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6c0110ecd3
There's nothing "legacy" about the OpenGL 3D renderer.
169 lines
5.1 KiB
C++
169 lines
5.1 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) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 1992-2020 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 filled_circle_2d.cpp
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* @brief
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*/
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#include "filled_circle_2d.h"
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#include "../ray.h"
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#include <wx/debug.h>
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FILLED_CIRCLE_2D::FILLED_CIRCLE_2D( const SFVEC2F& aCenter, float aRadius,
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const BOARD_ITEM& aBoardItem ) :
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OBJECT_2D( OBJECT_2D_TYPE::FILLED_CIRCLE, aBoardItem )
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{
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wxASSERT( aRadius > 0.0f ); // If that happens, it should be handled before create this circle
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m_center = aCenter;
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m_radius = aRadius;
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m_radius_squared = aRadius * aRadius;
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m_bbox.Reset();
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m_bbox.Set( m_center - SFVEC2F( aRadius, aRadius ),
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m_center + SFVEC2F( aRadius, aRadius ) );
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m_bbox.ScaleNextUp();
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m_centroid = m_bbox.GetCenter();
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wxASSERT( m_bbox.IsInitialized() );
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}
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bool FILLED_CIRCLE_2D::Overlaps( const BBOX_2D& aBBox ) const
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{
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// NOT IMPLEMENTED, why?
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return false;
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}
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bool FILLED_CIRCLE_2D::Intersects( const BBOX_2D& aBBox ) const
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{
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return aBBox.Intersects( m_center, m_radius_squared );
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}
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bool FILLED_CIRCLE_2D::Intersect( const RAYSEG2D& aSegRay, float* aOutT, SFVEC2F* aNormalOut ) const
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{
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// This code used directly from Steve Marschner's CS667 framework
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// http://cs665pd.googlecode.com/svn/trunk/photon/sphere.cpp
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// Compute some factors used in computation
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const float qx = aSegRay.m_Start.x - m_center.x;
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const float qy = aSegRay.m_Start.y - m_center.y;
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const float qd = qx * aSegRay.m_Dir.x + qy * aSegRay.m_Dir.y;
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const float qq = qx * qx + qy * qy;
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// solving the quadratic equation for t at the pts of intersection
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// dd*t^2 + (2*qd)*t + (qq-r^2) = 0
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const float discriminantsqr = ( qd * qd - ( qq - m_radius_squared ) );
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// If the discriminant is less than zero, there is no intersection
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if( discriminantsqr < FLT_EPSILON )
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return false;
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// Otherwise check and make sure that the intersections occur on the ray (t > 0) and
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// return the closer one.
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const float discriminant = sqrt( discriminantsqr );
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const float t1 = ( -qd - discriminant );
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const float t2 = ( -qd + discriminant );
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float t;
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if( ( t1 > 0.0f ) && ( t1 < aSegRay.m_Length ) )
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{
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t = t1;
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}
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else
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{
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if( ( t2 > 0.0f ) && ( t2 < aSegRay.m_Length ) )
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t = t2;
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else
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return false; // Neither intersection was in the ray's half line.
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}
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wxASSERT( ( t > 0.0f ) && ( t <= aSegRay.m_Length ) );
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// Convert the intersection to a normalized 0.0 .. 1.0
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if( aOutT )
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*aOutT = t / aSegRay.m_Length;
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const SFVEC2F hitPoint = aSegRay.at( t );
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if( aNormalOut )
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*aNormalOut = (hitPoint - m_center) / m_radius;
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return true;
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}
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INTERSECTION_RESULT FILLED_CIRCLE_2D::IsBBoxInside( const BBOX_2D& aBBox ) const
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{
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if( !m_bbox.Intersects( aBBox ) )
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return INTERSECTION_RESULT::MISSES;
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SFVEC2F v[4];
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v[0] = aBBox.Min() - m_center;
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v[1] = aBBox.Max() - m_center;
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v[2] = SFVEC2F( aBBox.Min().x, aBBox.Max().y ) - m_center;
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v[3] = SFVEC2F( aBBox.Max().x, aBBox.Min().y ) - m_center;
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float s[4];
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s[0] = v[0].x * v[0].x + v[0].y * v[0].y;
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s[1] = v[1].x * v[1].x + v[1].y * v[1].y;
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s[2] = v[2].x * v[2].x + v[2].y * v[2].y;
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s[3] = v[3].x * v[3].x + v[3].y * v[3].y;
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bool isInside[4];
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isInside[0] = s[0] <= m_radius_squared;
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isInside[1] = s[1] <= m_radius_squared;
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isInside[2] = s[2] <= m_radius_squared;
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isInside[3] = s[3] <= m_radius_squared;
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// Check if all points are inside the circle
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if( isInside[0] && isInside[1] && isInside[2] && isInside[3] )
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return INTERSECTION_RESULT::FULL_INSIDE;
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// Check if any point is inside the circle
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if( isInside[0] || isInside[1] || isInside[2] || isInside[3] )
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return INTERSECTION_RESULT::INTERSECTS;
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return INTERSECTION_RESULT::MISSES;
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}
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bool FILLED_CIRCLE_2D::IsPointInside( const SFVEC2F& aPoint ) const
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{
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const SFVEC2F v = m_center - aPoint;
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if( ( v.x * v.x + v.y * v.y ) <= m_radius_squared )
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return true;
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return false;
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}
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