7
mirror of https://gitlab.com/kicad/code/kicad.git synced 2024-11-26 10:50:24 +00:00
kicad/3d-viewer/3d_rendering/raytracing/shapes2D/layer_item_2d.cpp
Jeff Young 6c0110ecd3 Naming conventions.
There's nothing "legacy" about the OpenGL 3D renderer.
2021-10-21 14:30:03 +01:00

189 lines
5.4 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) 1992-2020 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 layer_item_2d.cpp
*/
#include "layer_item_2d.h"
#include "../ray.h"
#include "3d_fastmath.h"
#include <wx/debug.h>
LAYER_ITEM_2D::LAYER_ITEM_2D( const OBJECT_2D* aObjectA, std::vector<const OBJECT_2D*>* aObjectB,
const OBJECT_2D* aObjectC, const BOARD_ITEM& aBoardItem ) :
OBJECT_2D( OBJECT_2D_TYPE::CSG, aBoardItem ),
m_objectA( aObjectA ),
m_objectB( aObjectB ),
m_objectC( aObjectC )
{
wxASSERT( aObjectA );
m_bbox.Reset();
m_bbox.Set( aObjectA->GetBBox() );
m_bbox.ScaleNextUp();
m_centroid = m_bbox.GetCenter();
wxASSERT( m_bbox.IsInitialized() );
}
LAYER_ITEM_2D::~LAYER_ITEM_2D()
{
if( ( (void*) m_objectB != CSGITEM_EMPTY ) && ( (void*) m_objectB != CSGITEM_FULL ) )
{
delete m_objectB;
m_objectB = nullptr;
}
}
bool LAYER_ITEM_2D::Intersects( const BBOX_2D& aBBox ) const
{
return m_bbox.Intersects( aBBox );
// !TODO: improve this implementation
//return false;
}
bool LAYER_ITEM_2D::Overlaps( const BBOX_2D& aBBox ) const
{
// NOT IMPLEMENTED, why?
return false;
}
// Based on ideas and implementation by Nick Chapman
// http://homepages.paradise.net.nz/nickamy/raytracer/raytracer.htm
bool LAYER_ITEM_2D::Intersect( const RAYSEG2D& aSegRay, float* aOutT, SFVEC2F* aNormalOut ) const
{
if( m_objectA->GetObjectType() == OBJECT_2D_TYPE::DUMMYBLOCK )
return false;
SFVEC2F currentRayPos = aSegRay.m_Start;
SFVEC2F currentNormal;
RAYSEG2D currentRay = aSegRay;
if( !m_objectA->IsPointInside( aSegRay.m_Start ) )
{
//move ray point to start of main object
float tmpRayDist;
if( !m_objectA->Intersect( aSegRay, &tmpRayDist, &currentNormal ) )
return false;
currentRayPos = aSegRay.atNormalized( tmpRayDist + 0.003f );
currentRay = RAYSEG2D( currentRayPos, aSegRay.m_End );
}
// move through the union of subtracted regions
if( m_objectB )
{
for( unsigned int l = 0; l < ( m_objectB->size() * 2 ); ++l )
{
bool wasCrossedSubVol = false;
//check against all subbed objects
for( unsigned int i = 0; i < m_objectB->size(); ++i )
{
if( ( (const OBJECT_2D*) ( *m_objectB )[i] )->IsPointInside( currentRayPos ) )
{
// ray point is inside a subtracted region, so move it to the end of the
// subtracted region
float hitDist;
SFVEC2F tmpNormal;
if( !( (const OBJECT_2D*) ( *m_objectB )[i] )
->Intersect( currentRay, &hitDist, &tmpNormal ) )
return false; // ray hit main object but did not leave subtracted volume
wxASSERT( hitDist <= 1.0f );
if( hitDist > FLT_EPSILON )
{
wasCrossedSubVol = true;
currentRayPos =
currentRay.atNormalized( glm::min( hitDist + 0.0001f, 1.0f ) );
currentRay = RAYSEG2D( currentRayPos, aSegRay.m_End );
currentNormal = tmpNormal * -1.0f;
}
}
}
if( !wasCrossedSubVol )
break;
}
}
if( aNormalOut )
*aNormalOut = currentNormal;
if( aOutT )
*aOutT = glm::min(
glm::max( glm::length( currentRayPos - aSegRay.m_Start ) / aSegRay.m_Length, 0.0f ),
1.0f );
return true;
}
INTERSECTION_RESULT LAYER_ITEM_2D::IsBBoxInside( const BBOX_2D& aBBox ) const
{
// !TODO:
return INTERSECTION_RESULT::MISSES;
}
bool LAYER_ITEM_2D::IsPointInside( const SFVEC2F& aPoint ) const
{
// Perform the operation (A - B) /\ C
if( m_objectA->IsPointInside( aPoint ) )
{
if( m_objectB != CSGITEM_EMPTY )
{
for( unsigned int i = 0; i < m_objectB->size(); i++ )
{
if( ( *m_objectB )[i]->IsPointInside( aPoint ) )
return false;
}
}
// !TODO: not yet implemented
//if( m_objectC && m_objectC != CSGITEM_FULL )
// return m_objectC->IsPointInside( aPoint );
return true;
}
return false;
}