void BBOX_3D::Union( const BBOX_3D& aBBox ) { wxASSERT( aBBox.IsInitialized() ); // get the minimum value between the added bounding box and the existent bounding box m_min.x = fmin( m_min.x, aBBox.m_min.x ); m_min.y = fmin( m_min.y, aBBox.m_min.y ); m_min.z = fmin( m_min.z, aBBox.m_min.z ); // get the maximum value between the added bounding box and the existent bounding box m_max.x = fmax( m_max.x, aBBox.m_max.x ); m_max.y = fmax( m_max.y, aBBox.m_max.y ); m_max.z = fmax( m_max.z, aBBox.m_max.z ); } SFVEC3F BBOX_3D::GetCenter() const { return ( m_max + m_min ) * 0.5f; } float BBOX_3D::GetCenter( unsigned int aAxis ) const { wxASSERT( aAxis < 3 ); return ( m_max[aAxis] + m_min[aAxis] ) * 0.5f; } const SFVEC3F BBOX_3D::GetExtent() const { return m_max - m_min; } unsigned int BBOX_3D::MaxDimension() const { unsigned int result = 0; SFVEC3F extent = GetExtent(); if( extent.y > extent.x ) result = 1; if( extent.z > extent.y ) result = 2; return result; } float BBOX_3D::GetMaxDimension() const { SFVEC3F extent = GetExtent(); return std::max( std::max( extent.x, extent.y ), extent.z ); } float BBOX_3D::SurfaceArea() const { SFVEC3F extent = GetExtent(); return 2.0f * ( extent.x * extent.z + extent.x * extent.y + extent.y * extent.z ); } void BBOX_3D::Scale( float aScale ) { wxASSERT( IsInitialized() ); SFVEC3F scaleV = SFVEC3F( aScale, aScale, aScale ); SFVEC3F centerV = GetCenter(); m_min = ( m_min - centerV ) * scaleV + centerV; m_max = ( m_max - centerV ) * scaleV + centerV; } void BBOX_3D::ScaleNextUp() { m_min.x = NextFloatDown( m_min.x ); m_min.y = NextFloatDown( m_min.y ); m_min.z = NextFloatDown( m_min.z ); m_max.x = NextFloatUp( m_max.x ); m_max.y = NextFloatUp( m_max.y ); m_max.z = NextFloatUp( m_max.z ); } void BBOX_3D::ScaleNextDown() { m_min.x = NextFloatUp( m_min.x ); m_min.y = NextFloatUp( m_min.y ); m_min.z = NextFloatUp( m_min.z ); m_max.x = NextFloatDown( m_max.x ); m_max.y = NextFloatDown( m_max.y ); m_max.z = NextFloatDown( m_max.z ); } bool BBOX_3D::Intersects( const BBOX_3D& aBBox ) const { wxASSERT( IsInitialized() ); wxASSERT( aBBox.IsInitialized() ); bool x = ( m_max.x >= aBBox.m_min.x ) && ( m_min.x <= aBBox.m_max.x ); bool y = ( m_max.y >= aBBox.m_min.y ) && ( m_min.y <= aBBox.m_max.y ); bool z = ( m_max.z >= aBBox.m_min.z ) && ( m_min.z <= aBBox.m_max.z ); return ( x && y && z ); } bool BBOX_3D::Inside( const SFVEC3F& aPoint ) const { wxASSERT( IsInitialized() ); return ( aPoint.x >= m_min.x ) && ( aPoint.x <= m_max.x ) && ( aPoint.y >= m_min.y ) && ( aPoint.y <= m_max.y ) && ( aPoint.z >= m_min.z ) && ( aPoint.z <= m_max.z ); } float BBOX_3D::Volume() const { wxASSERT( IsInitialized() ); SFVEC3F extent = GetExtent(); return extent.x * extent.y * extent.z; } SFVEC3F BBOX_3D::Offset( const SFVEC3F& p ) const { return (p - m_min) / (m_max - m_min); } /// @todo Why are we keeping both implementations of Intersect()? // Intersection code based on the book: // "Physical Based Ray Tracing" (by Matt Pharr and Greg Humphrey) // https://github.com/mmp/pbrt-v2/blob/master/src/core/geometry.cpp#L68 #if 0 bool BBOX_3D::Intersect( const RAY& aRay, float* aOutHitt0, float* aOutHitt1 ) const { float t0 = 0.0f; float t1 = FLT_MAX; for( unsigned int i = 0; i < 3; ++i ) { // Update interval for _i_th bounding box slab float tNear = ( m_min[i] - aRay.m_Origin[i] ) * aRay.m_InvDir[i]; float tFar = ( m_max[i] - aRay.m_Origin[i] ) * aRay.m_InvDir[i]; // Update parametric interval from slab intersection if( tNear > tFar ) { // Swap float ftemp = tNear; tNear = tFar; tFar = ftemp; } t0 = tNear > t0 ? tNear : t0; t1 = tFar < t1 ? tFar : t1; if( t0 > t1 ) return false; } if( aOutHitt0 ) *aOutHitt0 = t0; if( aOutHitt1 ) *aOutHitt1 = t1; return true; } #else // https://github.com/mmp/pbrt-v2/blob/master/src/accelerators/bvh.cpp#L126 bool BBOX_3D::Intersect( const RAY& aRay, float* aOutHitt0, float* aOutHitt1 ) const { wxASSERT( aOutHitt0 ); wxASSERT( aOutHitt1 ); const SFVEC3F bounds[2] = {m_min, m_max}; // Check for ray intersection against x and y slabs float tmin = ( bounds[aRay.m_dirIsNeg[0]].x - aRay.m_Origin.x ) * aRay.m_InvDir.x; float tmax = ( bounds[1 - aRay.m_dirIsNeg[0]].x - aRay.m_Origin.x ) * aRay.m_InvDir.x; const float tymin = ( bounds[aRay.m_dirIsNeg[1]].y - aRay.m_Origin.y ) * aRay.m_InvDir.y; const float tymax = ( bounds[1 - aRay.m_dirIsNeg[1]].y - aRay.m_Origin.y ) * aRay.m_InvDir.y; if( ( tmin > tymax ) || ( tymin > tmax ) ) return false; tmin = ( tymin > tmin ) ? tymin : tmin; tmax = ( tymax < tmax ) ? tymax : tmax; // Check for ray intersection against z slab const float tzmin = ( bounds[aRay.m_dirIsNeg[2]].z - aRay.m_Origin.z ) * aRay.m_InvDir.z; const float tzmax = ( bounds[1 - aRay.m_dirIsNeg[2]].z - aRay.m_Origin.z ) * aRay.m_InvDir.z; if( ( tmin > tzmax ) || ( tzmin > tmax ) ) return false; tmin = (tzmin > tmin)? tzmin : tmin; tmin = ( tmin < 0.0f)? 0.0f : tmin; tmax = (tzmax < tmax)? tzmax : tmax; *aOutHitt0 = tmin; *aOutHitt1 = tmax; return true; } #endif void BBOX_3D::ApplyTransformation( glm::mat4 aTransformMatrix ) { wxASSERT( IsInitialized() ); const SFVEC3F v1 = SFVEC3F( aTransformMatrix * glm::vec4( m_min.x, m_min.y, m_min.z, 1.0f ) ); const SFVEC3F v2 = SFVEC3F( aTransformMatrix * glm::vec4( m_max.x, m_max.y, m_max.z, 1.0f ) ); Reset(); Union( v1 ); Union( v2 ); } void BBOX_3D::ApplyTransformationAA( glm::mat4 aTransformMatrix ) { wxASSERT( IsInitialized() ); // apply the transformation matrix for each of vertices of the bounding box // and make a union with all vertices BBOX_3D tmpBBox = BBOX_3D( SFVEC3F( aTransformMatrix * glm::vec4( m_min.x, m_min.y, m_min.z, 1.0f ) ) ); tmpBBox.Union( SFVEC3F( aTransformMatrix * glm::vec4( m_max.x, m_min.y, m_min.z, 1.0f ) ) ); tmpBBox.Union( SFVEC3F( aTransformMatrix * glm::vec4( m_min.x, m_max.y, m_min.z, 1.0f ) ) ); tmpBBox.Union( SFVEC3F( aTransformMatrix * glm::vec4( m_min.x, m_min.y, m_max.z, 1.0f ) ) ); tmpBBox.Union( SFVEC3F( aTransformMatrix * glm::vec4( m_min.x, m_max.y, m_max.z, 1.0f ) ) ); tmpBBox.Union( SFVEC3F( aTransformMatrix * glm::vec4( m_max.x, m_max.y, m_min.z, 1.0f ) ) ); tmpBBox.Union( SFVEC3F( aTransformMatrix * glm::vec4( m_max.x, m_min.y, m_max.z, 1.0f ) ) ); tmpBBox.Union( SFVEC3F( aTransformMatrix * glm::vec4( m_max.x, m_max.y, m_max.z, 1.0f ) ) ); m_min = tmpBBox.m_min; m_max = tmpBBox.m_max; }