310 lines
9.2 KiB
C++
310 lines
9.2 KiB
C++
|
/*
|
||
|
* This program source code file is part of KiCad, a free EDA CAD application.
|
||
|
*
|
||
|
* Copyright (C) 2015 Mario Luzeiro <mrluzeiro@ua.pt>
|
||
|
* Copyright (C) 1992-2015 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 croundsegment2d.cpp
|
||
|
* @brief
|
||
|
*/
|
||
|
|
||
|
#include "croundsegment2d.h"
|
||
|
#include <wx/debug.h>
|
||
|
|
||
|
|
||
|
CROUNDSEGMENT2D::CROUNDSEGMENT2D( const SFVEC2F &aStart, const SFVEC2F &aEnd, float aWidth,
|
||
|
const BOARD_ITEM &aBoardItem ) :
|
||
|
COBJECT2D( OBJ2D_ROUNDSEG, aBoardItem ),
|
||
|
m_segment( aStart, aEnd )
|
||
|
{
|
||
|
m_radius = (aWidth / 2.0f);
|
||
|
m_radius_squared = m_radius * m_radius;
|
||
|
m_width = aWidth;
|
||
|
|
||
|
SFVEC2F leftRadiusOffset( -m_segment.m_Dir.y * m_radius, m_segment.m_Dir.x * m_radius);
|
||
|
m_leftStart = aStart + leftRadiusOffset;
|
||
|
m_leftEnd = aEnd + leftRadiusOffset;
|
||
|
m_leftEnd_minus_start = m_leftEnd - m_leftStart;
|
||
|
m_leftDir = glm::normalize( m_leftEnd_minus_start );
|
||
|
|
||
|
SFVEC2F rightRadiusOffset( -leftRadiusOffset.x, -leftRadiusOffset.y );
|
||
|
m_rightStart = aEnd + rightRadiusOffset;
|
||
|
m_rightEnd = aStart + rightRadiusOffset;
|
||
|
m_rightEnd_minus_start = m_rightEnd - m_rightStart;
|
||
|
m_rightDir = glm::normalize( m_rightEnd_minus_start );
|
||
|
|
||
|
m_bbox.Reset();
|
||
|
m_bbox.Set( aStart, aEnd );
|
||
|
m_bbox.Set( m_bbox.Min() - SFVEC2F( m_radius, m_radius ), m_bbox.Max() + SFVEC2F( m_radius, m_radius ) );
|
||
|
m_bbox.ScaleNextUp();
|
||
|
m_centroid = m_bbox.GetCenter();
|
||
|
|
||
|
wxASSERT( m_bbox.IsInitialized() );
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CROUNDSEGMENT2D::Intersects( const CBBOX2D &aBBox ) const
|
||
|
{
|
||
|
if( !m_bbox.Intersects( aBBox ) )
|
||
|
return false;
|
||
|
|
||
|
if( (aBBox.Max().x > m_bbox.Max().x) &&
|
||
|
(aBBox.Max().y > m_bbox.Max().x) &&
|
||
|
(aBBox.Min().x < m_bbox.Min().x) &&
|
||
|
(aBBox.Min().y < m_bbox.Min().y)
|
||
|
)
|
||
|
return true;
|
||
|
|
||
|
SFVEC2F v[4];
|
||
|
|
||
|
v[0] = aBBox.Min();
|
||
|
v[1] = SFVEC2F( aBBox.Min().x, aBBox.Max().y );
|
||
|
v[2] = aBBox.Max();
|
||
|
v[3] = SFVEC2F( aBBox.Max().x, aBBox.Min().y );
|
||
|
|
||
|
// Test against the main rectangle segment
|
||
|
if( IntersectSegment( m_leftStart, m_leftEnd_minus_start, v[0], v[1] - v[0] ) ) return true;
|
||
|
if( IntersectSegment( m_leftStart, m_leftEnd_minus_start, v[1], v[2] - v[1] ) ) return true;
|
||
|
if( IntersectSegment( m_leftStart, m_leftEnd_minus_start, v[2], v[3] - v[2] ) ) return true;
|
||
|
if( IntersectSegment( m_leftStart, m_leftEnd_minus_start, v[3], v[0] - v[3] ) ) return true;
|
||
|
|
||
|
if( IntersectSegment( m_rightStart, m_rightEnd_minus_start, v[0], v[1] - v[0] ) ) return true;
|
||
|
if( IntersectSegment( m_rightStart, m_rightEnd_minus_start, v[1], v[2] - v[1] ) ) return true;
|
||
|
if( IntersectSegment( m_rightStart, m_rightEnd_minus_start, v[2], v[3] - v[2] ) ) return true;
