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https://gitlab.com/kicad/code/kicad.git
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6c0110ecd3
There's nothing "legacy" about the OpenGL 3D renderer.
189 lines
5.4 KiB
C++
189 lines
5.4 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 layer_item_2d.cpp
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*/
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#include "layer_item_2d.h"
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#include "../ray.h"
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#include "3d_fastmath.h"
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#include <wx/debug.h>
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LAYER_ITEM_2D::LAYER_ITEM_2D( const OBJECT_2D* aObjectA, std::vector<const OBJECT_2D*>* aObjectB,
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const OBJECT_2D* aObjectC, const BOARD_ITEM& aBoardItem ) :
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OBJECT_2D( OBJECT_2D_TYPE::CSG, aBoardItem ),
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m_objectA( aObjectA ),
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m_objectB( aObjectB ),
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m_objectC( aObjectC )
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{
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wxASSERT( aObjectA );
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m_bbox.Reset();
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m_bbox.Set( aObjectA->GetBBox() );
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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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LAYER_ITEM_2D::~LAYER_ITEM_2D()
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{
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if( ( (void*) m_objectB != CSGITEM_EMPTY ) && ( (void*) m_objectB != CSGITEM_FULL ) )
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{
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delete m_objectB;
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m_objectB = nullptr;
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}
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}
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bool LAYER_ITEM_2D::Intersects( const BBOX_2D& aBBox ) const
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{
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return m_bbox.Intersects( aBBox );
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// !TODO: improve this implementation
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//return false;
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}
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bool LAYER_ITEM_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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// Based on ideas and implementation by Nick Chapman
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// http://homepages.paradise.net.nz/nickamy/raytracer/raytracer.htm
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bool LAYER_ITEM_2D::Intersect( const RAYSEG2D& aSegRay, float* aOutT, SFVEC2F* aNormalOut ) const
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{
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if( m_objectA->GetObjectType() == OBJECT_2D_TYPE::DUMMYBLOCK )
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return false;
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SFVEC2F currentRayPos = aSegRay.m_Start;
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SFVEC2F currentNormal;
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RAYSEG2D currentRay = aSegRay;
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if( !m_objectA->IsPointInside( aSegRay.m_Start ) )
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{
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//move ray point to start of main object
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float tmpRayDist;
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if( !m_objectA->Intersect( aSegRay, &tmpRayDist, ¤tNormal ) )
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return false;
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currentRayPos = aSegRay.atNormalized( tmpRayDist + 0.003f );
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currentRay = RAYSEG2D( currentRayPos, aSegRay.m_End );
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}
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// move through the union of subtracted regions
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if( m_objectB )
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{
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for( unsigned int l = 0; l < ( m_objectB->size() * 2 ); ++l )
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{
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bool wasCrossedSubVol = false;
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//check against all subbed objects
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for( unsigned int i = 0; i < m_objectB->size(); ++i )
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{
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if( ( (const OBJECT_2D*) ( *m_objectB )[i] )->IsPointInside( currentRayPos ) )
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{
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// ray point is inside a subtracted region, so move it to the end of the
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// subtracted region
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float hitDist;
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SFVEC2F tmpNormal;
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if( !( (const OBJECT_2D*) ( *m_objectB )[i] )
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->Intersect( currentRay, &hitDist, &tmpNormal ) )
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return false; // ray hit main object but did not leave subtracted volume
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wxASSERT( hitDist <= 1.0f );
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if( hitDist > FLT_EPSILON )
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{
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wasCrossedSubVol = true;
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currentRayPos =
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currentRay.atNormalized( glm::min( hitDist + 0.0001f, 1.0f ) );
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currentRay = RAYSEG2D( currentRayPos, aSegRay.m_End );
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currentNormal = tmpNormal * -1.0f;
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}
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}
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}
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if( !wasCrossedSubVol )
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break;
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}
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}
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if( aNormalOut )
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*aNormalOut = currentNormal;
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if( aOutT )
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*aOutT = glm::min(
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glm::max( glm::length( currentRayPos - aSegRay.m_Start ) / aSegRay.m_Length, 0.0f ),
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1.0f );
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return true;
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}
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INTERSECTION_RESULT LAYER_ITEM_2D::IsBBoxInside( const BBOX_2D& aBBox ) const
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{
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// !TODO:
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return INTERSECTION_RESULT::MISSES;
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}
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bool LAYER_ITEM_2D::IsPointInside( const SFVEC2F& aPoint ) const
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{
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// Perform the operation (A - B) /\ C
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if( m_objectA->IsPointInside( aPoint ) )
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{
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if( m_objectB != CSGITEM_EMPTY )
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{
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for( unsigned int i = 0; i < m_objectB->size(); i++ )
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{
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if( ( *m_objectB )[i]->IsPointInside( aPoint ) )
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return false;
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}
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}
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// !TODO: not yet implemented
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//if( m_objectC && m_objectC != CSGITEM_FULL )
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// return m_objectC->IsPointInside( aPoint );
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return true;
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}
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return false;
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}
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