/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 Mario Luzeiro * 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 ccontainer2d.cpp * @brief */ #include "ccontainer2d.h" #include #include #include #include // ///////////////////////////////////////////////////////////////////////////// // CGENERICCONTAINER2 // ///////////////////////////////////////////////////////////////////////////// CGENERICCONTAINER2D::CGENERICCONTAINER2D( OBJECT2D_TYPE aObjType ) { m_bbox.Reset(); } void CGENERICCONTAINER2D::Clear() { m_bbox.Reset(); for( LIST_OBJECT2D::iterator ii = m_objects.begin(); ii != m_objects.end(); ++ii ) { delete *ii; *ii = NULL; } m_objects.clear(); } CGENERICCONTAINER2D::~CGENERICCONTAINER2D() { Clear(); } // ///////////////////////////////////////////////////////////////////////////// // CCONTAINER2D // ///////////////////////////////////////////////////////////////////////////// CCONTAINER2D::CCONTAINER2D() : CGENERICCONTAINER2D( OBJ2D_CONTAINER ) { } /* bool CCONTAINER2D::Intersects( const CBBOX2D &aBBox ) const { return false; } bool CCONTAINER2D::Overlaps( const CBBOX2D &aBBox ) const { // NOT IMPLEMENTED return false; } bool CCONTAINER2D::Intersect( const RAYSEG2D &aSegRay, float *aOutT, SFVEC2F *aNormalOut ) const { if( !m_bbox.Intersect( aSegRay ) ) return false; bool hitted = false; for( LIST_OBJECT2D::const_iterator ii = m_objects.begin(); ii != m_objects.end(); ii++ ) { const COBJECT2D *object = static_cast(*ii); float t; SFVEC2F hitNormal; if( object->Intersect( aSegRay, &t, &hitNormal ) ) if( (hitted == false) || (t < *aOutT ) ) { hitted = true; *aOutT = t; *aNormalOut = hitNormal; } } return hitted; } INTERSECTION_RESULT CCONTAINER2D::IsBBoxInside( const CBBOX2D &aBBox ) const { return INTR_MISSES; } bool CCONTAINER2D::IsPointInside( const SFVEC2F &aPoint ) const { if( !m_bbox.Inside( aPoint ) ) return false; for( LIST_OBJECT2D::const_iterator ii = m_objects.begin(); ii != m_objects.end(); ii++ ) { const COBJECT2D *object = static_cast(*ii); if( object->IsPointInside( aPoint ) ) return true; } return false; } */ void CCONTAINER2D::GetListObjectsIntersects( const CBBOX2D & aBBox, CONST_LIST_OBJECT2D &aOutList ) const { // !TODO: } // ///////////////////////////////////////////////////////////////////////////// // CBVHCONTAINER2D // ///////////////////////////////////////////////////////////////////////////// CBVHCONTAINER2D::CBVHCONTAINER2D() : CGENERICCONTAINER2D( OBJ2D_BVHCONTAINER ) { m_isInitialized = false; m_bbox.Reset(); m_elements_to_delete.clear(); m_Tree = NULL; } /* bool CBVHCONTAINER2D::Intersects( const CBBOX2D &aBBox ) const { // !TODO: implement the BVH return m_bbox.Intersects( aBBox ); } bool CBVHCONTAINER2D::Overlaps( const CBBOX2D &aBBox ) const { // NOT IMPLEMENTED return false; } bool CBVHCONTAINER2D::Intersect( const RAYSEG2D &aSegRay, float *aOutT, SFVEC2F *aNormalOut ) const { // !TODO: implement the BVH if( !m_bbox.Intersect( aSegRay ) ) return false; bool hitted = false; for( LIST_OBJECT2D::const_iterator ii = m_objects.begin(); ii != m_objects.end(); ii++ ) { const COBJECT2D *object = static_cast(*ii); float t; SFVEC2F hitNormal; if( object->Intersect( aSegRay, &t, &hitNormal ) ) if( (hitted == false) || (t < *aOutT ) ) { hitted = true; *aOutT = t; *aNormalOut = hitNormal; } } return hitted; } INTERSECTION_RESULT CBVHCONTAINER2D::IsBBoxInside( const CBBOX2D &aBBox ) const { return INTR_MISSES; } bool CBVHCONTAINER2D::IsPointInside( const SFVEC2F &aPoint ) const { // !TODO: implement the BVH if( !m_bbox.Inside( aPoint ) ) return false; for( LIST_OBJECT2D::const_iterator ii = m_objects.begin(); ii != m_objects.end(); ii++ ) { const COBJECT2D *object = static_cast(*ii); if( object->IsPointInside( aPoint ) ) return true; } return false; } */ void CBVHCONTAINER2D::destroy() { for( std::list::iterator ii = m_elements_to_delete.begin(); ii != m_elements_to_delete.end(); ++ii ) { delete *ii; *ii = NULL; } m_elements_to_delete.clear(); m_isInitialized = false; } CBVHCONTAINER2D::~CBVHCONTAINER2D() { destroy(); } #define BVH_CONTAINER2D_MAX_OBJ_PER_LEAF 4 void