/** * @file convert_basic_shapes_to_polygon.cpp */ /* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2018 Jean-Pierre Charras, jp.charras at wanadoo.fr * Copyright (C) 1992-2021 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 */ #include // for max, min #include // for atan2 #include // for swap #include #include #include // for SHAPE_LINE_CHAIN #include // for SHAPE_POLY_SET, SHAPE_POLY_SE... #include #include // for VECTOR2I #include void TransformCircleToPolygon( SHAPE_LINE_CHAIN& aCornerBuffer, wxPoint aCenter, int aRadius, int aError, ERROR_LOC aErrorLoc ) { wxPoint corner_position; int numSegs = GetArcToSegmentCount( aRadius, aError, 360.0 ); // The shape will be built with a even number of segs. Reason: the horizontal // diameter begins and ends to points on the actual circle, or circle // expanded by aError if aErrorLoc == ERROR_OUTSIDE. // This is used by Arc to Polygon shape convert. if( numSegs & 1 ) numSegs++; int delta = 3600 / numSegs; // rotate angle in 0.1 degree int radius = aRadius; if( aErrorLoc == ERROR_OUTSIDE ) radius += GetCircleToPolyCorrection( aError ); for( int angle = 0; angle < 3600; angle += delta ) { corner_position.x = radius; corner_position.y = 0; RotatePoint( &corner_position, angle ); corner_position += aCenter; aCornerBuffer.Append( corner_position.x, corner_position.y ); } aCornerBuffer.SetClosed( true ); } void TransformCircleToPolygon( SHAPE_POLY_SET& aCornerBuffer, wxPoint aCenter, int aRadius, int aError, ERROR_LOC aErrorLoc ) { wxPoint corner_position; int numSegs = GetArcToSegmentCount( aRadius, aError, 360.0 ); // The shape will be built with a even number of segs. Reason: the horizontal // diameter begins and ends to points on the actual circle, or circle // expanded by aError if aErrorLoc == ERROR_OUTSIDE. // This is used by Arc to Polygon shape convert. if( numSegs & 1 ) numSegs++; int delta = 3600 / numSegs; // rotate angle in 0.1 degree int radius = aRadius; if( aErrorLoc == ERROR_OUTSIDE ) radius += GetCircleToPolyCorrection( aError ); aCornerBuffer.NewOutline(); for( int angle = 0; angle < 3600; angle += delta ) { corner_position.x = radius; corner_position.y = 0; RotatePoint( &corner_position, angle ); corner_position += aCenter; aCornerBuffer.Append( corner_position.x, corner_position.y ); } // Finish circle corner_position.x = radius; corner_position.y = 0; corner_position += aCenter; aCornerBuffer.Append( corner_position.x, corner_position.y ); } void TransformOvalToPolygon( SHAPE_POLY_SET& aCornerBuffer, wxPoint aStart, wxPoint aEnd, int aWidth, int aError, ERROR_LOC aErrorLoc ) { // To build the polygonal shape outside the actual shape, we use a bigger // radius to build rounded ends. // However, the width of the segment is too big. // so, later, we will clamp the polygonal shape with the bounding box // of the segment. int radius = aWidth / 2; int numSegs = GetArcToSegmentCount( radius, aError, 360.0 ); int delta = 3600 / numSegs; // rotate angle in 0.1 degree int correction = GetCircleToPolyCorrection( aError ); if( aErrorLoc == ERROR_OUTSIDE ) radius += correction; // end point is the coordinate relative to aStart wxPoint endp = aEnd - aStart; wxPoint startp = aStart; wxPoint corner; SHAPE_POLY_SET polyshape; polyshape.NewOutline(); // normalize the position in order to have endp.x >= 0 // it makes calculations more easy to understand