mirror of
https://gitlab.com/kicad/code/kicad.git
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517 lines
17 KiB
C++
517 lines
17 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015-2022 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 1992-2022 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "layer_item_3d.h"
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#include "3d_fastmath.h"
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#include <wx/debug.h>
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#include <advanced_config.h>
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extern float g_BevelThickness3DU;
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LAYER_ITEM::LAYER_ITEM( const OBJECT_2D* aObject2D, float aZMin, float aZMax ) :
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OBJECT_3D( OBJECT_3D_TYPE::LAYERITEM ),
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m_object2d( aObject2D )
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{
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wxASSERT( aObject2D );
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BBOX_2D bbox2d = m_object2d->GetBBox();
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bbox2d.ScaleNextUp();
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bbox2d.ScaleNextUp();
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m_bbox.Reset();
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m_bbox.Set( SFVEC3F( bbox2d.Min().x, bbox2d.Min().y, aZMin ),
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SFVEC3F( bbox2d.Max().x, bbox2d.Max().y, aZMax ) );
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m_bbox.ScaleNextUp();
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m_bbox.Scale( 1.0001f );
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m_centroid = SFVEC3F( aObject2D->GetCentroid().x, aObject2D->GetCentroid().y,
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( aZMax + aZMin ) * 0.5f );
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}
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bool LAYER_ITEM::Intersect( const RAY& aRay, HITINFO& aHitInfo ) const
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{
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float tBBoxStart;
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float tBBoxEnd;
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if( !m_bbox.Intersect( aRay, &tBBoxStart, &tBBoxEnd ) )
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return false;
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if( tBBoxStart >= aHitInfo.m_tHit )
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return false;
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if( fabs( tBBoxStart - tBBoxEnd ) <= FLT_EPSILON )
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return false;
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const bool startedInside = m_bbox.Inside( aRay.m_Origin );
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if( !startedInside )
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{
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float tTop = FLT_MAX;
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float tBot = FLT_MAX;
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bool hit_top = false;
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bool hit_bot = false;
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if( (float) fabs( aRay.m_Dir.z ) > FLT_EPSILON )
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{
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tBot = ( m_bbox.Min().z - aRay.m_Origin.z ) * aRay.m_InvDir.z;
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tTop = ( m_bbox.Max().z - aRay.m_Origin.z ) * aRay.m_InvDir.z;
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float tBBoxStartAdjusted = NextFloatUp( tBBoxStart );
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if( tBot > FLT_EPSILON )
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{
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hit_bot = tBot <= tBBoxStartAdjusted;
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tBot = NextFloatDown( tBot );
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}
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if( tTop > FLT_EPSILON )
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{
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hit_top = tTop <= tBBoxStartAdjusted;
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tTop = NextFloatDown( tTop );
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}
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}
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SFVEC2F topHitPoint2d;
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SFVEC2F botHitPoint2d;
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if( hit_top )
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topHitPoint2d = SFVEC2F( aRay.m_Origin.x + aRay.m_Dir.x * tTop,
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aRay.m_Origin.y + aRay.m_Dir.y * tTop );
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if( hit_bot )
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botHitPoint2d = SFVEC2F( aRay.m_Origin.x + aRay.m_Dir.x * tBot,
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aRay.m_Origin.y + aRay.m_Dir.y * tBot );
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if( hit_top && hit_bot )
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{
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if( tBot < tTop )
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{
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if( m_object2d->IsPointInside( botHitPoint2d ) )
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{
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if( tBot < aHitInfo.m_tHit )
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{
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aHitInfo.m_tHit = tBot;
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aHitInfo.m_HitPoint = aRay.at( tBot );
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aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, -1.0f );
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aHitInfo.pHitObject = this;
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m_material->Generate( aHitInfo.m_HitNormal, aRay, aHitInfo );
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return true;
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}
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return false;
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}
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}
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else
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{
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if( m_object2d->IsPointInside( topHitPoint2d ) )
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{
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if( tTop < aHitInfo.m_tHit )
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{
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aHitInfo.m_tHit = tTop;
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aHitInfo.m_HitPoint = aRay.at( tTop );
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aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, 1.0f );
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aHitInfo.pHitObject = this;
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m_material->Generate( aHitInfo.m_HitNormal, aRay, aHitInfo );
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return true;
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}
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return false;
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}
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}
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}
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else
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{
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if( hit_top )
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{
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if( tTop < tBot )
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{
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if( m_object2d->IsPointInside( topHitPoint2d ) )
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{
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if( tTop < aHitInfo.m_tHit )
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{
