/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 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 */ #include "layer_item_3d.h" #include "3d_fastmath.h" #include LAYER_ITEM::LAYER_ITEM( const OBJECT_2D* aObject2D, float aZMin, float aZMax ) : OBJECT_3D( OBJECT_3D_TYPE::LAYERITEM ), m_object2d( aObject2D ) { wxASSERT( aObject2D ); BBOX_2D bbox2d = m_object2d->GetBBox(); bbox2d.ScaleNextUp(); bbox2d.ScaleNextUp(); m_bbox.Reset(); m_bbox.Set( SFVEC3F( bbox2d.Min().x, bbox2d.Min().y, aZMin ), SFVEC3F( bbox2d.Max().x, bbox2d.Max().y, aZMax ) ); m_bbox.ScaleNextUp(); m_bbox.Scale( 1.0001f ); m_centroid = SFVEC3F( aObject2D->GetCentroid().x, aObject2D->GetCentroid().y, ( aZMax + aZMin ) * 0.5f ); } bool LAYER_ITEM::Intersect( const RAY& aRay, HITINFO& aHitInfo ) const { float tBBoxStart; float tBBoxEnd; if( !m_bbox.Intersect( aRay, &tBBoxStart, &tBBoxEnd ) ) return false; if( tBBoxStart >= aHitInfo.m_tHit ) return false; if( fabs( tBBoxStart - tBBoxEnd ) <= FLT_EPSILON ) return false; const bool startedInside = m_bbox.Inside( aRay.m_Origin ); if( !startedInside ) { float tTop = FLT_MAX; float tBot = FLT_MAX; bool hit_top = false; bool hit_bot = false; if( (float) fabs( aRay.m_Dir.z ) > FLT_EPSILON ) { tBot = ( m_bbox.Min().z - aRay.m_Origin.z ) * aRay.m_InvDir.z; tTop = ( m_bbox.Max().z - aRay.m_Origin.z ) * aRay.m_InvDir.z; float tBBoxStartAdjusted = NextFloatUp( tBBoxStart ); if( tBot > FLT_EPSILON ) { hit_bot = tBot <= tBBoxStartAdjusted; tBot = NextFloatDown( tBot ); } if( tTop > FLT_EPSILON ) { hit_top = tTop <= tBBoxStartAdjusted; tTop = NextFloatDown( tTop ); } } SFVEC2F topHitPoint2d; SFVEC2F botHitPoint2d; if( hit_top ) topHitPoint2d = SFVEC2F( aRay.m_Origin.x + aRay.m_Dir.x * tTop, aRay.m_Origin.y + aRay.m_Dir.y * tTop ); if( hit_bot ) botHitPoint2d = SFVEC2F( aRay.m_Origin.x + aRay.m_Dir.x * tBot, aRay.m_Origin.y + aRay.m_Dir.y * tBot ); if( hit_top && hit_bot ) { if( tBot < tTop ) { if( m_object2d->IsPointInside( botHitPoint2d ) ) { if( tBot < aHitInfo.m_tHit ) { aHitInfo.m_tHit = tBot; aHitInfo.m_HitPoint = aRay.at( tBot ); aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, -1.0f ); aHitInfo.pHitObject = this; m_material->Generate( aHitInfo.m_HitNormal, aRay, aHitInfo ); return true; } return false; } } else { if( m_object2d->IsPointInside( topHitPoint2d ) ) { if( tTop < aHitInfo.m_tHit ) { aHitInfo.m_tHit = tTop; aHitInfo.m_HitPoint = aRay.at( tTop ); aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, 1.0f ); aHitInfo.pHitObject = this; m_material->Generate( aHitInfo.m_HitNormal, aRay, aHitInfo ); return true; } return false; } } } else { if( hit_top ) { if( tTop < tBot ) { if( m_object2d->IsPointInside( topHitPoint2d ) ) { if( tTop < aHitInfo.m_tHit ) { aHitInfo.m_tHit = tTop; aHitInfo.m_HitPoint = aRay.at( tTop ); aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, 1.0f ); aHitInfo.pHitObject = this; m_material->Generate( aHitInfo.m_HitNormal, aRay, aHitInfo ); return true; } return false; } } } else { if( hit_bot ) { if( tBot < tTop ) { if( m_object2d->IsPointInside( botHitPoint2d ) ) { if( tBot < aHitInfo.m_tHit ) { aHitInfo.m_tHit = tBot; aHitInfo.m_HitPoint = aRay.at( tBot ); aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, -1.0f ); aHitInfo.pHitObject = this; m_material->Generate( aHitInfo.m_HitNormal, aRay, aHitInfo ); return true; } return false; } } } else { // At this point, the ray miss the two planes but it still // hits the box. It means that the rays are "(almost)parallel" // to the planes, so must calc the intersection } } } SFVEC3F boxHitPointStart = aRay.at( tBBoxStart ); SFVEC3F boxHitPointEnd = aRay.at( tBBoxEnd ); SFVEC2F boxHitPointStart2D( boxHitPointStart.x, boxHitPointStart.y ); SFVEC2F boxHitPointEnd2D( boxHitPointEnd.x, boxHitPointEnd.y ); float tOut; SFVEC2F outNormal; RAYSEG2D raySeg( boxHitPointStart2D, boxHitPointEnd2D ); if( m_object2d->Intersect( raySeg, &tOut, &outNormal ) ) { // The hitT is a hit value for the segment length 'start' - 'end', // so it ranges from 0.0 - 1.0. We now convert it to a 3D hit position // and calculate the real hitT of the ray. SFVEC3F hitPoint = boxHitPointStart + ( boxHitPointEnd - boxHitPointStart ) * tOut; const float t = glm::length( hitPoint - aRay.m_Origin ); if( t < aHitInfo.m_tHit ) { aHitInfo.m_tHit = t; aHitInfo.m_HitPoint = hitPoint; if( ( outNormal.x == 0.0f ) && ( outNormal.y == 0.0f ) ) { aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, 1.0f ); } else { aHitInfo.m_HitNormal = SFVEC3F( outNormal.x, outNormal.y, 0.0f ); } aHitInfo.pHitObject = this; m_material->Generate( aHitInfo.m_HitNormal, aRay, aHitInfo ); return true; } } return false; } else { /// @todo Either fix the code below or get rid of it. // Disabled due to refraction artifacts // this will mostly happen inside the board body #if 0 // Started inside const SFVEC3F boxHitPointStart = aRay.at( tBBoxStart ); const SFVEC3F boxHitPointEnd = aRay.at( tBBoxEnd ); const SFVEC2F boxHitPointStart2D( boxHitPointStart.x, boxHitPointStart.y ); const SFVEC2F boxHitPointEnd2D( boxHitPointEnd.x, boxHitPointEnd.y ); if( !( m_object2d->IsPointInside( boxHitPointStart2D ) && m_object2d->IsPointInside( boxHitPointEnd2D ) ) ) return false; float tOut; SFVEC2F outNormal; RAYSEG2D raySeg( boxHitPointStart2D, boxHitPointEnd2D ); if( ( m_object2d->IsPointInside( boxHitPointStart2D ) && m_object2d->IsPointInside( boxHitPointEnd2D ) ) ) { if( tBBoxEnd < aHitInfo.m_tHit ) { aHitInfo.m_tHit = tBBoxEnd; aHitInfo.m_HitPoint = aRay.at( tBBoxEnd ); aHitInfo.pHitObject = this; if( aRay.m_Dir.z > 0.0f ) aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, -1.0f ); else aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, 1.0f ); m_material->Generate( aHitInfo.m_HitNormal, aRay, aHitInfo ); return true; } } else { if( m_object2d->Intersect( raySeg, &tOut, &outNormal ) ) { // The hitT is a hit value for the segment length 'start' - 'end', // so it ranges from 0.0 - 1.0. We now convert it to a 3D hit position // and calculate the real hitT of the ray. const SFVEC3F hitPoint = boxHitPointStart + ( boxHitPointEnd - boxHitPointStart ) * tOut; const float t = glm::length( hitPoint - aRay.m_Origin ); if( t < aHitInfo.m_tHit ) { aHitInfo.m_tHit = t; aHitInfo.m_HitPoint = hitPoint; aHitInfo.m_HitNormal = SFVEC3F( outNormal.x, outNormal.y, 0.0f ); aHitInfo.pHitObject = this; m_material->Generate( aHitInfo.m_HitNormal, aRay, aHitInfo ); return true; } } } #endif } return false; } bool LAYER_ITEM::IntersectP( const RAY& aRay, float aMaxDistance ) const { float tBBoxStart; float tBBoxEnd; if( !m_bbox.Intersect( aRay, &tBBoxStart, &tBBoxEnd ) ) return false; if( ( tBBoxStart > aMaxDistance ) || ( fabs( tBBoxStart - tBBoxEnd ) < FLT_EPSILON ) ) return false; float tTop = FLT_MAX; float tBot = FLT_MAX; bool hit_top = false; bool hit_bot = false; if( (float)fabs( aRay.m_Dir.z ) > FLT_EPSILON ) { tBot = ( m_bbox.Min().z - aRay.m_Origin.z ) * aRay.m_InvDir.z; tTop = ( m_bbox.Max().z - aRay.m_Origin.z ) * aRay.m_InvDir.z; const float tBBoxStartAdjusted = NextFloatUp( tBBoxStart ); if( tBot > FLT_EPSILON ) { hit_bot = tBot <= tBBoxStartAdjusted; tBot = NextFloatDown( tBot ); } if( tTop > FLT_EPSILON ) { hit_top = tTop <= tBBoxStartAdjusted; tTop = NextFloatDown( tTop ); } } tBBoxStart = NextFloatDown( tBBoxStart ); tBBoxEnd = NextFloatUp( tBBoxEnd ); SFVEC2F topHitPoint2d; SFVEC2F botHitPoint2d; if( hit_top ) topHitPoint2d = SFVEC2F( aRay.m_Origin.x + aRay.m_Dir.x * tTop, aRay.m_Origin.y + aRay.m_Dir.y * tTop ); if( hit_bot ) botHitPoint2d = SFVEC2F( aRay.m_Origin.x + aRay.m_Dir.x * tBot, aRay.m_Origin.y + aRay.m_Dir.y * tBot ); if( hit_top && hit_bot ) { if( tBot < tTop ) { if( m_object2d->IsPointInside( botHitPoint2d ) ) { if( tBot < aMaxDistance ) return true; return false; } } else { if( m_object2d->IsPointInside( topHitPoint2d ) ) { if( tTop < aMaxDistance ) return true; return false; } } } else { if( hit_top ) { if( tTop < tBot ) { if( m_object2d->IsPointInside( topHitPoint2d ) ) { if( tTop < aMaxDistance ) return true; return false; } } } else { if( hit_bot ) { if( tBot < tTop ) { if( m_object2d->IsPointInside( botHitPoint2d ) ) { if( tBot < aMaxDistance ) return true; return false; } } } else { // At this point, the ray miss the two planes but it still // hits the box. It means that the rays are "(almost)parallel" // to the planes, so must calc the intersection } } } SFVEC3F boxHitPointStart = aRay.at( tBBoxStart ); SFVEC3F boxHitPointEnd = aRay.at( tBBoxEnd ); SFVEC2F boxHitPointStart2D( boxHitPointStart.x, boxHitPointStart.y ); SFVEC2F boxHitPointEnd2D( boxHitPointEnd.x, boxHitPointEnd.y ); float tOut; SFVEC2F outNormal; RAYSEG2D raySeg( boxHitPointStart2D, boxHitPointEnd2D ); if( m_object2d->Intersect( raySeg, &tOut, &outNormal ) ) { //if( (tOut > FLT_EPSILON) && (tOut < 1.0f) ) { // The hitT is a hit value for the segment length 'start' - 'end', // so it ranges from 0.0 - 1.0. We now convert it to a 3D hit position // and calculate the real hitT of the ray. const SFVEC3F hitPoint = boxHitPointStart + ( boxHitPointEnd - boxHitPointStart ) * tOut; const float t = glm::length( hitPoint - aRay.m_Origin ); if( ( t < aMaxDistance ) && ( t > FLT_EPSILON ) ) return true; } } return false; } bool LAYER_ITEM::Intersects( const BBOX_3D& aBBox ) const { if( !m_bbox.Intersects( aBBox ) ) return false; const BBOX_2D bbox2D( SFVEC2F( aBBox.Min().x, aBBox.Min().y ), SFVEC2F( aBBox.Max().x, aBBox.Max().y ) ); return m_object2d->Intersects( bbox2D ); } SFVEC3F LAYER_ITEM::GetDiffuseColor( const HITINFO& /* aHitInfo */ ) const { return m_diffusecolor; }