if( endp.x < 0 ) { endp = aStart - aEnd; startp = aEnd; } // delta_angle is in radian double delta_angle = atan2( (double)endp.y, (double)endp.x ); int seg_len = KiROUND( EuclideanNorm( endp ) ); // Compute the outlines of the segment, and creates a polygon // Note: the polygonal shape is built from the equivalent horizontal // segment starting at {0,0}, and ending at {seg_len,0} // add right rounded end: for( int angle = 0; angle < 1800; angle += delta ) { corner = wxPoint( 0, radius ); RotatePoint( &corner, angle ); corner.x += seg_len; polyshape.Append( corner.x, corner.y ); } // Finish arc: corner = wxPoint( seg_len, -radius ); polyshape.Append( corner.x, corner.y ); // add left rounded end: for( int angle = 0; angle < 1800; angle += delta ) { corner = wxPoint( 0, -radius ); RotatePoint( &corner, angle ); polyshape.Append( corner.x, corner.y ); } // Finish arc: corner = wxPoint( 0, radius ); polyshape.Append( corner.x, corner.y ); // Now trim the edges of the polygonal shape which will be slightly outside the // track width. SHAPE_POLY_SET bbox; bbox.NewOutline(); // Build the bbox (a horizontal rectangle). int halfwidth = aWidth / 2; // Use the exact segment width for the bbox height corner.x = -radius - 2; // use a bbox width slightly bigger to avoid // creating useless corner at segment ends corner.y = halfwidth; bbox.Append( corner.x, corner.y ); corner.y = -halfwidth; bbox.Append( corner.x, corner.y ); corner.x = radius + seg_len + 2; bbox.Append( corner.x, corner.y ); corner.y = halfwidth; bbox.Append( corner.x, corner.y ); // Now, clamp the shape polyshape.BooleanIntersection( bbox, SHAPE_POLY_SET::PM_STRICTLY_SIMPLE ); // Note the final polygon is a simple, convex polygon with no hole // due to the shape of initial polygons // Rotate and move the polygon to its right location polyshape.Rotate( delta_angle, VECTOR2I( 0, 0 ) ); polyshape.Move( startp ); aCornerBuffer.Append( polyshape); } // Return a polygon representing a round rect centered at {0,0} void TransformRoundRectToPolygon( SHAPE_POLY_SET& aCornerBuffer, const wxSize& aSize, int aCornerRadius, int aError, ERROR_LOC aErrorLoc ) { SHAPE_POLY_SET outline; wxPoint centers[4]; wxSize size( aSize / 2 ); size.x -= aCornerRadius; size.y -= aCornerRadius; // Ensure size is > 0, to avoid generating unusable shapes which can crash kicad. size.x = std::max( 1, size.x ); size.y = std::max( 1, size.y ); centers[0] = wxPoint( -size.x, size.y ); centers[1] = wxPoint( size.x, size.y ); centers[2] = wxPoint( size.x, -size.y ); centers[3] = wxPoint( -size.x, -size.y ); int numSegs = GetArcToSegmentCount( aCornerRadius, aError, 360.0 ); // Choppy corners on rounded-corner rectangles look awful so enforce a minimum of // 4 segments per corner. if( numSegs < 16 ) numSegs = 16; int delta = 3600 / numSegs; // rotate angle in 0.1 degree int radius = aCornerRadius; if( aErrorLoc == ERROR_OUTSIDE ) radius += GetCircleToPolyCorrection( aError ); auto genArc = [&]( const wxPoint& aCenter, int aStart, int aEnd ) { for( int angle = aStart + delta; angle < aEnd; angle += delta ) { wxPoint pt( -radius, 0 ); RotatePoint( &pt, angle ); pt += aCenter; outline.Append( pt.x, pt.y ); } }; outline.NewOutline(); outline.Append( centers[0] + wxPoint( -radius, 0 ) ); genArc( centers[0], 0, 900 ); outline.Append( centers[0] + wxPoint( 0, radius ) ); outline.Append( centers[1] + wxPoint( 