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6c0110ecd3
There's nothing "legacy" about the OpenGL 3D renderer.
157 lines
4.2 KiB
C++
157 lines
4.2 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) 1992-2021 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 object_2d.h
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*/
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#ifndef _OBJECT_2D_H_
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#define _OBJECT_2D_H_
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#include "bbox_2d.h"
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class BOARD_ITEM;
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enum class INTERSECTION_RESULT
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{
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MISSES,
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INTERSECTS,
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FULL_INSIDE
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};
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enum class OBJECT_2D_TYPE
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{
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FILLED_CIRCLE,
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CSG,
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POLYGON,
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DUMMYBLOCK,
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POLYGON4PT,
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RING,
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ROUNDSEG,
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TRIANGLE,
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CONTAINER,
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BVHCONTAINER,
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MAX
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};
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class OBJECT_2D
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{
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public:
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OBJECT_2D( OBJECT_2D_TYPE aObjType, const BOARD_ITEM& aBoardItem );
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virtual ~OBJECT_2D() {}
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const BOARD_ITEM& GetBoardItem() const { return m_boardItem; }
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/**
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* Test if the box overlaps the object.
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*
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* Conformance
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* Implements the Overlaps function from the OGC Simple Feature Specification at
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* http://www.opengeospatial.org/standards/sfa.
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* a.Overlaps(b) ⇔ ( dim(I(a)) = dim(I(b)) = dim(I(a) ∩ I(b))) ∧ (a ∩ b ≠ a) ∧ (a ∩ b ≠ b)
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* It means that the result dimension of an overlap is the same dimensions
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* of the bounding box (so the overlap cannot be a point or a line) and one
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* of the boxes cannot full contain the other box.
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*
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* @param aBBox is the bounding box to test.
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* @return true if the BBox intersects the object or is inside it.
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*/
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virtual bool Overlaps( const BBOX_2D& aBBox ) const = 0;
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/**
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* a.Intersects(b) ⇔ !a.Disjoint(b) ⇔ !(a ∩ b = ∅)
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*/
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virtual bool Intersects( const BBOX_2D& aBBox ) const = 0;
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/**
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* @param aOutT a value between 0.0 and 1.0 in relation to the time of the hit of the segment.
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*/
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virtual bool Intersect( const RAYSEG2D& aSegRay, float* aOutT, SFVEC2F* aNormalOut ) const = 0;
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/**
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* Test this object if it's completely outside, intersects, or is completely inside \a aBBox.
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*
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* @return INTERSECTION_RESULT
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*/
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virtual INTERSECTION_RESULT IsBBoxInside( const BBOX_2D& aBBox ) const = 0;
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virtual bool IsPointInside( const SFVEC2F& aPoint ) const = 0;
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const BBOX_2D& GetBBox() const { return m_bbox; }
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const SFVEC2F& GetCentroid() const { return m_centroid; }
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OBJECT_2D_TYPE GetObjectType() const { return m_obj_type; }
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protected:
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BBOX_2D m_bbox;
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SFVEC2F m_centroid;
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OBJECT_2D_TYPE m_obj_type;
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const BOARD_ITEM& m_boardItem;
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};
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class OBJECT_2D_STATS
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{
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public:
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void ResetStats()
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{
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memset( m_counter, 0, sizeof( unsigned int ) * static_cast<int>( OBJECT_2D_TYPE::MAX ) );
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}
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unsigned int GetCountOf( OBJECT_2D_TYPE aObjType ) const
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{
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return m_counter[static_cast<int>( aObjType )];
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}
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void AddOne( OBJECT_2D_TYPE aObjType )
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{
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m_counter[static_cast<int>( aObjType )]++;
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}
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static OBJECT_2D_STATS& Instance()
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{
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if( !s_instance )
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s_instance = new OBJECT_2D_STATS;
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return *s_instance;
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}
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private:
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OBJECT_2D_STATS(){ ResetStats(); }
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OBJECT_2D_STATS( const OBJECT_2D_STATS& old );
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const OBJECT_2D_STATS& operator=( const OBJECT_2D_STATS& old );
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~OBJECT_2D_STATS(){}
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unsigned int m_counter[static_cast<int>( OBJECT_2D_TYPE::MAX )];
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static OBJECT_2D_STATS* s_instance;
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};
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#endif // _OBJECT_2D_H_
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