kicad/3d-viewer/3d_rendering/raytracing/shapes2D/round_segment_2d.h

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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>
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* 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 round_segment_2d.h
*/
#ifndef _ROUND_SEGMENT_2D_H_
#define _ROUND_SEGMENT_2D_H_
#include "object_2d.h"
#include "../ray.h"
#include <plugins/3dapi/xv3d_types.h> // SFVEC2F
class BOARD_ITEM;
class ROUND_SEGMENT_2D : public OBJECT_2D
{
public:
ROUND_SEGMENT_2D( const SFVEC2F& aStart, const SFVEC2F& aEnd, float aWidth,
const BOARD_ITEM& aBoardItem );
float GetRadius() const { return m_radius; }
float GetRadiusSquared() const { return m_radius_squared; }
float GetWidth() const { return m_width; }
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float GetLength() const { return m_segment.m_Length; }
const SFVEC2F& GetStart() const { return m_segment.m_Start; }
const SFVEC2F& GetEnd() const { return m_segment.m_End; }
const SFVEC2F& GetEnd_minus_Start() const { return m_segment.m_End_minus_start; }
const SFVEC2F& GetLeftStar() const { return m_leftStart; }
const SFVEC2F& GetLeftEnd() const { return m_leftEnd; }
const SFVEC2F& GetLeftEnd_minus_Start() const { return m_leftEndMinusStart; }
const SFVEC2F& GetLeftDir() const { return m_leftDir; }
const SFVEC2F& GetRightStar() const { return m_rightStart; }
const SFVEC2F& GetRightEnd() const { return m_rightEnd; }
const SFVEC2F& GetRightEnd_minus_Start() const { return m_rightEndMinusStart; }
const SFVEC2F& GetRightDir() const { return m_rightDir; }
bool Overlaps( const BBOX_2D& aBBox ) const override;
bool Intersects( const BBOX_2D& aBBox ) const override;
bool Intersect( const RAYSEG2D& aSegRay, float* aOutT, SFVEC2F* aNormalOut ) const override;
INTERSECTION_RESULT IsBBoxInside( const BBOX_2D& aBBox ) const override;
bool IsPointInside( const SFVEC2F& aPoint ) const override;
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private:
friend class ROUND_SEGMENT;
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RAYSEG2D m_segment;
SFVEC2F m_leftStart;
SFVEC2F m_leftEnd;
SFVEC2F m_leftEndMinusStart;
SFVEC2F m_leftDir;
SFVEC2F m_rightStart;
SFVEC2F m_rightEnd;
SFVEC2F m_rightEndMinusStart;
SFVEC2F m_rightDir;
float m_radius;
float m_radius_squared;
float m_width;
};
static const float s_min_dot = ( FLT_EPSILON * 4.0f * FLT_EPSILON * 4.0f );
/**
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* Check if segment start and end is very close to each other.
*
* This should used to check if the segment should be converted to a circle instead.
*
* @return true is it is better to convert the segment to circle
*/
inline bool Is_segment_a_circle( const SFVEC2F& aStart, const SFVEC2F& aEnd )
{
const SFVEC2F vec = aEnd - aStart;
// This is the same as calc the length squared (without the sqrt)
// and compare with a small value.
return (aStart == aEnd) || ( glm::dot( vec, vec ) <= s_min_dot );
}
#endif // _ROUND_SEGMENT_2D_H_