kicad/libs/kimath/src/convert_basic_shapes_to_pol...

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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2018 Jean-Pierre Charras, jp.charras at wanadoo.fr
* Copyright (C) 1992-2022 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
*/
#include <algorithm> // for max, min
#include <bitset> // for bitset::count
#include <math.h> // for atan2
#include <convert_basic_shapes_to_polygon.h>
#include <geometry/geometry_utils.h>
#include <geometry/shape_line_chain.h> // for SHAPE_LINE_CHAIN
#include <geometry/shape_poly_set.h> // for SHAPE_POLY_SET, SHAPE_POLY_SE...
#include <math/util.h>
#include <math/vector2d.h> // for VECTOR2I
#include <trigo.h>
void TransformCircleToPolygon( SHAPE_LINE_CHAIN& aCornerBuffer, const VECTOR2I& aCenter,
int aRadius, int aError, ERROR_LOC aErrorLoc, int aMinSegCount )
{
VECTOR2I corner_position;
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int numSegs = GetArcToSegmentCount( aRadius, aError, FULL_CIRCLE );
numSegs = std::max( aMinSegCount, numSegs );
// The shape will be built with a even number of segs. Reason: the horizontal
// diameter begins and ends to points on the actual circle, or circle
// expanded by aError if aErrorLoc == ERROR_OUTSIDE.
// This is used by Arc to Polygon shape convert.
if( numSegs & 1 )
numSegs++;
EDA_ANGLE delta = ANGLE_360 / numSegs;
int radius = aRadius;
if( aErrorLoc == ERROR_OUTSIDE )
{
// The outer radius should be radius+aError
// Recalculate the actual approx error, as it can be smaller than aError
// because numSegs is clamped to a minimal value
int actual_delta_radius = CircleToEndSegmentDeltaRadius( radius, numSegs );
radius += GetCircleToPolyCorrection( actual_delta_radius );
}
for( EDA_ANGLE angle = ANGLE_0; angle < ANGLE_360; angle += delta )
{
corner_position.x = radius;
corner_position.y = 0;
RotatePoint( corner_position, angle );
corner_position += aCenter;
aCornerBuffer.Append( corner_position.x, corner_position.y );
}
aCornerBuffer.SetClosed( true );
}
void TransformCircleToPolygon( SHAPE_POLY_SET& aCornerBuffer, const VECTOR2I& aCenter, int aRadius,
int aError, ERROR_LOC aErrorLoc, int aMinSegCount )
{
VECTOR2I corner_position;
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int numSegs = GetArcToSegmentCount( aRadius, aError, FULL_CIRCLE );
numSegs = std::max( aMinSegCount, numSegs );
// The shape will be built with a even number of segs. Reason: the horizontal
// diameter begins and ends to points on the actual circle, or circle
// expanded by aError if aErrorLoc == ERROR_OUTSIDE.
// This is used by Arc to Polygon shape convert.
if( numSegs & 1 )
numSegs++;
EDA_ANGLE delta = ANGLE_360 / numSegs;
int radius = aRadius;
if( aErrorLoc == ERROR_OUTSIDE )
{
// The outer radius should be radius+aError
// Recalculate the actual approx error, as it can be smaller than aError
// because numSegs is clamped to a minimal value
int actual_delta_radius = CircleToEndSegmentDeltaRadius( radius, numSegs );
radius += GetCircleToPolyCorrection( actual_delta_radius );
}
aCornerBuffer.NewOutline();
for( EDA_ANGLE angle = ANGLE_0; angle < ANGLE_360; angle += delta )
{
Clean up arc/circle polygonization. 1) For a while now we've been using a calculated seg count from a given maxError, and a correction factor to push the radius out so that all the error is outside the arc/circle. However, the second calculation (which pre-dates the first) is pretty much just the inverse of the first (and yields nothing more than maxError back). This is particularly sub-optimal given the cost of trig functions. 2) There are a lot of old optimizations to reduce segcounts in certain situations, someting that our error-based calculation compensates for anyway. (Smaller radii need fewer segments to meet the maxError condition.) But perhaps more importantly we now surface maxError in the UI and we don't really want to call it "Max deviation except when it's not". 3) We were also clamping the segCount twice: once in the calculation routine and once in most of it's callers. Furthermore, the caller clamping was inconsistent (both in being done and in the clamping value). We now clamp only in the calculation routine. 4) There's no reason to use the correction factors in the 3Dviewer; it's just a visualization and whether the polygonization error is inside or outside the shape isn't really material. 5) The arc-correction-disabling stuff (used for solder mask layer) was somewhat fragile in that it depended on the caller to turn it back on afterwards. It's now only exposed as a RAII object which automatically cleans up when it goes out of scope. 6) There were also bugs in a couple of the polygonization routines where we'd accumulate round-off error in adding up the segments and end up with an overly long last segment (which of course would voilate the error max). This was the cause of the linked bug and also some issues with vias that we had fudged in the past with extra clearance. Fixes https://gitlab.com/kicad/code/kicad/issues/5567
