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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
165 lines
4.1 KiB
C
165 lines
4.1 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) 2015-2017 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright The 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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#ifndef RAY_H
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#define RAY_H
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#include <plugins/3dapi/xv3d_types.h>
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enum class RAY_CLASSIFICATION
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{
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MMM,
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MMP,
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MPM,
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MPP,
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PMM,
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PMP,
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PPM,
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PPP,
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POO,
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MOO,
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OPO,
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OMO,
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OOP,
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OOM,
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OMM,
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OMP,
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OPM,
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OPP,
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MOM,
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MOP,
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POM,
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POP,
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MMO,
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MPO,
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PMO,
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PPO
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};
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struct RAY
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{
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SFVEC3F m_Origin;
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unsigned int rayID; ///< unique ray ID - not used - dummy
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SFVEC3F m_Dir;
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RAY_CLASSIFICATION m_Classification;
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SFVEC3F m_InvDir;
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float ibyj, jbyi, kbyj, jbyk, ibyk, kbyi; // slope
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float c_xy, c_xz, c_yx, c_yz, c_zx, c_zy;
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unsigned int m_dirIsNeg[3];
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void Init( const SFVEC3F& o, const SFVEC3F& d );
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bool IntersectSphere( const SFVEC3F &aCenter,
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float aRadius,
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float &aOutT0,
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float &aOutT1 ) const;
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SFVEC3F at( float t ) const { return m_Origin + m_Dir * t; }
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SFVEC2F at2D( float t ) const
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{
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return SFVEC2F( m_Origin.x + m_Dir.x * t, m_Origin.y + m_Dir.y * t );
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}
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};
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struct RAY2D
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{
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SFVEC2F m_Origin;
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SFVEC2F m_Dir;
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SFVEC2F m_InvDir;
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RAY2D( const SFVEC2F& o, const SFVEC2F& d ) { m_Origin = o; m_Dir = d; m_InvDir = (1.0f / d); }
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SFVEC2F at( float t ) const { return m_Origin + m_Dir * t; }
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};
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struct RAYSEG2D
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{
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SFVEC2F m_Start;
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SFVEC2F m_End;
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SFVEC2F m_End_minus_start;
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SFVEC2F m_Dir;
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SFVEC2F m_InvDir;
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float m_Length;
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float m_DOT_End_minus_start; ///< dot( m_End_minus_start, m_End_minus_start)
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RAYSEG2D( const SFVEC2F& s, const SFVEC2F& e );
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bool IntersectSegment( const SFVEC2F &aStart,
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const SFVEC2F &aEnd_minus_start,
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float *aOutT ) const;
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bool IntersectCircle( const SFVEC2F &aCenter,
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float aRadius,
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float *aOutT0,
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float *aOutT1,
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SFVEC2F *aOutNormalT0,
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SFVEC2F *aOutNormalT1 ) const;
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float DistanceToPointSquared( const SFVEC2F &aPoint ) const;
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/**
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* Return the position at \a t.
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*
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* t - value 0.0 ... 1.0
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*/
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SFVEC2F atNormalized( float t ) const { return m_Start + m_End_minus_start * t; }
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SFVEC2F at( float t ) const { return m_Start + m_Dir * t; }
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};
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bool IntersectSegment( const SFVEC2F &aStartA, const SFVEC2F &aEnd_minus_startA,
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const SFVEC2F &aStartB, const SFVEC2F &aEnd_minus_startB );
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/*
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#if(GLM_ARCH != GLM_ARCH_PURE)
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struct RAY4
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{
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glm::simdVec4 m_orgX; ///< x coordinate of ray origin
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glm::simdVec4 m_orgy; ///< y coordinate of ray origin
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glm::simdVec4 m_orgz; ///< z coordinate of ray origin
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glm::simdVec4 m_dirX; ///< x direction of ray
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glm::simdVec4 m_diry; ///< y direction of ray
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glm::simdVec4 m_dirz; ///< z direction of ray
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glm::simdVec4 m_tnear; ///< Start of ray segment
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glm::simdVec4 m_tfar; ///< End of ray segment
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};
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#endif
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*/
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#endif // RAY_H
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