kicad/common/convert_basic_shapes_to_pol...

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/**
* @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) 1992-2018 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 <vector>
#include <fctsys.h>
#include <trigo.h>
#include <macros.h>
#include <common.h>
#include <convert_basic_shapes_to_polygon.h>
/**
* Function TransformCircleToPolygon
* convert a circle to a polygon, using multiple straight lines
* @param aBuffer = a SHAPE_LINE_CHAIN to store the polygon corners
* @param aCenter = the center of the circle
* @param aRadius = the radius of the circle
* @param aCircleToSegmentsCount = the number of segments to approximate a circle
* Note: the polygon is inside the circle, so if you want to have the polygon
* outside the circle, you should give aRadius calculated with a correction factor
*/
void TransformCircleToPolygon( SHAPE_LINE_CHAIN& aBuffer,
wxPoint aCenter, int aRadius,
int aCircleToSegmentsCount )
{
wxPoint corner_position;
double delta = 3600.0 / aCircleToSegmentsCount; // rot angle in 0.1 degree
double halfstep = delta/2; // the starting value for rot angles
for( int ii = 0; ii < aCircleToSegmentsCount; ii++ )
{
corner_position.x = aRadius;
corner_position.y = 0;
double angle = (ii * delta) + halfstep;
RotatePoint( &corner_position, angle );
corner_position += aCenter;
aBuffer.Append( corner_position.x, corner_position.y );
}
aBuffer.SetClosed( true );
}
/**
* Function TransformCircleToPolygon
* convert a circle to a polygon, using multiple straight lines
* @param aCornerBuffer = a SHAPE_POLY_SET to store the polygon
* @param aCenter = the center of the circle
* @param aRadius = the radius of the circle
* @param aCircleToSegmentsCount = the number of segments to approximate a circle
* Note: the polygon is inside the circle, so if you want to have the polygon
* outside the circle, you should give aRadius calculated with a correction factor
*/
void TransformCircleToPolygon( SHAPE_POLY_SET& aCornerBuffer,
wxPoint aCenter, int aRadius,
int aCircleToSegmentsCount )
{
wxPoint corner_position;
double delta = 3600.0 / aCircleToSegmentsCount; // rot angle in 0.1 degree
double halfstep = delta/2; // the starting value for rot angles
aCornerBuffer.NewOutline();
for( int ii = 0; ii < aCircleToSegmentsCount; ii++ )
{
corner_position.x = aRadius;
corner_position.y = 0;
double angle = (ii * delta) + halfstep;
RotatePoint( &corner_position, angle );
corner_position += aCenter;
aCornerBuffer.Append( corner_position.x, corner_position.y );
}
}
void TransformOvalClearanceToPolygon( SHAPE_POLY_SET& aCornerBuffer,
wxPoint aStart, wxPoint aEnd, int aWidth,
int aCircleToSegmentsCount, double aCorrectionFactor )
{
// 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;
// Note if we want to compensate the radius reduction of a circle due to
// the segment approx, aCorrectionFactor must be calculated like this:
// For a circle the min radius is radius * cos( 2PI / s_CircleToSegmentsCount / 2)
// aCorrectionFactor is 1 /cos( PI/s_CircleToSegmentsCount )
radius = radius * aCorrectionFactor; // make segments outside the circles
// 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 ) );
double delta = 3600.0 / aCircleToSegmentsCount; // rot angle in 0.1 degree
// Compute the outlines of the segment, and creates a polygon
// Note: the polygonal shape is built from the equivalent horizontal
// segment starting ar 0,0, and ending at seg_len,0
// add right rounded end:
for( int ii = 0; ii < aCircleToSegmentsCount/2; ii++ )
{
corner = wxPoint( 0, radius );
RotatePoint( &corner, delta*ii );
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 ii = 0; ii < aCircleToSegmentsCount/2; ii++ )
{
corner = wxPoint( 0, -radius );
RotatePoint( &corner, delta*ii );
polyshape.Append( corner.x, corner.y );
}
// Finish arc:
corner = wxPoint( 0, radius );
polyshape.Append( corner.x, corner.y );
// Now, clamp the polygonal shape (too big) with the segment bounding box
// the polygonal shape bbox equivalent to the segment has a too big height,
// and the right width
if( aCorrectionFactor > 1.0 )
{
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);
}
/* Returns the centers of the rounded corners of a rect.