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corner_position.x = radius;
corner_position.y = 0;
RotatePoint( corner_position, angle );
corner_position += aCenter;
aCornerBuffer.Append( corner_position.x, corner_position.y );
}
Clean up arc/circle polygonization. 1) For a while now we've been using a calculated seg count from a given maxError, and a correction factor to push the radius out so that all the error is outside the arc/circle. However, the second calculation (which pre-dates the first) is pretty much just the inverse of the first (and yields nothing more than maxError back). This is particularly sub-optimal given the cost of trig functions. 2) There are a lot of old optimizations to reduce segcounts in certain situations, someting that our error-based calculation compensates for anyway. (Smaller radii need fewer segments to meet the maxError condition.) But perhaps more importantly we now surface maxError in the UI and we don't really want to call it "Max deviation except when it's not". 3) We were also clamping the segCount twice: once in the calculation routine and once in most of it's callers. Furthermore, the caller clamping was inconsistent (both in being done and in the clamping value). We now clamp only in the calculation routine. 4) There's no reason to use the correction factors in the 3Dviewer; it's just a visualization and whether the polygonization error is inside or outside the shape isn't really material. 5) The arc-correction-disabling stuff (used for solder mask layer) was somewhat fragile in that it depended on the caller to turn it back on afterwards. It's now only exposed as a RAII object which automatically cleans up when it goes out of scope. 6) There were also bugs in a couple of the polygonization routines where we'd accumulate round-off error in adding up the segments and end up with an overly long last segment (which of course would voilate the error max). This was the cause of the linked bug and also some issues with vias that we had fudged in the past with extra clearance. Fixes https://gitlab.com/kicad/code/kicad/issues/5567
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// Finish circle
corner_position.x = radius;
corner_position.y = 0;
corner_position += aCenter;
aCornerBuffer.Append( corner_position.x, corner_position.y );
}
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void TransformOvalToPolygon( SHAPE_POLY_SET& aCornerBuffer, const VECTOR2I& aStart,
const VECTOR2I& aEnd, int aWidth, int aError, ERROR_LOC aErrorLoc,
int aMinSegCount )
{
// To build the polygonal shape outside the actual shape, we use a bigger
// radius to build rounded ends.
// However, the width of the segment is too big.
// so, later, we will clamp the polygonal shape with the bounding box
// of the segment.
Clean up arc/circle polygonization. 1) For a while now we've been using a calculated seg count from a given maxError, and a correction factor to push the radius out so that all the error is outside the arc/circle. However, the second calculation (which pre-dates the first) is pretty much just the inverse of the first (and yields nothing more than maxError back). This is particularly sub-optimal given the cost of trig functions. 2) There are a lot of old optimizations to reduce segcounts in certain situations, someting that our error-based calculation compensates for anyway. (Smaller radii need fewer segments to meet the maxError condition.) But perhaps more importantly we now surface maxError in the UI and we don't really want to call it "Max deviation except when it's not". 3) We were also clamping the segCount twice: once in the calculation routine and once in most of it's callers. Furthermore, the caller clamping was inconsistent (both in being done and in the clamping value). We now clamp only in the calculation routine. 4) There's no reason to use the correction factors in the 3Dviewer; it's just a visualization and whether the polygonization error is inside or outside the shape isn't really material. 