Seth Hillbrand 0b2d4d4879 Revise Copyright statement to align with TLF
Recommendation is to avoid using the year nomenclature as this
information is already encoded in the git repo.  Avoids needing to
repeatly update.

Also updates AUTHORS.txt from current repo with contributor names
2025-01-01 14:12:04 -08:00

185 lines
5.7 KiB
C

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright The KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* @file 3d_math.h
* @brief Defines math related functions
*/
#ifndef _3D_MATH_H
#define _3D_MATH_H
#include <plugins/3dapi/xv3d_types.h>
#include "3d_fastmath.h"
/**
* https://en.wikipedia.org/wiki/Spherical_coordinate_system
*
* @param aInclination θ ∈ [0, π]
* @param aAzimuth φ ∈ [0, 2π]
* @return Cartesian coordinates
*/
inline SFVEC3F SphericalToCartesian( float aInclination, float aAzimuth )
{
float sinInc = glm::sin( aInclination );
return SFVEC3F( sinInc * glm::cos( aAzimuth ), sinInc * glm::sin( aAzimuth ),
glm::cos( aInclination ) );
}
/**
* @todo This is not correct because it is not a gaussian random.
*/
inline SFVEC3F UniformRandomHemisphereDirection()
{
// It was experienced that this function is slow! do not use it :/
// SFVEC3F b( (rand()/(float)RAND_MAX) - 0.5f,
// (rand()/(float)RAND_MAX) - 0.5f,
// (rand()/(float)RAND_MAX) - 0.5f );
SFVEC3F b( Fast_RandFloat() * 0.5f, Fast_RandFloat() * 0.5f, Fast_RandFloat() * 0.5f );
return b;
}
// https://pathtracing.wordpress.com/2011/03/03/cosine-weighted-hemisphere/
inline SFVEC3F CosWeightedRandomHemisphereDirection( const SFVEC3F& n )
{
const float Xi1 = (float) rand() / (float) RAND_MAX;
const float Xi2 = (float) rand() / (float) RAND_MAX;
const float theta = acos( sqrt( 1.0f - Xi1 ) );
const float phi = 2.0f * glm::pi<float>() * Xi2;
const float xs = sinf( theta ) * cosf( phi );
const float ys = cosf( theta );
const float zs = sinf( theta ) * sinf( phi );
const SFVEC3F y( n.x, n.y, n.z );
SFVEC3F h = y;
if( fabs( h.x ) <= fabs( h.y ) && fabs( h.x ) <= fabs( h.z ) )
h.x= 1.0f;
else if( fabs( h.y ) <= fabs( h.x ) && fabs( h.y ) <= fabs( h.z ) )
h.y= 1.0f;
else
h.z= 1.0f;
const SFVEC3F x = glm::normalize( glm::cross( h, y ) );
const SFVEC3F z = glm::normalize( glm::cross( x, y ) );
SFVEC3F direction = xs * x + ys * y + zs * z;
return glm::normalize( direction );
}
/**
* Based on:
* https://github.com/mmp/pbrt-v3/blob/master/src/core/reflection.h
* See also:
* http://www.flipcode.com/archives/Raytracing_Topics_Techniques-Part_3_Refractions_and_Beers_Law.shtml
*
* @param aInVector incoming vector.
* @param aNormal normal in the intersection point.
* @param aRin_over_Rout incoming refraction index / out refraction index.
* @param aOutVector the refracted vector.
* @return true
*/
inline bool Refract( const SFVEC3F &aInVector, const SFVEC3F &aNormal, float aRin_over_Rout,
SFVEC3F& aOutVector )
{
float cosThetaI = -glm::dot( aNormal, aInVector );
float sin2ThetaI = glm::max( 0.0f, 1.0f - cosThetaI * cosThetaI );
float sin2ThetaT = aRin_over_Rout * aRin_over_Rout * sin2ThetaI;
// Handle total internal reflection for transmission
if( sin2ThetaT >= 1.0f )
return false;
float cosThetaT = sqrtf( 1.0f - sin2ThetaT );
aOutVector = glm::normalize( aRin_over_Rout * aInVector +
( aRin_over_Rout * cosThetaI - cosThetaT ) *
aNormal );
return true;
}
inline float mapf( float x, float in_min, float in_max, float out_min, float out_max )
{
x = glm::clamp( x, in_min, in_max );
return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
}
inline float RGBtoGray( const SFVEC3F &aColor )
{
return (aColor.r * 0.2126f +
aColor.g * 0.7152f +
aColor.b * 0.0722f);
}
inline SFVEC3F MaterialDiffuseToColorCAD( const SFVEC3F &aDiffuseColor )
{
// convert to a discret scale of grays
const float luminance = glm::min(
( ( (float) ( (unsigned int) ( 4.0f * RGBtoGray( aDiffuseColor ) ) ) + 0.5f ) / 4.0f )
* 1.0f,
1.0f );
const float maxValue = glm::max( glm::max( glm::max( aDiffuseColor.r, aDiffuseColor.g ),
aDiffuseColor.b ), FLT_EPSILON );
return ( aDiffuseColor / SFVEC3F( maxValue ) ) * 0.125f + luminance * 0.875f;
}
// http://fooplot.com/#W3sidHlwZSI6MCwiZXEiOiJ4KngqMiIsImNvbG9yIjoiIzAwMDAwMCJ9LHsidHlwZSI6MCwiZXEiOiItKCh4LTEpXjIpKjIrMSIsImNvbG9yIjoiIzAwMDAwMCJ9LHsidHlwZSI6MTAwMCwid2luZG93IjpbIi0xLjM4NzUwMDAwMDAwMDAwMDIiLCIxLjg2MjQ5OTk5OTk5OTk5OTgiLCItMC43IiwiMS4zIl19XQ--
inline float QuadricEasingInOut( float t )
{
if( t <= 0.5f )
{
return t * t * 2.0f;
}
else
{
t = t - 1.0f;
return -2.0f * ( t * t ) + 1.0f;
}
}
// http://www.wolframalpha.com/input/?i=t%5E2(3-2t)
inline float BezierBlend( float t )
{
return t * t * ( 3.0f - 2.0f * t );
}
#endif // 3D_MATH_H