CBVHCONTAINER2D::BuildBVH() { if( m_isInitialized ) destroy(); if( m_objects.empty() ) { return; } m_isInitialized = true; m_Tree = new BVH_CONTAINER_NODE_2D; m_elements_to_delete.push_back( m_Tree ); m_Tree->m_BBox = m_bbox; for( LIST_OBJECT2D::const_iterator ii = m_objects.begin(); ii != m_objects.end(); ++ii ) { m_Tree->m_LeafList.push_back( static_cast(*ii) ); } recursiveBuild_MIDDLE_SPLIT( m_Tree ); } // Based on a blog post by VADIM KRAVCENKO // http://www.vadimkravcenko.com/bvh-tree-building // Implements: // "Split in the middle of the longest Axis" // "Creates a binary tree with Top-Down approach. // Fastest BVH building, but least [speed] accuracy." static bool sortByCentroid_X( const COBJECT2D *a, const COBJECT2D *b ) { return a->GetCentroid()[0] < b->GetCentroid()[0]; } static bool sortByCentroid_Y( const COBJECT2D *a, const COBJECT2D *b ) { return a->GetCentroid()[0] < b->GetCentroid()[0]; } static bool sortByCentroid_Z( const COBJECT2D *a, const COBJECT2D *b ) { return a->GetCentroid()[0] < b->GetCentroid()[0]; } void CBVHCONTAINER2D::recursiveBuild_MIDDLE_SPLIT( BVH_CONTAINER_NODE_2D *aNodeParent ) { wxASSERT( aNodeParent != NULL ); wxASSERT( aNodeParent->m_BBox.IsInitialized() == true ); wxASSERT( aNodeParent->m_LeafList.size() > 0 ); if( aNodeParent->m_LeafList.size() > BVH_CONTAINER2D_MAX_OBJ_PER_LEAF ) { // Create Leaf Nodes BVH_CONTAINER_NODE_2D *leftNode = new BVH_CONTAINER_NODE_2D; BVH_CONTAINER_NODE_2D *rightNode = new BVH_CONTAINER_NODE_2D; m_elements_to_delete.push_back( leftNode ); m_elements_to_delete.push_back( rightNode ); leftNode->m_BBox.Reset(); rightNode->m_BBox.Reset(); leftNode->m_LeafList.clear(); rightNode->m_LeafList.clear(); // Decide wich axis to split const unsigned int axis_to_split = aNodeParent->m_BBox.MaxDimension(); // Divide the objects switch( axis_to_split ) { case 0: aNodeParent->m_LeafList.sort( sortByCentroid_X ); case 1: aNodeParent->m_LeafList.sort( sortByCentroid_Y ); case 2: aNodeParent->m_LeafList.sort( sortByCentroid_Z ); } unsigned int i = 0; for( CONST_LIST_OBJECT2D::const_iterator ii = aNodeParent->m_LeafList.begin(); ii != aNodeParent->m_LeafList.end(); ++ii ) { const COBJECT2D *object = static_cast(*ii); if( i < (aNodeParent->m_LeafList.size() / 2 ) ) { leftNode->m_BBox.Union( object->GetBBox() ); leftNode->m_LeafList.push_back( object ); } else { rightNode->m_BBox.Union( object->GetBBox() ); rightNode->m_LeafList.push_back( object ); } i++; } wxASSERT( leftNode->m_LeafList.size() > 0 ); wxASSERT( rightNode->m_LeafList.size() > 0 ); wxASSERT( ( leftNode->m_LeafList.size() + rightNode->m_LeafList.size() ) == aNodeParent->m_LeafList.size() ); aNodeParent->m_Children[0] = leftNode; aNodeParent->m_Children[1] = rightNode; aNodeParent->m_LeafList.clear(); recursiveBuild_MIDDLE_SPLIT( leftNode ); recursiveBuild_MIDDLE_SPLIT( rightNode ); } else { // It is a Leaf aNodeParent->m_Children[0] = NULL; aNodeParent->m_Children[1] = NULL; } } void CBVHCONTAINER2D::GetListObjectsIntersects( const CBBOX2D &aBBox, CONST_LIST_OBJECT2D &aOutList ) const { wxASSERT( aBBox.IsInitialized() == true ); wxASSERT( m_isInitialized == true ); aOutList.clear(); if( m_Tree ) recursiveGetListObjectsIntersects( m_Tree, aBBox, aOutList ); } void CBVHCONTAINER2D::recursiveGetListObjectsIntersects( const BVH_CONTAINER_NODE_2D *aNode, const CBBOX2D & aBBox, CONST_LIST_OBJECT2D &aOutList ) const { wxASSERT( aNode != NULL ); wxASSERT( aBBox.IsInitialized() == true ); if( aNode->m_BBox.Intersects( aBBox ) ) { if( !aNode->m_LeafList.empty() ) { wxASSERT( aNode->m_Children[0] == NULL ); wxASSERT( aNode->m_Children[1] == NULL ); // Leaf for( CONST_LIST_OBJECT2D::const_iterator ii = aNode->m_LeafList.begin(); ii != aNode->m_LeafList.end(); ++ii ) { const COBJECT2D *obj = static_cast(*ii); if( obj->Intersects( aBBox ) ) aOutList.push_back( obj ); } } else { wxASSERT( aNode->m_Children[0] != NULL ); wxASSERT( aNode->m_Children[1] != NULL ); // Node recursiveGetListObjectsIntersects( aNode->m_Children[0], aBBox, aOutList ); recursiveGetListObjectsIntersects( aNode->m_Children[1], aBBox, aOutList ); } } }