kicad/libs/kimath/src/convert_basic_shapes_to_pol...

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C++

/**
* @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) 1992-2020 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
*/
#include <algorithm> // for max, min
#include <math.h> // for atan2
#include <type_traits> // for swap
#include <convert_basic_shapes_to_polygon.h>
#include <geometry/geometry_utils.h>
#include <geometry/shape_line_chain.h> // for SHAPE_LINE_CHAIN
#include <geometry/shape_poly_set.h> // for SHAPE_POLY_SET, SHAPE_POLY_SE...
#include <math/util.h>
#include <math/vector2d.h> // for VECTOR2I
#include <trigo.h>
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 );
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 );
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 );
if( aErrorLoc == ERROR_OUTSIDE )
aWidth += 2 * aError;
else
aWidth -= 2 * aError;
for( int ii = 0; ii < arcSpine.GetSegmentCount(); ++ii )
{
SEG seg = arcSpine.GetSegment( ii );
// Note that the error here is only for the rounded ends; we still need to shrink or
// expand the width above for the segments themselves.
TransformOvalToPolygon( aCornerBuffer, (wxPoint) seg.A, (wxPoint) seg.B, aWidth, aError,
aErrorLoc );
}
}
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 );
}