/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2014 CERN * @author Tomasz Wlostowski * * 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 using namespace std::placeholders; #include #include #include #include #include #include #include #include #include #include "grid_helper.h" GRID_HELPER::GRID_HELPER( PCB_BASE_FRAME* aFrame ) : m_frame( aFrame ) { m_diagonalAuxAxesEnable = true; } GRID_HELPER::~GRID_HELPER() { } void GRID_HELPER::SetGrid( int aSize ) { assert( false ); } void GRID_HELPER::SetOrigin( const VECTOR2I& aOrigin ) { assert( false ); } VECTOR2I GRID_HELPER::GetGrid() const { PCB_SCREEN* screen = m_frame->GetScreen(); const wxRealPoint& size = screen->GetGridSize(); return VECTOR2I( KiROUND( size.x ), KiROUND( size.y ) ); } VECTOR2I GRID_HELPER::GetOrigin() const { return VECTOR2I( m_frame->GetGridOrigin() ); } void GRID_HELPER::SetAuxAxes( bool aEnable, const VECTOR2I& aOrigin, bool aEnableDiagonal ) { if( aEnable ) m_auxAxis = aOrigin; else m_auxAxis = boost::optional(); m_diagonalAuxAxesEnable = aEnable; } VECTOR2I GRID_HELPER::Align( const VECTOR2I& aPoint ) const { const VECTOR2D gridOffset( GetOrigin() ); const VECTOR2D gridSize( GetGrid() ); VECTOR2I nearest( KiROUND( ( aPoint.x - gridOffset.x ) / gridSize.x ) * gridSize.x + gridOffset.x, KiROUND( ( aPoint.y - gridOffset.y ) / gridSize.y ) * gridSize.y + gridOffset.y ); if( !m_auxAxis ) return nearest; if( std::abs( m_auxAxis->x - aPoint.x ) < std::abs( nearest.x - aPoint.x ) ) nearest.x = m_auxAxis->x; if( std::abs( m_auxAxis->y - aPoint.y ) < std::abs( nearest.y - aPoint.y ) ) nearest.y = m_auxAxis->y; return nearest; } VECTOR2I GRID_HELPER::AlignToSegment ( const VECTOR2I& aPoint, const SEG& aSeg ) { OPT_VECTOR2I pts[6]; const VECTOR2D gridOffset( GetOrigin() ); const VECTOR2D gridSize( GetGrid() ); VECTOR2I nearest( KiROUND( ( aPoint.x - gridOffset.x ) / gridSize.x ) * gridSize.x + gridOffset.x, KiROUND( ( aPoint.y - gridOffset.y ) / gridSize.y ) * gridSize.y + gridOffset.y ); pts[0] = aSeg.A; pts[1] = aSeg.B; pts[2] = aSeg.IntersectLines( SEG( nearest, nearest + VECTOR2I( 1, 0 ) ) ); pts[3] = aSeg.IntersectLines( SEG( nearest, nearest + VECTOR2I( 0, 1 ) ) ); int min_d = std::numeric_limits::max(); for( int i = 0; i < 4; i++ ) { if( pts[i] && aSeg.Contains( *pts[i] ) ) { int d = (*pts[i] - aPoint).EuclideanNorm(); if( d < min_d ) { min_d = d; nearest = *pts[i]; } } } return nearest; } VECTOR2I GRID_HELPER::BestDragOrigin( const VECTOR2I &aMousePos, BOARD_ITEM* aItem ) { clearAnchors(); computeAnchors( aItem, aMousePos ); double worldScale = m_frame->GetGalCanvas()->GetGAL()->GetWorldScale(); double lineSnapMinCornerDistance = 50.0 / worldScale; ANCHOR* nearestOutline = nearestAnchor( aMousePos, OUTLINE, LSET::AllLayersMask() ); ANCHOR* nearestCorner = nearestAnchor( aMousePos, CORNER, LSET::AllLayersMask() ); ANCHOR* nearestOrigin = nearestAnchor( aMousePos, ORIGIN, LSET::AllLayersMask() ); ANCHOR* best = NULL; double minDist = std::numeric_limits::max(); if( nearestOrigin ) { minDist = nearestOrigin->Distance( aMousePos ); best = nearestOrigin; } if( nearestCorner ) { double dist = nearestCorner->Distance( aMousePos ); if( dist < minDist ) { minDist = dist; best = nearestCorner; } } if( nearestOutline ) { double dist = nearestOutline->Distance( aMousePos ); if( minDist > lineSnapMinCornerDistance && dist < minDist ) best = nearestOutline; } return best ? best->pos : aMousePos; } std::set GRID_HELPER::queryVisible( const BOX2I& aArea ) const { std::set items; std::vector selectedItems; std::vector::iterator it, it_end; m_frame->GetGalCanvas()->GetView()->Query( aArea, selectedItems ); // Get the list of selected items for( it = selectedItems.begin(), it_end = selectedItems.end(); it != it_end; ++it ) { BOARD_ITEM* item = static_cast( it->first ); if( item->ViewIsVisible() ) items.insert ( item ); } return items; } VECTOR2I GRID_HELPER::BestSnapAnchor( const VECTOR2I& aOrigin, BOARD_ITEM* aDraggedItem ) { double worldScale = m_frame->GetGalCanvas()->GetGAL()->GetWorldScale(); int snapRange = (int) ( 100.0 / worldScale ); BOX2I bb( VECTOR2I( aOrigin.x - snapRange / 2, aOrigin.y - snapRange / 2 ), VECTOR2I( snapRange, snapRange ) ); clearAnchors(); for( BOARD_ITEM* item : queryVisible( bb ) ) { computeAnchors( item, aOrigin ); } LSET layers( aDraggedItem->GetLayer() ); ANCHOR* nearest = nearestAnchor( aOrigin, CORNER | SNAPPABLE, layers ); VECTOR2I nearestGrid = Align( aOrigin ); double gridDist = ( nearestGrid - aOrigin ).EuclideanNorm(); if( nearest ) { double snapDist = nearest->Distance( aOrigin ); if( nearest && snapDist < gridDist ) return nearest->pos; } return nearestGrid; } void GRID_HELPER::computeAnchors( BOARD_ITEM* aItem, const VECTOR2I& aRefPos ) { VECTOR2I origin; switch( aItem->Type() ) { case PCB_MODULE_T: { MODULE* mod = static_cast( aItem ); addAnchor( mod->GetPosition(), ORIGIN | SNAPPABLE, mod ); for( D_PAD* pad = mod->Pads(); pad; pad = pad->Next() ) addAnchor( pad->GetPosition(), CORNER | SNAPPABLE, pad ); break; } case PCB_PAD_T: { D_PAD* pad = static_cast( aItem ); addAnchor( pad->GetPosition(), CORNER | SNAPPABLE, pad ); break; } case PCB_MODULE_EDGE_T: case PCB_LINE_T: { DRAWSEGMENT* dseg = static_cast( aItem ); VECTOR2I start = dseg->GetStart(); VECTOR2I end = dseg->GetEnd(); //LAYER_ID layer = dseg->GetLayer(); switch( dseg->GetShape() ) { case S_CIRCLE: { int r = ( start - end ).EuclideanNorm(); addAnchor( start, ORIGIN | SNAPPABLE, dseg ); addAnchor( start + VECTOR2I( -r, 0 ), OUTLINE | SNAPPABLE, dseg ); addAnchor( start + VECTOR2I( r, 0 ), OUTLINE | SNAPPABLE, dseg ); addAnchor( start + VECTOR2I( 0, -r ), OUTLINE | SNAPPABLE, dseg ); addAnchor( start + VECTOR2I( 0, r ), OUTLINE | SNAPPABLE, dseg ); break; } case S_ARC: { origin = dseg->GetCenter(); addAnchor( dseg->GetArcStart(), CORNER | SNAPPABLE, dseg ); addAnchor( dseg->GetArcEnd(), CORNER | SNAPPABLE, dseg ); addAnchor( origin, ORIGIN | SNAPPABLE, dseg ); break; } case S_SEGMENT: { origin.x = start.x + ( start.x - end.x ) / 2; origin.y = start.y + ( start.y - end.y ) / 2; addAnchor( start, CORNER | SNAPPABLE, dseg ); addAnchor( end, CORNER | SNAPPABLE, dseg ); addAnchor( origin, ORIGIN, dseg ); break; } default: { origin = dseg->GetStart(); addAnchor( origin, ORIGIN | SNAPPABLE, dseg ); break; } } break; } case PCB_TRACE_T: { TRACK* track = static_cast( aItem ); VECTOR2I start = track->GetStart(); VECTOR2I end = track->GetEnd(); origin.x = start.x + ( start.x - end.x ) / 2; origin.y = start.y + ( start.y - end.y ) / 2; addAnchor( start, CORNER | SNAPPABLE, track ); addAnchor( end, CORNER | SNAPPABLE, track ); addAnchor( origin, ORIGIN, track); break; } case PCB_VIA_T: addAnchor( aItem->GetPosition(), CORNER | SNAPPABLE, aItem ); break; case PCB_ZONE_AREA_T: { const CPolyLine* outline = static_cast( aItem )->Outline(); int cornersCount = outline->GetCornersCount(); SHAPE_LINE_CHAIN lc; lc.SetClosed( true ); for( int i = 0; i < cornersCount; ++i ) { const VECTOR2I p ( outline->GetPos( i ) ); addAnchor( p, CORNER, aItem ); lc.Append( p ); } addAnchor( lc.NearestPoint( aRefPos ), OUTLINE, aItem ); break; } case PCB_MODULE_TEXT_T: case PCB_TEXT_T: addAnchor( aItem->GetPosition(), ORIGIN, aItem ); default: break; } } GRID_HELPER::ANCHOR* GRID_HELPER::nearestAnchor( const VECTOR2I& aPos, int aFlags, LSET aMatchLayers ) { double minDist = std::numeric_limits::max(); ANCHOR* best = NULL; for( ANCHOR& a : m_anchors ) { if( !aMatchLayers[a.item->GetLayer()] ) continue; if( ( aFlags & a.flags ) != aFlags ) continue; double dist = a.Distance( aPos ); if( dist < minDist ) { minDist = dist; best = &a; } } return best; }