Fix null-ptr dereference when layer doesn't exist.

Also removes a whole slew of extraneous type-casts, and makes better
use of for( x : listOfX ) for readability.

Fixes https://gitlab.com/kicad/code/kicad/issues/8996
This commit is contained in:
Jeff Young 2021-08-19 11:39:29 +01:00
parent 928225e467
commit 9f8f81cae2
3 changed files with 145 additions and 246 deletions

View File

@ -65,7 +65,7 @@ CONTAINER_2D::CONTAINER_2D() : CONTAINER_2D_BASE( OBJECT_2D_TYPE::CONTAINER )
}
void CONTAINER_2D::GetListObjectsIntersects( const BBOX_2D& aBBox,
void CONTAINER_2D::GetIntersectingObjects( const BBOX_2D& aBBox,
CONST_LIST_OBJECT2D& aOutList ) const
{
/// @todo Determine what to do with this code.
@ -299,7 +299,7 @@ bool BVH_CONTAINER_2D::recursiveIntersectAny( const BVH_CONTAINER_NODE_2D* aNode
}
void BVH_CONTAINER_2D::GetListObjectsIntersects( const BBOX_2D& aBBox,
void BVH_CONTAINER_2D::GetIntersectingObjects( const BBOX_2D& aBBox,
CONST_LIST_OBJECT2D& aOutList ) const
{
wxASSERT( aBBox.IsInitialized() == true );

View File

@ -71,7 +71,7 @@ public:
* @param aBBox The bounding box to test.
* @param aOutList The list of objects that intersects the bounding box.
*/
virtual void GetListObjectsIntersects( const BBOX_2D& aBBox,
virtual void GetIntersectingObjects( const BBOX_2D& aBBox,
CONST_LIST_OBJECT2D& aOutList ) const = 0;
/**
@ -96,7 +96,7 @@ class CONTAINER_2D : public CONTAINER_2D_BASE
public:
CONTAINER_2D();
void GetListObjectsIntersects( const BBOX_2D& aBBox,
void GetIntersectingObjects( const BBOX_2D& aBBox,
CONST_LIST_OBJECT2D& aOutList ) const override;
bool IntersectAny( const RAYSEG2D& aSegRay ) const override;
@ -123,7 +123,7 @@ public:
void Clear() override;
void GetListObjectsIntersects( const BBOX_2D& aBBox,
void GetIntersectingObjects( const BBOX_2D& aBBox,
CONST_LIST_OBJECT2D& aOutList ) const override;
bool IntersectAny( const RAYSEG2D& aSegRay ) const override;

View File

@ -236,7 +236,9 @@ void RENDER_3D_RAYTRACE::createObject( CONTAINER_3D& aDstContainer, const OBJECT
void RENDER_3D_RAYTRACE::createItemsFromContainer( const BVH_CONTAINER_2D* aContainer2d,
PCB_LAYER_ID aLayer_id, const MATERIAL* aMaterialLayer, const SFVEC3F& aLayerColor,
PCB_LAYER_ID aLayer_id,
const MATERIAL* aMaterialLayer,
const SFVEC3F& aLayerColor,
float aLayerZOffset )
{
if( aContainer2d == nullptr )
@ -247,11 +249,8 @@ void RENDER_3D_RAYTRACE::createItemsFromContainer( const BVH_CONTAINER_2D* aCont
if( listObject2d.size() == 0 )
return;
for( LIST_OBJECT2D::const_iterator itemOnLayer = listObject2d.begin();
itemOnLayer != listObject2d.end(); ++itemOnLayer )
for( const OBJECT_2D* object2d_A : listObject2d )
{
const OBJECT_2D* object2d_A = static_cast<const OBJECT_2D*>( *itemOnLayer );
// not yet used / implemented (can be used in future to clip the objects in the
// board borders
OBJECT_2D* object2d_C = CSGITEM_FULL;
@ -262,7 +261,7 @@ void RENDER_3D_RAYTRACE::createItemsFromContainer( const BVH_CONTAINER_2D* aCont
// Subtract holes but not in SolderPaste
// (can be added as an option in future)
if( !( ( aLayer_id == B_Paste ) || ( aLayer_id == F_Paste ) ) )
if( !( aLayer_id == B_Paste || aLayer_id == F_Paste ) )
{
// Check if there are any layerhole that intersects this object
// Eg: a segment is cut by a via hole or THT hole.