5) The arc-correction-disabling stuff (used for solder mask layer) was somewhat fragile in that it depended on the caller to turn it back on afterwards. It's now only exposed as a RAII object which automatically cleans up when it goes out of scope. 6) There were also bugs in a couple of the polygonization routines where we'd accumulate round-off error in adding up the segments and end up with an overly long last segment (which of course would voilate the error max). This was the cause of the linked bug and also some issues with vias that we had fudged in the past with extra clearance. Fixes https://gitlab.com/kicad/code/kicad/issues/5567
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int radius = aWidth / 2;
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int numSegs = GetArcToSegmentCount( radius, aError, FULL_CIRCLE );
numSegs = std::max( aMinSegCount, numSegs );
EDA_ANGLE delta = ANGLE_360 / numSegs;
if( aErrorLoc == ERROR_OUTSIDE )
{
// The outer radius should be radius+aError
// Recalculate the actual approx error, as it can be smaller than aError
// because numSegs is clamped to a minimal value
int actual_delta_radius = CircleToEndSegmentDeltaRadius( radius, numSegs );
int correction = GetCircleToPolyCorrection( actual_delta_radius );
radius += correction;
}
// end point is the coordinate relative to aStart
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VECTOR2I endp = aEnd - aStart;
VECTOR2I startp = aStart;
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VECTOR2I corner;
SHAPE_POLY_SET polyshape;
polyshape.NewOutline();
// normalize the position in order to have endp.x >= 0
// it makes calculations more easy to understand
if( endp.x < 0 )
{
endp = aStart - aEnd;
startp = aEnd;
}
EDA_ANGLE delta_angle( endp );
int seg_len = KiROUND( EuclideanNorm( endp ) );
// Compute the outlines of the segment, and creates a polygon
// Note: the polygonal shape is built from the equivalent horizontal
Clean up arc/circle polygonization. 1) For a while now we've been using a calculated seg count from a given maxError, and a correction factor to push the radius out so that all the error is outside the arc/circle. However, the second calculation (which pre-dates the first) is pretty much just the inverse of the first (and yields nothing more than maxError back). This is particularly sub-optimal given the cost of trig functions. 2) There are a lot of old optimizations to reduce segcounts in certain situations, someting that our error-based calculation compensates for anyway. (Smaller radii need fewer segments to meet the maxError condition.) But perhaps more importantly we now surface maxError in the UI and we don't really want to call it "Max deviation except when it's not". 3) We were also clamping the segCount twice: once in the calculation routine and once in most of it's callers. Furthermore, the caller clamping was inconsistent (both in being done and in the clamping value). We now clamp only in the calculation routine. 4) There's no reason to use the correction factors in the 3Dviewer; it's just a visualization and whether the polygonization error is inside or outside the shape isn't really material. 5) The arc-correction-disabling stuff (used for solder mask layer) was somewhat fragile in that it depended on the caller to turn it back on afterwards. It's now only exposed as a RAII object which automatically cleans up when it goes out of scope. 6) There were also bugs in a couple of the polygonization routines where we'd accumulate round-off error in adding up the segments and end up with an overly long last segment (which of course would voilate the error max). This was the cause of the linked bug and also some issues with vias that we had fudged in the past with extra clearance. Fixes https://gitlab.com/kicad/code/kicad/issues/5567
2020-09-10 23:05:20 +00:00
// segment starting at {0,0}, and ending at {seg_len,0}
// add right rounded end:
