kicad/3d-viewer/3d_rendering/3d_render_raytracing/shapes2D/cobject2d.h

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/*
* 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) 1992-2016 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 cobject2d.h
* @brief
*/
#ifndef _COBJECT2D_H_
#define _COBJECT2D_H_
#include "cbbox2d.h"
#include <cstring>
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#include <board_item.h>
enum class INTERSECTION_RESULT
{
MISSES,
INTERSECTS,
FULL_INSIDE
};
enum class OBJECT2D_TYPE
{
FILLED_CIRCLE,
CSG,
POLYGON,
DUMMYBLOCK,
POLYGON4PT,
RING,
ROUNDSEG,
TRIANGLE,
CONTAINER,
BVHCONTAINER,
MAX
};
class COBJECT2D
{
public:
COBJECT2D( OBJECT2D_TYPE aObjType, const BOARD_ITEM &aBoardItem );
virtual ~COBJECT2D() {}
const BOARD_ITEM &GetBoardItem() const { return m_boardItem; }
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/**
* Test if the box overlaps the object.
*
* Conformance
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* Implements the Overlaps function from the OGC Simple Feature Specification at
* http://www.opengeospatial.org/standards/sfa.
* 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
* of the bounding box (so the overlap cannot be a point or a line) and one
* of the boxes cannot full contain the other box.
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*
* @param aBBox - The bounding box to test
* @return true if the BBox intersects the object or is inside it
*/
virtual bool Overlaps( const CBBOX2D &aBBox ) const = 0;
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/**
* a.Intersects(b) !a.Disjoint(b) !(a b = )
*/
virtual bool Intersects( const CBBOX2D &aBBox ) const = 0;
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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
*/
virtual bool Intersect( const RAYSEG2D &aSegRay,
float *aOutT,
SFVEC2F *aNormalOut ) const = 0;
/**
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* Test this object if it's completely outside, intersects, or is completely inside \a aBBox.
*
* @return INTERSECTION_RESULT
*/
virtual INTERSECTION_RESULT IsBBoxInside( const CBBOX2D &aBBox ) const = 0;
virtual bool IsPointInside( const SFVEC2F &aPoint ) const = 0;
const CBBOX2D &GetBBox() const { return m_bbox; }
const SFVEC2F &GetCentroid() const { return m_centroid; }
OBJECT2D_TYPE GetObjectType() const { return m_obj_type; }
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protected:
CBBOX2D m_bbox;
SFVEC2F m_centroid;
OBJECT2D_TYPE m_obj_type;
const BOARD_ITEM &m_boardItem;
};
class COBJECT2D_STATS
{
public:
void ResetStats()
{
memset( m_counter, 0, sizeof( unsigned int ) * static_cast<int>( OBJECT2D_TYPE::MAX ) );
}
unsigned int GetCountOf( OBJECT2D_TYPE aObjType ) const
{
return m_counter[static_cast<int>( aObjType )];
}
void AddOne( OBJECT2D_TYPE aObjType )
{
m_counter[static_cast<int>( aObjType )]++;
}
void PrintStats();
static COBJECT2D_STATS &Instance()
{
if( !s_instance )
s_instance = new COBJECT2D_STATS;
return *s_instance;
}
private:
COBJECT2D_STATS(){ ResetStats(); }
COBJECT2D_STATS( const COBJECT2D_STATS &old );
const COBJECT2D_STATS &operator=( const COBJECT2D_STATS &old );
~COBJECT2D_STATS(){}
unsigned int m_counter[static_cast<int>( OBJECT2D_TYPE::MAX )];
static COBJECT2D_STATS *s_instance;
};
#endif // _COBJECT2D_H_