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aHitInfo.m_tHit = tTop;
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aHitInfo.m_HitPoint = aRay.at( tTop );
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aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, 1.0f );
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aHitInfo.pHitObject = this;
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m_material->Generate( aHitInfo.m_HitNormal, aRay, aHitInfo );
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return true;
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}
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return false;
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}
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}
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}
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else
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{
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if( hit_bot )
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{
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if( tBot < tTop )
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{
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if( m_object2d->IsPointInside( botHitPoint2d ) )
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{
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if( tBot < aHitInfo.m_tHit )
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{
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aHitInfo.m_tHit = tBot;
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aHitInfo.m_HitPoint = aRay.at( tBot );
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aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, -1.0f );
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aHitInfo.pHitObject = this;
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m_material->Generate( aHitInfo.m_HitNormal, aRay, aHitInfo );
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return true;
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}
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return false;
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}
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}
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}
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else
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{
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// At this point, the ray miss the two planes but it still
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// hits the box. It means that the rays are "(almost)parallel"
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// to the planes, so must calc the intersection
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}
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}
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}
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SFVEC3F boxHitPointStart = aRay.at( tBBoxStart );
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SFVEC3F boxHitPointEnd = aRay.at( tBBoxEnd );
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SFVEC2F boxHitPointStart2D( boxHitPointStart.x, boxHitPointStart.y );
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SFVEC2F boxHitPointEnd2D( boxHitPointEnd.x, boxHitPointEnd.y );
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float tOut;
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SFVEC2F outNormal;
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RAYSEG2D raySeg( boxHitPointStart2D, boxHitPointEnd2D );
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if( m_object2d->Intersect( raySeg, &tOut, &outNormal ) )
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{
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// The hitT is a hit value for the segment length 'start' - 'end',
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// so it ranges from 0.0 - 1.0. We now convert it to a 3D hit position
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// and calculate the real hitT of the ray.
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SFVEC3F hitPoint = boxHitPointStart + ( boxHitPointEnd - boxHitPointStart ) * tOut;
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const float t = glm::length( hitPoint - aRay.m_Origin );
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if( t < aHitInfo.m_tHit )
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{
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aHitInfo.m_tHit = t;
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aHitInfo.m_HitPoint = hitPoint;
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aHitInfo.pHitObject = this;
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const float zNormalDir = hit_top?1.0f:hit_bot?-1.0f:0.0f;
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if( ( outNormal.x == 0.0f ) && ( outNormal.y == 0.0f ) )
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{
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aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, zNormalDir );
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}
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else
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{
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// Calculate smooth bevel normal
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float zBend = 0.0f;
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if( hit_top || hit_bot )
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{
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float zDistanceToTopOrBot;
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// Calculate the distance from hitpoint z to the Max/Min z of the layer
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if( hit_top )
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{
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zDistanceToTopOrBot = ( m_bbox.Max().z - hitPoint.z );
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}
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else
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{
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zDistanceToTopOrBot = ( hitPoint.z - m_bbox.Min().z );
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}
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// For items that are > than g_BevelThickness3DU
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// (eg on board vias / plated holeS) use a factor based on m_bbox.GetExtent().z
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const float bevelThickness = glm::max( g_BevelThickness3DU,
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m_bbox.GetExtent().z *
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(float)ADVANCED_CFG::GetCfg().m_3DRT_BevelExtentFactor );
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if( ( zDistanceToTopOrBot > 0.0f ) && ( zDistanceToTopOrBot < bevelThickness ) )
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{
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// Invert and Normalize the distance 0..1
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zBend = ( bevelThickness - zDistanceToTopOrBot ) / bevelThickness;
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}
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}
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const SFVEC3F normalLateral = SFVEC3F( outNormal.x, outNormal.y, 0.0f );
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const SFVEC3F normalTopBot = SFVEC3F( 0.0f, 0.0f, zNormalDir );
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// Interpolate between the regular lateral normal and the top/bot normal
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aHitInfo.m_HitNormal = glm::mix( normalLateral, normalTopBot, zBend );
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}
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m_material->Generate( aHitInfo.m_HitNormal, aRay, aHitInfo );
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return true;
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}
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}
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return false;
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}
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else
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{
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/// @todo Either fix the code below or get rid of it.