*/
void GetRoundRectCornerCenters( wxPoint aCenters[4], int aRadius,
const wxPoint& aPosition, const wxSize& aSize, double aRotation )
{
wxSize size( aSize/2 );
size.x -= aRadius;
size.y -= aRadius;
// Ensure size is > 0, to avoid generating unusable shapes
// which can crash kicad.
if( size.x <= 1 )
size.x = 1;
if( size.y <= 1 )
size.y = 1;
aCenters[0].x = -size.x;
aCenters[0].y = size.y;
aCenters[1].x = size.x;
aCenters[1].y = size.y;
aCenters[2].x = size.x;
aCenters[2].y = -size.y;
aCenters[3].x = -size.x;
aCenters[3].y = -size.y;
// Rotate the polygon
if( aRotation )
{
for( int ii = 0; ii < 4; ii++ )
RotatePoint( &aCenters[ii], aRotation );
}
// move the polygon to the position
for( int ii = 0; ii < 4; ii++ )
aCenters[ii] += aPosition;
}
void TransformRoundChamferedRectToPolygon( SHAPE_POLY_SET& aCornerBuffer,
const wxPoint& aPosition, const wxSize& aSize,
double aRotation, int aCornerRadius,
double aChamferRatio, int aChamferCorners,
int aCircleToSegmentsCount )
{
// Build the basic shape in orientation 0.0, position 0,0 for chamfered corners
// or in actual position/orientation for round rect only
wxPoint corners[4];
GetRoundRectCornerCenters( corners, aCornerRadius,
aChamferCorners ? wxPoint( 0, 0 ) : aPosition,
aSize, aChamferCorners ? 0.0 : aRotation );
SHAPE_POLY_SET outline;
outline.NewOutline();
for( int ii = 0; ii < 4; ++ii )
outline.Append( corners[ii].x, corners[ii].y );
outline.Inflate( aCornerRadius, aCircleToSegmentsCount );
if( aChamferCorners == RECT_NO_CHAMFER ) // no chamfer
{
// Add the outline:
aCornerBuffer.Append( outline );
return;
}
// 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 );
}
/**
* Function TransformRoundedEndsSegmentToPolygon
* convert a segment with rounded ends to a polygon
* Convert arcs to multiple straight lines
* @param aCornerBuffer = a buffer to store the polygon
* @param aStart = the segment start point coordinate
* @param aEnd = the segment end point coordinate
* @param aCircleToSegmentsCount = the number of segments to approximate a circle
* @param aWidth = the segment width
* Note: the polygon is inside the arc ends, so if you want to have the polygon
* outside the circle, you should give aStart and aEnd calculated with a correction factor
*/
void TransformRoundedEndsSegmentToPolygon( SHAPE_POLY_SET& aCornerBuffer,
wxPoint aStart, wxPoint aEnd,
int aCircleToSegmentsCount,
int aWidth )
{
int radius = aWidth / 2;
wxPoint endp = aEnd - aStart; // end point coordinate for the same segment starting at (0,0)
wxPoint startp = aStart;
wxPoint corner;
VECTOR2I polypoint;
aCornerBuffer.NewOutline();
// normalize the position in order to have endp.x >= 0;
if( endp.x < 0 )
{
endp = aStart - aEnd;
startp = aEnd;
}
double delta_angle = ArcTangente( endp.y, endp.x ); // delta_angle is in 0.1 degrees
int seg_len = KiROUND( EuclideanNorm( endp ) );
int delta = 3600 / aCircleToSegmentsCount; // rot angle in 0.1 degree
// Compute the outlines of the segment, and creates a polygon
// add right rounded end:
for( int ii = 0; ii < 1800; ii += delta )
{
corner = wxPoint( 0, radius );
RotatePoint( &corner, ii );
corner.x += seg_len;
RotatePoint( &corner, -delta_angle );
corner += startp;
polypoint.x = corner.x;
