KiCad PCB EDA Suite
BOARD_NORMAL Class Reference

#include <material.h>

Inheritance diagram for BOARD_NORMAL:
MATERIAL_GENERATOR

Public Member Functions

 BOARD_NORMAL ()
 
 BOARD_NORMAL (float aScale)
 
virtual ~BOARD_NORMAL ()
 
SFVEC3F Generate (const RAY &aRay, const HITINFO &aHitInfo) const override
 Generate a 3D vector based on the ray and hit information depending on the implementation. More...
 

Private Attributes

float m_scale
 

Detailed Description

Definition at line 55 of file material.h.

Constructor & Destructor Documentation

◆ BOARD_NORMAL() [1/2]

BOARD_NORMAL::BOARD_NORMAL ( )
inline

Definition at line 58 of file material.h.

58: MATERIAL_GENERATOR() { m_scale = 1.0f; }
float m_scale
Definition: material.h:68

References m_scale.

◆ BOARD_NORMAL() [2/2]

BOARD_NORMAL::BOARD_NORMAL ( float  aScale)

Definition at line 139 of file material.cpp.

140{
141 m_scale = ( 2.0f * glm::pi<float>() ) / aScale;
142}

References m_scale.

◆ ~BOARD_NORMAL()

virtual BOARD_NORMAL::~BOARD_NORMAL ( )
inlinevirtual

Definition at line 61 of file material.h.

62 {
63 }

Member Function Documentation

◆ Generate()

SFVEC3F BOARD_NORMAL::Generate ( const RAY aRay,
const HITINFO aHitInfo 
) const
overridevirtual

Generate a 3D vector based on the ray and hit information depending on the implementation.

Parameters
aRaythe camera ray that hits the object
aHitInfothe hit information
Returns
the result of the procedural

Implements MATERIAL_GENERATOR.

Definition at line 145 of file material.cpp.

146{
147 const SFVEC3F hitPos = aHitInfo.m_HitPoint * m_scale;
148
149 // http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiJzaW4oc2luKHNpbih4KSoxLjkpKjEuNSkiLCJjb2xvciI6IiMwMDAwMDAifSx7InR5cGUiOjEwMDAsIndpbmRvdyI6WyItMC45NjIxMDU3MDgwNzg1MjYyIiwiNy45NzE0MjYyNjc2MDE0MyIsIi0yLjUxNzYyMDM1MTQ4MjQ0OSIsIjIuOTc5OTM3Nzg3Mzk3NTMwMyJdLCJzaXplIjpbNjQ2LDM5Nl19XQ--
150
151 // Implement a texture as the "measling crazing blistering" method of FR4
152 const float x = glm::sin( glm::sin( hitPos.x ) * 1.5f ) * 0.06f;
153 const float y = glm::sin( glm::sin( hitPos.y ) * 1.5f ) * 0.03f;
154 const float z = -(x + y) + glm::sin( hitPos.z ) * 0.06f;
155
156 const float noise1 = s_perlinNoise.noise( hitPos.x * 1.0f, hitPos.y * 0.7f ) - 0.5f;
157 const float noise2 = s_perlinNoise.noise( hitPos.x * 0.7f, hitPos.y * 1.0f ) - 0.5f;
158 const float noise3 = s_perlinNoise.noise( hitPos.x * 0.3f, hitPos.z * 1.0f ) - 0.5f;
159
160 return ( SFVEC3F( noise1, noise2, -( noise3 ) ) * 0.3f + SFVEC3F( x, y, z ) );
161}
float noise(float x, float y, float z) const
static PerlinNoise s_perlinNoise
Definition: material.cpp:136
SFVEC3F m_HitPoint
(12) hit position
Definition: hitinfo.h:44
glm::vec3 SFVEC3F
Definition: xv3d_types.h:44

References HITINFO::m_HitPoint, m_scale, PerlinNoise::noise(), and s_perlinNoise.

Member Data Documentation

◆ m_scale

float BOARD_NORMAL::m_scale
private

Definition at line 68 of file material.h.

Referenced by BOARD_NORMAL(), and Generate().


The documentation for this class was generated from the following files: