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6c0110ecd3
There's nothing "legacy" about the OpenGL 3D renderer.
101 lines
3.5 KiB
C++
101 lines
3.5 KiB
C++
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/*
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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.h
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*/
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#ifndef _LAYER_ITEM_2D_H_
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#define _LAYER_ITEM_2D_H_
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#include "object_2d.h"
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#include <vector>
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struct RAYSEG2D;
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#define CSGITEM_EMPTY 0
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#define CSGITEM_FULL (OBJECT_2D*) ( ( size_t )( -1 ) )
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/**
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* Make solid geometry for objects on layers.
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*
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* The operation is in the form (A - B) /\ C
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* For almost all of the layers it translate something like:
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* A (a via, a track, pad, polygon), B (a via hole, a THT hole, .. ),
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* C the board (epoxy)
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* For layers like Solder mask that are negative:
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* A ( epoxy ), B( pads, polygons, ..), C=1
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*
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* Some notes:
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* BODY = PCB_outlines - PCB_holes - (Modules_THT_holes + VIA_THT_holes)
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*
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* Plated_vias_and_holes = Tracks.Vias + Modules.PlatedHoles
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*
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* Layer.cu = ( Tracks.cu + Modules_Pads.cu + Modules_Graphics.cu +
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* Layer_zones.cu + PCB_drawings.cu - Layer_VIA_holes ) & BODY
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*
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* Layer.Mask = BODY -
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* (PCB_drawing.Mask + Modules_Graphics.Mask +
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* Modules_Pads.Mask + Layer_zones.Mask )
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* Layer.Paste = (PCB_drawing.Paste + Modules_Graphics.Paste +
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* Modules_Pads.Paste + Layer_zones.Paste) & BODY
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* Layer.Silk = (PCB_drawing.Silk + Modules_Graphics.Silk +
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* Modules_Pads.Silk + Layer_zones.Paste) & BODY
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*
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* BODY = A - B /\ 1
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* Layer.cu = A - B /\ C
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* Layer.mask = A - B /\ 1
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* Layers.Paste = A - 0 /\ C
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* Layers.Silk = A - 0 /\ C
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*
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* BODY = P - T /\ 1
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* Layer.cu = T - H /\ BODY
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* Layer.mask = BODY - M /\ 1
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* Layers.Paste = P - 0 /\ BODY
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* Layers.Silk = S - 0 /\ BODY
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*/
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class LAYER_ITEM_2D : public OBJECT_2D
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{
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public:
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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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~LAYER_ITEM_2D();
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// Imported from OBJECT_2D
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bool Overlaps( const BBOX_2D& aBBox ) const override;
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bool Intersects( const BBOX_2D& aBBox ) const override;
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bool Intersect( const RAYSEG2D& aSegRay, float* aOutT, SFVEC2F* aNormalOut ) const override;
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INTERSECTION_RESULT IsBBoxInside( const BBOX_2D& aBBox ) const override;
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bool IsPointInside( const SFVEC2F& aPoint ) const override;
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private:
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const OBJECT_2D* m_objectA;
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std::vector<const OBJECT_2D*>* m_objectB;
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const OBJECT_2D* m_objectC;
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};
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#endif // _LAYER_ITEM_2D_H_
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