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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 (C) 1992-2016 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 raypacket.cpp * @brief */
#include "raypacket.h"
#include "../3d_fastmath.h"
#include <wx/debug.h>
static void RAYPACKET_GenerateFrustum( CFRUSTUM *m_Frustum, RAY *m_ray ){ m_Frustum->GenerateFrustum( m_ray[ 0 * RAYPACKET_DIM + 0 ], m_ray[ 0 * RAYPACKET_DIM + (RAYPACKET_DIM - 1) ], m_ray[ (RAYPACKET_DIM - 1) * RAYPACKET_DIM + 0 ], m_ray[ (RAYPACKET_DIM - 1) * RAYPACKET_DIM + (RAYPACKET_DIM - 1) ] );}
RAYPACKET::RAYPACKET( const CCAMERA &aCamera, const SFVEC2I &aWindowsPosition ){ unsigned int i = 0;
for( unsigned int y = 0; y < RAYPACKET_DIM; ++y ) { for( unsigned int x = 0; x < RAYPACKET_DIM; ++x ) { SFVEC3F rayOrigin; SFVEC3F rayDir;
aCamera.MakeRay( SFVEC2I( aWindowsPosition.x + x, aWindowsPosition.y + y ), rayOrigin, rayDir );
m_ray[i].Init( rayOrigin, rayDir );
i++; } }
wxASSERT( i == RAYPACKET_RAYS_PER_PACKET );
RAYPACKET_GenerateFrustum( &m_Frustum, m_ray );}
RAYPACKET::RAYPACKET( const CCAMERA &aCamera, const SFVEC2F &aWindowsPosition ){ RAYPACKET_InitRays( aCamera, aWindowsPosition, m_ray );
RAYPACKET_GenerateFrustum( &m_Frustum, m_ray );}
RAYPACKET::RAYPACKET( const CCAMERA &aCamera, const SFVEC2F &aWindowsPosition, const SFVEC2F &a2DWindowsPosDisplacementFactor ){ RAYPACKET_InitRays_with2DDisplacement( aCamera, aWindowsPosition, a2DWindowsPosDisplacementFactor, m_ray );
RAYPACKET_GenerateFrustum( &m_Frustum, m_ray );}
RAYPACKET::RAYPACKET( const CCAMERA &aCamera, const SFVEC2I &aWindowsPosition, const SFVEC3F &aDirectionDisplacementFactor ){ unsigned int i = 0; for( unsigned int y = 0; y < RAYPACKET_DIM; ++y ) for( unsigned int x = 0; x < RAYPACKET_DIM; ++x ) { SFVEC3F rayOrigin; SFVEC3F rayDir;
aCamera.MakeRay( SFVEC2I( aWindowsPosition.x + x, aWindowsPosition.y + y ), rayOrigin, rayDir );
const SFVEC3F randVector = SFVEC3F( Fast_RandFloat() * aDirectionDisplacementFactor.x, Fast_RandFloat() * aDirectionDisplacementFactor.y, Fast_RandFloat() * aDirectionDisplacementFactor.z );
m_ray[i].Init( rayOrigin, glm::normalize( rayDir + randVector ) );
i++; }
wxASSERT( i == RAYPACKET_RAYS_PER_PACKET );
RAYPACKET_GenerateFrustum( &m_Frustum, m_ray );}
RAYPACKET::RAYPACKET( const CCAMERA &aCamera, const SFVEC2I &aWindowsPosition, unsigned int aPixelMultiple ){ unsigned int i = 0;
for( unsigned int y = 0; y < RAYPACKET_DIM; y++ ) { for( unsigned int x = 0; x < RAYPACKET_DIM; x++ ) { SFVEC3F rayOrigin; SFVEC3F rayDir;
aCamera.MakeRay( SFVEC2I( aWindowsPosition.x + x * aPixelMultiple, aWindowsPosition.y + y * aPixelMultiple), rayOrigin, rayDir );
m_ray[i].Init( rayOrigin, rayDir );
i++; } }
wxASSERT( i == RAYPACKET_RAYS_PER_PACKET );
RAYPACKET_GenerateFrustum( &m_Frustum, m_ray );}
void RAYPACKET_InitRays( const CCAMERA &aCamera, const SFVEC2F &aWindowsPosition, RAY *aRayPck ){ for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y ) { for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i ) { SFVEC3F rayOrigin; SFVEC3F rayDir;
aCamera.MakeRay( SFVEC2F( aWindowsPosition.x + (float)x, aWindowsPosition.y + (float)y ), rayOrigin, rayDir );
aRayPck[i].Init( rayOrigin, rayDir ); } }}
void RAYPACKET_InitRays_with2DDisplacement( const CCAMERA &aCamera, const SFVEC2F &aWindowsPosition, const SFVEC2F &a2DWindowsPosDisplacementFactor, RAY *aRayPck ){ for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y ) { for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i ) { SFVEC3F rayOrigin; SFVEC3F rayDir;
aCamera.MakeRay( SFVEC2F( aWindowsPosition.x +(float)x + Fast_RandFloat() * a2DWindowsPosDisplacementFactor.x, aWindowsPosition.y + (float)y + Fast_RandFloat() * a2DWindowsPosDisplacementFactor.y ), rayOrigin, rayDir );
aRayPck[i].Init( rayOrigin, rayDir ); } }}
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