Clean up arc/circle polygonization. 1) For a while now we've been using a calculated seg count from a given maxError, and a correction factor to push the radius out so that all the error is outside the arc/circle. However, the second calculation (which pre-dates the first) is pretty much just the inverse of the first (and yields nothing more than maxError back). This is particularly sub-optimal given the cost of trig functions. 2) There are a lot of old optimizations to reduce segcounts in certain situations, someting that our error-based calculation compensates for anyway. (Smaller radii need fewer segments to meet the maxError condition.) But perhaps more importantly we now surface maxError in the UI and we don't really want to call it "Max deviation except when it's not". 3) We were also clamping the segCount twice: once in the calculation routine and once in most of it's callers. Furthermore, the caller clamping was inconsistent (both in being done and in the clamping value). We now clamp only in the calculation routine. 4) There's no reason to use the correction factors in the 3Dviewer; it's just a visualization and whether the polygonization error is inside or outside the shape isn't really material. 5) The arc-correction-disabling stuff (used for solder mask layer) was somewhat fragile in that it depended on the caller to turn it back on afterwards. It's now only exposed as a RAII object which automatically cleans up when it goes out of scope. 6) There were also bugs in a couple of the polygonization routines where we'd accumulate round-off error in adding up the segments and end up with an overly long last segment (which of course would voilate the error max). This was the cause of the linked bug and also some issues with vias that we had fudged in the past with extra clearance. Fixes https://gitlab.com/kicad/code/kicad/issues/5567
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for( EDA_ANGLE angle = ANGLE_0; angle < ANGLE_180; angle += delta )
{
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corner = VECTOR2I( 0, radius );
RotatePoint( corner, angle );
corner.x += seg_len;
polyshape.Append( corner.x, corner.y );
}
// Finish arc:
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corner = VECTOR2I( seg_len, -radius );
polyshape.Append( corner.x, corner.y );
// add left rounded end:
for( EDA_ANGLE angle = ANGLE_0; angle < ANGLE_180; angle += delta )
{
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corner = VECTOR2I( 0, -radius );
RotatePoint( corner, angle );
polyshape.Append( corner.x, corner.y );
}
// Finish arc:
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corner = VECTOR2I( 0, radius );
polyshape.Append( corner.x, corner.y );
Clean up arc/circle polygonization. 1) For a while now we've been using a calculated seg count from a given maxError, and a correction factor to push the radius out so that all the error is outside the arc/circle. However, the second calculation (which pre-dates the first) is pretty much just the inverse of the first (and yields nothing more than maxError back). This is particularly sub-optimal given the cost of trig functions. 2) There are a lot of old optimizations to reduce segcounts in certain situations, someting that our error-based calculation compensates for anyway. (Smaller radii need fewer segments to meet the maxError condition.) But perhaps more importantly we now surface maxError in the UI and we don't really want to call it "Max deviation except when it's not". 3) We were also clamping the segCount twice: once in the calculation routine and once in most of it's callers. Furthermore, the caller clamping was inconsistent (both in being done and in the clamping value). We now clamp only in the calculation routine. 4) There's no reason to use the correction factors in the 3Dviewer; it's just a visualization and whether the polygonization error is inside or outside the shape isn't really material. 5) The arc-correction-disabling stuff (used for solder mask layer) was somewhat fragile in that it depended on the caller to turn it back on afterwards. It's now only exposed as a RAII object which automatically cleans up when it goes out of scope. 6) There were also bugs in a couple of the polygonization routines where we'd accumulate round-off error in adding up the segments and end up with an overly long last segment (which of course would voilate the error max). This was the cause of the linked bug and also some issues with vias that we had fudged in the past with extra clearance. Fixes https://gitlab.com/kicad/code/kicad/issues/5567
2020-09-10 23:05:20 +00:00
// Now trim the edges of the polygonal shape which will be slightly outside the
// track width.
SHAPE_POLY_SET bbox;
bbox.NewOutline();
// Build the bbox (a horizontal rectangle).
int halfwidth = aWidth / 2; // Use the exact segment width for the bbox height
corner.x = -radius - 2; // use a bbox width slightly bigger to avoid
