/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2018-2021 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 */ #ifndef TRIGO_H #define TRIGO_H #include #include #include /** * Test if \a aTestPoint is on line defined by \a aSegStart and \a aSegEnd. * * This function is faster than #TestSegmentHit() because \a aTestPoint should be exactly on * the line. This works fine only for H, V and 45 degree line segments. * * @param aSegStart The first point of the line segment. * @param aSegEnd The second point of the line segment. * @param aTestPoint The point to test. * * @return true if the point is on the line segment. */ bool IsPointOnSegment( const VECTOR2I& aSegStart, const VECTOR2I& aSegEnd, const VECTOR2I& aTestPoint ); /** * Test if two lines intersect. * * @param a_p1_l1 The first point of the first line. * @param a_p2_l1 The second point of the first line. * @param a_p1_l2 The first point of the second line. * @param a_p2_l2 The second point of the second line. * @param aIntersectionPoint is filled with the intersection point if it exists * @return bool - true if the two segments defined by four points intersect. * (i.e. if the 2 segments have at least a common point) */ bool SegmentIntersectsSegment( const VECTOR2I& a_p1_l1, const VECTOR2I& a_p2_l1, const VECTOR2I& a_p1_l2, const VECTOR2I& a_p2_l2, VECTOR2I* aIntersectionPoint = nullptr ); /* * Calculate the new point of coord coord pX, pY, for a rotation center 0, 0 */ void RotatePoint( int *pX, int *pY, const EDA_ANGLE& aAngle ); inline void RotatePoint( VECTOR2I& point, const EDA_ANGLE& aAngle ) { RotatePoint( &point.x, &point.y, aAngle ); } /* * Calculate the new point of coord coord pX, pY, for a rotation center cx, cy */ void RotatePoint( int *pX, int *pY, int cx, int cy, const EDA_ANGLE& aAngle ); inline void RotatePoint( VECTOR2I& point, const VECTOR2I& centre, const EDA_ANGLE& aAngle ) { RotatePoint( &point.x, &point.y, centre.x, centre.y, aAngle ); } /* * Calculate the new coord point point for a rotation center 0, 0 */ void RotatePoint( double* pX, double* pY, const EDA_ANGLE& aAngle ); inline void RotatePoint( VECTOR2D& point, const EDA_ANGLE& aAngle ) { RotatePoint( &point.x, &point.y, aAngle ); } void RotatePoint( double* pX, double* pY, double cx, double cy, const EDA_ANGLE& aAngle ); inline void RotatePoint( VECTOR2D& point, const VECTOR2D& aCenter, const EDA_ANGLE& aAngle ) { RotatePoint( &point.x, &point.y, aCenter.x, aCenter.y, aAngle ); } /** * Determine the center of an arc or circle given three points on its circumference. * * @param aStart The starting point of the circle (equivalent to aEnd) * @param aMid The point on the arc, half-way between aStart and aEnd * @param aEnd The ending point of the circle (equivalent to aStart) * @return The center of the circle */ const VECTOR2I CalcArcCenter( const VECTOR2I& aStart, const VECTOR2I& aMid, const VECTOR2I& aEnd ); const VECTOR2D CalcArcCenter( const VECTOR2D& aStart, const VECTOR2D& aMid, const VECTOR2D& aEnd ); const VECTOR2D CalcArcCenter( const VECTOR2D& aStart, const VECTOR2D& aEnd, const EDA_ANGLE& aAngle ); /** * Return the middle point of an arc, half-way between aStart and aEnd. There are two possible * solutions which can be found by toggling aMinArcAngle. The behaviour is undefined for * semicircles (i.e. 180 degree arcs). * * @param aStart The starting point of the arc (for calculating the radius) * @param aEnd The end point of the arc (for determining the arc angle) * @param aCenter The center point of the arc * @param aMinArcAngle If true, returns the point that results in the smallest arc angle. * @return The middle point of the arc */ const VECTOR2I CalcArcMid( const VECTOR2I& aStart, const VECTOR2I& aEnd, const VECTOR2I& aCenter, bool aMinArcAngle = true ); inline double EuclideanNorm( const VECTOR2I& vector ) { // this is working with doubles return hypot( vector.x, vector.y ); } //! @brief Compute the distance between a line and a reference point //! Reference: http://mathworld.wolfram.com/Point-LineDistance2-Dimensional.html //! @param