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6c0110ecd3
There's nothing "legacy" about the OpenGL 3D renderer.
85 lines
3.0 KiB
C++
85 lines
3.0 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) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 1992-2016 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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/**
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* @file triangle_3d.h
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* @brief Implement a triangle ray intersection based on article
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* http://www.flipcode.com/archives/Raytracing_Topics_Techniques-Part_7_Kd-Trees_and_More_Speed.shtml
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* by Jacco Bikker, that implement optimizations based on Ingo Wald's thesis.
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*/
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#ifndef _TRIANGLE_H_
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#define _TRIANGLE_H_
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#include "object_3d.h"
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/**
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* A triangle object.
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*/
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class TRIANGLE : public OBJECT_3D
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{
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public:
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TRIANGLE( const SFVEC3F& aV1, const SFVEC3F& aV2, const SFVEC3F& aV3 );
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TRIANGLE( const SFVEC3F& aV1, const SFVEC3F& aV2, const SFVEC3F& aV3,
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const SFVEC3F& aFaceNormal );
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TRIANGLE( const SFVEC3F& aV1, const SFVEC3F& aV2, const SFVEC3F& aV3,
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const SFVEC3F& aN1, const SFVEC3F& aN2, const SFVEC3F& aN3 );
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void SetColor( const SFVEC3F& aColor );
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void SetColor( const SFVEC3F& aVC0, const SFVEC3F& aVC1, const SFVEC3F& aVC2 );
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void SetColor( unsigned int aFaceColorRGBA );
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void SetColor( unsigned int aVertex1ColorRGBA, unsigned int aVertex2ColorRGBA,
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unsigned int aVertex3ColorRGBA );
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void SetUV( const SFVEC2F& aUV1, const SFVEC2F& aUV2, const SFVEC2F& aUV3 );
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bool Intersect( const RAY& aRay, HITINFO& aHitInfo ) const override;
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bool IntersectP(const RAY& aRay, float aMaxDistance ) const override;
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bool Intersects( const BBOX_3D& aBBox ) const override;
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SFVEC3F GetDiffuseColor( const HITINFO& aHitInfo ) const override;
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private:
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void pre_calc_const();
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SFVEC3F m_normal[3]; // 36
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SFVEC3F m_vertex[3]; // 36
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SFVEC3F m_n; // 12
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SFVEC2F m_uv[3]; // 24
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unsigned int m_vertexColorRGBA[3]; // 12
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float m_nu, m_nv, m_nd; // 12
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unsigned int m_k; // 4
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float m_bnu, m_bnv; // 8
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float m_cnu, m_cnv; // 8
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// 152 bytes (max 160 == 5 * 32)
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};
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#endif // _TRIANGLE_H_
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