kicad/3d-viewer/3d_rendering/3d_render_raytracing/accelerators/ccontainer2d.cpp

440 lines
11 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 ccontainer2d.cpp
* @brief
*/
#include "ccontainer2d.h"
#include <vector>
#include <mutex>
#include <boost/range/algorithm/partition.hpp>
#include <boost/range/algorithm/nth_element.hpp>
#include <wx/debug.h>
// /////////////////////////////////////////////////////////////////////////////
// CGENERICCONTAINER2
// /////////////////////////////////////////////////////////////////////////////
CGENERICCONTAINER2D::CGENERICCONTAINER2D( OBJECT2D_TYPE aObjType )
{
m_bbox.Reset();
}
void CGENERICCONTAINER2D::Clear()
{
std::lock_guard<std::mutex> lock( m_lock );
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<const COBJECT2D *>(*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<const COBJECT2D *>(*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<const COBJECT2D *>(*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<const COBJECT2D *>(*ii);
if( object->IsPointInside( aPoint ) )
return true;
}
return false;
}
*/
void CBVHCONTAINER2D::destroy()
{
for( std::list<BVH_CONTAINER_NODE_2D *>::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<const COBJECT2D *>(*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 ); break;
case 1: aNodeParent->m_LeafList.sort( sortByCentroid_Y ); break;
case 2: aNodeParent->m_LeafList.sort( sortByCentroid_Z ); break;
}
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<const COBJECT2D *>(*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<const COBJECT2D *>(*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 );
}
}
}