Fix SHAPE_ARC hittest and adjust radius return
The hittest needs to use distance calc rather than squared distance. This also adjusts the radius value to be double as to avoid unneeded loss of precision
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@ -106,7 +106,7 @@ public:
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void Mirror( bool aX = true, bool aY = false, const VECTOR2I& aVector = { 0, 0 } );
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void Mirror( bool aX = true, bool aY = false, const VECTOR2I& aVector = { 0, 0 } );
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int GetRadius() const;
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double GetRadius() const;
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SEG GetChord() const
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SEG GetChord() const
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{
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{
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@ -143,7 +143,7 @@ void SHAPE_ARC::update_bbox()
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// count through quadrants included in arc
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// count through quadrants included in arc
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for( int quad_angle = quad_angle_start; quad_angle <= quad_angle_end; ++quad_angle )
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for( int quad_angle = quad_angle_start; quad_angle <= quad_angle_end; ++quad_angle )
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{
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{
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const int radius = GetRadius();
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const int radius = KiROUND( GetRadius() );
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VECTOR2I quad_pt = GetCenter();
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VECTOR2I quad_pt = GetCenter();
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switch( quad_angle % 4 )
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switch( quad_angle % 4 )
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@ -184,7 +184,7 @@ bool SHAPE_ARC::Collide( const VECTOR2I& aP, int aClearance ) const
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if( !bbox.Contains( aP ) )
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if( !bbox.Contains( aP ) )
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return false;
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return false;
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auto dist = ( aP - GetCenter() ).SquaredEuclideanNorm();
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auto dist = ( aP - GetCenter() ).EuclideanNorm();
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return dist <= ( GetRadius() + minDist ) && dist >= ( GetRadius() - minDist );
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return dist <= ( GetRadius() + minDist ) && dist >= ( GetRadius() - minDist );
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}
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}
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@ -229,7 +229,7 @@ double SHAPE_ARC::GetCentralAngle() const
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}
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}
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int SHAPE_ARC::GetRadius() const
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double SHAPE_ARC::GetRadius() const
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{
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{
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return ( m_start - GetCenter() ).EuclideanNorm();
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return ( m_start - GetCenter() ).EuclideanNorm();
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}
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}
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