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// Disabled due to refraction artifacts
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// this will mostly happen inside the board body
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#if 0
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// Started inside
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const SFVEC3F boxHitPointStart = aRay.at( tBBoxStart );
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const SFVEC3F boxHitPointEnd = aRay.at( tBBoxEnd );
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const SFVEC2F boxHitPointStart2D( boxHitPointStart.x, boxHitPointStart.y );
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const SFVEC2F boxHitPointEnd2D( boxHitPointEnd.x, boxHitPointEnd.y );
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if( !( m_object2d->IsPointInside( boxHitPointStart2D ) &&
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m_object2d->IsPointInside( boxHitPointEnd2D ) ) )
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return false;
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float tOut;
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SFVEC2F outNormal;
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RAYSEG2D raySeg( boxHitPointStart2D, boxHitPointEnd2D );
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if( ( m_object2d->IsPointInside( boxHitPointStart2D ) &&
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m_object2d->IsPointInside( boxHitPointEnd2D ) ) )
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{
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if( tBBoxEnd < aHitInfo.m_tHit )
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{
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aHitInfo.m_tHit = tBBoxEnd;
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aHitInfo.m_HitPoint = aRay.at( tBBoxEnd );
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aHitInfo.pHitObject = this;
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if( aRay.m_Dir.z > 0.0f )
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aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, -1.0f );
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else
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aHitInfo.m_HitNormal = SFVEC3F( 0.0f, 0.0f, 1.0f );
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m_material->Generate( aHitInfo.m_HitNormal, aRay, aHitInfo );
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return true;
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}
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}
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else
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{
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if( m_object2d->Intersect( raySeg, &tOut, &outNormal ) )
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{
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// The hitT is a hit value for the segment length 'start' - 'end',
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// so it ranges from 0.0 - 1.0. We now convert it to a 3D hit position
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// and calculate the real hitT of the ray.
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const SFVEC3F hitPoint = boxHitPointStart +
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( boxHitPointEnd - boxHitPointStart ) * tOut;
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const float t = glm::length( hitPoint - aRay.m_Origin );
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if( t < aHitInfo.m_tHit )
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{
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aHitInfo.m_tHit = t;
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aHitInfo.m_HitPoint = hitPoint;
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aHitInfo.m_HitNormal = SFVEC3F( outNormal.x, outNormal.y, 0.0f );
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aHitInfo.pHitObject = this;
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m_material->Generate( aHitInfo.m_HitNormal, aRay, aHitInfo );
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return true;
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}
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}
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}
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#endif
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}
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return false;
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}
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bool LAYER_ITEM::IntersectP( const RAY& aRay, float aMaxDistance ) const
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{
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float tBBoxStart;
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float tBBoxEnd;
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if( !m_bbox.Intersect( aRay, &tBBoxStart, &tBBoxEnd ) )
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return false;
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if( ( tBBoxStart > aMaxDistance ) || ( fabs( tBBoxStart - tBBoxEnd ) < FLT_EPSILON ) )
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return false;
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float tTop = FLT_MAX;
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float tBot = FLT_MAX;
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bool hit_top = false;
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bool hit_bot = false;
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if( (float)fabs( aRay.m_Dir.z ) > FLT_EPSILON )
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{
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tBot = ( m_bbox.Min().z - aRay.m_Origin.z ) * aRay.m_InvDir.z;
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tTop = ( m_bbox.Max().z - aRay.m_Origin.z ) * aRay.m_InvDir.z;
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const float tBBoxStartAdjusted = NextFloatUp( tBBoxStart );
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if( tBot > FLT_EPSILON )
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{
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hit_bot = tBot <= tBBoxStartAdjusted;
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tBot = NextFloatDown( tBot );
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}
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if( tTop > FLT_EPSILON )
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{
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hit_top = tTop <= tBBoxStartAdjusted;
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tTop = NextFloatDown( tTop );
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}
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}
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tBBoxStart = NextFloatDown( tBBoxStart );
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tBBoxEnd = NextFloatUp( tBBoxEnd );
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SFVEC2F topHitPoint2d;
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SFVEC2F botHitPoint2d;