// creating useless corner at segment ends
corner.y = halfwidth;
bbox.Append( corner.x, corner.y );
corner.y = -halfwidth;
bbox.Append( corner.x, corner.y );
corner.x = radius + seg_len + 2;
bbox.Append( corner.x, corner.y );
corner.y = halfwidth;
bbox.Append( corner.x, corner.y );
// Now, clamp the shape
polyshape.BooleanIntersection( bbox, SHAPE_POLY_SET::PM_STRICTLY_SIMPLE );
// Note the final polygon is a simple, convex polygon with no hole
// due to the shape of initial polygons
// Rotate and move the polygon to its right location
polyshape.Rotate( delta_angle.AsRadians(), VECTOR2I( 0, 0 ) );
polyshape.Move( startp );
aCornerBuffer.Append( polyshape);
}
struct ROUNDED_CORNER
{
VECTOR2I m_position;
int m_radius;
ROUNDED_CORNER( int x, int y ) : m_position( VECTOR2I( x, y ) ), m_radius( 0 ) {}
ROUNDED_CORNER( int x, int y, int radius ) : m_position( VECTOR2I( x, y ) ), m_radius( radius ) {}
};
// Corner List requirements: no concave shape, corners in clockwise order, no duplicate corners
void CornerListToPolygon( SHAPE_POLY_SET& outline, std::vector<ROUNDED_CORNER>& aCorners,
int aInflate, int aError, ERROR_LOC aErrorLoc )
{
assert( aInflate >= 0 );
outline.NewOutline();
VECTOR2I incoming = aCorners[0].m_position - aCorners.back().m_position;
for( int n = 0, count = aCorners.size(); n < count; n++ )
{
ROUNDED_CORNER& cur = aCorners[n];
ROUNDED_CORNER& next = aCorners[( n + 1 ) % count];
VECTOR2I outgoing = next.m_position - cur.m_position;
if( !( aInflate || cur.m_radius ) )
{
outline.Append( cur.m_position );
}
else
{
VECTOR2I cornerPosition = cur.m_position;
int radius = cur.m_radius;
EDA_ANGLE endAngle;
double tanAngle2;
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if( ( incoming.x == 0 && outgoing.y == 0 ) || ( incoming.y == 0 && outgoing.x == 0 ) )
{
endAngle = ANGLE_90;
tanAngle2 = 1.0;
}
else
{
double cosNum = (double) incoming.x * outgoing.x + (double) incoming.y * outgoing.y;
double cosDen = (double) incoming.EuclideanNorm() * outgoing.EuclideanNorm();
double angle = acos( cosNum / cosDen );
tanAngle2 = tan( ( M_PI - angle ) / 2 );
endAngle = EDA_ANGLE( angle, RADIANS_T );
}
if( aInflate )
{
radius += aInflate;
cornerPosition += incoming.Resize( aInflate / tanAngle2 )
+ incoming.Perpendicular().Resize( -aInflate );
}
// Ensure 16+ segments per 360deg and ensure first & last segment are the same size
int numSegs = std::max( 16, GetArcToSegmentCount( radius, aError, FULL_CIRCLE ) );
EDA_ANGLE angDelta = ANGLE_360 / numSegs;
EDA_ANGLE lastSeg = endAngle;
if( lastSeg > ANGLE_0 )
{
while( lastSeg > angDelta )
lastSeg -= angDelta;
}
else
{
while( lastSeg < -angDelta )
lastSeg += angDelta;
}
EDA_ANGLE angPos = lastSeg.IsZero() ? angDelta : ( angDelta + lastSeg ) / 2;
double arcTransitionDistance = radius / tanAngle2;
VECTOR2I arcStart = cornerPosition - incoming.Resize( arcTransitionDistance );
VECTOR2I arcCenter = arcStart + incoming.Perpendicular().Resize( radius );
VECTOR2I arcEnd, arcStartOrigin;
if( aErrorLoc == ERROR_INSIDE )
{
arcEnd = SEG( cornerPosition, arcCenter ).ReflectPoint( arcStart );
arcStartOrigin = arcStart - arcCenter;
outline.Append( arcStart );
}
else
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{
// The outer radius should be radius+aError, recalculate because numSegs is clamped
int actualDeltaRadius = CircleToEndSegmentDeltaRadius( radius, numSegs );
int radiusExtend = GetCircleToPolyCorrection( actualDeltaRadius );
arcStart += incoming.Perpendicular().Resize( -radiusExtend );
arcStartOrigin = arcStart - arcCenter;
// To avoid "ears", we only add segments crossing/within the non-rounded outline
// Note: outlineIn is short and must be treated as defining an infinite line
SEG outlineIn( cornerPosition - incoming, cornerPosition );
VECTOR2I prevPt = arcStart;
arcEnd = cornerPosition; // default if no points within the outline are found
while( angPos < endAngle )
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{
VECTOR2I pt = arcStartOrigin;
RotatePoint( pt, -angPos );
pt += arcCenter;
angPos += angDelta;
if( outlineIn.Side( pt ) > 0 )
{
VECTOR2I intersect = outlineIn.IntersectLines( SEG( prevPt, pt ) ).get();
outline.Append( intersect );
outline.Append( pt );
arcEnd = SEG( cornerPosition, arcCenter ).ReflectPoint( intersect );
break;
}
endAngle -= angDelta; // if skipping first, also skip last
prevPt = pt;
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}
}
for( ; angPos < endAngle; angPos += angDelta )
{
VECTOR2I pt = arcStartOrigin;
RotatePoint( pt, -angPos );