@ -270,33 +269,19 @@ void RENDER_3D_RAYTRACE::createItemsFromContainer( const BVH_CONTAINER_2D* aCont
if( layerHolesMap.find( aLayer_id ) != layerHolesMap.end() )
{
MAP_CONTAINER_2D_BASE::const_iterator ii_hole = layerHolesMap.find( aLayer_id );
const BVH_CONTAINER_2D* holes2d = layerHolesMap.at( aLayer_id );
const BVH_CONTAINER_2D* containerLayerHoles2d =
static_cast<const BVH_CONTAINER_2D*>( ii_hole->second );
CONST_LIST_OBJECT2D intersecting;
CONST_LIST_OBJECT2D intersectionList;
containerLayerHoles2d->GetListObjectsIntersects( object2d_A->GetBBox(),
intersectionList );
holes2d->GetIntersectingObjects( object2d_A->GetBBox(), intersecting );
if( !intersectionList.empty() )
{
for( CONST_LIST_OBJECT2D::const_iterator holeOnLayer = intersectionList.begin();
holeOnLayer != intersectionList.end(); ++holeOnLayer )
{
const OBJECT_2D* hole2d = static_cast<const OBJECT_2D*>( *holeOnLayer );
//if( object2d_A->Intersects( hole2d->GetBBox() ) )
//if( object2d_A->GetBBox().Intersects( hole2d->GetBBox() ) )
for( const OBJECT_2D* hole2d : intersecting )
object2d_B->push_back( hole2d );
}
}
}
// Check if there are any THT that intersects this object
// If we're processing a silk screen layer and the flag is set, then
// clip the silk screening at the outer edge of the annular ring, rather
// than the at the outer edge of the copper plating.
// Check if there are any THT that intersects this object. If we're processing a silk
// layer and the flag is set, then clip the silk at the outer edge of the annular ring,
// rather than the at the outer edge of the copper plating.
const BVH_CONTAINER_2D& throughHoleOuter =
( m_boardAdapter.GetFlag( FL_CLIP_SILK_ON_VIA_ANNULUS )
&& m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE )
@ -306,72 +291,45 @@ void RENDER_3D_RAYTRACE::createItemsFromContainer( const BVH_CONTAINER_2D* aCont
if( !throughHoleOuter.GetList().empty() )
{
CONST_LIST_OBJECT2D intersectionList;
CONST_LIST_OBJECT2D intersecting;
throughHoleOuter.GetListObjectsIntersects( object2d_A->GetBBox(),
intersectionList );
throughHoleOuter.GetIntersectingObjects( object2d_A->GetBBox(), intersecting );
if( !intersectionList.empty() )
{
for( CONST_LIST_OBJECT2D::const_iterator hole = intersectionList.begin();
hole != intersectionList.end(); ++hole )
{
const OBJECT_2D* hole2d = static_cast<const OBJECT_2D*>( *hole );
//if( object2d_A->Intersects( hole2d->GetBBox() ) )
//if( object2d_A->GetBBox().Intersects( hole2d->GetBBox() ) )
for( const OBJECT_2D* hole2d : intersecting )
object2d_B->push_back( hole2d );
}
}
}
}
if( !m_antioutlineBoard2dObjects->GetList().empty() )
{
CONST_LIST_OBJECT2D intersectionList;
CONST_LIST_OBJECT2D intersecting;
m_antioutlineBoard2dObjects->GetListObjectsIntersects( object2d_A->GetBBox(),
intersectionList );
m_antioutlineBoard2dObjects->GetIntersectingObjects( object2d_A->GetBBox(),
intersecting );
if( !intersectionList.empty() )
{
for( const OBJECT_2D* obj : intersectionList )
{
for( const OBJECT_2D* obj : intersecting )
object2d_B->push_back( obj );
}
}
}
const MAP_CONTAINER_2D_BASE& mapLayers = m_boardAdapter.GetLayerMap();
