KiCad PCB EDA Suite
layer_item_2d.cpp
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4  * Copyright (C) 2015-2016 Mario Luzeiro <[email protected]>
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24 
29 #include "layer_item_2d.h"
30 #include "../ray.h"
31 #include "3d_fastmath.h"
32 #include <wx/debug.h>
33 
34 
35 LAYER_ITEM_2D::LAYER_ITEM_2D( const OBJECT_2D* aObjectA, std::vector<const OBJECT_2D*>* aObjectB,
36  const OBJECT_2D* aObjectC, const BOARD_ITEM& aBoardItem ) :
37  OBJECT_2D( OBJECT_2D_TYPE::CSG, aBoardItem ),
38  m_objectA( aObjectA ),
39  m_objectB( aObjectB ),
40  m_objectC( aObjectC )
41 {
42  wxASSERT( aObjectA );
43 
44  m_bbox.Reset();
45  m_bbox.Set( aObjectA->GetBBox() );
48 
49  wxASSERT( m_bbox.IsInitialized() );
50 }
51 
52 
54 {
55  if( ( (void*) m_objectB != CSGITEM_EMPTY ) && ( (void*) m_objectB != CSGITEM_FULL ) )
56  {
57  delete m_objectB;
58  m_objectB = nullptr;
59  }
60 }
61 
62 
63 bool LAYER_ITEM_2D::Intersects( const BBOX_2D& aBBox ) const
64 {
65  return m_bbox.Intersects( aBBox );
66  // !TODO: improve this implementation
67  //return false;
68 }
69 
70 
71 bool LAYER_ITEM_2D::Overlaps( const BBOX_2D& aBBox ) const
72 {
73  // NOT IMPLEMENTED, why?
74  return false;
75 }
76 
77 
78 // Based on ideas and implementation by Nick Chapman
79 // http://homepages.paradise.net.nz/nickamy/raytracer/raytracer.htm
80 bool LAYER_ITEM_2D::Intersect( const RAYSEG2D& aSegRay, float* aOutT, SFVEC2F* aNormalOut ) const
81 {
83  return false;
84 
85  SFVEC2F currentRayPos = aSegRay.m_Start;
86  SFVEC2F currentNormal;
87  RAYSEG2D currentRay = aSegRay;
88 
89  if( !m_objectA->IsPointInside( aSegRay.m_Start ) )
90  {
91  //move ray point to start of main object
92  float tmpRayDist;
93 
94  if( !m_objectA->Intersect( aSegRay, &tmpRayDist, &currentNormal ) )
95  return false;
96 
97  currentRayPos = aSegRay.atNormalized( tmpRayDist + 0.003f );
98 
99  currentRay = RAYSEG2D( currentRayPos, aSegRay.m_End );
100  }
101 
102  // move through the union of subtracted regions
103  if( m_objectB )
104  {
105  for( unsigned int l = 0; l < ( m_objectB->size() * 2 ); ++l )
106  {
107  bool wasCrossedSubVol = false;
108 
109  //check against all subbed objects
110  for( unsigned int i = 0; i < m_objectB->size(); ++i )
111  {
112  if( ( (const OBJECT_2D*) ( *m_objectB )[i] )->IsPointInside( currentRayPos ) )
113  {
114  // ray point is inside a subtracted region, so move it to the end of the
115  // subtracted region
116  float hitDist;
117  SFVEC2F tmpNormal;
118 
119  if( !( (const OBJECT_2D*) ( *m_objectB )[i] )
120  ->Intersect( currentRay, &hitDist, &tmpNormal ) )
121  return false; // ray hit main object but did not leave subtracted volume
122 
123  wxASSERT( hitDist <= 1.0f );
124 
125  if( hitDist > FLT_EPSILON )
126  {
127  wasCrossedSubVol = true;
128 
129  currentRayPos =
130  currentRay.atNormalized( glm::min( hitDist + 0.0001f, 1.0f ) );
131 
132  currentRay = RAYSEG2D( currentRayPos, aSegRay.m_End );
133 
134  currentNormal = tmpNormal * -1.0f;
135  }
136  }
137  }
138 
139  if( !wasCrossedSubVol )
140  break;
141  }
142  }
143 
144  if( aNormalOut )
145  *aNormalOut = currentNormal;
146 
147  if( aOutT )
148  *aOutT = glm::min(
149  glm::max( glm::length( currentRayPos - aSegRay.m_Start ) / aSegRay.m_Length, 0.0f ),
150  1.0f );
151 
152  return true;
153 }
154 
155 
157 {
158 
159  // !TODO:
160 
162 }
163 
164 
165 bool LAYER_ITEM_2D::IsPointInside( const SFVEC2F& aPoint ) const
166 {
167  // Perform the operation (A - B) /\ C
168  if( m_objectA->IsPointInside( aPoint ) )
169  {
170 
171  if( m_objectB != CSGITEM_EMPTY )
172  {
173  for( unsigned int i = 0; i < m_objectB->size(); i++ )
174  {
175  if( ( *m_objectB )[i]->IsPointInside( aPoint ) )
176  return false;
177  }
178  }
179 
180  // !TODO: not yet implemented
181  //if( m_objectC && m_objectC != CSGITEM_FULL )
182  // return m_objectC->IsPointInside( aPoint );
183 
184  return true;
185  }
186 
187  return false;
188 }
BBOX_2D m_bbox
Definition: object_2d.h:110
SFVEC2F atNormalized(float t) const
Return the position at t.