outline.Append( pt + arcCenter );
}
outline.Append( arcEnd );
}
incoming = outgoing;
}
}
void CornerListRemoveDuplicates( std::vector<ROUNDED_CORNER>& aCorners )
{
VECTOR2I prev = aCorners[0].m_position;
for( int pos = aCorners.size() - 1; pos >= 0; pos-- )
{
if( aCorners[pos].m_position == prev )
aCorners.erase( aCorners.begin() + pos );
else
prev = aCorners[pos].m_position;
}
}
void TransformTrapezoidToPolygon( SHAPE_POLY_SET& aCornerBuffer, const VECTOR2I& aPosition,
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const VECTOR2I& aSize, const EDA_ANGLE& aRotation, int aDeltaX,
int aDeltaY, int aInflate, int aError, ERROR_LOC aErrorLoc )
{
SHAPE_POLY_SET outline;
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VECTOR2I size( aSize / 2 );
std::vector<ROUNDED_CORNER> corners;
if( aInflate < 0 )
{
if( !aDeltaX && !aDeltaY ) // rectangle
{
size.x = std::max( 1, size.x + aInflate );
size.y = std::max( 1, size.y + aInflate );
}
else if( aDeltaX ) // horizontal trapezoid
{
double slope = (double) aDeltaX / size.x;
int yShrink = KiROUND( ( std::hypot( size.x, aDeltaX ) * aInflate ) / size.x );
size.y = std::max( 1, size.y + yShrink );
size.x = std::max( 1, size.x + aInflate );
aDeltaX = KiROUND( size.x * slope );
if( aDeltaX > size.y ) // shrinking turned the trapezoid into a triangle
{
corners.reserve( 3 );
corners.push_back( ROUNDED_CORNER( -size.x, -size.y - aDeltaX ) );
corners.push_back( ROUNDED_CORNER( KiROUND( size.y / slope ), 0 ) );
corners.push_back( ROUNDED_CORNER( -size.x, size.y + aDeltaX ) );
}
}
else // vertical trapezoid
{
double slope = (double) aDeltaY / size.y;
int xShrink = KiROUND( ( std::hypot( size.y, aDeltaY ) * aInflate ) / size.y );
size.x = std::max( 1, size.x + xShrink );
size.y = std::max( 1, size.y + aInflate );
aDeltaY = KiROUND( size.y * slope );
if( aDeltaY > size.x )
{
corners.reserve( 3 );
corners.push_back( ROUNDED_CORNER( 0, -KiROUND( size.x / slope ) ) );
corners.push_back( ROUNDED_CORNER( size.x + aDeltaY, size.y ) );
corners.push_back( ROUNDED_CORNER( -size.x - aDeltaY, size.y ) );
}
}
aInflate = 0;
}
if( corners.empty() )
{
corners.reserve( 4 );
corners.push_back( ROUNDED_CORNER( -size.x + aDeltaY, -size.y - aDeltaX ) );
corners.push_back( ROUNDED_CORNER( size.x - aDeltaY, -size.y + aDeltaX ) );
corners.push_back( ROUNDED_CORNER( size.x + aDeltaY, size.y - aDeltaX ) );
corners.push_back( ROUNDED_CORNER( -size.x - aDeltaY, size.y + aDeltaX ) );
if( aDeltaY == size.x || aDeltaX == size.y )
CornerListRemoveDuplicates( corners );
}
CornerListToPolygon( outline, corners, aInflate, aError, aErrorLoc );
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if( !aRotation.IsZero() )
outline.Rotate( -aRotation.AsRadians(), VECTOR2I( 0, 0 ) );
outline.Move( VECTOR2I( aPosition ) );
aCornerBuffer.Append( outline );
}
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void TransformRoundChamferedRectToPolygon( SHAPE_POLY_SET& aCornerBuffer, const VECTOR2I& aPosition,
const VECTOR2I& aSize, const EDA_ANGLE& aRotation,
int aCornerRadius, double aChamferRatio,
int aChamferCorners, int aInflate, int aError,
ERROR_LOC aErrorLoc )
{
SHAPE_POLY_SET outline;
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VECTOR2I size( aSize / 2 );
int chamferCnt = std::bitset<8>( aChamferCorners ).count();
double chamferDeduct = 0;
if( aInflate < 0 )
{
size.x = std::max( 1, size.x + aInflate );
size.y = std::max( 1, size.y + aInflate );
chamferDeduct = aInflate * ( 2.0 - M_SQRT2 );
aCornerRadius = std::max( 0, aCornerRadius + aInflate );
aInflate = 0;
}
std::vector<ROUNDED_CORNER> corners;
corners.reserve( 4 + chamferCnt );
corners.push_back( ROUNDED_CORNER( -size.x, -size.y, aCornerRadius ) );
corners.push_back( ROUNDED_CORNER( size.x, -size.y, aCornerRadius ) );
corners.push_back( ROUNDED_CORNER( size.x, size.y, aCornerRadius ) );
corners.push_back( ROUNDED_CORNER( -size.x, size.y, aCornerRadius ) );
if( aChamferCorners )
{
int shorterSide = std::min( aSize.x, aSize.y );
int chamfer = std::max( 0, KiROUND( aChamferRatio * shorterSide + chamferDeduct ) );
int chamId[4] = { RECT_CHAMFER_TOP_LEFT, RECT_CHAMFER_TOP_RIGHT,
RECT_CHAMFER_BOTTOM_RIGHT, RECT_CHAMFER_BOTTOM_LEFT };
int sign[8] = { 0, 1, -1, 0, 0, -1, 1, 0 };
for( int cc = 0, pos = 0; cc < 4; cc++, pos++ )
{
if( !( aChamferCorners & chamId[cc] ) )
continue;
corners[pos].m_radius = 0;
if( chamfer == 0 )
continue;
corners.insert( corners.begin() + pos + 1, corners[pos] );
corners[pos].m_position.x += sign[( 2 * cc ) & 7] * chamfer;
