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mirror of https://gitlab.com/kicad/code/kicad.git synced 2024-11-22 21:05:03 +00:00
kicad/3d-viewer/3d_rendering/raytracing/accelerators/container_2d.cpp
Jeff Young 6c0110ecd3 Naming conventions.
There's nothing "legacy" about the OpenGL 3D renderer.
2021-10-21 14:30:03 +01:00

351 lines
9.6 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 (C) 2015-2020 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 container_2d.cpp
*/
#include "container_2d.h"
#include "../ray.h"
#include <boost/range/algorithm/partition.hpp>
#include <boost/range/algorithm/nth_element.hpp>
#include <wx/debug.h>
CONTAINER_2D_BASE::CONTAINER_2D_BASE( OBJECT_2D_TYPE aObjType )
{
m_bbox.Reset();
}
void CONTAINER_2D_BASE::Clear()
{
std::lock_guard<std::mutex> lock( m_lock );
m_bbox.Reset();
for( LIST_OBJECT2D::iterator ii = m_objects.begin(); ii != m_objects.end(); ++ii )
{
delete *ii;
}
m_objects.clear();
}
CONTAINER_2D_BASE::~CONTAINER_2D_BASE()
{
Clear();
}
CONTAINER_2D::CONTAINER_2D() : CONTAINER_2D_BASE( OBJECT_2D_TYPE::CONTAINER )
{
}
void CONTAINER_2D::GetIntersectingObjects( const BBOX_2D& aBBox,
CONST_LIST_OBJECT2D& aOutList ) const
{
/// @todo Determine what to do with this code.
}
bool CONTAINER_2D::IntersectAny( const RAYSEG2D& aSegRay ) const
{
/// @todo Determine what what needs done because someone wrote TODO here.
return false;
}
BVH_CONTAINER_2D::BVH_CONTAINER_2D() : CONTAINER_2D_BASE( OBJECT_2D_TYPE::BVHCONTAINER )
{
m_isInitialized = false;
m_bbox.Reset();
m_elementsToDelete.clear();
m_tree = nullptr;
}
void BVH_CONTAINER_2D::Clear()
{
CONTAINER_2D_BASE::Clear();
destroy();
}
void BVH_CONTAINER_2D::destroy()
{
for( std::list<BVH_CONTAINER_NODE_2D*>::iterator ii = m_elementsToDelete.begin();
ii != m_elementsToDelete.end();
++ii )
{
delete *ii;
}
m_elementsToDelete.clear();
m_tree = nullptr;
m_isInitialized = false;
}
BVH_CONTAINER_2D::~BVH_CONTAINER_2D()
{
destroy();
}
#define BVH_CONTAINER2D_MAX_OBJ_PER_LEAF 4
void BVH_CONTAINER_2D::BuildBVH()
{
if( m_isInitialized )
destroy();
m_isInitialized = true;
if( m_objects.empty() )
{
return;
}
m_tree = new BVH_CONTAINER_NODE_2D;
m_elementsToDelete.push_back( m_tree );
m_tree->m_BBox = m_bbox;
for( LIST_OBJECT2D::const_iterator ii = m_objects.begin(); ii != m_objects.end(); ++ii )
{
m_tree->m_LeafList.push_back( static_cast<const OBJECT_2D*>( *ii ) );
}
recursiveBuild_MIDDLE_SPLIT( m_tree );
}
// Based on a blog post by VADIM KRAVCENKO
// http://www.vadimkravcenko.com/bvh-tree-building
// Implements:
// "Split in the middle of the longest Axis"
// "Creates a binary tree with Top-Down approach.
// Fastest BVH building, but least [speed] accuracy."
