3D-Viewer: add antiboard as a single object
improves ray transversal, fixes previous csg operation issues. Fixes https://gitlab.com/kicad/code/kicad/issues/6097
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b06db80151
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@ -523,7 +523,7 @@ void C3D_RENDER_RAYTRACING::Reload( REPORTER* aStatusReporter,
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antiboardPoly,
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*m_antioutlineBoard2dObjects,
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m_boardAdapter.BiuTo3Dunits(),
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divFactor,
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-1.0f,
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*dynamic_cast<const BOARD_ITEM*>( m_boardAdapter.GetBoard() ),
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iOutlinePolyIdx );
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}
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@ -1167,10 +1167,10 @@ void C3D_RENDER_RAYTRACING::insert3DPadHole( const D_PAD* aPad )
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CONST_LIST_OBJECT2D antiOutlineIntersectionList;
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const float topZ = m_boardAdapter.GetLayerBottomZpos3DU( F_Cu ) +
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m_boardAdapter.GetCopperThickness3DU();
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m_boardAdapter.GetCopperThickness3DU() * 0.99f;
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const float botZ = m_boardAdapter.GetLayerBottomZpos3DU( B_Cu ) -
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m_boardAdapter.GetCopperThickness3DU();
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m_boardAdapter.GetCopperThickness3DU() * 0.99f;
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if( drillsize.x == drillsize.y ) // usual round hole
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{
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@ -87,39 +87,31 @@ bool CITEMLAYERCSG2D::Intersect( const RAYSEG2D &aSegRay,
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if( m_objectA->GetObjectType() == OBJECT2D_TYPE::DUMMYBLOCK )
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return false;
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float currentRayDist;
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SFVEC2F currentRayPos;
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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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// 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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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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if( !m_objectA->Intersect( aSegRay, ¤tRayDist, ¤tNormal ) )
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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( currentRayDist + 0.01f );
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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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currentRayDist = 0.0f;
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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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if( m_objectB )
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{
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for( unsigned int l = 0; l < 4; ++l )
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for( unsigned int l = 0; l < ( m_objectB->size() * 2 ); ++l )
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{
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bool wasInsideSubVol = false;
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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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@ -137,14 +129,12 @@ bool CITEMLAYERCSG2D::Intersect( const RAYSEG2D &aSegRay,
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wxASSERT( hitDist <= 1.0f );
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if( hitDist > currentRayDist )
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if( hitDist > FLT_EPSILON )
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{
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wasInsideSubVol = true;
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wasCrossedSubVol = true;
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currentRayPos = currentRay.atNormalized( glm::min( hitDist + 0.0001f, 1.0f ) );
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currentRayDist = 0.0001f;
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currentRay = RAYSEG2D( currentRayPos, aSegRay.m_End );
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currentNormal = tmpNormal * -1.0f;
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@ -152,15 +142,13 @@ bool CITEMLAYERCSG2D::Intersect( const RAYSEG2D &aSegRay,
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}
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}
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if( !wasInsideSubVol )
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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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}
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*aNormalOut = currentNormal;
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*aOutT = glm::min( glm::max( 1.0f - glm::length( currentRayPos - aSegRay.m_End ) / aSegRay.m_Length, 0.0f ), 1.0f );
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*aOutT = glm::min( glm::max( glm::length( currentRayPos - aSegRay.m_Start ) / aSegRay.m_Length, 0.0f ), 1.0f );
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return true;
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}
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@ -539,16 +539,25 @@ void Convert_path_polygon_to_polygon_blocks_and_dummy_blocks(
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glm::normalize( (normalAfterSeg * dotAfter ) + normalSeg );
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}
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if( aDivFactor == 0.0f )
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SFVEC2UI grid_divisions;
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if( aDivFactor < 0.0f)
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{
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grid_divisions = SFVEC2UI( 1 );
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}
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else
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{
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if( aDivFactor <= FLT_EPSILON )
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aDivFactor = medOfTheSquaresSegmentLength;
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SFVEC2UI grid_divisions;
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grid_divisions.x = (unsigned int)( (bbox.GetExtent().x / aDivFactor) );
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grid_divisions.y = (unsigned int)( (bbox.GetExtent().y / aDivFactor) );
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grid_divisions = glm::clamp( grid_divisions ,
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SFVEC2UI( 1, 1 ),
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SFVEC2UI( MAX_NR_DIVISIONS, MAX_NR_DIVISIONS ) );
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}
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// Calculate the steps advance of the grid
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SFVEC2F blockAdvance;
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@ -64,7 +64,7 @@ bool CLAYERITEM::Intersect( const RAY &aRay, HITINFO &aHitInfo ) const
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if( tBBoxStart >= aHitInfo.m_tHit )
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return false;
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if( fabs(tBBoxStart - tBBoxEnd) < FLT_EPSILON )
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if( fabs(tBBoxStart - tBBoxEnd) <= FLT_EPSILON )
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return false;
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const bool startedInside = m_bbox.Inside( aRay.m_Origin );
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@ -96,9 +96,6 @@ bool CLAYERITEM::Intersect( const RAY &aRay, HITINFO &aHitInfo ) const
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}
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}
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tBBoxStart = NextFloatDown( tBBoxStart );
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tBBoxEnd = NextFloatUp( tBBoxEnd );
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SFVEC2F topHitPoint2d;
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SFVEC2F botHitPoint2d;
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@ -213,8 +210,6 @@ bool CLAYERITEM::Intersect( const RAY &aRay, HITINFO &aHitInfo ) const
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SFVEC3F boxHitPointEnd = aRay.at( tBBoxEnd );
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SFVEC2F boxHitPointStart2D( boxHitPointStart.x, boxHitPointStart.y );
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//SFVEC2F boxHitPointStart2D( m_bbox.GetCenter().x, m_bbox.GetCenter().y );
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SFVEC2F boxHitPointEnd2D( boxHitPointEnd.x, boxHitPointEnd.y );
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float tOut;
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@ -223,11 +218,6 @@ bool CLAYERITEM::Intersect( const RAY &aRay, HITINFO &aHitInfo ) const
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if( m_object2d->Intersect( raySeg, &tOut, &outNormal ) )
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{
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if( tOut > 0.99f ) // Workarround for refraction artifacts on board sides
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{
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return false;
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}
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// The hitT is a hit value for the segment length 'start' - 'end',
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// so it ranges from 0.0 - 1.0. We now convert it to a 3D hit position
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// and calculate the real hitT of the ray.
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