if( m_boardAdapter.GetFlag( FL_SUBTRACT_MASK_FROM_SILK )
&& m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE )
&& ( ( ( aLayer_id == B_SilkS ) && ( mapLayers.find( B_Mask ) != mapLayers.end() ) )
|| ( ( aLayer_id == F_SilkS )
&& ( mapLayers.find( F_Mask ) != mapLayers.end() ) ) ) )
&& ( ( aLayer_id == B_SilkS && mapLayers.find( B_Mask ) != mapLayers.end() )
|| ( aLayer_id == F_SilkS && mapLayers.find( F_Mask ) != mapLayers.end() ) ) )
{
const PCB_LAYER_ID layerMask_id = ( aLayer_id == B_SilkS ) ? B_Mask : F_Mask;
const BVH_CONTAINER_2D* containerMaskLayer2d =
static_cast<const BVH_CONTAINER_2D*>( mapLayers.at( layerMask_id ) );
const BVH_CONTAINER_2D* containerMaskLayer2d = mapLayers.at( layerMask_id );
CONST_LIST_OBJECT2D intersectionList;
CONST_LIST_OBJECT2D intersecting;
if( containerMaskLayer2d ) // can be null if B_Mask or F_Mask is not shown
containerMaskLayer2d->GetListObjectsIntersects( object2d_A->GetBBox(),
intersectionList );
if( !intersectionList.empty() )
{
for( CONST_LIST_OBJECT2D::const_iterator objOnLayer = intersectionList.begin();
objOnLayer != intersectionList.end(); ++objOnLayer )
{
const OBJECT_2D* obj2d = static_cast<const OBJECT_2D*>( *objOnLayer );
containerMaskLayer2d->GetIntersectingObjects( object2d_A->GetBBox(), intersecting );
for( const OBJECT_2D* obj2d : intersecting )
object2d_B->push_back( obj2d );
}
}
}
if( object2d_B->empty() )
{
@ -468,76 +426,57 @@ void RENDER_3D_RAYTRACE::Reload( REPORTER* aStatusReporter, REPORTER* aWarningRe
antiboardPoly.BooleanSubtract( boardPolyCopy, SHAPE_POLY_SET::PM_FAST );
antiboardPoly.Fracture( SHAPE_POLY_SET::PM_FAST );
for( int iOutlinePolyIdx = 0; iOutlinePolyIdx < antiboardPoly.OutlineCount();
iOutlinePolyIdx++ )
for( int ii = 0; ii < antiboardPoly.OutlineCount(); ii++ )
{
ConvertPolygonToBlocks( antiboardPoly,
*m_antioutlineBoard2dObjects, m_boardAdapter.BiuTo3dUnits(), -1.0f,
*dynamic_cast<const BOARD_ITEM*>( m_boardAdapter.GetBoard() ),
iOutlinePolyIdx );
ConvertPolygonToBlocks( antiboardPoly, *m_antioutlineBoard2dObjects,
m_boardAdapter.BiuTo3dUnits(), -1.0f,
*m_boardAdapter.GetBoard(), ii );
}
m_antioutlineBoard2dObjects->BuildBVH();
boardPolyCopy.Fracture( SHAPE_POLY_SET::PM_FAST );
for( int iOutlinePolyIdx = 0; iOutlinePolyIdx < outlineCount; iOutlinePolyIdx++ )
for( int ii = 0; ii < outlineCount; ii++ )
{
ConvertPolygonToBlocks( boardPolyCopy, *m_outlineBoard2dObjects,
m_boardAdapter.BiuTo3dUnits(), divFactor,
*dynamic_cast<const BOARD_ITEM*>( m_boardAdapter.GetBoard() ),
iOutlinePolyIdx );
*m_boardAdapter.GetBoard(), ii );
}
if( m_boardAdapter.GetFlag( FL_SHOW_BOARD_BODY ) )
{
const LIST_OBJECT2D& listObjects = m_outlineBoard2dObjects->GetList();
for( LIST_OBJECT2D::const_iterator object2d_iterator = listObjects.begin();
object2d_iterator != listObjects.end(); ++object2d_iterator )
for( const OBJECT_2D* object2d_A : listObjects )
{
const OBJECT_2D* object2d_A =
static_cast<const OBJECT_2D*>( *object2d_iterator );
std::vector<const OBJECT_2D*>* object2d_B = new std::vector<const OBJECT_2D*>();