corners[pos].m_position.y += sign[( 2 * cc - 2 ) & 7] * chamfer;
corners[pos + 1].m_position.x += sign[( 2 * cc + 1 ) & 7] * chamfer;
corners[pos + 1].m_position.y += sign[( 2 * cc - 1 ) & 7] * chamfer;
pos++;
}
if( chamferCnt > 1 && 2 * chamfer >= shorterSide )
CornerListRemoveDuplicates( corners );
}
CornerListToPolygon( outline, corners, aInflate, aError, aErrorLoc );
if( !aRotation.IsZero() )
outline.Rotate( -aRotation.AsRadians(), VECTOR2I( 0, 0 ) );
outline.Move( aPosition );
aCornerBuffer.Append( outline );
}
int ConvertArcToPolyline( SHAPE_LINE_CHAIN& aPolyline, VECTOR2I aCenter, int aRadius,
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const EDA_ANGLE& aStartAngle, const EDA_ANGLE& aArcAngle,
double aAccuracy, ERROR_LOC aErrorLoc )
{
int n = 2;
if( aRadius >= aAccuracy )
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n = GetArcToSegmentCount( aRadius, aAccuracy, aArcAngle ) + 1;
if( aErrorLoc == ERROR_OUTSIDE )
{
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int seg360 = std::abs( KiROUND( n * 360.0 / aArcAngle.AsDegrees() ) );
int actual_delta_radius = CircleToEndSegmentDeltaRadius( aRadius, seg360 );
aRadius += actual_delta_radius;
}
for( int i = 0; i <= n ; i++ )
{
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EDA_ANGLE rot = aStartAngle;
rot += ( aArcAngle * i ) / n;
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double x = aCenter.x + aRadius * rot.Cos();
double y = aCenter.y + aRadius * rot.Sin();
aPolyline.Append( KiROUND( x ), KiROUND( y ) );
}
return n;
}
void TransformArcToPolygon( SHAPE_POLY_SET& aCornerBuffer, const VECTOR2I& aStart,
const VECTOR2I& aMid, const VECTOR2I& aEnd, int aWidth,
int aError, ERROR_LOC aErrorLoc )
{
SHAPE_ARC arc( aStart, aMid, aEnd, aWidth );
// Currentlye have currently 2 algos:
// the first approximates the thick arc from its outlines
// the second approximates the thick arc from segments given by SHAPE_ARC
// using SHAPE_ARC::ConvertToPolyline
// The actual approximation errors are similar but not exactly the same.
//
// For now, both algorithms are kept, the second is the initial algo used in Kicad.
#if 1
// This appproximation convert the 2 ends to polygons, arc outer to polyline
// and arc inner to polyline and merge shapes.
int radial_offset = ( aWidth + 1 ) / 2;
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SHAPE_POLY_SET polyshape;
std::vector<VECTOR2I> outside_pts;
/// We start by making rounded ends on the arc
TransformCircleToPolygon( polyshape, aStart, radial_offset, aError, aErrorLoc );
TransformCircleToPolygon( polyshape, aEnd, radial_offset, aError, aErrorLoc );
// The circle polygon is built with a even number of segments, so the
// horizontal diameter has 2 corners on the biggest diameter
// Rotate these 2 corners to match the start and ens points of inner and outer
// end points of the arc appoximation outlines, build below.
// The final shape is much better.
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EDA_ANGLE arc_angle_start = arc.GetStartAngle();
EDA_ANGLE arc_angle = arc.GetCentralAngle();
EDA_ANGLE arc_angle_end = arc_angle_start + arc_angle;
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if( arc_angle_start != ANGLE_0 && arc_angle_start != ANGLE_180 )
polyshape.Outline(0).Rotate( arc_angle_start.AsRadians(), aStart );
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if( arc_angle_end != ANGLE_0 && arc_angle_end != ANGLE_180 )
polyshape.Outline(1).Rotate( arc_angle_end.AsRadians(), aEnd );
VECTOR2I center = arc.GetCenter();
int radius = arc.GetRadius();
int arc_outer_radius = radius + radial_offset;
int arc_inner_radius = radius - radial_offset;
ERROR_LOC errorLocInner = ERROR_OUTSIDE;
ERROR_LOC errorLocOuter = ERROR_INSIDE;
if( aErrorLoc == ERROR_OUTSIDE )
{
errorLocInner = ERROR_INSIDE;
errorLocOuter = ERROR_OUTSIDE;
}
polyshape.NewOutline();
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ConvertArcToPolyline( polyshape.Outline(2), center, arc_outer_radius, arc_angle_start,
arc_angle, aError, errorLocOuter );
if( arc_inner_radius > 0 )
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ConvertArcToPolyline( polyshape.Outline(2), center, arc_inner_radius, arc_angle_end,
-arc_angle, aError, errorLocInner );
else
polyshape.Append( center );
#else
// This appproximation use SHAPE_ARC to convert the 2 ends to polygons,
// approximate arc to polyline, convert the polyline corners to outer and inner
// corners of outer and inner utliners and merge shapes.
