440 lines
11 KiB
C++
440 lines
11 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 1992-2016 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file ccontainer2d.cpp
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* @brief
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*/
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#include "ccontainer2d.h"
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#include <vector>
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#include <mutex>
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#include <boost/range/algorithm/partition.hpp>
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#include <boost/range/algorithm/nth_element.hpp>
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#include <wx/debug.h>
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// /////////////////////////////////////////////////////////////////////////////
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// CGENERICCONTAINER2
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// /////////////////////////////////////////////////////////////////////////////
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CGENERICCONTAINER2D::CGENERICCONTAINER2D( OBJECT2D_TYPE aObjType )
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{
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m_bbox.Reset();
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}
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void CGENERICCONTAINER2D::Clear()
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{
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std::lock_guard<std::mutex> lock( m_lock );
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m_bbox.Reset();
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for( LIST_OBJECT2D::iterator ii = m_objects.begin();
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ii != m_objects.end();
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++ii )
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{
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delete *ii;
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*ii = NULL;
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}
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m_objects.clear();
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}
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CGENERICCONTAINER2D::~CGENERICCONTAINER2D()
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{
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Clear();
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}
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// /////////////////////////////////////////////////////////////////////////////
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// CCONTAINER2D
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// /////////////////////////////////////////////////////////////////////////////
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CCONTAINER2D::CCONTAINER2D() : CGENERICCONTAINER2D( OBJ2D_CONTAINER )
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{
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}
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/*
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bool CCONTAINER2D::Intersects( const CBBOX2D &aBBox ) const
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{
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return false;
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}
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bool CCONTAINER2D::Overlaps( const CBBOX2D &aBBox ) const
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{
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// NOT IMPLEMENTED
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return false;
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}
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bool CCONTAINER2D::Intersect( const RAYSEG2D &aSegRay, float *aOutT, SFVEC2F *aNormalOut ) const
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{
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if( !m_bbox.Intersect( aSegRay ) )
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return false;
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bool hitted = false;
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for( LIST_OBJECT2D::const_iterator ii = m_objects.begin();
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ii != m_objects.end();
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ii++ )
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{
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const COBJECT2D *object = static_cast<const COBJECT2D *>(*ii);
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float t;
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SFVEC2F hitNormal;
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if( object->Intersect( aSegRay, &t, &hitNormal ) )
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if( (hitted == false) || (t < *aOutT ) )
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{
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hitted = true;
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*aOutT = t;
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*aNormalOut = hitNormal;
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}
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}
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return hitted;
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}
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INTERSECTION_RESULT CCONTAINER2D::IsBBoxInside( const CBBOX2D &aBBox ) const
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{
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return INTR_MISSES;
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}
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bool CCONTAINER2D::IsPointInside( const SFVEC2F &aPoint ) const
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{
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if( !m_bbox.Inside( aPoint ) )
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return false;
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for( LIST_OBJECT2D::const_iterator ii = m_objects.begin();
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ii != m_objects.end();
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ii++ )
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{
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const COBJECT2D *object = static_cast<const COBJECT2D *>(*ii);
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if( object->IsPointInside( aPoint ) )
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return true;
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}
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return false;
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}
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*/
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void CCONTAINER2D::GetListObjectsIntersects( const CBBOX2D & aBBox,
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CONST_LIST_OBJECT2D &aOutList ) const
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{
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// !TODO:
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}
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// /////////////////////////////////////////////////////////////////////////////
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// CBVHCONTAINER2D
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// /////////////////////////////////////////////////////////////////////////////
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CBVHCONTAINER2D::CBVHCONTAINER2D() : CGENERICCONTAINER2D( OBJ2D_BVHCONTAINER )