|
||
|
if( IntersectSegment( m_rightStart, m_rightEnd_minus_start, v[3], v[0] - v[3] ) ) return true;
|
||
|
|
||
|
// Test the two circles
|
||
|
if( aBBox.Intersects( m_segment.m_Start, m_radius_squared ) ) return true;
|
||
|
if( aBBox.Intersects( m_segment.m_End, m_radius_squared ) ) return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CROUNDSEGMENT2D::Overlaps( const CBBOX2D &aBBox ) const
|
||
|
{
|
||
|
// NOT IMPLEMENTED
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CROUNDSEGMENT2D::Intersect( const RAYSEG2D &aSegRay, float *aOutT, SFVEC2F *aNormalOut ) const
|
||
|
{
|
||
|
wxASSERT( aOutT );
|
||
|
wxASSERT( aNormalOut );
|
||
|
|
||
|
bool start_is_inside = IsPointInside( aSegRay.m_Start );
|
||
|
bool end_is_inside = IsPointInside( aSegRay.m_End );
|
||
|
|
||
|
// If segment if inside there are no hits
|
||
|
if( start_is_inside && end_is_inside )
|
||
|
return false;
|
||
|
|
||
|
bool hitted = false;
|
||
|
|
||
|
float closerHitT = FLT_MAX;
|
||
|
float farHitT = FLT_MAX;
|
||
|
|
||
|
SFVEC2F closerHitNormal;
|
||
|
SFVEC2F farHitNormal;
|
||
|
|
||
|
float leftSegT;
|
||
|
bool leftSegmentHit = aSegRay.IntersectSegment( m_leftStart, m_leftEnd_minus_start, &leftSegT );
|
||
|
|
||
|
if( leftSegmentHit )
|
||
|
{
|
||
|
hitted = true;
|
||
|
closerHitT = leftSegT;
|
||
|
farHitT = leftSegT;
|
||
|
|
||
|
closerHitNormal = SFVEC2F( -m_leftDir.y, m_leftDir.x );
|
||
|
farHitNormal = SFVEC2F( -m_leftDir.y, m_leftDir.x );
|
||
|
}
|
||
|
|
||
|
float rightSegT;
|
||
|
bool rightSegmentHit = aSegRay.IntersectSegment( m_rightStart, m_rightEnd_minus_start, &rightSegT );
|
||
|
|
||
|
if( rightSegmentHit )
|
||
|
{
|
||
|
if( !start_is_inside )
|
||
|
if( (hitted == false) || (rightSegT < closerHitT) )
|
||
|
{
|
||
|
closerHitT = rightSegT;
|
||
|
closerHitNormal = SFVEC2F( -m_rightDir.y, m_rightDir.x );
|
||
|
}
|
||
|
|
||
|
if( start_is_inside )
|
||
|
if( (hitted == false) || (rightSegT > farHitT) )
|
||
|
{
|
||
|
farHitT = rightSegT;
|
||
|
farHitNormal = SFVEC2F( -m_rightDir.y, m_rightDir.x );
|
||
|
}
|
||
|
|
||
|
hitted = true;
|
||
|
}
|
||
|
|
||
|
float circleStart_T0;
|
||
|
float circleStart_T1;
|
||
|
SFVEC2F circleStart_N0;
|
||
|
SFVEC2F circleStart_N1;
|
||
|
|
||
|
bool startCircleHit = aSegRay.IntersectCircle( m_segment.m_Start, m_radius,
|
||
|
&circleStart_T0, &circleStart_T1,
|
||
|
&circleStart_N0, &circleStart_N1 );
|
||
|
|
||
|
if( startCircleHit )
|
||
|
{
|
||
|
if( circleStart_T0 > 0.0f )
|
||
|
{
|
||
|
if( !start_is_inside )
|
||
|
if( (hitted == false) || (circleStart_T0 < closerHitT) )
|
||
|
{
|
||
|
closerHitT = circleStart_T0;
|
||
|
closerHitNormal = circleStart_N0;
|
||
|
}
|
||
|
|
||
|
if( start_is_inside )
|
||
|
if( (hitted == false) || (circleStart_T1 > farHitT) )
|
||
|
{
|
||
|
farHitT = circleStart_T1;
|
||
|
farHitNormal = circleStart_N1;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// This can only happen if the ray starts inside
