KiCad PCB EDA Suite
raypacket.cpp
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1 /*
2  * This program source code file is part of KiCad, a free EDA CAD application.
3  *
4  * Copyright (C) 2015-2016 Mario Luzeiro <[email protected]>
5  * Copyright (C) 2015-2021 KiCad Developers, see AUTHORS.txt for contributors.
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23  */
24 
25 #include "raypacket.h"
26 #include "../3d_fastmath.h"
27 #include <wx/debug.h>
28 
29 
30 static void RAYPACKET_GenerateFrustum( FRUSTUM* m_Frustum, RAY* m_ray )
31 {
32  m_Frustum->GenerateFrustum(
33  m_ray[ 0 * RAYPACKET_DIM + 0 ],
34  m_ray[ 0 * RAYPACKET_DIM + (RAYPACKET_DIM - 1) ],
35  m_ray[ (RAYPACKET_DIM - 1) * RAYPACKET_DIM + 0 ],
36  m_ray[ (RAYPACKET_DIM - 1) * RAYPACKET_DIM + (RAYPACKET_DIM - 1) ] );
37 }
38 
39 
40 RAYPACKET::RAYPACKET( const CAMERA& aCamera, const SFVEC2I& aWindowsPosition )
41 {
42  unsigned int i = 0;
43 
44  for( unsigned int y = 0; y < RAYPACKET_DIM; ++y )
45  {
46  for( unsigned int x = 0; x < RAYPACKET_DIM; ++x )
47  {
48  SFVEC3F rayOrigin;
49  SFVEC3F rayDir;
50 
51  aCamera.MakeRay( SFVEC2I( aWindowsPosition.x + x, aWindowsPosition.y + y ),
52  rayOrigin, rayDir );
53 
54  m_ray[i].Init( rayOrigin, rayDir );
55 
56  i++;
57  }
58  }
59 
60  wxASSERT( i == RAYPACKET_RAYS_PER_PACKET );
61 
63 }
64 
65 
66 RAYPACKET::RAYPACKET( const CAMERA& aCamera, const SFVEC2F& aWindowsPosition )
67 {
68  RAYPACKET_InitRays( aCamera, aWindowsPosition, m_ray );
69 
71 }
72 
73 
74 RAYPACKET::RAYPACKET( const CAMERA& aCamera, const SFVEC2F& aWindowsPosition,
75  const SFVEC2F& a2DWindowsPosDisplacementFactor )
76 {
77  RAYPACKET_InitRays_with2DDisplacement( aCamera, aWindowsPosition,
78  a2DWindowsPosDisplacementFactor, m_ray );
79 
81 }
82 
83 
84 RAYPACKET::RAYPACKET( const CAMERA& aCamera, const SFVEC2I& aWindowsPosition,
85  const SFVEC3F& aDirectionDisplacementFactor )
86 {
87  unsigned int i = 0;
88 
89  for( unsigned int y = 0; y < RAYPACKET_DIM; ++y )
90  {
91  for( unsigned int x = 0; x < RAYPACKET_DIM; ++x )
92  {
93  SFVEC3F rayOrigin;
94  SFVEC3F rayDir;
95 
96  aCamera.MakeRay( SFVEC2I( aWindowsPosition.x + x, aWindowsPosition.y + y ),
97  rayOrigin, rayDir );
98 
99  const SFVEC3F randVector = SFVEC3F( Fast_RandFloat() * aDirectionDisplacementFactor.x,
100  Fast_RandFloat() * aDirectionDisplacementFactor.y,
101  Fast_RandFloat() * aDirectionDisplacementFactor.z );
102 
103  m_ray[i].Init( rayOrigin, glm::normalize( rayDir + randVector ) );
104 
105  i++;
106  }
107  }
108 
109  wxASSERT( i == RAYPACKET_RAYS_PER_PACKET );
110 
112 }
113 
114 
115 RAYPACKET::RAYPACKET( const CAMERA& aCamera, const SFVEC2I& aWindowsPosition,
116  unsigned int aPixelMultiple )
117 {
118  unsigned int i = 0;
119 
120  for( unsigned int y = 0; y < RAYPACKET_DIM; y++ )
121  {
122  for( unsigned int x = 0; x < RAYPACKET_DIM; x++ )
123  {
124  SFVEC3F rayOrigin;