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{
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m_isInitialized = false;
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m_bbox.Reset();
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m_elements_to_delete.clear();
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m_Tree = NULL;
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}
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/*
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bool CBVHCONTAINER2D::Intersects( const CBBOX2D &aBBox ) const
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{
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// !TODO: implement the BVH
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return m_bbox.Intersects( aBBox );
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}
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bool CBVHCONTAINER2D::Overlaps( const CBBOX2D &aBBox ) const
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{
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// NOT IMPLEMENTED
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return false;
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}
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bool CBVHCONTAINER2D::Intersect( const RAYSEG2D &aSegRay,
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float *aOutT, SFVEC2F *aNormalOut ) const
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{
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// !TODO: implement the BVH
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if( !m_bbox.Intersect( aSegRay ) )
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return false;
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bool hitted = false;
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for( LIST_OBJECT2D::const_iterator ii = m_objects.begin();
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ii != m_objects.end();
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ii++ )
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{
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const COBJECT2D *object = static_cast<const COBJECT2D *>(*ii);
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float t;
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SFVEC2F hitNormal;
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if( object->Intersect( aSegRay, &t, &hitNormal ) )
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if( (hitted == false) || (t < *aOutT ) )
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{
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hitted = true;
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*aOutT = t;
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*aNormalOut = hitNormal;
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}
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}
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return hitted;
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}
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INTERSECTION_RESULT CBVHCONTAINER2D::IsBBoxInside( const CBBOX2D &aBBox ) const
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{
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return INTR_MISSES;
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}
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bool CBVHCONTAINER2D::IsPointInside( const SFVEC2F &aPoint ) const
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{
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// !TODO: implement the BVH
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if( !m_bbox.Inside( aPoint ) )
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return false;
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for( LIST_OBJECT2D::const_iterator ii = m_objects.begin();
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ii != m_objects.end();
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ii++ )
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{
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const COBJECT2D *object = static_cast<const COBJECT2D *>(*ii);
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if( object->IsPointInside( aPoint ) )
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return true;
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}
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return false;
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}
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*/
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void CBVHCONTAINER2D::destroy()
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{
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for( std::list<BVH_CONTAINER_NODE_2D *>::iterator ii = m_elements_to_delete.begin();
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ii != m_elements_to_delete.end();
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++ii )
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{
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delete *ii;
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*ii = NULL;
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}
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m_elements_to_delete.clear();
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m_isInitialized = false;
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}
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CBVHCONTAINER2D::~CBVHCONTAINER2D()
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{
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destroy();
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}
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#define BVH_CONTAINER2D_MAX_OBJ_PER_LEAF 4
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void CBVHCONTAINER2D::BuildBVH()
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{
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if( m_isInitialized )
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destroy();
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if( m_objects.empty() )
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{
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return;
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}
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m_isInitialized = true;
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m_Tree = new BVH_CONTAINER_NODE_2D;
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m_elements_to_delete.push_back( m_Tree );
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m_Tree->m_BBox = m_bbox;
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for( LIST_OBJECT2D::const_iterator ii = m_objects.begin();
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ii != m_objects.end();
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++ii )
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{
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m_Tree->m_LeafList.push_back( static_cast<const COBJECT2D *>(*ii) );
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}
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recursiveBuild_MIDDLE_SPLIT( m_Tree );
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}
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// Based on a blog post by VADIM KRAVCENKO
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// http://www.vadimkravcenko.com/bvh-tree-building
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// Implements:
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// "Split in the middle of the longest Axis"
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// "Creates a binary tree with Top-Down approach.
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// Fastest BVH building, but least [speed] accuracy."
