/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2021-2022 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 3 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, see . */ #ifndef EDA_ANGLE_H #define EDA_ANGLE_H #include #include #include // for VECTOR2I enum EDA_ANGLE_T { TENTHS_OF_A_DEGREE_T, DEGREES_T, RADIANS_T }; class EDA_ANGLE { public: /** * Angles can be created in degrees, 1/10ths of a degree, or radians, and read as any of * the angle types. * * Angle type must be explicitly specified at creation, because there is no other way of * knowing what an int or a double represents. */ EDA_ANGLE( double aValue, EDA_ANGLE_T aAngleType ) { switch( aAngleType ) { case RADIANS_T: m_value = aValue / DEGREES_TO_RADIANS; break; case TENTHS_OF_A_DEGREE_T: m_value = aValue / 10.0; break; default: m_value = aValue; } } explicit EDA_ANGLE( const VECTOR2D& aVector ) { if( aVector.x == 0.0 && aVector.y == 0.0 ) { m_value = 0.0; } else if( aVector.y == 0.0 ) { if( aVector.x >= 0 ) m_value = 0.0; else m_value = -180.0; } else if( aVector.x == 0.0 ) { if( aVector.y >= 0.0 ) m_value = 90.0; else m_value = -90.0; } else if( aVector.x == aVector.y ) { if( aVector.x >= 0.0 ) m_value = 45.0; else m_value = -180.0 + 45.0; } else if( aVector.x == -aVector.y ) { if( aVector.x >= 0.0 ) m_value = -45.0; else m_value = 180.0 - 45.0; } else { *this = EDA_ANGLE( atan2( aVector.y, aVector.x ), RADIANS_T ); } } explicit EDA_ANGLE( const VECTOR2I& aVector ) { /* gcc is surprisingly smart in optimizing these conditions in a tree! */ if( aVector.x == 0 && aVector.y == 0 ) { m_value = 0; } else if( aVector.y == 0 ) { if( aVector.x >= 0 ) m_value = 0.0; else m_value = -180.0; } else if( aVector.x == 0 ) { if( aVector.y >= 0 ) m_value = 90.0; else m_value = -90.0; } else if( aVector.x == aVector.y ) { if( aVector.x >= 0 ) m_value = 45.0; else m_value = -180.0 + 45.0; } else if( aVector.x == -aVector.y ) { if( aVector.x >= 0 ) m_value = -45.0; else m_value = 180.0 - 45.0; } else { *this = EDA_ANGLE( atan2( (double) aVector.y, (double) aVector.x ), RADIANS_T ); } } EDA_ANGLE() : m_value( 0.0 ) {} inline double AsDegrees() const { return m_value; } inline int AsTenthsOfADegree() const { return KiROUND( m_value * 10.0 ); } inline double AsRadians() const { return m_value * DEGREES_TO_RADIANS; } static constexpr double DEGREES_TO_RADIANS = M_PI / 180.0; /** * @return true if angle is one of the four cardinal directions (0/90/180/270 degrees), * otherwise false */ bool IsCardinal() const; /** * @return true if angle is one of the two cardinal directions (90/270 degrees), * otherwise false */ bool IsCardinal90() const; bool IsZero() const { return m_value == 0.0; } bool IsHorizontal() const { return m_value == 0.0 || m_value == 180.0; } bool IsVertical() const { return m_value == 90.0 || m_value == 270.0; } bool IsParallelTo( EDA_ANGLE aAngle ) const { EDA_ANGLE thisNormalized = *this; // Normalize90 is inclusive on both ends [-90, +90] // but we need it to be (-90, +90] for this test to work thisNormalized.Normalize90(); if( thisNormalized.AsDegrees() == -90.0 ) thisNormalized = EDA_ANGLE( 90.0, DEGREES_T ); aAngle.Normalize90(); if( aAngle.AsDegrees() == -90.0 ) aAngle = EDA_ANGLE( 90.0, DEGREES_T ); return ( thisNormalized.AsDegrees() == aAngle.AsDegrees() ); } EDA_ANGLE Invert() const { return EDA_ANGLE( -AsDegrees(), DEGREES_T ); } double Sin() const { EDA_ANGLE test = *this; test.Normalize(); if( test.m_value == 0.0 || test.m_value == 180.0 ) return 0.0; else if( test.m_value == 90.0 ) return 1.0; else if( test.m_value == 270.0 ) return -1.0; else return sin( AsRadians() ); } double Cos() const { EDA_ANGLE test = *this; test.Normalize(); if( test.m_value == 0.0 ) return 1.0; else if( test.m_value == 180.0 ) return -1.0; else if( test.m_value == 90.0 || test.m_value == 270.0 ) return 0.0; else return cos( AsRadians() ); } double Tan() const { return tan( AsRadians() ); } static EDA_ANGLE Arccos( double x ) { return EDA_ANGLE( acos( x ), RADIANS_T ); } static EDA_ANGLE Arcsin( double x ) { return