// Check if there are any THT that intersects this outline object part
if( !m_boardAdapter.GetThroughHoleOds().GetList().empty() )
{
CONST_LIST_OBJECT2D intersectionList;
m_boardAdapter.GetThroughHoleOds().GetListObjectsIntersects(
object2d_A->GetBBox(), intersectionList );
const BVH_CONTAINER_2D& throughHoles = m_boardAdapter.GetThroughHoleOds();
CONST_LIST_OBJECT2D intersecting;
if( !intersectionList.empty() )
{
for( CONST_LIST_OBJECT2D::const_iterator hole =
intersectionList.begin();
hole != intersectionList.end(); ++hole )
{
const OBJECT_2D* hole2d = static_cast<const OBJECT_2D*>( *hole );
throughHoles.GetIntersectingObjects( object2d_A->GetBBox(), intersecting );
if( object2d_A->Intersects( hole2d->GetBBox() ) )
//if( object2d_A->GetBBox().Intersects( hole2d->GetBBox() ) )
object2d_B->push_back( hole2d );
}
for( const OBJECT_2D* hole : intersecting )
{
if( object2d_A->Intersects( hole->GetBBox() ) )
object2d_B->push_back( hole );
}
}
if( !m_antioutlineBoard2dObjects->GetList().empty() )
{
CONST_LIST_OBJECT2D intersectionList;
CONST_LIST_OBJECT2D intersecting;
m_antioutlineBoard2dObjects->GetListObjectsIntersects(
object2d_A->GetBBox(), intersectionList );
m_antioutlineBoard2dObjects->GetIntersectingObjects( object2d_A->GetBBox(),
intersecting );
if( !intersectionList.empty() )
{
for( const OBJECT_2D* obj : intersectionList )
{
for( const OBJECT_2D* obj : intersecting )
object2d_B->push_back( obj );
}
}
}
if( object2d_B->empty() )
{
@ -552,16 +491,15 @@ void RENDER_3D_RAYTRACE::Reload( REPORTER* aStatusReporter, REPORTER* aWarningRe
m_boardAdapter.GetLayerBottomZPos( B_Cu ) );
objPtr->SetMaterial( &m_materials.m_EpoxyBoard );
objPtr->SetColor(
ConvertSRGBToLinear( (SFVEC3F) m_boardAdapter.m_BoardBodyColor ) );
objPtr->SetColor( ConvertSRGBToLinear( m_boardAdapter.m_BoardBodyColor ) );
m_objectContainer.Add( objPtr );
}
else
{
LAYER_ITEM_2D* itemCSG2d =
new LAYER_ITEM_2D( object2d_A, object2d_B, CSGITEM_FULL,
(const BOARD_ITEM&) *m_boardAdapter.GetBoard() );
LAYER_ITEM_2D* itemCSG2d = new LAYER_ITEM_2D( object2d_A, object2d_B,
CSGITEM_FULL,
*m_boardAdapter.GetBoard() );
m_containerWithObjectsToDelete.Add( itemCSG2d );
@ -570,8 +508,7 @@ void RENDER_3D_RAYTRACE::Reload( REPORTER* aStatusReporter, REPORTER* aWarningRe
m_boardAdapter.GetLayerBottomZPos( B_Cu ) );
objPtr->SetMaterial( &m_materials.m_EpoxyBoard );
objPtr->SetColor(
ConvertSRGBToLinear( (SFVEC3F) m_boardAdapter.m_BoardBodyColor ) );
objPtr->SetColor( ConvertSRGBToLinear( m_boardAdapter.m_BoardBodyColor ) );
m_objectContainer.Add( objPtr );
}
}
@ -586,25 +523,19 @@ void RENDER_3D_RAYTRACE::Reload( REPORTER* aStatusReporter, REPORTER* aWarningRe
{
const LIST_OBJECT2D& holeList = m_boardAdapter.GetThroughHoleOds().GetList();
for( LIST_OBJECT2D::const_iterator hole = holeList.begin();
hole != holeList.end(); ++hole )
for( const OBJECT_2D* hole2d : holeList )
{
const OBJECT_2D* hole2d = static_cast<const OBJECT_2D*>( *hole );
if( !m_antioutlineBoard2dObjects->GetList().empty() )
{
CONST_LIST_OBJECT2D intersectionList;
CONST_LIST_OBJECT2D intersecting;
m_antioutlineBoard2dObjects->GetListObjectsIntersects(