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static bool sortByCentroid_X( const COBJECT2D *a, const COBJECT2D *b )
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{
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return a->GetCentroid()[0] < b->GetCentroid()[0];
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}
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static bool sortByCentroid_Y( const COBJECT2D *a, const COBJECT2D *b )
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{
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return a->GetCentroid()[0] < b->GetCentroid()[0];
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}
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static bool sortByCentroid_Z( const COBJECT2D *a, const COBJECT2D *b )
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{
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return a->GetCentroid()[0] < b->GetCentroid()[0];
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}
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void CBVHCONTAINER2D::recursiveBuild_MIDDLE_SPLIT( BVH_CONTAINER_NODE_2D *aNodeParent )
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{
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wxASSERT( aNodeParent != NULL );
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wxASSERT( aNodeParent->m_BBox.IsInitialized() == true );
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wxASSERT( aNodeParent->m_LeafList.size() > 0 );
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if( aNodeParent->m_LeafList.size() > BVH_CONTAINER2D_MAX_OBJ_PER_LEAF )
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{
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// Create Leaf Nodes
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BVH_CONTAINER_NODE_2D *leftNode = new BVH_CONTAINER_NODE_2D;
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BVH_CONTAINER_NODE_2D *rightNode = new BVH_CONTAINER_NODE_2D;
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m_elements_to_delete.push_back( leftNode );
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m_elements_to_delete.push_back( rightNode );
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leftNode->m_BBox.Reset();
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rightNode->m_BBox.Reset();
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leftNode->m_LeafList.clear();
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rightNode->m_LeafList.clear();
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// Decide wich axis to split
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const unsigned int axis_to_split = aNodeParent->m_BBox.MaxDimension();
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// Divide the objects
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switch( axis_to_split )
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{
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case 0: aNodeParent->m_LeafList.sort( sortByCentroid_X ); break;
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case 1: aNodeParent->m_LeafList.sort( sortByCentroid_Y ); break;
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case 2: aNodeParent->m_LeafList.sort( sortByCentroid_Z ); break;
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}
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unsigned int i = 0;
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for( CONST_LIST_OBJECT2D::const_iterator ii = aNodeParent->m_LeafList.begin();
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ii != aNodeParent->m_LeafList.end();
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++ii )
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{
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const COBJECT2D *object = static_cast<const COBJECT2D *>(*ii);
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if( i < (aNodeParent->m_LeafList.size() / 2 ) )
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{
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leftNode->m_BBox.Union( object->GetBBox() );
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leftNode->m_LeafList.push_back( object );
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}
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else
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{
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rightNode->m_BBox.Union( object->GetBBox() );
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rightNode->m_LeafList.push_back( object );
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}
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i++;
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}
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wxASSERT( leftNode->m_LeafList.size() > 0 );
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wxASSERT( rightNode->m_LeafList.size() > 0 );
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wxASSERT( ( leftNode->m_LeafList.size() + rightNode->m_LeafList.size() ) ==
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aNodeParent->m_LeafList.size() );
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aNodeParent->m_Children[0] = leftNode;
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aNodeParent->m_Children[1] = rightNode;
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aNodeParent->m_LeafList.clear();
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recursiveBuild_MIDDLE_SPLIT( leftNode );
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recursiveBuild_MIDDLE_SPLIT( rightNode );
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}
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else
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{
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// It is a Leaf
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aNodeParent->m_Children[0] = NULL;
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aNodeParent->m_Children[1] = NULL;
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}
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}
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void CBVHCONTAINER2D::GetListObjectsIntersects( const CBBOX2D &aBBox,
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CONST_LIST_OBJECT2D &aOutList ) const
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{
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wxASSERT( aBBox.IsInitialized() == true );
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wxASSERT( m_isInitialized == true );
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aOutList.clear();
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if( m_Tree )
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recursiveGetListObjectsIntersects( m_Tree, aBBox, aOutList );
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}
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void CBVHCONTAINER2D::recursiveGetListObjectsIntersects( const BVH_CONTAINER_NODE_2D *aNode,
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const CBBOX2D & aBBox,
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CONST_LIST_OBJECT2D &aOutList ) const
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{
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wxASSERT( aNode != NULL );
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wxASSERT( aBBox.IsInitialized() == true );
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if( aNode->m_BBox.Intersects( aBBox ) )
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{
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if( !aNode->m_LeafList.empty() )
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{
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wxASSERT( aNode->m_Children[0] == NULL );
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wxASSERT( aNode->m_Children[1] == NULL );
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// Leaf
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for( CONST_LIST_OBJECT2D::const_iterator ii = aNode->m_LeafList.begin();
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ii != aNode->m_LeafList.end();
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++ii )
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{
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const COBJECT2D *obj = static_cast<const COBJECT2D *>(*ii);
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if( obj->Intersects( aBBox ) )
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aOutList.push_back( obj );
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}
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}
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else
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{
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wxASSERT( aNode->m_Children[0] != NULL );
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wxASSERT( aNode->m_Children[1] != NULL );
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// Node
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recursiveGetListObjectsIntersects( aNode->m_Children[0], aBBox, aOutList );
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recursiveGetListObjectsIntersects( aNode->m_Children[1], aBBox, aOutList );
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}
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}
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}
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