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/*
* 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
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