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round_segment_3d.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) 1992-2020 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
29#include "round_segment_3d.h"
30#include "../shapes2D/round_segment_2d.h"
31
32
33ROUND_SEGMENT::ROUND_SEGMENT( const ROUND_SEGMENT_2D& aSeg2D, float aZmin, float aZmax ) :
35 m_segment( aSeg2D.m_segment )
36{
37 m_radius = aSeg2D.GetRadius();
39 m_inv_radius = 1.0f / m_radius;
40
43
44 m_bbox.Reset();
45
47 SFVEC3F( m_segment.m_End.x, m_segment.m_End.y, aZmax ) );
48
50 m_bbox.Max() + SFVEC3F( m_radius, m_radius, 0.0f ) );
51
54
57
59}
60
61
62bool ROUND_SEGMENT::Intersect( const RAY& aRay, HITINFO& aHitInfo ) const
63{
64 // Top / Bottom plane
65 float zPlanePos = aRay.m_dirIsNeg[2]? m_bbox.Max().z : m_bbox.Min().z;
66
67 float tPlane = ( zPlanePos - aRay.m_Origin.z ) * aRay.m_InvDir.z;
68
69 if( ( tPlane >= aHitInfo.m_tHit ) || ( tPlane < FLT_EPSILON ) )
70 return false; // Early exit
71
72 SFVEC2F planeHitPoint2d( aRay.m_Origin.x + aRay.m_Dir.x * tPlane,
73 aRay.m_Origin.y + aRay.m_Dir.y * tPlane );
74
75 float dSquared = m_segment.DistanceToPointSquared( planeHitPoint2d );
76
77 if( dSquared <= m_radius_squared )
78 {
79 if( tPlane < aHitInfo.m_tHit )
80 {
81 aHitInfo.m_tHit = tPlane;
82 aHitInfo.m_HitPoint = SFVEC3F( planeHitPoint2d.x, planeHitPoint2d.y,
83 aRay.m_Origin.z + aRay.m_Dir.z * tPlane );
84 aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, aRay.m_dirIsNeg[2] ? 1.0f : -1.0f );
85 aHitInfo.pHitObject = this;
86
87 m_material->Generate( aHitInfo.m_HitNormal, aRay, aHitInfo );
88
89 return true;
90 }
91
92 return false;
93 }
94
95 // Test LEFT / RIGHT plane
96 float normal_dot_ray = glm::dot( m_plane_dir_right, aRay.m_Dir );
97
98 if( normal_dot_ray < 0.0f ) // If the dot is neg, the it hits the plane
99 {
100 const float n_dot_ray_origin = glm::dot( m_plane_dir_right,
101 m_center_right - aRay.m_Origin );
102 const float t = n_dot_ray_origin / normal_dot_ray;
103
104 if( t > 0.0f )
105 {
106 const SFVEC3F hitP = aRay.at( t );
107
108 const SFVEC3F v = hitP - m_center_right;
109 const float len = glm::dot( v, v );
110
111 if( ( len <= m_seglen_over_two_squared ) && ( hitP.z >= m_bbox.Min().z )
112 && ( hitP.z <= m_bbox.Max().z ) )
113 {
114 if( t < aHitInfo.m_tHit )
115 {
116 aHitInfo.m_tHit = t;
117 aHitInfo.m_HitPoint = hitP;
119 0.0f );
120 aHitInfo.pHitObject = this;
121
122 m_material->Generate( aHitInfo.m_HitNormal, aRay, aHitInfo );
123
124 return true;
125 }
126
127 return false;
128 }
129 }
130 }
131 else
132 {
133 normal_dot_ray = glm::dot( m_plane_dir_left, aRay.m_Dir );
134
135 if( normal_dot_ray < 0.0f ) // If the dot is neg, the it hits the plane
136 {
137 const float n_dot_ray_origin = glm::dot( m_plane_dir_left,
138 m_center_left - aRay.m_Origin );
139 const float t = n_dot_ray_origin / normal_dot_ray;
140
141 if( t > 0.0f )
142 {
143 const SFVEC3F hitP = aRay.at( t );
144
145 const SFVEC3F v = hitP - m_center_left;
146 const float len = glm::dot( v, v );
147
148 if( ( len <= m_seglen_over_two_squared ) && ( hitP.z >= m_bbox.Min().z )
149 && ( hitP.z <= m_bbox.Max().z ) )
150 {
151 if( t < aHitInfo.m_tHit )
152 {
153 aHitInfo.m_tHit = t;
154 aHitInfo.m_HitPoint = hitP;
156 0.0f );