hole2d->GetBBox(), intersectionList );
m_antioutlineBoard2dObjects->GetIntersectingObjects( hole2d->GetBBox(),
intersecting );
if( !intersectionList.empty() )
{
// Do not add cylinder if it intersects the edge of the board
if( !intersecting.empty() )
continue;
}
}
switch( hole2d->GetObjectType() )
{
@ -618,8 +549,7 @@ void RENDER_3D_RAYTRACE::Reload( REPORTER* aStatusReporter, REPORTER* aWarningRe
radius );
objPtr->SetMaterial( &m_materials.m_EpoxyBoard );
objPtr->SetColor( ConvertSRGBToLinear(
(SFVEC3F) m_boardAdapter.m_BoardBodyColor ) );
objPtr->SetColor( ConvertSRGBToLinear( m_boardAdapter.m_BoardBodyColor ) );
m_objectContainer.Add( objPtr );
}
@ -638,16 +568,20 @@ void RENDER_3D_RAYTRACE::Reload( REPORTER* aStatusReporter, REPORTER* aWarningRe
aStatusReporter->Report( _( "Load Raytracing: layers" ) );
// Add layers maps (except B_Mask and F_Mask)
for( MAP_CONTAINER_2D_BASE::const_iterator ii = m_boardAdapter.GetLayerMap().begin();
ii != m_boardAdapter.GetLayerMap().end(); ++ii )
for( auto entry : m_boardAdapter.GetLayerMap() )
{
PCB_LAYER_ID layer_id = static_cast<PCB_LAYER_ID>( ii->first );
PCB_LAYER_ID layer_id = entry.first;
const BVH_CONTAINER_2D* container2d = entry.second;
// Only process layers that exist
if( !container2d )
continue;
if( aOnlyLoadCopperAndShapes && !IsCopperLayer( layer_id ) )
continue;
// Mask layers are not processed here because they are a special case
if( ( layer_id == B_Mask ) || ( layer_id == F_Mask ) )
if( layer_id == B_Mask || layer_id == F_Mask )
continue;
MATERIAL* materialLayer = &m_materials.m_SilkS;
@ -667,6 +601,7 @@ void RENDER_3D_RAYTRACE::Reload( REPORTER* aStatusReporter, REPORTER* aWarningRe
layerColor = m_boardAdapter.m_SolderPasteColor;
else
layerColor = m_boardAdapter.GetLayerColor( layer_id );
break;
case B_SilkS:
@ -676,7 +611,9 @@ void RENDER_3D_RAYTRACE::Reload( REPORTER* aStatusReporter, REPORTER* aWarningRe
layerColor = m_boardAdapter.m_SilkScreenColorBot;
else
layerColor = m_boardAdapter.GetLayerColor( layer_id );
break;
case F_SilkS:
materialLayer = &m_materials.m_SilkS;
@ -684,6 +621,7 @@ void RENDER_3D_RAYTRACE::Reload( REPORTER* aStatusReporter, REPORTER* aWarningRe
layerColor = m_boardAdapter.m_SilkScreenColorTop;
else
layerColor = m_boardAdapter.GetLayerColor( layer_id );
break;
case Dwgs_User:
@ -711,14 +649,14 @@ void RENDER_3D_RAYTRACE::Reload( REPORTER* aStatusReporter, REPORTER* aWarningRe
layerColor = m_boardAdapter.m_CopperColor;
}
else
{
layerColor = m_boardAdapter.GetLayerColor( layer_id );
}
materialLayer = &m_materials.m_NonPlatedCopper;
break;
}
const BVH_CONTAINER_2D* container2d = static_cast<const BVH_CONTAINER_2D*>( ii->second );
createItemsFromContainer( container2d, layer_id, materialLayer, layerColor, 0.0f );
} // for each layer on map
@ -738,24 +676,23 @@ void RENDER_3D_RAYTRACE::Reload( REPORTER* aStatusReporter, REPORTER* aWarningRe
if( !aOnlyLoadCopperAndShapes )
{
// Add Mask layer
// Solder mask layers are "negative" layers so the elements that we have
// (in the container) should remove the board outline.