0, radius ) ); genArc( centers[1], 900, 1800 ); outline.Append( centers[1] + wxPoint( radius, 0 ) ); outline.Append( centers[2] + wxPoint( radius, 0 ) ); genArc( centers[2], 1800, 2700 ); outline.Append( centers[2] + wxPoint( 0, -radius ) ); outline.Append( centers[3] + wxPoint( 0, -radius ) ); genArc( centers[3], 2700, 3600 ); outline.Append( centers[3] + wxPoint( -radius, 0 ) ); outline.Outline( 0 ).SetClosed( true ); // The created outlines are bigger than the actual outlines, due to the fact // the corner radius is bigger than the initial value when building a shape outside the // actual shape. // However the bounding box shape does not need to be bigger: only rounded corners must // be modified. // So clamp the too big shape by the actual bounding box if( aErrorLoc == ERROR_OUTSIDE ) { SHAPE_POLY_SET bbox; bbox.NewOutline(); wxSize bbox_size = aSize/2; bbox.Append( wxPoint( -bbox_size.x, -bbox_size.y ) ); bbox.Append( wxPoint( bbox_size.x, -bbox_size.y ) ); bbox.Append( wxPoint( bbox_size.x, bbox_size.y ) ); bbox.Append( wxPoint( -bbox_size.x, bbox_size.y ) ); bbox.Outline( 0 ).SetClosed( true ); outline.BooleanIntersection( bbox, SHAPE_POLY_SET::PM_FAST ); // The result is a convex polygon, no need to simplify or fracture. } // Add the outline: aCornerBuffer.Append( outline ); } void TransformRoundChamferedRectToPolygon( SHAPE_POLY_SET& aCornerBuffer, const wxPoint& aPosition, const wxSize& aSize, double aRotation, int aCornerRadius, double aChamferRatio, int aChamferCorners, int aError, ERROR_LOC aErrorLoc ) { SHAPE_POLY_SET outline; TransformRoundRectToPolygon( outline, aSize, aCornerRadius, aError, aErrorLoc ); if( aChamferCorners ) { // Now we have the round rect outline, in position 0,0 orientation 0.0. // Chamfer the corner(s). int chamfer_value = aChamferRatio * std::min( aSize.x, aSize.y ); SHAPE_POLY_SET chamfered_corner; // corner shape for the current corner to chamfer int corner_id[4] = { RECT_CHAMFER_TOP_LEFT, RECT_CHAMFER_TOP_RIGHT, RECT_CHAMFER_BOTTOM_LEFT, RECT_CHAMFER_BOTTOM_RIGHT }; // Depending on the corner position, signX[] and signY[] give the sign of chamfer // coordinates relative to the corner position // The first corner is the top left corner, then top right, bottom left and bottom right int signX[4] = {1, -1, 1,-1 }; int signY[4] = {1, 1, -1,-1 }; for( int ii = 0; ii < 4; ii++ ) { if( (corner_id[ii] & aChamferCorners) == 0 ) continue; VECTOR2I corner_pos( -signX[ii]*aSize.x/2, -signY[ii]*aSize.y/2 ); if( aCornerRadius ) { // We recreate a rectangular area covering the full rounded corner // (max size = aSize/2) to rebuild the corner before chamfering, to be sure // the rounded corner shape does not overlap the chamfered corner shape: chamfered_corner.RemoveAllContours(); chamfered_corner.NewOutline(); chamfered_corner.Append( 0, 0 ); chamfered_corner.Append( 0, signY[ii] * aSize.y / 2 ); chamfered_corner.Append( signX[ii] * aSize.x / 2, signY[ii] * aSize.y / 2 ); chamfered_corner.Append( signX[ii] * aSize.x / 2, 0 ); chamfered_corner.Move( corner_pos ); outline.BooleanAdd( chamfered_corner, SHAPE_POLY_SET::PM_STRICTLY_SIMPLE ); } // Now chamfer this corner chamfered_corner.RemoveAllContours(); chamfered_corner.NewOutline(); chamfered_corner.Append( 0, 0 ); chamfered_corner.Append( 0, signY[ii] * chamfer_value ); chamfered_corner.Append( signX[ii] * chamfer_value, 