157 aHitInfo.pHitObject = this;
158
159 m_material->Generate( aHitInfo.m_HitNormal, aRay, aHitInfo );
160
161 return true;
162 }
163
164 return false;
165 }
166 }
167 }
168 }
169
170 // Based on: http://www.cs.utah.edu/~lha/Code%206620%20/Ray4/Cylinder.cpp
171 // Ray-sphere intersection: geometric
172 const double OCx_Start = aRay.m_Origin.x - m_segment.m_Start.x;
173 const double OCy_Start = aRay.m_Origin.y - m_segment.m_Start.y;
174
175 const double p_dot_p_Start = OCx_Start * OCx_Start + OCy_Start * OCy_Start;
176
177 const double a = (double)aRay.m_Dir.x * (double)aRay.m_Dir.x +
178 (double)aRay.m_Dir.y * (double)aRay.m_Dir.y;
179
180 const double b_Start = (double)aRay.m_Dir.x * (double)OCx_Start +
181 (double)aRay.m_Dir.y * (double)OCy_Start;
182
183 const double c_Start = p_dot_p_Start - m_radius_squared;
184
185 const float delta_Start = (float) ( b_Start * b_Start - a * c_Start );
186
187 if( delta_Start > FLT_EPSILON )
188 {
189 const float sdelta = sqrtf( delta_Start );
190 const float t = ( -b_Start - sdelta ) / a;
191 const float z = aRay.m_Origin.z + t * aRay.m_Dir.z;
192
193 if( ( z >= m_bbox.Min().z ) && ( z <= m_bbox.Max().z ) )
194 {
195 if( t < aHitInfo.m_tHit )
196 {
197 aHitInfo.m_tHit = t;
198 aHitInfo.m_HitPoint = aRay.at( t );
199
200 const SFVEC2F hitPoint2D = SFVEC2F( aHitInfo.m_HitPoint.x, aHitInfo.m_HitPoint.y );
201
202 aHitInfo.m_HitNormal =
203 SFVEC3F( ( hitPoint2D.x - m_segment.m_Start.x ) * m_inv_radius,
204 ( hitPoint2D.y - m_segment.m_Start.y ) * m_inv_radius, 0.0f );
205
206 aHitInfo.pHitObject = this;
207
208 m_material->Generate( aHitInfo.m_HitNormal, aRay, aHitInfo );
209
210 return true;
211 }
212
213 return false;
214 }
215 }
216
217 const double OCx_End = aRay.m_Origin.x - m_segment.m_End.x;
218 const double OCy_End = aRay.m_Origin.y - m_segment.m_End.y;
219
220 const double p_dot_p_End = OCx_End * OCx_End + OCy_End * OCy_End;
221
222 const double b_End = (double)aRay.m_Dir.x * (double)OCx_End +
223 (double)aRay.m_Dir.y * (double)OCy_End;
224
225 const double c_End = p_dot_p_End - m_radius_squared;
226
227 const float delta_End = (float)(b_End * b_End - a * c_End);
228
229 if( delta_End > FLT_EPSILON )
230 {
231 const float sdelta = sqrtf( delta_End );
232 const float t = ( -b_End - sdelta ) / a;
233 const float z = aRay.m_Origin.z + t * aRay.m_Dir.z;
234
235 if( ( z >= m_bbox.Min().z ) && ( z <= m_bbox.Max().z ) )
236 {
237 if( t < aHitInfo.m_tHit )
238 {
239 aHitInfo.m_tHit = t;
240 aHitInfo.m_HitPoint = aRay.at( t );
241
242 const SFVEC2F hitPoint2D = SFVEC2F( aHitInfo.m_HitPoint.x, aHitInfo.m_HitPoint.y );
243
244 aHitInfo.m_HitNormal =
245 SFVEC3F( ( hitPoint2D.x - m_segment.m_End.x ) * m_inv_radius,
246 ( hitPoint2D.y - m_segment.m_End.y ) * m_inv_radius, 0.0f );
247 aHitInfo.pHitObject = this;
248
249 m_material->Generate( aHitInfo.m_HitNormal, aRay, aHitInfo );
250
251 return true;
252 }
253
254 return false;
255 }
256 }
257
258 return false;
259}
260
261
262bool ROUND_SEGMENT::IntersectP( const RAY& aRay, float aMaxDistance ) const
263{
264 // Top / Bottom plane
265 const float zPlanePos = aRay.m_dirIsNeg[2]? m_bbox.Max().z : m_bbox.Min().z;
266
267 const float tPlane = ( zPlanePos - aRay.m_Origin.z ) * aRay.m_InvDir.z;
268