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if( hit_top )
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topHitPoint2d = SFVEC2F( aRay.m_Origin.x + aRay.m_Dir.x * tTop,
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aRay.m_Origin.y + aRay.m_Dir.y * tTop );
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if( hit_bot )
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botHitPoint2d = SFVEC2F( aRay.m_Origin.x + aRay.m_Dir.x * tBot,
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aRay.m_Origin.y + aRay.m_Dir.y * tBot );
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if( hit_top && hit_bot )
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{
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if( tBot < tTop )
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{
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if( m_object2d->IsPointInside( botHitPoint2d ) )
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{
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if( tBot < aMaxDistance )
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return true;
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return false;
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}
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}
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else
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{
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if( m_object2d->IsPointInside( topHitPoint2d ) )
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{
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if( tTop < aMaxDistance )
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return true;
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return false;
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}
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}
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}
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else
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{
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if( hit_top )
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{
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if( tTop < tBot )
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{
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if( m_object2d->IsPointInside( topHitPoint2d ) )
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{
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if( tTop < aMaxDistance )
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return true;
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return false;
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}
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}
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}
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else
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{
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if( hit_bot )
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{
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if( tBot < tTop )
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{
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if( m_object2d->IsPointInside( botHitPoint2d ) )
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{
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if( tBot < aMaxDistance )
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return true;
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return false;
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}
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}
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}
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else
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{
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// At this point, the ray miss the two planes but it still
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// hits the box. It means that the rays are "(almost)parallel"
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// to the planes, so must calc the intersection
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}
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}
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}
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SFVEC3F boxHitPointStart = aRay.at( tBBoxStart );
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SFVEC3F boxHitPointEnd = aRay.at( tBBoxEnd );
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SFVEC2F boxHitPointStart2D( boxHitPointStart.x, boxHitPointStart.y );
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SFVEC2F boxHitPointEnd2D( boxHitPointEnd.x, boxHitPointEnd.y );
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float tOut;
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SFVEC2F outNormal;
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RAYSEG2D raySeg( boxHitPointStart2D, boxHitPointEnd2D );
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if( m_object2d->Intersect( raySeg, &tOut, &outNormal ) )
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{
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//if( (tOut > FLT_EPSILON) && (tOut < 1.0f) )
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{
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// The hitT is a hit value for the segment length 'start' - 'end',
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// so it ranges from 0.0 - 1.0. We now convert it to a 3D hit position
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// and calculate the real hitT of the ray.
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const SFVEC3F hitPoint = boxHitPointStart +
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( boxHitPointEnd - boxHitPointStart ) * tOut;
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const float t = glm::length( hitPoint - aRay.m_Origin );
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if( ( t < aMaxDistance ) && ( t > FLT_EPSILON ) )
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return true;
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}
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}
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return false;
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}
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bool LAYER_ITEM::Intersects( const BBOX_3D& aBBox ) const
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{
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if( !m_bbox.Intersects( aBBox ) )
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return false;
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|
|
|
const BBOX_2D bbox2D( SFVEC2F( aBBox.Min().x, aBBox.Min().y ),
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SFVEC2F( aBBox.Max().x, aBBox.Max().y ) );
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|
|
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return m_object2d->Intersects( bbox2D );
|
|
}
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|
|
|
|
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SFVEC3F LAYER_ITEM::GetDiffuseColor( const HITINFO& /* aHitInfo */ ) const
|
|
{
|
|
return m_diffusecolor;
|
|
}
|