kicad/3d-viewer/3d_rendering/3d_render_raytracing/shapes2D/ctriangle2d.cpp

317 lines
9.5 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) 1992-2016 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 ctriangle2d.cpp
* @brief
*/
#include "ctriangle2d.h"
#include <map>
#include <boost/smart_ptr/shared_ptr.hpp>
#include <boost/smart_ptr/shared_array.hpp>
#include <wx/debug.h>
#include <wx/glcanvas.h> // CALLBACK definition, needed on Windows
// alse needed on OSX to define __DARWIN__
#include "../../../3d_fastmath.h"
#include <poly2tri/poly2tri.h>
CTRIANGLE2D::CTRIANGLE2D ( const SFVEC2F &aV1,
const SFVEC2F &aV2,
const SFVEC2F &aV3,
const BOARD_ITEM &aBoardItem ) : COBJECT2D( OBJ2D_TRIANGLE,
aBoardItem )
{
p1 = aV1;
p2 = aV2;
p3 = aV3;
// Pre-Calc values
m_inv_denominator = 1.0f / ( (p2.y - p3.y) * (p1.x - p3.x) +
(p3.x - p2.x) * (p1.y - p3.y));
m_p2y_minus_p3y = (p2.y - p3.y);
m_p3x_minus_p2x = (p3.x - p2.x);
m_p3y_minus_p1y = (p3.y - p1.y);
m_p1x_minus_p3x = (p1.x - p3.x);
m_bbox.Reset();
m_bbox.Union( aV1 );
m_bbox.Union( aV2 );
m_bbox.Union( aV3 );
m_bbox.ScaleNextUp();
m_centroid = m_bbox.GetCenter();
wxASSERT( m_bbox.IsInitialized() );
}
bool CTRIANGLE2D::Intersects( const CBBOX2D &aBBox ) const
{
if( !m_bbox.Intersects( aBBox ) )
return false;
//!TODO: Optimize
return true;
}
bool CTRIANGLE2D::Overlaps( const CBBOX2D &aBBox ) const
{
// NOT IMPLEMENTED
return false;
}
bool CTRIANGLE2D::Intersect( const RAYSEG2D &aSegRay,
float *aOutT,
SFVEC2F *aNormalOut ) const
{
wxASSERT( aOutT );
wxASSERT( aNormalOut );
return false;
}
INTERSECTION_RESULT CTRIANGLE2D::IsBBoxInside( const CBBOX2D &aBBox ) const
{
if( !m_bbox.Intersects( aBBox ) )
return INTR_MISSES;
// !TODO:
return INTR_MISSES;
}
bool CTRIANGLE2D::IsPointInside( const SFVEC2F &aPoint ) const
{
// http://totologic.blogspot.co.uk/2014/01/accurate-point-in-triangle-test.html
SFVEC2F point_minus_p3 = aPoint - p3;
// barycentric coordinate system
const float a = ( m_p2y_minus_p3y * point_minus_p3.x +
m_p3x_minus_p2x * point_minus_p3.y ) * m_inv_denominator;
if( 0.0f > a || a > 1.0f )
return false;
const float b = ( m_p3y_minus_p1y * point_minus_p3.x +
m_p1x_minus_p3x * point_minus_p3.y ) * m_inv_denominator;
if( 0.0f > b || b > 1.0f )
return false;
const float c = 1.0f - a - b;
return 0.0f <= c && c <= 1.0f;
/*
return 0.0f <= a && a <= 1.0f &&
0.0f <= b && b <= 1.0f &&
0.0f <= c && c <= 1.0f;*/
}
template <class C> void FreeClear( C & cntr )
{
for( typename C::iterator it = cntr.begin();
it != cntr.end();
++it )
{
delete * it;
}
cntr.clear();
}
// Note: Please check edgeshrink.cpp in order to learn the EdgeShrink propose
#define APPLY_EDGE_SHRINK
#ifdef APPLY_EDGE_SHRINK
extern void EdgeShrink( std::vector<SFVEC2I64> &aPath );
#define POLY_SCALE_FACT 256
#define POLY_SCALE_FACT_INVERSE (1.0 / (double)(POLY_SCALE_FACT))
#endif
void Convert_shape_line_polygon_to_triangles( const SHAPE_POLY_SET &aPolyList,
CGENERICCONTAINER2D &aDstContainer,
float aBiuTo3DunitsScale ,
const BOARD_ITEM &aBoardItem )
{
unsigned int nOutlines = aPolyList.OutlineCount();
for( unsigned int idx = 0; idx < nOutlines; ++idx )
{
const SHAPE_LINE_CHAIN &outlinePath = aPolyList.COutline( idx );
wxASSERT( outlinePath.PointCount() >= 3 );