EDA_ANGLE( asin( x ), RADIANS_T ); } static EDA_ANGLE Arctan( double x ) { return EDA_ANGLE( atan( x ), RADIANS_T ); } static EDA_ANGLE Arctan2( double y, double x ) { return EDA_ANGLE( atan2( y, x ), RADIANS_T ); } inline EDA_ANGLE Normalize() { while( m_value < -0.0 ) m_value += 360.0; while( m_value >= 360.0 ) m_value -= 360.0; return *this; } EDA_ANGLE Normalized() const { EDA_ANGLE ret( *this ); return ret.Normalize(); } inline EDA_ANGLE NormalizeNegative() { while( m_value <= -360.0 ) m_value += 360.0; while( m_value > 0.0 ) m_value -= 360.0; return *this; } inline EDA_ANGLE Normalize90() { while( m_value < -90.0 ) m_value += 180.0; while( m_value > 90.0 ) m_value -= 180.0; return *this; } inline EDA_ANGLE Normalize180() { while( m_value <= -180.0 ) m_value += 360.0; while( m_value > 180.0 ) m_value -= 360.0; return *this; } inline EDA_ANGLE Normalize720() { while( m_value < -360.0 ) m_value += 360.0; while( m_value >= 360.0 ) m_value -= 360.0; return *this; } EDA_ANGLE KeepUpright() const; EDA_ANGLE& operator+=( const EDA_ANGLE& aAngle ) { *this = EDA_ANGLE( AsDegrees() + aAngle.AsDegrees(), DEGREES_T ); return *this; } EDA_ANGLE& operator-=( const EDA_ANGLE& aAngle ) { *this = EDA_ANGLE( AsDegrees() - aAngle.AsDegrees(), DEGREES_T ); return *this; } private: double m_value; ///< value in degrees public: static EDA_ANGLE m_Angle0; static EDA_ANGLE m_Angle45; static EDA_ANGLE m_Angle90; static EDA_ANGLE m_Angle135; static EDA_ANGLE m_Angle180; static EDA_ANGLE m_Angle270; static EDA_ANGLE m_Angle360; }; inline EDA_ANGLE operator-( const EDA_ANGLE& aAngle ) { return aAngle.Invert(); } inline EDA_ANGLE operator-( const EDA_ANGLE& aAngleA, const EDA_ANGLE& aAngleB ) { return EDA_ANGLE( aAngleA.AsDegrees() - aAngleB.AsDegrees(), DEGREES_T ); } inline EDA_ANGLE operator+( const EDA_ANGLE& aAngleA, const EDA_ANGLE& aAngleB ) { return EDA_ANGLE( aAngleA.AsDegrees() + aAngleB.AsDegrees(), DEGREES_T ); } inline EDA_ANGLE operator*( const EDA_ANGLE& aAngleA, double aOperator ) { return EDA_ANGLE( aAngleA.AsDegrees() * aOperator, DEGREES_T ); } inline EDA_ANGLE operator/( const EDA_ANGLE& aAngleA, double aOperator ) { return EDA_ANGLE( aAngleA.AsDegrees() / aOperator, DEGREES_T ); } inline double operator/( const EDA_ANGLE& aAngleA, const EDA_ANGLE& aOperator ) { return aAngleA.AsDegrees() / aOperator.AsDegrees(); } inline bool operator==( const EDA_ANGLE& aAngleA, const EDA_ANGLE& aAngleB ) { return aAngleA.AsDegrees() == aAngleB.AsDegrees(); } inline bool operator!=( const EDA_ANGLE& aAngleA, const EDA_ANGLE& aAngleB ) { return aAngleA.AsDegrees() != aAngleB.AsDegrees(); } inline bool operator>( const EDA_ANGLE& aAngleA, const EDA_ANGLE& aAngleB ) { return aAngleA.AsDegrees() > aAngleB.AsDegrees(); } inline bool operator<( const EDA_ANGLE& aAngleA, const EDA_ANGLE& aAngleB ) { return aAngleA.AsDegrees() < aAngleB.AsDegrees(); } inline bool operator<=( const EDA_ANGLE& aAngleA, const EDA_ANGLE& aAngleB ) { return aAngleA.AsDegrees() <= aAngleB.AsDegrees(); } inline bool operator>=( const EDA_ANGLE& aAngleA, const EDA_ANGLE& aAngleB ) { return aAngleA.AsDegrees() >= aAngleB.AsDegrees(); } inline std::ostream& operator<<( std::ostream& aStream, const EDA_ANGLE& aAngle ) { return aStream << aAngle.AsDegrees(); } namespace std { inline EDA_ANGLE abs( const EDA_ANGLE& aAngle ) { return EDA_ANGLE( std::abs( aAngle.AsDegrees() ), DEGREES_T ); } } static constexpr EDA_ANGLE& ANGLE_HORIZONTAL = EDA_ANGLE::m_Angle0; static constexpr EDA_ANGLE& ANGLE_VERTICAL = EDA_ANGLE::m_Angle90; static constexpr EDA_ANGLE& FULL_CIRCLE = EDA_ANGLE::m_Angle360; static constexpr EDA_ANGLE& ANGLE_0 = EDA_ANGLE::m_Angle0; static constexpr EDA_ANGLE& ANGLE_45 = EDA_ANGLE::m_Angle45; static constexpr EDA_ANGLE& ANGLE_90 = EDA_ANGLE::m_Angle90; static constexpr EDA_ANGLE& ANGLE_135 = EDA_ANGLE::m_Angle135; static constexpr EDA_ANGLE& ANGLE_180 = EDA_ANGLE::m_Angle180; static constexpr EDA_ANGLE& ANGLE_270 = EDA_ANGLE::m_Angle270; static constexpr EDA_ANGLE& ANGLE_360 = EDA_ANGLE::m_Angle360; #endif // EDA_ANGLE_H