269 if( ( tPlane >= aMaxDistance) || ( tPlane < FLT_EPSILON ) )
270 return false; // Early exit
271
272 const SFVEC2F planeHitPoint2d( aRay.m_Origin.x + aRay.m_Dir.x * tPlane,
273 aRay.m_Origin.y + aRay.m_Dir.y * tPlane );
274
275 const float dSquared = m_segment.DistanceToPointSquared( planeHitPoint2d );
276
277 if( dSquared <= m_radius_squared )
278 {
279 if( tPlane < aMaxDistance )
280 return true;
281
282 return false;
283 }
284
285 // Since the IntersectP is used for shadows, we are simplifying the test
286 // intersection and only consider the top/bottom plane of the segment
287 return false;
288
290#if 0
291 // Test LEFT / RIGHT plane
292 float normal_dot_ray = glm::dot( m_plane_dir_right, aRay.m_Dir );
293
294 if( normal_dot_ray < 0.0f ) // If the dot is neg, the it hits the plane
295 {
296 float n_dot_ray_origin = glm::dot( m_plane_dir_right, m_center_right - aRay.m_Origin );
297 float t = n_dot_ray_origin / normal_dot_ray;
298
299 if( t > 0.0f )
300 {
301 SFVEC3F hitP = aRay.at( t );
302
303 SFVEC3F v = hitP - m_center_right;
304 float len = glm::dot( v, v );
305
306 if( ( len <= m_seglen_over_two_squared ) &&
307 ( hitP.z >= m_bbox.Min().z ) && ( hitP.z <= m_bbox.Max().z ) )
308 {
309 if( t < aMaxDistance )
310 return true;
311
312 return false;
313 }
314 }
315 }
316 else
317 {
318 normal_dot_ray = glm::dot( m_plane_dir_left, aRay.m_Dir );
319
320 if( normal_dot_ray < 0.0f ) // If the dot is neg, the it hits the plane
321 {
322 const float n_dot_ray_origin = glm::dot( m_plane_dir_left,
323 m_center_left - aRay.m_Origin );
324 const float t = n_dot_ray_origin / normal_dot_ray;
325
326 if( t > 0.0f )
327 {
328 SFVEC3F hitP = aRay.at( t );
329
330 SFVEC3F v = hitP - m_center_left;
331 float len = glm::dot( v, v );
332
333 if( ( len <= m_seglen_over_two_squared ) &&
334 ( hitP.z >= m_bbox.Min().z ) && ( hitP.z <= m_bbox.Max().z ) )
335 {
336 if( t < aMaxDistance )
337 return true;
338
339 return false;
340 }
341 }
342 }
343 }
344
345 // Based on: http://www.cs.utah.edu/~lha/Code%206620%20/Ray4/Cylinder.cpp
346 // Ray-sphere intersection: geometric
347
348 double OCx_Start = aRay.m_Origin.x - m_segment.m_Start.x;
349 double OCy_Start = aRay.m_Origin.y - m_segment.m_Start.y;
350
351 double p_dot_p_Start = OCx_Start * OCx_Start + OCy_Start * OCy_Start;
352
353 double a = (double)aRay.m_Dir.x * (double)aRay.m_Dir.x +
354 (double)aRay.m_Dir.y * (double)aRay.m_Dir.y;
355
356 double b_Start = (double)aRay.m_Dir.x * (double)OCx_Start +
357 (double)aRay.m_Dir.y * (double)OCy_Start;
358
359 double c_Start = p_dot_p_Start - m_radius_squared;
360
361 float delta_Start = (float)(b_Start * b_Start - a * c_Start);
362
363 if( delta_Start > FLT_EPSILON )
364 {
365 float sdelta = sqrtf( delta_Start );
366 float t = (-b_Start - sdelta) / a;
367 float z = aRay.m_Origin.z + t * aRay.m_Dir.z;
368
369 if( ( z >= m_bbox.Min().z ) && ( z <= m_bbox.Max().z ) )
370 {
371 if( t < aMaxDistance )
372 return true;
373
374 return false;
375 }
376 }
377
378 double OCx_End = aRay.m_Origin.x - m_segment.m_End.x;
379 double OCy_End = aRay.m_Origin.y - m_segment.m_End.y;
380
381 double p_dot_p_End = OCx_End * OCx_End + OCy_End * OCy_End;
382
383
384 double b_End = (double)aRay.m_Dir.x * (double)OCx_End +
385 (double)aRay.m_Dir.y * (double)OCy_End;
386