std::vector<SFVEC2I64> scaledOutline;
scaledOutline.resize( outlinePath.PointCount() );
// printf("\nidx: %u\n", idx);
// Apply a scale to the points
for( unsigned int i = 0;
i < (unsigned int)outlinePath.PointCount();
++i )
{
const VECTOR2I& a = outlinePath.CPoint( i );
#ifdef APPLY_EDGE_SHRINK
scaledOutline[i] = SFVEC2I64( (glm::int64)a.x * POLY_SCALE_FACT,
(glm::int64)a.y * POLY_SCALE_FACT );
#else
scaledOutline[i] = SFVEC2I64( (glm::int64)a.x,
(glm::int64)a.y );
#endif
}
#ifdef APPLY_EDGE_SHRINK
// Apply a modification to the points
EdgeShrink( scaledOutline );
#endif
// Copy to a array of pointers
std::vector<p2t::Point*> polyline;
polyline.resize( outlinePath.PointCount() );
for( unsigned int i = 0;
i < (unsigned int)scaledOutline.size();
++i )
{
const SFVEC2I64 &a = scaledOutline[i];
//printf("%lu %lu\n", a.x, a.y);
polyline[i] = new p2t::Point( (double)a.x,
(double)a.y );
}
// Start creating the structured to be triangulated
p2t::CDT* cdt = new p2t::CDT( polyline );
// Add holes for this outline
unsigned int nHoles = aPolyList.HoleCount( idx );
std::vector< std::vector<p2t::Point*> > polylineHoles;
polylineHoles.resize( nHoles );
for( unsigned int idxHole = 0; idxHole < nHoles; ++idxHole )
{
const SHAPE_LINE_CHAIN &outlineHoles = aPolyList.CHole( idx,
idxHole );
wxASSERT( outlineHoles.PointCount() >= 3 );
std::vector<SFVEC2I64> scaledHole;
scaledHole.resize( outlineHoles.PointCount() );
// Apply a scale to the points
for( unsigned int i = 0;
i < (unsigned int)outlineHoles.PointCount();
++i )
{
const VECTOR2I &h = outlineHoles.CPoint( i );
#ifdef APPLY_EDGE_SHRINK
scaledHole[i] = SFVEC2I64( (glm::int64)h.x * POLY_SCALE_FACT,
(glm::int64)h.y * POLY_SCALE_FACT );
#else
scaledHole[i] = SFVEC2I64( (glm::int64)h.x,
(glm::int64)h.y );
#endif
}
#ifdef APPLY_EDGE_SHRINK
// Apply a modification to the points
EdgeShrink( scaledHole );
#endif
// Resize and reserve space
polylineHoles[idxHole].resize( outlineHoles.PointCount() );
for( unsigned int i = 0;
i < (unsigned int)outlineHoles.PointCount();
++i )
{
const SFVEC2I64 &h = scaledHole[i];
polylineHoles[idxHole][i] = new p2t::Point( h.x, h.y );
}
cdt->AddHole( polylineHoles[idxHole] );
}
// Triangulate
cdt->Triangulate();
// Hint: if you find any crashes on the triangulation poly2tri library,
// you can use the following site to debug the points and it will mark
// the errors in the polygon:
// http://r3mi.github.io/poly2tri.js/
// Get and add triangles
std::vector<p2t::Triangle*> triangles;
triangles = cdt->GetTriangles();
#ifdef APPLY_EDGE_SHRINK
const double conver_d = (double)aBiuTo3DunitsScale *
POLY_SCALE_FACT_INVERSE;
#else
const double conver_d = (double)aBiuTo3DunitsScale;
#endif
for( unsigned int i = 0; i < triangles.size(); ++i )
{
p2t::Triangle& t = *triangles[i];
p2t::Point& a = *t.GetPoint( 0 );
p2t::Point& b = *t.GetPoint( 1 );
p2t::Point& c = *t.GetPoint( 2 );
aDstContainer.Add( new CTRIANGLE2D( SFVEC2F( a.x * conver_d,
-a.y * conver_d ),
SFVEC2F( b.x * conver_d,
-b.y * conver_d ),
SFVEC2F( c.x * conver_d,
-c.y * conver_d ),
aBoardItem ) );
}
// Delete created data
delete cdt;
// Free points
FreeClear(polyline);
for( unsigned int idxHole = 0; idxHole < nHoles; ++idxHole )
{
FreeClear( polylineHoles[idxHole] );
}
}
}