/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2013-2015 CERN * Author: Tomasz Wlostowski * Copyright (C) 2017-2019 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 DIRECTION45_H #define DIRECTION45_H #include #include #include // believe or not, X11 headers have a F****ING macro called Opposite... #undef Opposite /** * DIRECTION_45. * Represents route directions & corner angles in a 45-degree metric. */ class DIRECTION_45 { public: /** * Represents available directions - there are 8 of them, as on a rectilinear map (north = up) + * an extra undefined direction, reserved for traces that don't respect 45-degree routing regime. * NOTE: North represents "up" to the user looking at the application, which is the negative-y * direction in the world coordinate space! */ enum Directions : int { N = 0, NE = 1, E = 2, SE = 3, S = 4, SW = 5, W = 6, NW = 7, LAST = 8, UNDEFINED = -1 }; /** * Enum AngleType * Represents kind of angle formed by vectors heading in two DIRECTION_45s. */ enum AngleType { ANG_OBTUSE = 0x01, ANG_RIGHT = 0x02, ANG_ACUTE = 0x04, ANG_STRAIGHT = 0x08, ANG_HALF_FULL = 0x10, ANG_UNDEFINED = 0x20 }; DIRECTION_45( Directions aDir = UNDEFINED ) : m_dir( aDir ), m_90deg( false ) {} /** * Constructor * @param aVec vector in world space, whose direction will be translated into a DIRECTION_45. */ DIRECTION_45( const VECTOR2I &aVec, bool a90 = false ) : m_90deg( a90 ) { VECTOR2I vec( aVec ); vec.y = -vec.y; construct_( vec ); } /** * Constructor * @param aSeg segment, whose direction will be translated into a DIRECTION_45. */ DIRECTION_45( const SEG& aSeg, bool a90 = false ) : m_90deg( a90 ) { VECTOR2I vec( aSeg.B - aSeg.A ); vec.y = -vec.y; construct_( vec ); } /** * Creates a DIRECTION_45 from the endpoints of a given arc * @param aArc will be translated into the closest DIRECTION_45 */ DIRECTION_45( const SHAPE_ARC& aArc, bool a90 = false ) : m_90deg( a90 ) { VECTOR2I vec( aArc.GetP1() - aArc.GetP0() ); vec.y = -vec.y; construct_( vec ); } /** * Function Format() * Formats the direction in a human readable word. * @return name of the direction */ const std::string Format() const { switch( m_dir ) { case N: return "north"; case NE: return "north-east"; case E: return "east"; case SE: return "south-east"; case S: return "south"; case SW: return "south-west"; case W: return "west"; case NW: return "north-west"; case UNDEFINED: return "undefined"; default: return ""; } } /** * Function Opposite() * Returns a direction opposite (180 degree) to (this) * @return opposite direction */ DIRECTION_45 Opposite() const { const Directions OppositeMap[] = { S, SW, W, NW, N, NE, E, SE, UNDEFINED }; return OppositeMap[m_dir]; } /** * Function Angle() * Returns the type of angle between directions (this) and aOther. * @param aOther direction to compare angle with */ AngleType Angle( const DIRECTION_45& aOther ) const { if( m_dir == UNDEFINED || aOther.m_dir == UNDEFINED ) return ANG_UNDEFINED; int d = std::abs( m_dir - aOther.m_dir ); if( d == 1 || d == 7 ) return ANG_OBTUSE; else if( d == 2 || d == 6 ) return ANG_RIGHT; else if( d == 3 || d == 5 ) return ANG_ACUTE; else if( d == 4 ) return ANG_HALF_FULL; else return ANG_STRAIGHT; } /** * Function IsObtuse() * @return true, when (this) forms an obtuse angle with aOther */ bool IsObtuse( const DIRECTION_45& aOther ) const { return Angle( aOther ) == ANG_OBTUSE; } /** * Function IsDiagonal() * Returns true if the direction is diagonal (e.g. North-West, South-East, etc) * @return true, when diagonal. */ bool IsDiagonal() const { return ( m_dir % 2 ) == 1; } bool IsDefined() const { return m_dir != UNDEFINED; } /** * Builds a 2-segment line chain between points aP0 and aP1 and following 45-degree routing * regime. If aStartDiagonal is true, the trace starts with a diagonal segment. * @param aP0 starting point * @param aP1 ending point * @param aStartDiagonal whether the first segment has to be diagonal * @param aFillet if true will fillet the 45-degree portion of the line chain * @return the trace */ const SHAPE_LINE_CHAIN BuildInitialTrace( const VECTOR2I& aP0, const VECTOR2I& aP1, bool aStartDiagonal = false, bool aFillet = false ) const; bool operator==( const DIRECTION_45& aOther ) const { return aOther.m_dir == m_dir; } bool operator!=( const DIRECTION_45& aOther ) const { return aOther.m_dir != m_dir; } /** * Function Right() * * Returns the direction on the right side of this (i.e. turns right * by 45 or 90 deg) */ const DIRECTION_45 Right() const { DIRECTION_45 r; if ( m_dir != UNDEFINED ) { if( m_90deg ) r.m_dir = static_cast( ( m_dir + 2 ) % LAST ); else r.m_dir = static_cast( ( m_dir + 1 ) % LAST ); } return r; } /** * Function Left() * * Returns the direction on the left side of this (i.e. turns left * by 45 or 90 deg) */ const DIRECTION_45 Left() const { DIRECTION_45 l; if ( m_dir != UNDEFINED ) { if( m_90deg ) l.m_dir = static_cast( ( m_dir + LAST - 2 ) % LAST ); else l.m_dir = static_cast( ( m_dir + LAST - 1 ) % LAST ); } return l; } /** * @return a unit vector in world coordinate system corresponding to our direction. */ const VECTOR2I ToVector() const { switch( m_dir ) { case N: return VECTOR2I( 0, -1 ); case S: return VECTOR2I( 0, 1 ); case E: return VECTOR2I( 1, 0 ); case W: return VECTOR2I( -1, 0 ); case NE: return VECTOR2I( 1, -1 ); case NW: return VECTOR2I( -1, -1 ); case SE: return VECTOR2I( 1, 1 ); case SW: return VECTOR2I( -1, 1 ); default: return VECTOR2I( 0, 0 ); } } int Mask() const { return 1 << ( (int) m_dir ); } private: /** * Function construct() * Calculates the direction from a vector. If the vector's angle is not a multiple of 45 * degrees, the direction is rounded to the nearest octant. * @param aVec our vector */ void construct_( const VECTOR2I& aVec ) { m_dir = UNDEFINED; if( aVec.x == 0 && aVec.y == 0 ) return; double mag = 360.0 - ( 180.0 / M_PI * atan2( (double) aVec.y, (double) aVec.x ) ) + 90.0; if( mag >= 360.0 ) mag -= 360.0; if( mag < 0.0 ) mag += 360.0; int dir = ( mag + 22.5 ) / 45.0; if( dir >= LAST ) dir -= LAST; if( dir < 0 ) dir += LAST; m_dir = (Directions) dir; return; } ///> our actual direction Directions m_dir; ///> Are we routing on 45 or 90 degree increments bool m_90deg; }; #endif // DIRECTION45_H