kicad/3d-viewer/3d_rendering/3d_render_raytracing/shapes2D/object_2d.h

159 lines
4.2 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 object_2d.h
*/
#ifndef _OBJECT_2D_H_
#define _OBJECT_2D_H_
#include "bbox_2d.h"
class BOARD_ITEM;
enum class INTERSECTION_RESULT
{
MISSES,
INTERSECTS,
FULL_INSIDE
};
enum class OBJECT_2D_TYPE
{
FILLED_CIRCLE,
CSG,
POLYGON,
DUMMYBLOCK,
POLYGON4PT,
RING,
ROUNDSEG,
TRIANGLE,
CONTAINER,
BVHCONTAINER,
MAX
};
class OBJECT_2D
{
public:
OBJECT_2D( OBJECT_2D_TYPE aObjType, const BOARD_ITEM& aBoardItem );
virtual ~OBJECT_2D() {}
const BOARD_ITEM& GetBoardItem() const { return m_boardItem; }
/**
* Test if the box overlaps the object.
*
* Conformance
* Implements the Overlaps function from the OGC Simple Feature Specification at
* http://www.opengeospatial.org/standards/sfa.
* a.Overlaps(b) ⇔ ( dim(I(a)) = dim(I(b)) = dim(I(a) ∩ I(b))) ∧ (a ∩ b ≠ a) ∧ (a ∩ b ≠ b)
* It means that the result dimension of an overlap is the same dimensions
* of the bounding box (so the overlap cannot be a point or a line) and one
* of the boxes cannot full contain the other box.
*
* @param aBBox is the bounding box to test.
* @return true if the BBox intersects the object or is inside it.
*/
virtual bool Overlaps( const BBOX_2D& aBBox ) const = 0;
/**
* a.Intersects(b) ⇔ !a.Disjoint(b) ⇔ !(a ∩ b = ∅)
*/
virtual bool Intersects( const BBOX_2D& aBBox ) const = 0;
/**
* @param aOutT a value between 0.0 and 1.0 in relation to the time of the hit of the segment.
*/
virtual bool Intersect( const RAYSEG2D& aSegRay, float* aOutT, SFVEC2F* aNormalOut ) const = 0;
/**
* Test this object if it's completely outside, intersects, or is completely inside \a aBBox.
*
* @return INTERSECTION_RESULT
*/
virtual INTERSECTION_RESULT IsBBoxInside( const BBOX_2D& aBBox ) const = 0;
virtual bool IsPointInside( const SFVEC2F& aPoint ) const = 0;
const BBOX_2D& GetBBox() const { return m_bbox; }
const SFVEC2F& GetCentroid() const { return m_centroid; }
OBJECT_2D_TYPE GetObjectType() const { return m_obj_type; }
protected:
BBOX_2D m_bbox;
SFVEC2F m_centroid;
OBJECT_2D_TYPE m_obj_type;
const BOARD_ITEM& m_boardItem;
};
class OBJECT_2D_STATS
{
public:
void ResetStats()
{
memset( m_counter, 0, sizeof( unsigned int ) * static_cast<int>( OBJECT_2D_TYPE::MAX ) );
}
unsigned int GetCountOf( OBJECT_2D_TYPE aObjType ) const
{
return m_counter[static_cast<int>( aObjType )];
}
void AddOne( OBJECT_2D_TYPE aObjType )
{
m_counter[static_cast<int>( aObjType )]++;
}
void PrintStats();
static OBJECT_2D_STATS& Instance()
{
if( !s_instance )
s_instance = new OBJECT_2D_STATS;
return *s_instance;
}
private:
OBJECT_2D_STATS(){ ResetStats(); }
OBJECT_2D_STATS( const OBJECT_2D_STATS& old );
const OBJECT_2D_STATS& operator=( const OBJECT_2D_STATS& old );
~OBJECT_2D_STATS(){}
unsigned int m_counter[static_cast<int>( OBJECT_2D_TYPE::MAX )];
static OBJECT_2D_STATS* s_instance;
};
#endif // _OBJECT_2D_H_