217 lines
6.1 KiB
C++
217 lines
6.1 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) 1992-2016 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 citemlayercsg2d.cpp
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* @brief
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*/
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#include "citemlayercsg2d.h"
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#include "3d_fastmath.h"
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#include <wx/debug.h>
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CITEMLAYERCSG2D::CITEMLAYERCSG2D( const COBJECT2D *aObjectA,
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std::vector<const COBJECT2D *> *aObjectB,
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const COBJECT2D *aObjectC,
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const BOARD_ITEM &aBoardItem ):
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COBJECT2D( OBJ2D_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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CITEMLAYERCSG2D::~CITEMLAYERCSG2D()
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{
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if( ((void*)m_objectB != CSGITEM_EMPTY) &&
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((void*)m_objectB != CSGITEM_FULL) )
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{
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delete m_objectB;
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m_objectB = NULL;
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}
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}
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bool CITEMLAYERCSG2D::Intersects( const CBBOX2D &aBBox ) const
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{
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return m_bbox.Intersects( aBBox );
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// !TODO: improove this implementation
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//return false;
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}
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bool CITEMLAYERCSG2D::Overlaps( const CBBOX2D &aBBox ) const
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{
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// NOT IMPLEMENTED
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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 CITEMLAYERCSG2D::Intersect( const RAYSEG2D &aSegRay,
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float *aOutT,
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SFVEC2F *aNormalOut ) const
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{
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wxASSERT( aOutT );
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wxASSERT( aNormalOut );
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if( m_objectA->GetObjectType() == OBJ2D_DUMMYBLOCK )
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return false;
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float currentRayDist;
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SFVEC2F currentRayPos;
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SFVEC2F currentNormal;
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if( m_objectA->IsPointInside( aSegRay.m_Start ) )
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{
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// start ray point off where it is now (at the origin)
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currentRayDist = 0.0f;
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currentRayPos = aSegRay.m_Start;
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}
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else
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{
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//move ray point to start of main object
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if( !m_objectA->Intersect( aSegRay, ¤tRayDist, ¤tNormal ) )
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return false;
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currentRayPos = aSegRay.atNormalized( NextFloatDown( currentRayDist ) );
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}
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//wxASSERT( (currentRayDist >= 0.0f) && (currentRayDist <= 1.0f) );
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// move through the union of subtracted regions
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bool hitSubRegion = false;
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if( m_objectB )
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{
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while(1)
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{
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bool wasInsideSubVol = 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 COBJECT2D *)(*m_objectB)[i])->IsPointInside( currentRayPos ) )
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{
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hitSubRegion = true;
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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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if( !((const COBJECT2D *)(*m_objectB)[i])->Intersect( aSegRay,
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&hitDist,
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¤tNormal ) )
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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 > currentRayDist )
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currentRayDist = hitDist;
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currentRayDist += 0.0001f;
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// ray has left this specific subtracted object volume
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currentRayPos = aSegRay.atNormalized( currentRayDist );
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if( m_objectA->IsPointInside( currentRayPos ) )
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{
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wasInsideSubVol = true;
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break;
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}
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}
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}
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if( !wasInsideSubVol )
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break; // ray has succesfully passed through all subtracted regions
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if( currentRayDist >= 1.0f )
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break;
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}
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}
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//ray is not inside any of the specific subtracted regions
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if( hitSubRegion )
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{
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//if( !m_objectA->IsPointInside( currentRayPos ) )
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// return false; // ray got right through the hole in the object!
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currentNormal *= -1.0f;
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}
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else
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{
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//ray just hit the main object without hitting any holes
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}
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*aNormalOut = currentNormal;
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*aOutT = currentRayDist;
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return true;
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}
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INTERSECTION_RESULT CITEMLAYERCSG2D::IsBBoxInside( const CBBOX2D &aBBox ) const
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{
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// !TODO:
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return INTR_MISSES;
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}
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bool CITEMLAYERCSG2D::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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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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// !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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