125  SFVEC3F rayDir;
126 
127  aCamera.MakeRay( SFVEC2I( aWindowsPosition.x + x * aPixelMultiple,
128  aWindowsPosition.y + y * aPixelMultiple),
129  rayOrigin, rayDir );
130 
131  m_ray[i].Init( rayOrigin, rayDir );
132 
133  i++;
134  }
135  }
136 
137  wxASSERT( i == RAYPACKET_RAYS_PER_PACKET );
138 
140 }
141 
142 
143 void RAYPACKET_InitRays( const CAMERA& aCamera, const SFVEC2F& aWindowsPosition, RAY* aRayPck )
144 {
145  for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y )
146  {
147  for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i )
148  {
149  SFVEC3F rayOrigin;
150  SFVEC3F rayDir;
151 
152  aCamera.MakeRay( SFVEC2F( aWindowsPosition.x + (float)x,
153  aWindowsPosition.y + (float)y ),
154  rayOrigin, rayDir );
155 
156  aRayPck[i].Init( rayOrigin, rayDir );
157  }
158  }
159 }
160 
161 
162 void RAYPACKET_InitRays_with2DDisplacement( const CAMERA& aCamera, const SFVEC2F& aWindowsPosition,
163  const SFVEC2F& a2DWindowsPosDisplacementFactor,
164  RAY* aRayPck )
165 {
166  for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y )
167  {
168  for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i )
169  {
170  SFVEC3F rayOrigin;
171  SFVEC3F rayDir;
172 
173  aCamera.MakeRay( SFVEC2F( aWindowsPosition.x +(float)x +
174  Fast_RandFloat() * a2DWindowsPosDisplacementFactor.x,
175  aWindowsPosition.y + (float)y +
176  Fast_RandFloat() * a2DWindowsPosDisplacementFactor.y ),
177  rayOrigin, rayDir );
178 
179  aRayPck[i].Init( rayOrigin, rayDir );
180  }
181  }
182 }
#define RAYPACKET_DIM
Definition: raypacket.h:32
RAY m_ray[RAYPACKET_RAYS_PER_PACKET]
Definition: raypacket.h:54
void Init(const SFVEC3F &o, const SFVEC3F &d)
Definition: ray.cpp:35
Definition: ray.h:62
glm::ivec2 SFVEC2I
Definition: xv3d_types.h:39
float Fast_RandFloat()
Definition: 3d_fastmath.cpp:45
void RAYPACKET_InitRays_with2DDisplacement(const CAMERA &aCamera, const SFVEC2F &aWindowsPosition, const SFVEC2F &a2DWindowsPosDisplacementFactor, RAY *aRayPck)
Definition: raypacket.cpp:162
A class used to derive camera objects from.
Definition: camera.h:77
static void RAYPACKET_GenerateFrustum(FRUSTUM *m_Frustum, RAY *m_ray)
Definition: raypacket.cpp:30
glm::vec2 SFVEC2F
Definition: xv3d_types.h:42
void MakeRay(const SFVEC2I &aWindowPos, SFVEC3F &aOutOrigin, SFVEC3F &aOutDirection) const
Make a ray based on a windows screen position.
Definition: camera.cpp:323
FRUSTUM m_Frustum
Definition: raypacket.h:53
#define RAYPACKET_RAYS_PER_PACKET
Definition: raypacket.h:35
glm::vec3 SFVEC3F
Definition: xv3d_types.h:44
RAYPACKET(const CAMERA &aCamera, const SFVEC2I &aWindowsPosition)
Definition: raypacket.cpp:40
void GenerateFrustum(const RAY &topLeft, const RAY &topRight, const RAY &bottomLeft, const RAY &bottomRight)
Definition: frustum.cpp:37
void RAYPACKET_InitRays(const CAMERA &aCamera, const SFVEC2F &aWindowsPosition, RAY *aRayPck)
Definition: raypacket.cpp:143