/* * 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 triangle_2d.cpp */ #include "triangle_2d.h" #include "../ray.h" #include #include #include "../../../3d_fastmath.h" TRIANGLE_2D::TRIANGLE_2D( const SFVEC2F& aV1, const SFVEC2F& aV2, const SFVEC2F& aV3, const BOARD_ITEM& aBoardItem ) : OBJECT_2D( OBJECT_2D_TYPE::TRIANGLE, aBoardItem ) { p1 = aV1; p2 = aV2; p3 = aV3; // Pre-Calc values m_inv_denominator = 1.0f / ( ( p2.y - p3.y ) * ( p1.x - p3.x ) + ( p3.x - p2.x ) * ( p1.y - p3.y ) ); m_p2y_minus_p3y = ( p2.y - p3.y ); m_p3x_minus_p2x = ( p3.x - p2.x ); m_p3y_minus_p1y = ( p3.y - p1.y ); m_p1x_minus_p3x = ( p1.x - p3.x ); m_bbox.Reset(); m_bbox.Union( aV1 ); m_bbox.Union( aV2 ); m_bbox.Union( aV3 ); m_bbox.ScaleNextUp(); m_centroid = m_bbox.GetCenter(); wxASSERT( m_bbox.IsInitialized() ); } bool TRIANGLE_2D::Intersects( const BBOX_2D& aBBox ) const { if( !m_bbox.Intersects( aBBox ) ) return false; //!TODO: Optimize return true; } bool TRIANGLE_2D::Overlaps( const BBOX_2D& aBBox ) const { // NOT IMPLEMENTED return false; } bool TRIANGLE_2D::Intersect( const RAYSEG2D& aSegRay, float* aOutT, SFVEC2F* aNormalOut ) const { return false; } INTERSECTION_RESULT TRIANGLE_2D::IsBBoxInside( const BBOX_2D& aBBox ) const { if( !m_bbox.Intersects( aBBox ) ) return INTERSECTION_RESULT::MISSES; // !TODO: return INTERSECTION_RESULT::MISSES; } bool TRIANGLE_2D::IsPointInside( const SFVEC2F& aPoint ) const { // http://totologic.blogspot.co.uk/2014/01/accurate-point-in-triangle-test.html SFVEC2F point_minus_p3 = aPoint - p3; // barycentric coordinate system const float a = ( m_p2y_minus_p3y * point_minus_p3.x + m_p3x_minus_p2x * point_minus_p3.y ) * m_inv_denominator; if( 0.0f > a || a > 1.0f ) return false; const float b = ( m_p3y_minus_p1y * point_minus_p3.x + m_p1x_minus_p3x * point_minus_p3.y ) * m_inv_denominator; if( 0.0f > b || b > 1.0f ) return false; const float c = 1.0f - a - b; return 0.0f <= c && c <= 1.0f; } void ConvertPolygonToTriangles( SHAPE_POLY_SET& aPolyList, CONTAINER_2D_BASE& aDstContainer, float aBiuTo3dUnitsScale, const BOARD_ITEM& aBoardItem ) { VECTOR2I a; VECTOR2I b; VECTOR2I c; aPolyList.CacheTriangulation( false ); const double conver_d = (double)aBiuTo3dUnitsScale; for( unsigned int j = 0; j < aPolyList.TriangulatedPolyCount(); j++ ) { auto triPoly = aPolyList.TriangulatedPolygon( j ); for( size_t i = 0; i < triPoly->GetTriangleCount(); i++ ) { triPoly->GetTriangle( i, a, b, c ); aDstContainer.Add( new TRIANGLE_2D( SFVEC2F( a.x * conver_d, -a.y * conver_d ), SFVEC2F( b.x * conver_d, -b.y * conver_d ), SFVEC2F( c.x * conver_d, -c.y * conver_d ), aBoardItem ) ); } } }