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6c0110ecd3
There's nothing "legacy" about the OpenGL 3D renderer.
147 lines
4.1 KiB
C++
147 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) 2015-2020 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.h
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*/
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#ifndef _CONTAINER_2D_H_
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#define _CONTAINER_2D_H_
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#include "../shapes2D/object_2d.h"
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#include <list>
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#include <mutex>
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struct RAYSEG2D;
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typedef std::list<OBJECT_2D*> LIST_OBJECT2D;
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typedef std::list<const OBJECT_2D*> CONST_LIST_OBJECT2D;
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class CONTAINER_2D_BASE
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{
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public:
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explicit CONTAINER_2D_BASE( OBJECT_2D_TYPE aObjType );
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virtual ~CONTAINER_2D_BASE();
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void Add( OBJECT_2D* aObject )
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{
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if( aObject )
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{
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std::lock_guard<std::mutex> lock( m_lock );
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m_objects.push_back( aObject );
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m_bbox.Union( aObject->GetBBox() );
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}
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}
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const BBOX_2D& GetBBox() const
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{
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return m_bbox;
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}
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virtual void Clear();
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const LIST_OBJECT2D& GetList() const { return m_objects; }
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/**
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* Get a list of objects that intersects a bounding box.
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*
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* @param aBBox The bounding box to test.
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* @param aOutList The list of objects that intersects the bounding box.
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*/
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virtual void GetIntersectingObjects( const BBOX_2D& aBBox,
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CONST_LIST_OBJECT2D& aOutList ) const = 0;
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/**
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* Intersect and check if a segment ray hits a object or is inside it.
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*
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* @param aSegRay The segment to intersect with objects.
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* @return true if it hits any of the objects or is inside any object.
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*/
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virtual bool IntersectAny( const RAYSEG2D& aSegRay ) const = 0;
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protected:
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BBOX_2D m_bbox;
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LIST_OBJECT2D m_objects;
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private:
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std::mutex m_lock;
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};
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class CONTAINER_2D : public CONTAINER_2D_BASE
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{
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public:
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CONTAINER_2D();
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void GetIntersectingObjects( const BBOX_2D& aBBox,
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CONST_LIST_OBJECT2D& aOutList ) const override;
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bool IntersectAny( const RAYSEG2D& aSegRay ) const override;
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};
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struct BVH_CONTAINER_NODE_2D
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{
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BBOX_2D m_BBox;
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BVH_CONTAINER_NODE_2D* m_Children[2];
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/// Store the list of objects if that node is a Leaf
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CONST_LIST_OBJECT2D m_LeafList;
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};
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class BVH_CONTAINER_2D : public CONTAINER_2D_BASE
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{
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public:
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BVH_CONTAINER_2D();
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~BVH_CONTAINER_2D();
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void BuildBVH();
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void Clear() override;
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void GetIntersectingObjects( const BBOX_2D& aBBox,
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CONST_LIST_OBJECT2D& aOutList ) const override;
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bool IntersectAny( const RAYSEG2D& aSegRay ) const override;
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private:
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void destroy();
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void recursiveBuild_MIDDLE_SPLIT( BVH_CONTAINER_NODE_2D* aNodeParent );
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void 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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bool recursiveIntersectAny( const BVH_CONTAINER_NODE_2D* aNode,
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const RAYSEG2D& aSegRay ) const;
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bool m_isInitialized;
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std::list<BVH_CONTAINER_NODE_2D*> m_elementsToDelete;
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BVH_CONTAINER_NODE_2D* m_tree;
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};
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#endif // _CONTAINER_2D_H_
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