/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 Mario Luzeiro * 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 croundsegment2d.cpp * @brief */ #include "croundsegment2d.h" #include CROUNDSEGMENT2D::CROUNDSEGMENT2D( const SFVEC2F& aStart, const SFVEC2F& aEnd, float aWidth, const BOARD_ITEM& aBoardItem ) : COBJECT2D( OBJECT2D_TYPE::ROUNDSEG, aBoardItem ), m_segment( aStart, aEnd ) { wxASSERT( 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_leftEndMinusStart = m_leftEnd - m_leftStart; m_leftDir = glm::normalize( m_leftEndMinusStart ); SFVEC2F rightRadiusOffset( -leftRadiusOffset.x, -leftRadiusOffset.y ); m_rightStart = aEnd + rightRadiusOffset; m_rightEnd = aStart + rightRadiusOffset; m_rightEndMinusStart = m_rightEnd - m_rightStart; m_rightDir = glm::normalize( m_rightEndMinusStart ); 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().y) && (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_leftEndMinusStart, v[0], v[1] - v[0] ) ) return true; if( IntersectSegment( m_leftStart, m_leftEndMinusStart, v[1], v[2] - v[1] ) ) return true; if( IntersectSegment( m_leftStart, m_leftEndMinusStart, v[2], v[3] - v[2] ) ) return true; if( IntersectSegment( m_leftStart, m_leftEndMinusStart, v[3], v[0] - v[3] ) ) return true; if( IntersectSegment( m_rightStart, m_rightEndMinusStart, v[0], v[1] - v[0] ) ) return true; if( IntersectSegment( m_rightStart, m_rightEndMinusStart, v[1], v[2] - v[1] ) ) return true; if( IntersectSegment( m_rightStart, m_rightEndMinusStart, v[2], v[3] - v[2] ) ) return true; if( IntersectSegment( m_rightStart, m_rightEndMinusStart, 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 ); const bool start_is_inside = IsPointInside( aSegRay.m_Start ); const 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; const bool leftSegmentHit = aSegRay.IntersectSegment( m_leftStart, m_leftEndMinusStart, &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; const bool rightSegmentHit = aSegRay.IntersectSegment( m_rightStart, m_rightEndMinusStart, &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; const 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; const 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; // the normal started inside, so invert it } } return hitted; } INTERSECTION_RESULT CROUNDSEGMENT2D::IsBBoxInside( const CBBOX2D &aBBox ) const { if( !m_bbox.Intersects( aBBox ) ) return INTERSECTION_RESULT::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 INTERSECTION_RESULT::FULL_INSIDE; // Check if any point is inside the circle if( isInside[0] || isInside[1] || isInside[2] || isInside[3] ) return INTERSECTION_RESULT::INTERSECTS; return INTERSECTION_RESULT::MISSES; } bool CROUNDSEGMENT2D::IsPointInside( const SFVEC2F &aPoint ) const { float dSquared = m_segment.DistanceToPointSquared( aPoint ); if( dSquared <= m_radius_squared ) return true; return false; }