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Recommendation is to avoid using the year nomenclature as this information is already encoded in the git repo. Avoids needing to repeatly update. Also updates AUTHORS.txt from current repo with contributor names
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 The 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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