polypoint.y = corner.y;
aCornerBuffer.Append( polypoint.x, polypoint.y );
}
// Finish arc:
corner = wxPoint( seg_len, -radius );
RotatePoint( &corner, -delta_angle );
corner += startp;
polypoint.x = corner.x;
polypoint.y = corner.y;
aCornerBuffer.Append( polypoint.x, polypoint.y );
// add left rounded end:
for( int ii = 0; ii < 1800; ii += delta )
{
corner = wxPoint( 0, -radius );
RotatePoint( &corner, ii );
RotatePoint( &corner, -delta_angle );
corner += startp;
polypoint.x = corner.x;
polypoint.y = corner.y;
aCornerBuffer.Append( polypoint.x, polypoint.y );
}
// Finish arc:
corner = wxPoint( 0, radius );
RotatePoint( &corner, -delta_angle );
corner += startp;
polypoint.x = corner.x;
polypoint.y = corner.y;
aCornerBuffer.Append( polypoint.x, polypoint.y );
}
/**
* Function TransformArcToPolygon
* Creates a polygon from an Arc
* Convert arcs to multiple straight segments
* @param aCornerBuffer = a buffer to store the polygon
* @param aCentre = centre of the arc or circle
* @param aStart = start point of the arc, or a point on the circle
* @param aArcAngle = arc angle in 0.1 degrees. For a circle, aArcAngle = 3600
* @param aCircleToSegmentsCount = the number of segments to approximate a circle
* @param aWidth = width (thickness) of the line
*/
void TransformArcToPolygon( SHAPE_POLY_SET& aCornerBuffer,
wxPoint aCentre, wxPoint aStart, double aArcAngle,
int aCircleToSegmentsCount, int aWidth )
{
wxPoint arc_start, arc_end;
int delta = 3600 / aCircleToSegmentsCount; // rotate angle in 0.1 degree
arc_end = arc_start = aStart;
if( aArcAngle != 3600 )
{
RotatePoint( &arc_end, aCentre, -aArcAngle );
}
if( aArcAngle < 0 )
{
std::swap( arc_start, arc_end );
aArcAngle = -aArcAngle;
}
// Compute the ends of segments and creates poly
wxPoint curr_end = arc_start;
wxPoint curr_start = arc_start;
for( int ii = delta; ii < aArcAngle; ii += delta )
{
curr_end = arc_start;
RotatePoint( &curr_end, aCentre, -ii );
TransformRoundedEndsSegmentToPolygon( aCornerBuffer, curr_start, curr_end,
aCircleToSegmentsCount, aWidth );
curr_start = curr_end;
}
if( curr_end != arc_end )
TransformRoundedEndsSegmentToPolygon( aCornerBuffer,
curr_end, arc_end,
aCircleToSegmentsCount, aWidth );
}
/**
* Function TransformRingToPolygon
* Creates a polygon from a ring
* Convert arcs to multiple straight segments
* @param aCornerBuffer = a buffer to store the polygon
* @param aCentre = centre of the arc or circle
* @param aRadius = radius of the circle
* @param aCircleToSegmentsCount = the number of segments to approximate a circle
* @param aWidth = width (thickness) of the ring
*/
void TransformRingToPolygon( SHAPE_POLY_SET& aCornerBuffer,
wxPoint aCentre, int aRadius,
int aCircleToSegmentsCount, int aWidth )
{
// Compute the corners positions and creates the poly
wxPoint curr_point;
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 ),
aCircleToSegmentsCount );
return;
}
SHAPE_POLY_SET buffer;
TransformCircleToPolygon( buffer, aCentre, outer_radius, aCircleToSegmentsCount );
// Build the hole:
buffer.NewHole();
TransformCircleToPolygon( buffer.Hole( 0, 0 ), aCentre, inner_radius, aCircleToSegmentsCount );
buffer.Fracture( SHAPE_POLY_SET::PM_FAST );
aCornerBuffer.Append( buffer );
}