|
||
|
if( (hitted == false) || (circleStart_T1 > farHitT) )
|
||
|
{
|
||
|
farHitT = circleStart_T1;
|
||
|
farHitNormal = circleStart_N1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
hitted = true;
|
||
|
}
|
||
|
|
||
|
float circleEnd_T0;
|
||
|
float circleEnd_T1;
|
||
|
SFVEC2F circleEnd_N0;
|
||
|
SFVEC2F circleEnd_N1;
|
||
|
|
||
|
bool rightCircleHit = aSegRay.IntersectCircle( m_segment.m_End, m_radius,
|
||
|
&circleEnd_T0, &circleEnd_T1,
|
||
|
&circleEnd_N0, &circleEnd_N1 );
|
||
|
if( rightCircleHit )
|
||
|
{
|
||
|
if( circleEnd_T0 > 0.0f )
|
||
|
{
|
||
|
if( !start_is_inside )
|
||
|
if( (hitted == false) || (circleEnd_T0 < closerHitT) )
|
||
|
{
|
||
|
closerHitT = circleEnd_T0;
|
||
|
closerHitNormal = circleEnd_N0;
|
||
|
}
|
||
|
|
||
|
if( start_is_inside )
|
||
|
if( (hitted == false) || (circleEnd_T1 > farHitT) )
|
||
|
{
|
||
|
farHitT = circleEnd_T1;
|
||
|
farHitNormal = circleEnd_N1;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// This can only happen if the ray starts inside
|
||
|
if( (hitted == false) || (circleEnd_T1 > farHitT) )
|
||
|
{
|
||
|
farHitT = circleEnd_T1;
|
||
|
farHitNormal = circleEnd_N1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
hitted = true;
|
||
|
}
|
||
|
|
||
|
if( hitted )
|
||
|
{
|
||
|
if( !start_is_inside )
|
||
|
{
|
||
|
*aOutT = closerHitT;
|
||
|
//wxASSERT( (closerHitT > 0.0f) && (closerHitT <= 1.0f) );
|
||
|
*aNormalOut = closerHitNormal;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
wxASSERT( (farHitT > 0.0f) && (farHitT <= 1.0f) );
|
||
|
*aOutT = farHitT;
|
||
|
*aNormalOut = farHitNormal;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return hitted;
|
||
|
}
|
||
|
|
||
|
|
||
|
INTERSECTION_RESULT CROUNDSEGMENT2D::IsBBoxInside( const CBBOX2D &aBBox ) const
|
||
|
{
|
||
|
if( !m_bbox.Intersects( aBBox ) )
|
||
|
return INTR_MISSES;
|
||
|
|
||
|
SFVEC2F v[4];
|
||
|
|
||
|
v[0] = aBBox.Min();
|
||
|
v[1] = aBBox.Max();
|
||
|
v[2] = SFVEC2F( aBBox.Min().x, aBBox.Max().y );
|
||
|
v[3] = SFVEC2F( aBBox.Max().x, aBBox.Min().y );
|
||
|
|
||
|
bool isInside[4];
|
||
|
|
||
|
isInside[0] = IsPointInside( v[0] );
|
||
|
isInside[1] = IsPointInside( v[1] );
|
||
|
isInside[2] = IsPointInside( v[2] );
|
||
|
isInside[3] = IsPointInside( v[3] );
|
||
|
|
||
|
// Check if all points are inside the circle
|
||
|
if( isInside[0] &&
|
||
|
isInside[1] &&
|
||
|
isInside[2] &&
|
||
|
isInside[3] )
|
||
|
return INTR_FULL_INSIDE;
|
||
|
|
||
|
// Check if any point is inside the circle
|
||
|
if( isInside[0] ||
|
||
|
isInside[1] ||
|
||
|
isInside[2] ||
|
||
|
isInside[3] )
|
||
|
return INTR_INTERSECTS;
|
||
|
|
||
|
return INTR_MISSES;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CROUNDSEGMENT2D::IsPointInside( const SFVEC2F &aPoint ) const
|
||
|
{
|
||
|
float dSquared = m_segment.DistanceToPointSquared( aPoint );
|
||
|
|
||
|
if( dSquared <= m_radius_squared )
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|