linePointA Point on line //! @param linePointB Point on line //! @param referencePoint Reference point inline double DistanceLinePoint( const VECTOR2I& linePointA, const VECTOR2I& linePointB, const VECTOR2I& referencePoint ) { // Some of the multiple double casts are redundant. However in the previous definition // the cast was (implicitly) done too late, just before the division (EuclideanNorm gives // a double so from int it would be promoted); that means that the whole expression were // vulnerable to overflow during int multiplications return fabs( ( static_cast( linePointB.x - linePointA.x ) * static_cast( linePointA.y - referencePoint.y ) - static_cast( linePointA.x - referencePoint.x ) * static_cast( linePointB.y - linePointA.y) ) / EuclideanNorm( linePointB - linePointA ) ); } //! @brief Test, if two points are near each other //! @param pointA First point //! @param pointB Second point //! @param threshold The maximum distance //! @return True or false inline bool HitTestPoints( const VECTOR2I& pointA, const VECTOR2I& pointB, double threshold ) { VECTOR2I vectorAB = pointB - pointA; // Compare the distances squared. The double is needed to avoid overflow during int // multiplication double sqdistance = (double)vectorAB.x * vectorAB.x + (double)vectorAB.y * vectorAB.y; return sqdistance < threshold * threshold; } /** * Test if \a aRefPoint is with \a aDistance on the line defined by \a aStart and \a aEnd.. * * @param aRefPoint = reference point to test * @param aStart is the first end-point of the line segment * @param aEnd is the second end-point of the line segment * @param aDist = maximum distance for hit */ bool TestSegmentHit( const VECTOR2I& aRefPoint, const VECTOR2I& aStart, const VECTOR2I& aEnd, int aDist ); /** * Return the length of a line segment defined by \a aPointA and \a aPointB. * * See also EuclideanNorm and Distance for the single vector or four scalar versions. * * @return Length of a line (as double) */ inline double GetLineLength( const VECTOR2I& aPointA, const VECTOR2I& aPointB ) { // Implicitly casted to double return hypot( aPointA.x - aPointB.x, aPointA.y - aPointB.y ); } // These are the usual degrees <-> radians conversion routines inline double DEG2RAD( double deg ) { return deg * M_PI / 180.0; } inline double RAD2DEG( double rad ) { return rad * 180.0 / M_PI; } // These are the same *but* work with the internal 'decidegrees' unit inline double RAD2DECIDEG( double rad ) { return rad * 1800.0 / M_PI; } /* These are templated over T (and not simply double) because Eeschema is still using int for angles in some place */ /// Normalize angle to be in the 0.0 .. 360.0 range: angle is in 1/10 degrees. template inline T NormalizeAnglePos( T Angle ) { while( Angle < 0 ) Angle += 3600; while( Angle >= 3600 ) Angle -= 3600; return Angle; } template inline void NORMALIZE_ANGLE_POS( T& Angle ) { Angle = NormalizeAnglePos( Angle ); } /// Normalize angle to be in the -180.0 .. 180.0 range template inline T NormalizeAngle180( T Angle ) { while( Angle <= -1800 ) Angle += 3600; while( Angle > 1800 ) Angle -= 3600; return Angle; } /** * Test if an arc from \a aStartAngle to \a aEndAngle crosses the positive X axis (0 degrees). * * Testing is performed in the quadrant 1 to quadrant 4 direction (counter-clockwise). * * @param aStartAngle The arc start angle in degrees. * @param aEndAngle The arc end angle in degrees. */ inline bool InterceptsPositiveX( double aStartAngle, double aEndAngle ) { double end = aEndAngle; if( aStartAngle > aEndAngle ) end += 360.0; return aStartAngle < 360.0 && end > 360.0; } /** * Test if an arc from \a aStartAngle to \a aEndAngle crosses the negative X axis (180 degrees). * * Testing is performed in the quadrant 1 to quadrant 4 direction (counter-clockwise). * * @param aStartAngle The arc start angle in degrees. * @param aEndAngle The arc end angle in degrees. */ inline bool InterceptsNegativeX( double aStartAngle, double aEndAngle ) { double end = aEndAngle; if( aStartAngle > aEndAngle ) end += 360.0; return aStartAngle < 180.0 && end > 180.0; } #endif