kicad/3d-viewer/3d_rendering/3d_render_raytracing/shapes2D/citemlayercsg2d.cpp

188 lines
5.6 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) 1992-2016 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 <wx/debug.h>
CITEMLAYERCSG2D::CITEMLAYERCSG2D( const COBJECT2D* aObjectA,
std::vector<const COBJECT2D*>* aObjectB, const COBJECT2D* aObjectC,
const BOARD_ITEM& aBoardItem )
: COBJECT2D( OBJECT2D_TYPE::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() == OBJECT2D_TYPE::DUMMYBLOCK )
return false;
SFVEC2F currentRayPos = aSegRay.m_Start;
SFVEC2F currentNormal;
RAYSEG2D currentRay = aSegRay;
if( !m_objectA->IsPointInside( aSegRay.m_Start ) )
{
//move ray point to start of main object
float tmpRayDist;
if( !m_objectA->Intersect( aSegRay, &tmpRayDist, &currentNormal ) )
return false;
currentRayPos = aSegRay.atNormalized( tmpRayDist + 0.003f );
currentRay = RAYSEG2D( currentRayPos, aSegRay.m_End );
}
//wxASSERT( (currentRayDist >= 0.0f) && (currentRayDist <= 1.0f) );
// move through the union of subtracted regions
if( m_objectB )
{
for( unsigned int l = 0; l < ( m_objectB->size() * 2 ); ++l )
{
bool wasCrossedSubVol = false;
//check against all subbed objects
for( unsigned int i = 0; i < m_objectB->size(); ++i )
{
if( ( (const COBJECT2D *)( *m_objectB)[i] )->IsPointInside( currentRayPos ) )
{
// ray point is inside a subtracted region, so move it to the end of the
// subtracted region
float hitDist;
SFVEC2F tmpNormal;
if( !( (const COBJECT2D *)( *m_objectB)[i] )->Intersect( currentRay,
&hitDist,
&tmpNormal ) )
return false; // ray hit main object but did not leave subtracted volume
wxASSERT( hitDist <= 1.0f );
if( hitDist > FLT_EPSILON )
{
wasCrossedSubVol = true;
currentRayPos = currentRay.atNormalized( glm::min( hitDist + 0.0001f, 1.0f ) );
currentRay = RAYSEG2D( currentRayPos, aSegRay.m_End );
currentNormal = tmpNormal * -1.0f;
}
}
}
if( !wasCrossedSubVol )
break;
}
}
*aNormalOut = currentNormal;
*aOutT = glm::min( glm::max( glm::length( currentRayPos - aSegRay.m_Start ) / aSegRay.m_Length, 0.0f ), 1.0f );
return true;
}
INTERSECTION_RESULT CITEMLAYERCSG2D::IsBBoxInside( const CBBOX2D &aBBox ) const
{
// !TODO:
return INTERSECTION_RESULT::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;
}