mirror of
https://gitlab.com/kicad/code/kicad.git
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6c0110ecd3
There's nothing "legacy" about the OpenGL 3D renderer.
351 lines
9.6 KiB
C++
351 lines
9.6 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) 2015-2020 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 container_2d.cpp
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*/
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#include "container_2d.h"
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#include "../ray.h"
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#include <boost/range/algorithm/partition.hpp>
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#include <boost/range/algorithm/nth_element.hpp>
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#include <wx/debug.h>
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CONTAINER_2D_BASE::CONTAINER_2D_BASE( OBJECT_2D_TYPE aObjType )
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{
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m_bbox.Reset();
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}
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void CONTAINER_2D_BASE::Clear()
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{
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std::lock_guard<std::mutex> lock( m_lock );
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m_bbox.Reset();
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for( LIST_OBJECT2D::iterator ii = m_objects.begin(); ii != m_objects.end(); ++ii )
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{
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delete *ii;
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}
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m_objects.clear();
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}
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CONTAINER_2D_BASE::~CONTAINER_2D_BASE()
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{
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Clear();
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}
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CONTAINER_2D::CONTAINER_2D() : CONTAINER_2D_BASE( OBJECT_2D_TYPE::CONTAINER )
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{
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}
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void CONTAINER_2D::GetIntersectingObjects( const BBOX_2D& aBBox,
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CONST_LIST_OBJECT2D& aOutList ) const
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{
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/// @todo Determine what to do with this code.
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}
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bool CONTAINER_2D::IntersectAny( const RAYSEG2D& aSegRay ) const
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{
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/// @todo Determine what what needs done because someone wrote TODO here.
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return false;
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}
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BVH_CONTAINER_2D::BVH_CONTAINER_2D() : CONTAINER_2D_BASE( OBJECT_2D_TYPE::BVHCONTAINER )
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{
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m_isInitialized = false;
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m_bbox.Reset();
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m_elementsToDelete.clear();
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m_tree = nullptr;
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}
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void BVH_CONTAINER_2D::Clear()
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{
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CONTAINER_2D_BASE::Clear();
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destroy();
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}
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void BVH_CONTAINER_2D::destroy()
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{
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for( std::list<BVH_CONTAINER_NODE_2D*>::iterator ii = m_elementsToDelete.begin();
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ii != m_elementsToDelete.end();
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++ii )
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{
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delete *ii;
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}
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m_elementsToDelete.clear();
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m_tree = nullptr;
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m_isInitialized = false;
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}
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BVH_CONTAINER_2D::~BVH_CONTAINER_2D()
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{
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destroy();
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}
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#define BVH_CONTAINER2D_MAX_OBJ_PER_LEAF 4
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void BVH_CONTAINER_2D::BuildBVH()
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{
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if( m_isInitialized )
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destroy();
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m_isInitialized = true;
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if( m_objects.empty() )
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{
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return;
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}
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m_tree = new BVH_CONTAINER_NODE_2D;
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m_elementsToDelete.push_back( m_tree );
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m_tree->m_BBox = m_bbox;
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for( LIST_OBJECT2D::const_iterator ii = m_objects.begin(); ii != m_objects.end(); ++ii )
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{
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m_tree->m_LeafList.push_back( static_cast<const OBJECT_2D*>( *ii ) );
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}
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recursiveBuild_MIDDLE_SPLIT( m_tree );
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}
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// Based on a blog post by VADIM KRAVCENKO
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// http://www.vadimkravcenko.com/bvh-tree-building
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// Implements:
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// "Split in the middle of the longest Axis"
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// "Creates a binary tree with Top-Down approach.
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// Fastest BVH building, but least [speed] accuracy."
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static bool sortByCentroidX( const OBJECT_2D* a, const OBJECT_2D* b )
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{
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return a->GetCentroid()[0] < b->GetCentroid()[0];
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}
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static bool sortByCentroidY( const OBJECT_2D* a, const OBJECT_2D* b )
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{
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return a->GetCentroid()[0] < b->GetCentroid()[0];
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}
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static bool sortByCentroidZ( const OBJECT_2D* a, const OBJECT_2D* b )
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{
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return a->GetCentroid()[0] < b->GetCentroid()[0];
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}
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void BVH_CONTAINER_2D::recursiveBuild_MIDDLE_SPLIT( BVH_CONTAINER_NODE_2D* aNodeParent )
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{
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wxASSERT( aNodeParent != nullptr );
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wxASSERT( aNodeParent->m_BBox.IsInitialized() == true );
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wxASSERT( aNodeParent->m_LeafList.size() > 0 );
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if( aNodeParent->m_LeafList.size() > BVH_CONTAINER2D_MAX_OBJ_PER_LEAF )
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{
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// Create Leaf Nodes
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BVH_CONTAINER_NODE_2D* leftNode = new BVH_CONTAINER_NODE_2D;
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BVH_CONTAINER_NODE_2D* rightNode = new BVH_CONTAINER_NODE_2D;
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m_elementsToDelete.push_back( leftNode );
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m_elementsToDelete.push_back( rightNode );
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leftNode->m_BBox.Reset();
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rightNode->m_BBox.Reset();
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leftNode->m_LeafList.clear();
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rightNode->m_LeafList.clear();
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// Decide which axis to split
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const unsigned int axis_to_split = aNodeParent->m_BBox.MaxDimension();
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// Divide the objects
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switch( axis_to_split )
