/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 Mario Luzeiro * Copyright (C) 1992-2020 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 round_segment_2d.h */ #ifndef _ROUND_SEGMENT_2D_H_ #define _ROUND_SEGMENT_2D_H_ #include "object_2d.h" #include "../ray.h" #include "filled_circle_2d.h" #include // SFVEC2F class BOARD_ITEM; class ROUND_SEGMENT_2D : public OBJECT_2D { public: ROUND_SEGMENT_2D( const SFVEC2F& aStart, const SFVEC2F& aEnd, float aWidth, const BOARD_ITEM& aBoardItem ); float GetRadius() const { return m_radius; } float GetRadiusSquared() const { return m_radius_squared; } float GetWidth() const { return m_width; } float GetLength() const { return m_segment.m_Length; } const SFVEC2F& GetStart() const { return m_segment.m_Start; } const SFVEC2F& GetEnd() const { return m_segment.m_End; } const SFVEC2F& GetEnd_minus_Start() const { return m_segment.m_End_minus_start; } const SFVEC2F& GetLeftStar() const { return m_leftStart; } const SFVEC2F& GetLeftEnd() const { return m_leftEnd; } const SFVEC2F& GetLeftEnd_minus_Start() const { return m_leftEndMinusStart; } const SFVEC2F& GetLeftDir() const { return m_leftDir; } const SFVEC2F& GetRightStar() const { return m_rightStart; } const SFVEC2F& GetRightEnd() const { return m_rightEnd; } const SFVEC2F& GetRightEnd_minus_Start() const { return m_rightEndMinusStart; } const SFVEC2F& GetRightDir() const { return m_rightDir; } bool Overlaps( const BBOX_2D& aBBox ) const override; bool Intersects( const BBOX_2D& aBBox ) const override; bool Intersect( const RAYSEG2D& aSegRay, float* aOutT, SFVEC2F* aNormalOut ) const override; INTERSECTION_RESULT IsBBoxInside( const BBOX_2D& aBBox ) const override; bool IsPointInside( const SFVEC2F& aPoint ) const override; private: friend class ROUND_SEGMENT; RAYSEG2D m_segment; SFVEC2F m_leftStart; SFVEC2F m_leftEnd; SFVEC2F m_leftEndMinusStart; SFVEC2F m_leftDir; SFVEC2F m_rightStart; SFVEC2F m_rightEnd; SFVEC2F m_rightEndMinusStart; SFVEC2F m_rightDir; float m_radius; float m_radius_squared; float m_width; }; static const float s_min_dot = ( FLT_EPSILON * 4.0f * FLT_EPSILON * 4.0f ); /** * Check if segment start and end is very close to each other. * * This should used to check if the segment should be converted to a circle instead. * * @return true is it is better to convert the segment to circle */ inline bool Is_segment_a_circle( const SFVEC2F& aStart, const SFVEC2F& aEnd ) { const SFVEC2F vec = aEnd - aStart; // This is the same as calc the length squared (without the sqrt) // and compare with a small value. return (aStart == aEnd) || ( glm::dot( vec, vec ) <= s_min_dot ); } #endif // _ROUND_SEGMENT_2D_H_