// We will check for all objects in the outline if it intersects any object
// in the layer container and also any hole.
if( m_boardAdapter.GetFlag( FL_SOLDERMASK )
&& ( m_outlineBoard2dObjects->GetList().size() >= 1 ) )
// Solder mask layers are "negative" layers so the elements that we have in the container
// should remove the board outline. We will check for all objects in the outline if it
// intersects any object in the layer container and also any hole.
if( m_boardAdapter.GetFlag( FL_SOLDERMASK ) && !m_outlineBoard2dObjects->GetList().empty() )
{
const MATERIAL* materialLayer = &m_materials.m_SolderMask;
for( MAP_CONTAINER_2D_BASE::const_iterator ii = m_boardAdapter.GetLayerMap().begin();
ii != m_boardAdapter.GetLayerMap().end(); ++ii )
for( auto entry : m_boardAdapter.GetLayerMap() )
{
PCB_LAYER_ID layer_id = static_cast<PCB_LAYER_ID>( ii->first );
PCB_LAYER_ID layer_id = entry.first;
const BVH_CONTAINER_2D* container2d = entry.second;
const BVH_CONTAINER_2D* containerLayer2d =
static_cast<const BVH_CONTAINER_2D*>( ii->second );
// Only process layers that exist
if( !container2d )
continue;
// Only get the Solder mask layers
// Only get the Solder mask layers (and only if the board has them)
if( !( layer_id == B_Mask || layer_id == F_Mask ) )
continue;
@ -777,58 +714,35 @@ void RENDER_3D_RAYTRACE::Reload( REPORTER* aStatusReporter, REPORTER* aWarningRe
const float zLayerMax = m_boardAdapter.GetLayerTopZPos( layer_id );
// Get the outline board objects
const LIST_OBJECT2D& listObjects = m_outlineBoard2dObjects->GetList();
for( LIST_OBJECT2D::const_iterator object2d_iterator = listObjects.begin();
object2d_iterator != listObjects.end(); ++object2d_iterator )
for( const OBJECT_2D* object2d_A : m_outlineBoard2dObjects->GetList() )
{
const OBJECT_2D* object2d_A =
static_cast<const OBJECT_2D*>( *object2d_iterator );
std::vector<const OBJECT_2D*>* object2d_B = new std::vector<const OBJECT_2D*>();
// Check if there are any THT that intersects this outline object part
if( !m_boardAdapter.GetThroughHoleOds().GetList().empty() )
{
const BVH_CONTAINER_2D& throughHoles = m_boardAdapter.GetThroughHoleOds();
CONST_LIST_OBJECT2D intersecting;
CONST_LIST_OBJECT2D intersectionList;
throughHoles.GetIntersectingObjects( object2d_A->GetBBox(), intersecting );
m_boardAdapter.GetThroughHoleOds().GetListObjectsIntersects(
object2d_A->GetBBox(), intersectionList );
if( !intersectionList.empty() )
for( const OBJECT_2D* hole : intersecting )
{
for( CONST_LIST_OBJECT2D::const_iterator hole =
intersectionList.begin();
hole != intersectionList.end(); ++hole )
{
const OBJECT_2D* hole2d = static_cast<const OBJECT_2D*>( *hole );
if( object2d_A->Intersects( hole2d->GetBBox() ) )
object2d_B->push_back( hole2d );
}
if( object2d_A->Intersects( hole->GetBBox() ) )
object2d_B->push_back( hole );
}
}
// Check if there are any objects in the layer to subtract with the
// current object
if( !containerLayer2d->GetList().empty() )
// Check if there are any objects in the layer to subtract with the current
// object
if( !container2d->GetList().empty() )
{
CONST_LIST_OBJECT2D intersectionList;
CONST_LIST_OBJECT2D intersecting;
containerLayer2d->GetListObjectsIntersects(
object2d_A->GetBBox(), intersectionList );