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{
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case 0: aNodeParent->m_LeafList.sort( sortByCentroidX ); break;
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case 1: aNodeParent->m_LeafList.sort( sortByCentroidY ); break;
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case 2: aNodeParent->m_LeafList.sort( sortByCentroidZ ); break;
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}
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unsigned int i = 0;
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for( CONST_LIST_OBJECT2D::const_iterator ii = aNodeParent->m_LeafList.begin();
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ii != aNodeParent->m_LeafList.end();
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++ii )
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{
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const OBJECT_2D* object = static_cast<const OBJECT_2D*>( *ii );
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if( i < (aNodeParent->m_LeafList.size() / 2 ) )
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{
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leftNode->m_BBox.Union( object->GetBBox() );
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leftNode->m_LeafList.push_back( object );
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}
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else
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{
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rightNode->m_BBox.Union( object->GetBBox() );
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rightNode->m_LeafList.push_back( object );
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}
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i++;
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}
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wxASSERT( leftNode->m_LeafList.size() > 0 );
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wxASSERT( rightNode->m_LeafList.size() > 0 );
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wxASSERT( ( leftNode->m_LeafList.size() + rightNode->m_LeafList.size() ) ==
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aNodeParent->m_LeafList.size() );
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aNodeParent->m_Children[0] = leftNode;
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aNodeParent->m_Children[1] = rightNode;
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aNodeParent->m_LeafList.clear();
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recursiveBuild_MIDDLE_SPLIT( leftNode );
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recursiveBuild_MIDDLE_SPLIT( rightNode );
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wxASSERT( aNodeParent->m_LeafList.size() == 0 );
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}
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else
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{
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// It is a Leaf
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aNodeParent->m_Children[0] = nullptr;
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aNodeParent->m_Children[1] = nullptr;
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}
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wxASSERT( aNodeParent != nullptr );
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wxASSERT( aNodeParent->m_BBox.IsInitialized() == true );
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}
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bool BVH_CONTAINER_2D::IntersectAny( const RAYSEG2D& aSegRay ) const
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{
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wxASSERT( m_isInitialized == true );
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if( m_tree )
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return recursiveIntersectAny( m_tree, aSegRay );
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return false;
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}
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bool BVH_CONTAINER_2D::recursiveIntersectAny( const BVH_CONTAINER_NODE_2D* aNode,
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const RAYSEG2D& aSegRay ) const
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{
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wxASSERT( aNode != nullptr );
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if( aNode->m_BBox.Inside( aSegRay.m_Start ) || aNode->m_BBox.Inside( aSegRay.m_End ) ||
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aNode->m_BBox.Intersect( aSegRay ) )
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{
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if( !aNode->m_LeafList.empty() )
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{
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wxASSERT( aNode->m_Children[0] == nullptr );
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wxASSERT( aNode->m_Children[1] == nullptr );
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// Leaf
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for( const OBJECT_2D* obj : aNode->m_LeafList )
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{
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if( obj->IsPointInside( aSegRay.m_Start ) ||
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obj->IsPointInside( aSegRay.m_End ) ||
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obj->Intersect( aSegRay, nullptr, nullptr ) )
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return true;
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}
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}
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else
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{
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wxASSERT( aNode->m_Children[0] != nullptr );
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wxASSERT( aNode->m_Children[1] != nullptr );
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// Node
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if( recursiveIntersectAny( aNode->m_Children[0], aSegRay ) )
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return true;
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if( recursiveIntersectAny( aNode->m_Children[1], aSegRay ) )
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return true;
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}
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}
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return false;
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}
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void BVH_CONTAINER_2D::GetIntersectingObjects( const BBOX_2D& aBBox,
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CONST_LIST_OBJECT2D& aOutList ) const
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{
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wxASSERT( aBBox.IsInitialized() == true );
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wxASSERT( m_isInitialized == true );
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aOutList.clear();
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if( m_tree )
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recursiveGetListObjectsIntersects( m_tree, aBBox, aOutList );
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}
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void BVH_CONTAINER_2D::recursiveGetListObjectsIntersects( const BVH_CONTAINER_NODE_2D* aNode,
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const BBOX_2D& aBBox,
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CONST_LIST_OBJECT2D& aOutList ) const
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{
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wxASSERT( aNode != nullptr );
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wxASSERT( aBBox.IsInitialized() == true );
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if( aNode->m_BBox.Intersects( aBBox ) )
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{
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if( !aNode->m_LeafList.empty() )
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{
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wxASSERT( aNode->m_Children[0] == nullptr );
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wxASSERT( aNode->m_Children[1] == nullptr );
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// Leaf
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for( CONST_LIST_OBJECT2D::const_iterator ii = aNode->m_LeafList.begin();
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ii != aNode->m_LeafList.end();
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++ii )
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{
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const OBJECT_2D* obj = static_cast<const OBJECT_2D*>( *ii );
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if( obj->Intersects( aBBox ) )
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aOutList.push_back( obj );
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}
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}
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else
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{
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wxASSERT( aNode->m_Children[0] != nullptr );
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wxASSERT( aNode->m_Children[1] != nullptr );
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// Node
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recursiveGetListObjectsIntersects( aNode->m_Children[0], aBBox, aOutList );
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recursiveGetListObjectsIntersects( aNode->m_Children[1], aBBox, aOutList );
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}
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}
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}
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