KiCad PCB EDA Suite
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ray.h
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1/*
2 * This program source code file is part of KiCad, a free EDA CAD application.
3 *
4 * Copyright (C) 2015-2017 Mario Luzeiro <[email protected]>
5 * Copyright (C) 2015-2021 KiCad Developers, see AUTHORS.txt for contributors.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, you may find one here:
19 * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
20 * or you may search the http://www.gnu.org website for the version 2 license,
21 * or you may write to the Free Software Foundation, Inc.,
22 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
23 */
24
25#ifndef RAY_H
26#define RAY_H
27
29
30
32{
33 MMM,
34 MMP,
35 MPM,
36 MPP,
37 PMM,
38 PMP,
39 PPM,
40 PPP,
41 POO,
42 MOO,
43 OPO,
44 OMO,
45 OOP,
46 OOM,
47 OMM,
48 OMP,
49 OPM,
50 OPP,
51 MOM,
52 MOP,
53 POM,
54 POP,
55 MMO,
56 MPO,
57 PMO,
58 PPO
59};
60
61
62struct RAY
63{
65 unsigned int rayID;
66
69
71
72 float ibyj, jbyi, kbyj, jbyk, ibyk, kbyi; // slope
73 float c_xy, c_xz, c_yx, c_yz, c_zx, c_zy;
74
75 unsigned int m_dirIsNeg[3];
76
77 void Init( const SFVEC3F& o, const SFVEC3F& d );
78
79 bool IntersectSphere( const SFVEC3F &aCenter,
80 float aRadius,
81 float &aOutT0,
82 float &aOutT1 ) const;
83
84 SFVEC3F at( float t ) const { return m_Origin + m_Dir * t; }
85
86 SFVEC2F at2D( float t ) const
87 {
88 return SFVEC2F( m_Origin.x + m_Dir.x * t, m_Origin.y + m_Dir.y * t );
89 }
90};
91
92
93struct RAY2D
94{
98
99 RAY2D( const SFVEC2F& o, const SFVEC2F& d ) { m_Origin = o; m_Dir = d; m_InvDir = (1.0f / d); }
100
101 SFVEC2F at( float t ) const { return m_Origin + m_Dir * t; }
102};
103
104
106{
112 float m_Length;
114
115 RAYSEG2D( const SFVEC2F& s, const SFVEC2F& e );
116
117 bool IntersectSegment( const SFVEC2F &aStart,
118 const SFVEC2F &aEnd_minus_start,
119 float *aOutT ) const;
120
121 bool IntersectCircle( const SFVEC2F &aCenter,
122 float aRadius,
123 float *aOutT0,
124 float *aOutT1,
125 SFVEC2F *aOutNormalT0,
126 SFVEC2F *aOutNormalT1 ) const;
127
128 float DistanceToPointSquared( const SFVEC2F &aPoint ) const;
129
135 SFVEC2F atNormalized( float t ) const { return m_Start + m_End_minus_start * t; }
136
137 SFVEC2F at( float t ) const { return m_Start + m_Dir * t; }
138};
139
140
141bool IntersectSegment( const SFVEC2F &aStartA, const SFVEC2F &aEnd_minus_startA,
142 const SFVEC2F &aStartB, const SFVEC2F &aEnd_minus_startB );
143
144/*
145#if(GLM_ARCH != GLM_ARCH_PURE)
146struct RAY4
147{
148 glm::simdVec4 m_orgX; ///< x coordinate of ray origin
149 glm::simdVec4 m_orgy; ///< y coordinate of ray origin
150 glm::simdVec4 m_orgz; ///< z coordinate of ray origin
151
152 glm::simdVec4 m_dirX; ///< x direction of ray
153 glm::simdVec4 m_diry; ///< y direction of ray
154 glm::simdVec4 m_dirz; ///< z direction of ray
155
156 glm::simdVec4 m_tnear; ///< Start of ray segment
157 glm::simdVec4 m_tfar; ///< End of ray segment
158};
159
160#endif
161*/
162
163
164#endif // RAY_H
RAY_CLASSIFICATION
Definition: ray.h:32
bool IntersectSegment(const SFVEC2F &aStartA, const SFVEC2F &aEnd_minus_startA, const SFVEC2F &aStartB, const SFVEC2F &aEnd_minus_startB)
Definition: ray.cpp:181
Definition: ray.h:94
SFVEC2F m_Origin
Definition: ray.h:95
SFVEC2F at(float t) const
Definition: ray.h:101
SFVEC2F m_Dir
Definition: ray.h:96
RAY2D(const SFVEC2F &o, const SFVEC2F &d)
Definition: ray.h:99
SFVEC2F m_InvDir
Definition: ray.h:97
Definition: ray.h:106
bool IntersectCircle(const SFVEC2F &aCenter, float aRadius, float *aOutT0, float *aOutT1, SFVEC2F *aOutNormalT0, SFVEC2F *aOutNormalT1) const
Definition: ray.cpp:319
bool IntersectSegment(const SFVEC2F &aStart, const SFVEC2F &aEnd_minus_start, float *aOutT) const
Definition: ray.cpp:262
float m_DOT_End_minus_start
dot( m_End_minus_start, m_End_minus_start)
Definition: ray.h:113
float DistanceToPointSquared(const SFVEC2F &aPoint) const
Definition: ray.cpp:294
float m_Length
Definition: ray.h:112
SFVEC2F m_End_minus_start
Definition: ray.h:109
SFVEC2F m_Dir
Definition: ray.h:110
SFVEC2F m_InvDir
Definition: ray.h:111
SFVEC2F atNormalized(float t) const
Return the position at t.
Definition: ray.h:135
SFVEC2F at(float t) const
Definition: ray.h:137
SFVEC2F m_Start
Definition: ray.h:107
SFVEC2F m_End
Definition: ray.h:108
Definition: ray.h:63
float ibyj
Definition: ray.h:72
SFVEC3F m_Dir
Definition: ray.h:67
void Init(const SFVEC3F &o, const SFVEC3F &d)
Definition: ray.cpp:35
unsigned int m_dirIsNeg[3]
Definition: ray.h:75
float c_zx
Definition: ray.h:73
float jbyk
Definition: ray.h:72
RAY_CLASSIFICATION m_Classification
Definition: ray.h:68
float jbyi
Definition: ray.h:72
float c_xz
Definition: ray.h:73
float c_xy
Definition: ray.h:73
float c_yz
Definition: ray.h:73
bool IntersectSphere(const SFVEC3F &aCenter, float aRadius, float &aOutT0, float &aOutT1) const
Definition: ray.cpp:211
float kbyi
Definition: ray.h:72
SFVEC3F m_InvDir
Definition: ray.h:70
SFVEC3F m_Origin
Definition: ray.h:64
float ibyk
Definition: ray.h:72
float c_yx
Definition: ray.h:73
SFVEC3F at(float t) const
Definition: ray.h:84
float c_zy
Definition: ray.h:73
unsigned int rayID
unique ray ID - not used - dummy
Definition: ray.h:65
float kbyj
Definition: ray.h:72
SFVEC2F at2D(float t) const
Definition: ray.h:86
glm::vec2 SFVEC2F
Definition: xv3d_types.h:42
glm::vec3 SFVEC3F
Definition: xv3d_types.h:44