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/*
* 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 citemlayercsg2d.cpp
* @brief
*/
#include "citemlayercsg2d.h"
#include "3d_fastmath.h"
#include <wx/debug.h>
CITEMLAYERCSG2D::CITEMLAYERCSG2D( const COBJECT2D *aObjectA,
std::vector<const COBJECT2D *> *aObjectB,
const COBJECT2D *aObjectC,
const BOARD_ITEM &aBoardItem ):
COBJECT2D( OBJ2D_CSG, aBoardItem ),
m_objectA(aObjectA),
m_objectB(aObjectB),
m_objectC(aObjectC)
{
wxASSERT( aObjectA );
m_bbox.Reset();
m_bbox.Set( aObjectA->GetBBox() );
m_bbox.ScaleNextUp();
m_centroid = m_bbox.GetCenter();
wxASSERT( m_bbox.IsInitialized() );
}
CITEMLAYERCSG2D::~CITEMLAYERCSG2D()
{
if( ((void*)m_objectB != CSGITEM_EMPTY) &&
((void*)m_objectB != CSGITEM_FULL) )
{
delete m_objectB;
m_objectB = NULL;
}
}
bool CITEMLAYERCSG2D::Intersects( const CBBOX2D &aBBox ) const
{
return m_bbox.Intersects( aBBox );
// !TODO: improove this implementation
//return false;
}
bool CITEMLAYERCSG2D::Overlaps( const CBBOX2D &aBBox ) const
{
// NOT IMPLEMENTED
return false;
}
// Based on ideas and implementation by Nick Chapman
// http://homepages.paradise.net.nz/nickamy/raytracer/raytracer.htm
bool CITEMLAYERCSG2D::Intersect( const RAYSEG2D &aSegRay,
float *aOutT,
SFVEC2F *aNormalOut ) const
{
wxASSERT( aOutT );
wxASSERT( aNormalOut );
if( m_objectA->GetObjectType() == OBJ2D_DUMMYBLOCK )
return false;
float currentRayDist;
SFVEC2F currentRayPos;
SFVEC2F currentNormal;
if( m_objectA->IsPointInside( aSegRay.m_Start ) )
{
// start ray point off where it is now (at the origin)
currentRayDist = 0.0f;
currentRayPos = aSegRay.m_Start;
}
else
{
//move ray point to start of main object
if( !m_objectA->Intersect( aSegRay, ¤tRayDist, ¤tNormal ) )
return false;
currentRayPos = aSegRay.atNormalized( NextFloatDown( currentRayDist ) );
}
//wxASSERT( (currentRayDist >= 0.0f) && (currentRayDist <= 1.0f) );
// move through the union of subtracted regions
bool hitSubRegion = false;
if( m_objectB )
{
while(1)
{
bool wasInsideSubVol = false;
//check against all subbed objects
for( unsigned int i = 0; i < m_objectB->size(); ++i )
{
if( ((const COBJECT2D *)(*m_objectB)[i])->IsPointInside( currentRayPos ) )
{
hitSubRegion = true;
// ray point is inside a subtracted region, so move it to the end of the
// subtracted region
float hitDist;
if( !((const COBJECT2D *)(*m_objectB)[i])->Intersect( aSegRay,
&hitDist,
¤tNormal ) )
return false; // ray hit main object but did not leave subtracted volume
wxASSERT( hitDist <= 1.0f );
if( hitDist > currentRayDist )
currentRayDist = hitDist;
currentRayDist += 0.0001f;
// ray has left this specific subtracted object volume
currentRayPos = aSegRay.atNormalized( currentRayDist );
if( m_objectA->IsPointInside( currentRayPos ) )
{
wasInsideSubVol = true;
break;
}
}
}
if( !wasInsideSubVol )
break; // ray has succesfully passed through all subtracted regions
if( currentRayDist >= 1.0f )
break;
}
}
//ray is not inside any of the specific subtracted regions
if( hitSubRegion )
{
//if( !m_objectA->IsPointInside( currentRayPos ) )
// return false; // ray got right through the hole in the object!
currentNormal *= -1.0f;
}
else
{
//ray just hit the main object without hitting any holes
}
*aNormalOut = currentNormal;
*aOutT = currentRayDist;
return true;
}
INTERSECTION_RESULT CITEMLAYERCSG2D::IsBBoxInside( const CBBOX2D &aBBox ) const
{
// !TODO:
return INTR_MISSES;
}
bool CITEMLAYERCSG2D::IsPointInside( const SFVEC2F &aPoint ) const
{
// Perform the operation (A - B) /\ C
if( m_objectA->IsPointInside( aPoint ) )
{
if( m_objectB != CSGITEM_EMPTY)
for( unsigned int i = 0; i< m_objectB->size(); i++ )
{
if( (*m_objectB)[i]->IsPointInside( aPoint ) )
return false;
}
// !TODO: not yet implemented
//if( m_objectC && m_objectC != CSGITEM_FULL )
// return m_objectC->IsPointInside( aPoint );
return true;
}
return false;
}
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