container2d->GetIntersectingObjects( object2d_A->GetBBox(), intersecting );
if( !intersectionList.empty() )
{
for( CONST_LIST_OBJECT2D::const_iterator obj = intersectionList.begin();
obj != intersectionList.end(); ++obj )
{
const OBJECT_2D* obj2d = static_cast<const OBJECT_2D*>( *obj );
object2d_B->push_back( obj2d );
}
}
for( const OBJECT_2D* obj : intersecting )
object2d_B->push_back( obj );
}
if( object2d_B->empty() )
@ -853,8 +767,8 @@ void RENDER_3D_RAYTRACE::Reload( REPORTER* aStatusReporter, REPORTER* aWarningRe
}
else
{
LAYER_ITEM_2D* itemCSG2d =
new LAYER_ITEM_2D( object2d_A, object2d_B, CSGITEM_FULL,
LAYER_ITEM_2D* itemCSG2d = new LAYER_ITEM_2D( object2d_A, object2d_B,
CSGITEM_FULL,
object2d_A->GetBoardItem() );
m_containerWithObjectsToDelete.Add( itemCSG2d );
@ -919,8 +833,7 @@ void RENDER_3D_RAYTRACE::Reload( REPORTER* aStatusReporter, REPORTER* aWarningRe
const SFVEC3F v2 = SFVEC3F( v1.x, v3.y, v1.z );
const SFVEC3F v4 = SFVEC3F( v3.x, v1.y, v1.z );
SFVEC3F backgroundColor = ConvertSRGBToLinear(
static_cast<SFVEC3F>( m_boardAdapter.m_BgColorTop ) );
SFVEC3F backgroundColor = ConvertSRGBToLinear( m_boardAdapter.m_BgColorTop );
TRIANGLE* newTriangle1 = new TRIANGLE( v1, v2, v3 );
TRIANGLE* newTriangle2 = new TRIANGLE( v3, v4, v1 );
@ -928,8 +841,8 @@ void RENDER_3D_RAYTRACE::Reload( REPORTER* aStatusReporter, REPORTER* aWarningRe
m_objectContainer.Add( newTriangle1 );
m_objectContainer.Add( newTriangle2 );
newTriangle1->SetMaterial( (const MATERIAL*) &m_materials.m_Floor );
newTriangle2->SetMaterial( (const MATERIAL*) &m_materials.m_Floor );
newTriangle1->SetMaterial( &m_materials.m_Floor );
newTriangle2->SetMaterial( &m_materials.m_Floor );
newTriangle1->SetColor( backgroundColor );
newTriangle2->SetColor( backgroundColor );
@ -948,8 +861,8 @@ void RENDER_3D_RAYTRACE::Reload( REPORTER* aStatusReporter, REPORTER* aWarningRe
m_objectContainer.Add( newTriangle3 );
m_objectContainer.Add( newTriangle4 );
newTriangle3->SetMaterial( (const MATERIAL*) &m_materials.m_Floor );
newTriangle4->SetMaterial( (const MATERIAL*) &m_materials.m_Floor );
newTriangle3->SetMaterial( &m_materials.m_Floor );
newTriangle4->SetMaterial( &m_materials.m_Floor );
newTriangle3->SetColor( backgroundColor );
newTriangle4->SetColor( backgroundColor );
@ -1050,7 +963,7 @@ void RENDER_3D_RAYTRACE::insertHole( const PCB_VIA* aVia )
objPtr->SetMaterial( &m_materials.m_Copper );
if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
objPtr->SetColor( ConvertSRGBToLinear( (SFVEC3F) m_boardAdapter.m_CopperColor ) );
objPtr->SetColor( ConvertSRGBToLinear( m_boardAdapter.m_CopperColor ) );
else if( aVia->GetViaType() == VIATYPE::MICROVIA )
objPtr->SetColor( ConvertSRGBToLinear( m_boardAdapter.GetItemColor( LAYER_VIA_MICROVIA ) ) );
else if( aVia->GetViaType() == VIATYPE::BLIND_BURIED )
@ -1069,7 +982,7 @@ void RENDER_3D_RAYTRACE::insertHole( const PAD* aPad )
SFVEC3F objColor;
if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
objColor = (SFVEC3F) m_boardAdapter.m_CopperColor;
objColor = m_boardAdapter.m_CopperColor;
else
objColor = m_boardAdapter.GetItemColor( LAYER_PADS_TH );
@ -1106,7 +1019,7 @@ void RENDER_3D_RAYTRACE::insertHole( const PAD* aPad )
// it will use instead a CSG of two circles.