0 ); chamfered_corner.Move( corner_pos ); outline.BooleanSubtract( chamfered_corner, SHAPE_POLY_SET::PM_STRICTLY_SIMPLE ); } } // Rotate and move the outline: if( aRotation != 0.0 ) outline.Rotate( DECIDEG2RAD( -aRotation ), VECTOR2I( 0, 0 ) ); outline.Move( VECTOR2I( aPosition ) ); // Add the outline: aCornerBuffer.Append( outline ); } void TransformArcToPolygon( SHAPE_POLY_SET& aCornerBuffer, wxPoint aStart, wxPoint aMid, wxPoint aEnd, int aWidth, int aError, ERROR_LOC aErrorLoc ) { SHAPE_ARC arc( aStart, aMid, aEnd, aWidth ); SHAPE_LINE_CHAIN arcSpine = arc.ConvertToPolyline( aError ); int radial_offset = ( aWidth + 1 ) / 2; SHAPE_POLY_SET polyshape; std::vector outside_pts; /// We start by making rounded ends on the arc TransformCircleToPolygon( polyshape, wxPoint( arcSpine.GetPoint( 0 ).x, arcSpine.GetPoint( 0 ).y ), radial_offset, aError, aErrorLoc ); TransformCircleToPolygon( polyshape, wxPoint( arcSpine.GetPoint( -1 ).x, arcSpine.GetPoint( -1 ).y ), radial_offset, aError, aErrorLoc ); // The circle polygon is built with a even number of segments, so the // horizontal diameter has 2 corners on the biggest diameter // Rotate these 2 corners to match the start and ens points of inner and outer // end points of the arc appoximation outlines, build below. // The final shape is much better. double arc_angle_end_deg = arc.GetStartAngle(); if( arc_angle_end_deg != 0 && arc_angle_end_deg != 180.0 ) polyshape.Outline(0).Rotate( arc_angle_end_deg * M_PI/180.0, arcSpine.GetPoint( 0 ) ); arc_angle_end_deg = arc.GetEndAngle(); if( arc_angle_end_deg != 0 && arc_angle_end_deg != 180.0 ) polyshape.Outline(1).Rotate( arc_angle_end_deg * M_PI/180.0, arcSpine.GetPoint( -1 ) ); if( aErrorLoc == ERROR_OUTSIDE ) radial_offset += aError; else radial_offset -= aError/2; if( radial_offset < 0 ) radial_offset = 0; polyshape.NewOutline(); VECTOR2I center = arc.GetCenter(); int radius = ( arc.GetP0() - center ).EuclideanNorm(); int last_index = arcSpine.GetPointCount() -1; for( std::size_t ii = 0; ii <= last_index; ++ii ) { VECTOR2I offset = arcSpine.GetPoint( ii ) - center; int curr_rd = radius; // This correction gives a better position of intermediate points of the sides of arc. if( ii > 0 && ii < last_index ) curr_rd += aError/2; polyshape.Append( offset.Resize( curr_rd - radial_offset ) + center ); outside_pts.emplace_back( offset.Resize( curr_rd + radial_offset ) + center ); } for( auto it = outside_pts.rbegin(); it != outside_pts.rend(); ++it ) polyshape.Append( *it ); // Can be removed, but usefull to display the outline: polyshape.Simplify( SHAPE_POLY_SET::PM_FAST ); aCornerBuffer.Append( polyshape ); } void TransformRingToPolygon( SHAPE_POLY_SET& aCornerBuffer, wxPoint aCentre, int aRadius, int aWidth, int aError, ERROR_LOC aErrorLoc ) { int inner_radius = aRadius - ( aWidth / 2 ); int outer_radius = inner_radius + aWidth; if( inner_radius <= 0 ) { //In this case, the ring is just a circle (no hole inside) TransformCircleToPolygon( aCornerBuffer, aCentre, aRadius + ( aWidth / 2 ), aError, aErrorLoc ); return; } SHAPE_POLY_SET buffer; TransformCircleToPolygon( buffer, aCentre, outer_radius, aError, aErrorLoc ); // Build the hole: buffer.NewHole(); TransformCircleToPolygon( buffer.Hole( 0, 0 ), aCentre, inner_radius, aError, aErrorLoc ); buffer.Fracture( SHAPE_POLY_SET::PM_FAST ); aCornerBuffer.Append( buffer ); }