static bool sortByCentroidX( const OBJECT_2D* a, const OBJECT_2D* b )
{
return a->GetCentroid()[0] < b->GetCentroid()[0];
}
static bool sortByCentroidY( const OBJECT_2D* a, const OBJECT_2D* b )
{
return a->GetCentroid()[0] < b->GetCentroid()[0];
}
static bool sortByCentroidZ( const OBJECT_2D* a, const OBJECT_2D* b )
{
return a->GetCentroid()[0] < b->GetCentroid()[0];
}
void BVH_CONTAINER_2D::recursiveBuild_MIDDLE_SPLIT( BVH_CONTAINER_NODE_2D* aNodeParent )
{
wxASSERT( aNodeParent != nullptr );
wxASSERT( aNodeParent->m_BBox.IsInitialized() == true );
wxASSERT( aNodeParent->m_LeafList.size() > 0 );
if( aNodeParent->m_LeafList.size() > BVH_CONTAINER2D_MAX_OBJ_PER_LEAF )
{
// Create Leaf Nodes
BVH_CONTAINER_NODE_2D* leftNode = new BVH_CONTAINER_NODE_2D;
BVH_CONTAINER_NODE_2D* rightNode = new BVH_CONTAINER_NODE_2D;
m_elementsToDelete.push_back( leftNode );
m_elementsToDelete.push_back( rightNode );
leftNode->m_BBox.Reset();
rightNode->m_BBox.Reset();
leftNode->m_LeafList.clear();
rightNode->m_LeafList.clear();
// Decide which axis to split
const unsigned int axis_to_split = aNodeParent->m_BBox.MaxDimension();
// Divide the objects
switch( axis_to_split )
{
case 0: aNodeParent->m_LeafList.sort( sortByCentroidX ); break;
case 1: aNodeParent->m_LeafList.sort( sortByCentroidY ); break;
case 2: aNodeParent->m_LeafList.sort( sortByCentroidZ ); break;
}
unsigned int i = 0;
for( CONST_LIST_OBJECT2D::const_iterator ii = aNodeParent->m_LeafList.begin();
ii != aNodeParent->m_LeafList.end();
++ii )
{
const OBJECT_2D* object = static_cast<const OBJECT_2D*>( *ii );
if( i < (aNodeParent->m_LeafList.size() / 2 ) )
{
leftNode->m_BBox.Union( object->GetBBox() );
leftNode->m_LeafList.push_back( object );
}
else
{
rightNode->m_BBox.Union( object->GetBBox() );
rightNode->m_LeafList.push_back( object );
}
i++;
}
wxASSERT( leftNode->m_LeafList.size() > 0 );
wxASSERT( rightNode->m_LeafList.size() > 0 );
wxASSERT( ( leftNode->m_LeafList.size() + rightNode->m_LeafList.size() ) ==
aNodeParent->m_LeafList.size() );
aNodeParent->m_Children[0] = leftNode;
aNodeParent->m_Children[1] = rightNode;
aNodeParent->m_LeafList.clear();
recursiveBuild_MIDDLE_SPLIT( leftNode );
recursiveBuild_MIDDLE_SPLIT( rightNode );
wxASSERT( aNodeParent->m_LeafList.size() == 0 );
}
else
{
// It is a Leaf
aNodeParent->m_Children[0] = nullptr;
aNodeParent->m_Children[1] = nullptr;
}
wxASSERT( aNodeParent != nullptr );
wxASSERT( aNodeParent->m_BBox.IsInitialized() == true );
}
bool BVH_CONTAINER_2D::IntersectAny( const RAYSEG2D& aSegRay ) const
{
wxASSERT( m_isInitialized == true );
if( m_tree )
return recursiveIntersectAny( m_tree, aSegRay );
return false;
}
bool BVH_CONTAINER_2D::recursiveIntersectAny( const BVH_CONTAINER_NODE_2D* aNode,
const RAYSEG2D& aSegRay ) const
{
wxASSERT( aNode != nullptr );
if( aNode->m_BBox.Inside( aSegRay.m_Start ) || aNode->m_BBox.Inside( aSegRay.m_End ) ||
aNode->m_BBox.Intersect( aSegRay ) )
{
if( !aNode->m_LeafList.empty() )
{
wxASSERT( aNode->m_Children[0] == nullptr );
wxASSERT( aNode->m_Children[1] == nullptr );
// Leaf
for( const OBJECT_2D* obj : aNode->m_LeafList )
{
if( obj->IsPointInside( aSegRay.m_Start ) ||
obj->IsPointInside( aSegRay.m_End ) ||
obj->Intersect( aSegRay, nullptr, nullptr ) )
return true;
}
}
else
{
wxASSERT( aNode->m_Children[0] != nullptr );
wxASSERT( aNode->m_Children[1] != nullptr );
// Node
if( recursiveIntersectAny( aNode->m_Children[0], aSegRay ) )
return true;
if( recursiveIntersectAny( aNode->m_Children[1], aSegRay ) )
return true;
}
}
return false;
}
void BVH_CONTAINER_2D::GetIntersectingObjects( const BBOX_2D& aBBox,
CONST_LIST_OBJECT2D& aOutList ) const
{
wxASSERT( aBBox.IsInitialized() == true );
wxASSERT( m_isInitialized == true );
aOutList.clear();
if( m_tree )
recursiveGetListObjectsIntersects( m_tree, aBBox, aOutList );
}
void BVH_CONTAINER_2D::recursiveGetListObjectsIntersects( const BVH_CONTAINER_NODE_2D* aNode,
const BBOX_2D& aBBox,
CONST_LIST_OBJECT2D& aOutList ) const
{
wxASSERT( aNode != nullptr );
wxASSERT( aBBox.IsInitialized() == true );
if( aNode->m_BBox.Intersects( aBBox ) )
{
if( !aNode->m_LeafList.empty() )
{
wxASSERT( aNode->m_Children[0] == nullptr );
wxASSERT( aNode->m_Children[1] == nullptr );
// Leaf
for( CONST_LIST_OBJECT2D::const_iterator ii = aNode->m_LeafList.begin();
ii != aNode->m_LeafList.end();
++ii )
{
const OBJECT_2D* obj = static_cast<const OBJECT_2D*>( *ii );
if( obj->Intersects( aBBox ) )
aOutList.push_back( obj );
}
}
else
{
wxASSERT( aNode->m_Children[0] != nullptr );
wxASSERT( aNode->m_Children[1] != nullptr );
// Node
recursiveGetListObjectsIntersects( aNode->m_Children[0], aBBox, aOutList );
recursiveGetListObjectsIntersects( aNode->m_Children[1], aBBox, aOutList );
}
}
}