387 double c_End = p_dot_p_End - m_radius_squared;
388
389 float delta_End = (float)(b_End * b_End - a * c_End);
390
391 if( delta_End > FLT_EPSILON )
392 {
393 float sdelta = sqrtf( delta_End );
394 float t = ( -b_End - sdelta ) / a;
395 float z = aRay.m_Origin.z + t * aRay.m_Dir.z;
396
397 if( ( z >= m_bbox.Min().z ) && ( z <= m_bbox.Max().z ) )
398 {
399 if( t < aMaxDistance )
400 return true;
401
402 return false;
403 }
404 }
405
406 return false;
407#endif
408}
409
410
411bool ROUND_SEGMENT::Intersects( const BBOX_3D& aBBox ) const
412{
414 return m_bbox.Intersects( aBBox );
415}
416
417
418SFVEC3F ROUND_SEGMENT::GetDiffuseColor( const HITINFO& /* aHitInfo */ ) const
419{
420 return m_diffusecolor;
421}
void Generate(SFVEC3F &aNormal, const RAY &aRay, const HITINFO &aHitInfo) const
Definition: material.cpp:89
BBOX_3D m_bbox
Definition: object_3d.h:97
SFVEC3F m_centroid
Definition: object_3d.h:98
const MATERIAL * m_material
Definition: object_3d.h:100
float GetRadius() const
bool Intersects(const BBOX_3D &aBBox) const override
RAYSEG2D m_segment
float m_seglen_over_two_squared
SFVEC3F m_plane_dir_right
SFVEC3F GetDiffuseColor(const HITINFO &aHitInfo) const override
bool Intersect(const RAY &aRay, HITINFO &aHitInfo) const override
SFVEC3F m_center_left
bool IntersectP(const RAY &aRay, float aMaxDistance) const override
SFVEC3F m_center_right
ROUND_SEGMENT(const ROUND_SEGMENT_2D &aSeg2D, float aZmin, float aZmax)
SFVEC3F m_diffusecolor
SFVEC3F m_plane_dir_left
OBJECT_3D_TYPE
Definition: object_3d.h:39
Manage a bounding box defined by two SFVEC3F min max points.
Definition: bbox_3d.h:42
void ScaleNextUp()
Scale a bounding box to the next float representation making it larger.
Definition: bbox_3d.cpp:194
SFVEC3F GetCenter() const
Return the center point of the bounding box.
Definition: bbox_3d.cpp:132
const SFVEC3F & Min() const
Return the minimum vertex pointer.
Definition: bbox_3d.h:191
const SFVEC3F & Max() const
Return the maximum vertex pointer.
Definition: bbox_3d.h:198
void Set(const SFVEC3F &aPbMin, const SFVEC3F &aPbMax)
Set bounding box with new parameters.
Definition: bbox_3d.cpp:68
void Reset()
Reset the bounding box to zero and de-initialize it.
Definition: bbox_3d.cpp:95
bool Intersects(const BBOX_3D &aBBox) const
Test if a bounding box intersects this box.
Definition: bbox_3d.cpp:218
Stores the hit information of a ray with a point on the surface of a object.
Definition: hitinfo.h:36
float m_tHit
( 4) distance
Definition: hitinfo.h:38
const OBJECT_3D * pHitObject
( 4) Object that was hitted
Definition: hitinfo.h:40
SFVEC3F m_HitNormal
(12) normal at the hit point
Definition: hitinfo.h:37
SFVEC3F m_HitPoint
(12) hit position
Definition: hitinfo.h:44
float DistanceToPointSquared(const SFVEC2F &aPoint) const
Definition: ray.cpp:294
float m_Length
Definition: ray.h:112
SFVEC2F m_Dir
Definition: ray.h:110
SFVEC2F m_Start
Definition: ray.h:107
SFVEC2F m_End
Definition: ray.h:108
Definition: ray.h:63
SFVEC3F m_Dir
Definition: ray.h:67
unsigned int m_dirIsNeg[3]
Definition: ray.h:75
SFVEC3F m_InvDir
Definition: ray.h:70
SFVEC3F m_Origin
Definition: ray.h:64
SFVEC3F at(float t) const
Definition: ray.h:84
glm::vec2 SFVEC2F
Definition: xv3d_types.h:42
glm::vec3 SFVEC3F
Definition: xv3d_types.h:44