double defaultErr;
SHAPE_LINE_CHAIN arcSpine = arc.ConvertToPolyline( SHAPE_ARC::DefaultAccuracyForPCB(),
&defaultErr);
int radius = arc.GetRadius();
int radial_offset = ( aWidth + 1 ) / 2;
SHAPE_POLY_SET polyshape;
std::vector<VECTOR2I> outside_pts;
// delta is the effective error approximation to build a polyline from an arc
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int segCnt360 = arcSpine.GetSegmentCount()*360.0/arc.GetCentralAngle().AsDegrees();
int delta = CircleToEndSegmentDeltaRadius( radius+radial_offset, std::abs(segCnt360) );
/// We start by making rounded ends on the arc
TransformCircleToPolygon( polyshape, aStart, radial_offset, aError, aErrorLoc );
TransformCircleToPolygon( polyshape, aEnd, radial_offset, aError, aErrorLoc );
// The circle polygon is built with a even number of segments, so the
// horizontal diameter has 2 corners on the biggest diameter
// Rotate these 2 corners to match the start and ens points of inner and outer
// end points of the arc appoximation outlines, build below.
// The final shape is much better.
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EDA_ANGLE arc_angle_end = arc.GetStartAngle();
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if( arc_angle_end != ANGLE_0 && arc_angle_end != ANGLE_180 )
polyshape.Outline(0).Rotate( arc_angle_end.AsRadians(), arcSpine.GetPoint( 0 ) );
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arc_angle_end = arc.GetEndAngle();
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if( arc_angle_end != ANGLE_0 && arc_angle_end != ANGLE_180 )
polyshape.Outline(1).Rotate( arc_angle_end.AsRadians(), arcSpine.GetPoint( -1 ) );
if( aErrorLoc == ERROR_OUTSIDE )
radial_offset += delta + defaultErr/2;
else
radial_offset -= defaultErr/2;
if( radial_offset < 0 )
radial_offset = 0;
polyshape.NewOutline();
VECTOR2I center = arc.GetCenter();
int last_index = arcSpine.GetPointCount() -1;
for( std::size_t ii = 0; ii <= last_index; ++ii )
{
VECTOR2I offset = arcSpine.GetPoint( ii ) - center;
int curr_rd = radius;
polyshape.Append( offset.Resize( curr_rd - radial_offset ) + center );
outside_pts.emplace_back( offset.Resize( curr_rd + radial_offset ) + center );
}
for( auto it = outside_pts.rbegin(); it != outside_pts.rend(); ++it )
polyshape.Append( *it );
#endif
// Can be removed, but usefull to display the outline:
polyshape.Simplify( SHAPE_POLY_SET::PM_FAST );
aCornerBuffer.Append( polyshape );
}
void TransformRingToPolygon( SHAPE_POLY_SET& aCornerBuffer, const VECTOR2I& aCentre, int aRadius,
int aWidth, int aError, ERROR_LOC aErrorLoc )
{
int inner_radius = aRadius - ( aWidth / 2 );
int outer_radius = inner_radius + aWidth;
if( inner_radius <= 0 )
{
//In this case, the ring is just a circle (no hole inside)
TransformCircleToPolygon( aCornerBuffer, aCentre, aRadius + ( aWidth / 2 ), aError,
aErrorLoc );
return;
}
SHAPE_POLY_SET buffer;
TransformCircleToPolygon( buffer, aCentre, outer_radius, aError, aErrorLoc );
// Build the hole:
buffer.NewHole();
// The circle is the hole, so the approximation error location is the opposite of aErrorLoc
ERROR_LOC inner_err_loc = aErrorLoc == ERROR_OUTSIDE ? ERROR_INSIDE : ERROR_OUTSIDE;
TransformCircleToPolygon( buffer.Hole( 0, 0 ), aCentre, inner_radius,
aError, inner_err_loc );
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buffer.Fracture( SHAPE_POLY_SET::PM_FAST );
aCornerBuffer.Append( buffer );
}