if( object2d_A && !m_antioutlineBoard2dObjects->GetList().empty() )
{
m_antioutlineBoard2dObjects->GetListObjectsIntersects( object2d_A->GetBBox(),
m_antioutlineBoard2dObjects->GetIntersectingObjects( object2d_A->GetBBox(),
antiOutlineIntersectionList );
}
@ -1120,8 +1033,8 @@ void RENDER_3D_RAYTRACE::insertHole( const PAD* aPad )
std::vector<const OBJECT_2D*>* object2d_B = new std::vector<const OBJECT_2D*>();
object2d_B->push_back( innerCircle );
LAYER_ITEM_2D* itemCSG2d =
new LAYER_ITEM_2D( outterCircle, object2d_B, CSGITEM_FULL, *aPad );
LAYER_ITEM_2D* itemCSG2d = new LAYER_ITEM_2D( outterCircle, object2d_B, CSGITEM_FULL,
*aPad );
m_containerWithObjectsToDelete.Add( itemCSG2d );
m_containerWithObjectsToDelete.Add( innerCircle );
@ -1170,8 +1083,7 @@ void RENDER_3D_RAYTRACE::insertHole( const PAD* aPad )
std::vector<const OBJECT_2D*>* object2d_B = new std::vector<const OBJECT_2D*>();
object2d_B->push_back( innerSeg );
LAYER_ITEM_2D* itemCSG2d =
new LAYER_ITEM_2D( outerSeg, object2d_B, CSGITEM_FULL, *aPad );
LAYER_ITEM_2D* itemCSG2d = new LAYER_ITEM_2D( outerSeg, object2d_B, CSGITEM_FULL, *aPad );
m_containerWithObjectsToDelete.Add( itemCSG2d );
m_containerWithObjectsToDelete.Add( innerSeg );
@ -1181,8 +1093,7 @@ void RENDER_3D_RAYTRACE::insertHole( const PAD* aPad )
if( object2d_A && !m_antioutlineBoard2dObjects->GetList().empty() )
{
m_antioutlineBoard2dObjects->GetListObjectsIntersects( object2d_A->GetBBox(),
m_antioutlineBoard2dObjects->GetIntersectingObjects( object2d_A->GetBBox(),
antiOutlineIntersectionList );
}
}
@ -1195,30 +1106,20 @@ void RENDER_3D_RAYTRACE::insertHole( const PAD* aPad )
// It will use the non inflated holes
if( !m_boardAdapter.GetThroughHoleIds().GetList().empty() )
{
CONST_LIST_OBJECT2D intersectionList;
m_boardAdapter.GetThroughHoleIds().GetListObjectsIntersects(
object2d_A->GetBBox(), intersectionList );
CONST_LIST_OBJECT2D intersecting;
if( !intersectionList.empty() )
{
for( CONST_LIST_OBJECT2D::const_iterator hole = intersectionList.begin();
hole != intersectionList.end(); ++hole )
{
const OBJECT_2D* hole2d = static_cast<const OBJECT_2D*>( *hole );
m_boardAdapter.GetThroughHoleIds().GetIntersectingObjects( object2d_A->GetBBox(),
intersecting );
for( const OBJECT_2D* hole2d : intersecting )
{
if( object2d_A->Intersects( hole2d->GetBBox() ) )
object2d_B->push_back( hole2d );
}
}
}
if( !antiOutlineIntersectionList.empty() )
{
for( const OBJECT_2D* obj : antiOutlineIntersectionList )
{
object2d_B->push_back( obj );
}
}
if( object2d_B->empty() )
{
@ -1237,7 +1138,7 @@ void RENDER_3D_RAYTRACE::insertHole( const PAD* aPad )
else
{
LAYER_ITEM_2D* itemCSG2d = new LAYER_ITEM_2D( object2d_A, object2d_B, CSGITEM_FULL,
(const BOARD_ITEM&) *aPad );
*aPad );
m_containerWithObjectsToDelete.Add( itemCSG2d );
@ -1275,12 +1176,10 @@ void RENDER_3D_RAYTRACE::addPadsAndVias()
for( PAD* pad : footprint->Pads() )
{
if( pad->GetAttribute() != PAD_ATTRIB::NPTH )
{
insertHole( pad );
}
}
}
}
void RENDER_3D_RAYTRACE::load3DModels( CONTAINER_3D& aDstContainer, bool aSkipMaterialInformation )