Definition: ray.h:135
const OBJECT_2D * m_objectA
Definition: layer_item_2d.h:95
Defines math related functions.
A base class for any item which can be embedded within the BOARD container class, and therefore insta...
Definition: board_item.h:49
SFVEC2F GetCenter() const
Definition: bbox_2d.cpp:119
void Set(const SFVEC2F &aPbMin, const SFVEC2F &aPbMax)
Set bounding box with new parameters.
Definition: bbox_2d.cpp:61
#define CSGITEM_FULL
Definition: layer_item_2d.h:39
SFVEC2F m_centroid
Definition: object_2d.h:111
glm::vec2 SFVEC2F
Definition: xv3d_types.h:42
INTERSECTION_RESULT
Definition: object_2d.h:36
void Reset()
Reset the bounding box to zero and uninitialize it.
Definition: bbox_2d.cpp:86
#define CSGITEM_EMPTY
Definition: layer_item_2d.h:38
const BBOX_2D & GetBBox() const
Definition: object_2d.h:103
float m_Length
Definition: ray.h:112
bool Overlaps(const BBOX_2D &aBBox) const override
Test if the box overlaps the object.
SFVEC2F m_End
Definition: ray.h:108
virtual bool Intersect(const RAYSEG2D &aSegRay, float *aOutT, SFVEC2F *aNormalOut) const =0
Manage a bounding box defined by two SFVEC2F min max points.
Definition: bbox_2d.h:41
OBJECT_2D_TYPE GetObjectType() const
Definition: object_2d.h:107
std::vector< const OBJECT_2D * > * m_objectB
Definition: layer_item_2d.h:96
INTERSECTION_RESULT IsBBoxInside(const BBOX_2D &aBBox) const override
Test this object if it's completely outside, intersects, or is completely inside aBBox.
SFVEC2F m_Start
Definition: ray.h:107
bool Intersects(const BBOX_2D &aBBox) const override
a.Intersects(b) ⇔ !a.Disjoint(b) ⇔ !(a ∩ b = ∅)
bool IsPointInside(const SFVEC2F &aPoint) const override
bool Intersect(const RAYSEG2D &aSegRay, float *aOutT, SFVEC2F *aNormalOut) const override
OBJECT_2D_TYPE
Definition: object_2d.h:44
bool Intersects(const BBOX_2D &aBBox) const
Test if a bounding box intersects this box.
Definition: bbox_2d.cpp:211
void ScaleNextUp()
Scale a bounding box to the next float representation making it larger.
Definition: bbox_2d.cpp:162
LAYER_ITEM_2D(const OBJECT_2D *aObjectA, std::vector< const OBJECT_2D * > *aObjectB, const OBJECT_2D *aObjectC, const BOARD_ITEM &aBoardItem)
virtual bool IsPointInside(const SFVEC2F &aPoint) const =0
bool IsInitialized() const
Check if this bounding box is already initialized.
Definition: bbox_2d.cpp:79
Definition: ray.h:105