/* * 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 cpolygon4pts2d.cpp * @brief */ #include "cpolygon4pts2d.h" #include CPOLYGON4PTS2D::CPOLYGON4PTS2D( const SFVEC2F &v1, const SFVEC2F &v2, const SFVEC2F &v3, const SFVEC2F &v4, const BOARD_ITEM &aBoardItem ) : COBJECT2D( OBJ2D_POLYGON4PT, aBoardItem ) {/* if( (v1.x > v2.x) || (v1.y < v2.y) ) { m_segments[0] = v4; m_segments[1] = v3; m_segments[2] = v2; m_segments[3] = v1; } else {*/ m_segments[0] = v1; m_segments[1] = v4; m_segments[2] = v3; m_segments[3] = v2; // } unsigned int i; unsigned int j = 4 - 1; for( i = 0; i < 4; j = i++ ) { SFVEC2F slope = m_segments[j] - m_segments[i]; m_precalc_slope[i] = slope; m_seg_normal[i] = glm::normalize( SFVEC2F( -slope.y, +slope.x ) ); } m_bbox.Reset(); m_bbox.Union( v1 ); m_bbox.Union( v2 ); m_bbox.Union( v3 ); m_bbox.Union( v4 ); m_bbox.ScaleNextUp(); m_bbox.ScaleNextUp(); m_bbox.ScaleNextUp(); m_bbox.ScaleNextUp(); m_bbox.ScaleNextUp(); m_centroid = m_bbox.GetCenter(); wxASSERT( m_bbox.IsInitialized() ); } bool CPOLYGON4PTS2D::Intersects( const CBBOX2D &aBBox ) const { return m_bbox.Intersects( aBBox ); // This source code is not working OK. /* if( !m_bbox.Intersects( aBBox ) ) return false; // Check if the bounding box complety have inside the small bounding box 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 ); for( unsigned int i = 0; i < 4; i++ ) { if( IntersectSegment( m_segments[i], m_precalc_slope[i], v[0], v[1] - v[0] ) ) return true; if( IntersectSegment( m_segments[i], m_precalc_slope[i], v[1], v[2] - v[1] ) ) return true; if( IntersectSegment( m_segments[i], m_precalc_slope[i], v[2], v[3] - v[2] ) ) return true; if( IntersectSegment( m_segments[i], m_precalc_slope[i], v[3], v[0] - v[3] ) ) return true; } if( IsPointInside( v[0] ) ) return true; if( IsPointInside( v[1] ) ) return true; if( IsPointInside( v[2] ) ) return true; if( IsPointInside( v[3] ) ) return true; return false;*/ } bool CPOLYGON4PTS2D::Overlaps( const CBBOX2D &aBBox ) const { // NOT IMPLEMENTED return true; } bool CPOLYGON4PTS2D::Intersect( const RAYSEG2D &aSegRay, float *aOutT, SFVEC2F *aNormalOut ) const { wxASSERT( aOutT ); wxASSERT( aNormalOut ); bool hited = false; unsigned int hitIndex; float bestHitT; for( unsigned int i = 0; i < 4; i++ ) { float t; if( aSegRay.IntersectSegment( m_segments[i], m_precalc_slope[i], &t ) ) if( (hited == false) || ( t < bestHitT) ) { hited = true; hitIndex = i; bestHitT = t; } } if( hited ) { wxASSERT( (bestHitT >= 0.0f) && (bestHitT <= 1.0f) ); *aOutT = bestHitT; *aNormalOut = m_seg_normal[hitIndex]; return true; } return false; } INTERSECTION_RESULT CPOLYGON4PTS2D::IsBBoxInside( const CBBOX2D &aBBox ) const { // !TODO: return INTR_MISSES; } bool CPOLYGON4PTS2D::IsPointInside( const SFVEC2F &aPoint ) const { unsigned int i; unsigned int j = 4 - 1; bool oddNodes = false; for( i = 0; i < 4; j = i++ ) { const float polyJY = m_segments[j].y; const float polyIY = m_segments[i].y; if( ((polyIY <= aPoint.y) && (polyJY >= aPoint.y)) || ((polyJY <= aPoint.y) && (polyIY >= aPoint.y)) ) { const float polyJX = m_segments[j].x; const float polyIX = m_segments[i].x; if( (polyIX <= aPoint.x) || (polyJX <= aPoint.x) ) { oddNodes ^= ( ( polyIX + ( ( aPoint.y - polyIY ) / ( polyJY - polyIY ) ) * ( polyJX - polyIX ) ) < aPoint.x ); } } } return oddNodes; }