kicad/3d-viewer/3d_rendering/raytracing/shapes2D/layer_item_2d.h

101 lines
3.5 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 1992-2020 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 layer_item_2d.h
*/
#ifndef _LAYER_ITEM_2D_H_
#define _LAYER_ITEM_2D_H_
#include "object_2d.h"
#include <vector>
struct RAYSEG2D;
#define CSGITEM_EMPTY 0
#define CSGITEM_FULL (OBJECT_2D*) ( ( size_t )( -1 ) )
/**
* Make solid geometry for objects on layers.
*
* The operation is in the form (A - B) /\ C
* For almost all of the layers it translate something like:
* A (a via, a track, pad, polygon), B (a via hole, a THT hole, .. ),
* C the board (epoxy)
* For layers like Solder mask that are negative:
* A ( epoxy ), B( pads, polygons, ..), C=1
*
* Some notes:
* BODY = PCB_outlines - PCB_holes - (Modules_THT_holes + VIA_THT_holes)
*
* Plated_vias_and_holes = Tracks.Vias + Modules.PlatedHoles
*
* Layer.cu = ( Tracks.cu + Modules_Pads.cu + Modules_Graphics.cu +
* Layer_zones.cu + PCB_drawings.cu - Layer_VIA_holes ) & BODY
*
* Layer.Mask = BODY -
* (PCB_drawing.Mask + Modules_Graphics.Mask +
* Modules_Pads.Mask + Layer_zones.Mask )
* Layer.Paste = (PCB_drawing.Paste + Modules_Graphics.Paste +
* Modules_Pads.Paste + Layer_zones.Paste) & BODY
* Layer.Silk = (PCB_drawing.Silk + Modules_Graphics.Silk +
* Modules_Pads.Silk + Layer_zones.Paste) & BODY
*
* BODY = A - B /\ 1
* Layer.cu = A - B /\ C
* Layer.mask = A - B /\ 1
* Layers.Paste = A - 0 /\ C
* Layers.Silk = A - 0 /\ C
*
* BODY = P - T /\ 1
* Layer.cu = T - H /\ BODY
* Layer.mask = BODY - M /\ 1
* Layers.Paste = P - 0 /\ BODY
* Layers.Silk = S - 0 /\ BODY
*/
class LAYER_ITEM_2D : public OBJECT_2D
{
public:
LAYER_ITEM_2D( const OBJECT_2D* aObjectA, std::vector<const OBJECT_2D*>* aObjectB,
const OBJECT_2D* aObjectC, const BOARD_ITEM& aBoardItem );
~LAYER_ITEM_2D();
// Imported from OBJECT_2D
bool Overlaps( const BBOX_2D& aBBox ) const override;
bool Intersects( const BBOX_2D& aBBox ) const override;
bool Intersect( const RAYSEG2D& aSegRay, float* aOutT, SFVEC2F* aNormalOut ) const override;
INTERSECTION_RESULT IsBBoxInside( const BBOX_2D& aBBox ) const override;
bool IsPointInside( const SFVEC2F& aPoint ) const override;
private:
const OBJECT_2D* m_objectA;
std::vector<const OBJECT_2D*>* m_objectB;
const OBJECT_2D* m_objectC;
};
#endif // _LAYER_ITEM_2D_H_