/* * 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 citemlayercsg2d.cpp * @brief */ #include "citemlayercsg2d.h" #include "3d_fastmath.h" #include CITEMLAYERCSG2D::CITEMLAYERCSG2D( const COBJECT2D *aObjectA, std::vector *aObjectB, const COBJECT2D *aObjectC, const BOARD_ITEM &aBoardItem ): COBJECT2D( OBJ2D_CSG, aBoardItem ), m_objectA(aObjectA), m_objectB(aObjectB), m_objectC(aObjectC) { wxASSERT( aObjectA ); m_bbox.Reset(); m_bbox.Set( aObjectA->GetBBox() ); m_bbox.ScaleNextUp(); m_centroid = m_bbox.GetCenter(); wxASSERT( m_bbox.IsInitialized() ); } CITEMLAYERCSG2D::~CITEMLAYERCSG2D() { if( ((void*)m_objectB != CSGITEM_EMPTY) && ((void*)m_objectB != CSGITEM_FULL) ) { delete m_objectB; m_objectB = NULL; } } bool CITEMLAYERCSG2D::Intersects( const CBBOX2D &aBBox ) const { return m_bbox.Intersects( aBBox ); // !TODO: improove this implementation //return false; } bool CITEMLAYERCSG2D::Overlaps( const CBBOX2D &aBBox ) const { // NOT IMPLEMENTED return false; } // Based on ideas and implementation by Nick Chapman // http://homepages.paradise.net.nz/nickamy/raytracer/raytracer.htm bool CITEMLAYERCSG2D::Intersect( const RAYSEG2D &aSegRay, float *aOutT, SFVEC2F *aNormalOut ) const { wxASSERT( aOutT ); wxASSERT( aNormalOut ); if( m_objectA->GetObjectType() == OBJ2D_DUMMYBLOCK ) return false; float currentRayDist; SFVEC2F currentRayPos; SFVEC2F currentNormal; if( m_objectA->IsPointInside( aSegRay.m_Start ) ) { // start ray point off where it is now (at the origin) currentRayDist = 0.0f; currentRayPos = aSegRay.m_Start; } else { //move ray point to start of main object if( !m_objectA->Intersect( aSegRay, ¤tRayDist, ¤tNormal ) ) return false; currentRayPos = aSegRay.atNormalized( NextFloatDown( currentRayDist ) ); } //wxASSERT( (currentRayDist >= 0.0f) && (currentRayDist <= 1.0f) ); // move through the union of subtracted regions bool hitSubRegion = false; if( m_objectB ) { while(1) { bool wasInsideSubVol = false; //check against all subbed objects for( unsigned int i = 0; i < m_objectB->size(); ++i ) { if( ((const COBJECT2D *)(*m_objectB)[i])->IsPointInside( currentRayPos ) ) { hitSubRegion = true; // ray point is inside a subtracted region, so move it to the end of the // subtracted region float hitDist; if( !((const COBJECT2D *)(*m_objectB)[i])->Intersect( aSegRay, &hitDist, ¤tNormal ) ) return false; // ray hit main object but did not leave subtracted volume wxASSERT( hitDist <= 1.0f ); if( hitDist > currentRayDist ) currentRayDist = hitDist; currentRayDist += 0.0001f; // ray has left this specific subtracted object volume currentRayPos = aSegRay.atNormalized( currentRayDist ); if( m_objectA->IsPointInside( currentRayPos ) ) { wasInsideSubVol = true; break; } } } if( !wasInsideSubVol ) break; // ray has succesfully passed through all subtracted regions if( currentRayDist >= 1.0f ) break; } } //ray is not inside any of the specific subtracted regions if( hitSubRegion ) { //if( !m_objectA->IsPointInside( currentRayPos ) ) // return false; // ray got right through the hole in the object! currentNormal *= -1.0f; } else { //ray just hit the main object without hitting any holes } *aNormalOut = currentNormal; *aOutT = currentRayDist; return true; } INTERSECTION_RESULT CITEMLAYERCSG2D::IsBBoxInside( const CBBOX2D &aBBox ) const { // !TODO: return INTR_MISSES; } bool CITEMLAYERCSG2D::IsPointInside( const SFVEC2F &aPoint ) const { // Perform the operation (A - B) /\ C if( m_objectA->IsPointInside( aPoint ) ) { if( m_objectB != CSGITEM_EMPTY) for( unsigned int i = 0; i< m_objectB->size(); i++ ) { if( (*m_objectB)[i]->IsPointInside( aPoint ) ) return false; } // !TODO: not yet implemented //if( m_objectC && m_objectC != CSGITEM_FULL ) // return m_objectC->IsPointInside( aPoint ); return true; } return false; }