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6c0110ecd3
There's nothing "legacy" about the OpenGL 3D renderer.
112 lines
2.8 KiB
C++
112 lines
2.8 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) 1992-2016 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_3d.cpp
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*/
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#include "container_3d.h"
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#include <cstdio>
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CONTAINER_3D_BASE::CONTAINER_3D_BASE()
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{
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m_objects.clear();
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m_bbox.Reset();
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}
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void CONTAINER_3D_BASE::Clear()
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{
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if( !m_objects.empty() )
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{
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for( LIST_OBJECT::iterator ii = m_objects.begin(); ii != m_objects.end(); ++ii )
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{
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delete *ii;
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*ii = nullptr;
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}
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m_objects.clear();
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}
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m_bbox.Reset();
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}
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CONTAINER_3D_BASE::~CONTAINER_3D_BASE()
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{
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Clear();
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}
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void CONTAINER_3D_BASE::ConvertTo( CONST_VECTOR_OBJECT &aOutVector ) const
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{
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aOutVector.resize( m_objects.size() );
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if( !m_objects.empty() )
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{
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unsigned int i = 0;
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for( LIST_OBJECT::const_iterator ii = m_objects.begin(); ii != m_objects.end(); ++ii )
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{
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wxASSERT( (*ii) != nullptr );
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aOutVector[i++] = static_cast<const OBJECT_3D*>( *ii );
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}
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}
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}
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bool CONTAINER_3D::Intersect( const RAY &aRay, HITINFO &aHitInfo ) const
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{
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if( !m_bbox.Intersect( aRay ) )
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return false;
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bool hitted = false;
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for( LIST_OBJECT::const_iterator ii = m_objects.begin(); ii != m_objects.end(); ++ii )
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{
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const OBJECT_3D *object = static_cast<const OBJECT_3D *>( *ii );
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if( object->Intersect( aRay, aHitInfo) )
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hitted = true;
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}
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return hitted;
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}
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bool CONTAINER_3D::IntersectP( const RAY &aRay, float aMaxDistance ) const
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{
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for( LIST_OBJECT::const_iterator ii = m_objects.begin(); ii != m_objects.end(); ++ii )
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{
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const OBJECT_3D *object = static_cast<const OBJECT_3D*>( *ii );
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if( object->IntersectP( aRay, aMaxDistance ) )
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return true;
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}
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return false;
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}
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