499 lines
18 KiB
C++
499 lines
18 KiB
C++
/**
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* @file convert_basic_shapes_to_polygon.cpp
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*/
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/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2018 Jean-Pierre Charras, jp.charras at wanadoo.fr
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* Copyright (C) 1992-2018 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <vector>
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#include <fctsys.h>
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#include <trigo.h>
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#include <macros.h>
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#include <common.h>
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#include <convert_basic_shapes_to_polygon.h>
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/**
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* Function TransformCircleToPolygon
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* convert a circle to a polygon, using multiple straight lines
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* @param aBuffer = a SHAPE_LINE_CHAIN to store the polygon corners
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* @param aCenter = the center of the circle
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* @param aRadius = the radius of the circle
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* @param aCircleToSegmentsCount = the number of segments to approximate a circle
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* Note: the polygon is inside the circle, so if you want to have the polygon
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* outside the circle, you should give aRadius calculated with a correction factor
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*/
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void TransformCircleToPolygon( SHAPE_LINE_CHAIN& aBuffer,
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wxPoint aCenter, int aRadius,
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int aCircleToSegmentsCount )
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{
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wxPoint corner_position;
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double delta = 3600.0 / aCircleToSegmentsCount; // rot angle in 0.1 degree
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double halfstep = delta/2; // the starting value for rot angles
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for( int ii = 0; ii < aCircleToSegmentsCount; ii++ )
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{
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corner_position.x = aRadius;
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corner_position.y = 0;
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double angle = (ii * delta) + halfstep;
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RotatePoint( &corner_position, angle );
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corner_position += aCenter;
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aBuffer.Append( corner_position.x, corner_position.y );
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}
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aBuffer.SetClosed( true );
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}
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/**
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* Function TransformCircleToPolygon
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* convert a circle to a polygon, using multiple straight lines
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* @param aCornerBuffer = a SHAPE_POLY_SET to store the polygon
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* @param aCenter = the center of the circle
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* @param aRadius = the radius of the circle
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* @param aCircleToSegmentsCount = the number of segments to approximate a circle
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* Note: the polygon is inside the circle, so if you want to have the polygon
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* outside the circle, you should give aRadius calculated with a correction factor
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*/
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void TransformCircleToPolygon( SHAPE_POLY_SET& aCornerBuffer,
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wxPoint aCenter, int aRadius,
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int aCircleToSegmentsCount )
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{
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wxPoint corner_position;
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double delta = 3600.0 / aCircleToSegmentsCount; // rot angle in 0.1 degree
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double halfstep = delta/2; // the starting value for rot angles
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aCornerBuffer.NewOutline();
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for( int ii = 0; ii < aCircleToSegmentsCount; ii++ )
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{
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corner_position.x = aRadius;
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corner_position.y = 0;
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double angle = (ii * delta) + halfstep;
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RotatePoint( &corner_position, angle );
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corner_position += aCenter;
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aCornerBuffer.Append( corner_position.x, corner_position.y );
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}
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}
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void TransformOvalClearanceToPolygon( SHAPE_POLY_SET& aCornerBuffer,
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wxPoint aStart, wxPoint aEnd, int aWidth,
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int aCircleToSegmentsCount, double aCorrectionFactor )
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{
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// To build the polygonal shape outside the actual shape, we use a bigger
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// radius to build rounded ends.
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// However, the width of the segment is too big.
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// so, later, we will clamp the polygonal shape with the bounding box
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// of the segment.
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int radius = aWidth / 2;
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// Note if we want to compensate the radius reduction of a circle due to
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// the segment approx, aCorrectionFactor must be calculated like this:
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// For a circle the min radius is radius * cos( 2PI / s_CircleToSegmentsCount / 2)
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// aCorrectionFactor is 1 /cos( PI/s_CircleToSegmentsCount )
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radius = radius * aCorrectionFactor; // make segments outside the circles
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// end point is the coordinate relative to aStart
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wxPoint endp = aEnd - aStart;
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wxPoint startp = aStart;
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wxPoint corner;
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SHAPE_POLY_SET polyshape;
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polyshape.NewOutline();
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// normalize the position in order to have endp.x >= 0
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// it makes calculations more easy to understand
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if( endp.x < 0 )
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{
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endp = aStart - aEnd;
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startp = aEnd;
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}
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// delta_angle is in radian
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double delta_angle = atan2( (double)endp.y, (double)endp.x );
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int seg_len = KiROUND( EuclideanNorm( endp ) );
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double delta = 3600.0 / aCircleToSegmentsCount; // rot angle in 0.1 degree
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// Compute the outlines of the segment, and creates a polygon
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// Note: the polygonal shape is built from the equivalent horizontal
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// segment starting ar 0,0, and ending at seg_len,0
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// add right rounded end:
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for( int ii = 0; ii < aCircleToSegmentsCount/2; ii++ )
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{
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corner = wxPoint( 0, radius );
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RotatePoint( &corner, delta*ii );
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corner.x += seg_len;
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polyshape.Append( corner.x, corner.y );
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}
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// Finish arc:
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corner = wxPoint( seg_len, -radius );
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polyshape.Append( corner.x, corner.y );
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// add left rounded end:
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for( int ii = 0; ii < aCircleToSegmentsCount/2; ii++ )
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{
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corner = wxPoint( 0, -radius );
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RotatePoint( &corner, delta*ii );
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polyshape.Append( corner.x, corner.y );
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}
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// Finish arc:
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corner = wxPoint( 0, radius );
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polyshape.Append( corner.x, corner.y );
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// Now, clamp the polygonal shape (too big) with the segment bounding box
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// the polygonal shape bbox equivalent to the segment has a too big height,
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// and the right width
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if( aCorrectionFactor > 1.0 )
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{
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SHAPE_POLY_SET bbox;
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bbox.NewOutline();
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// Build the bbox (a horizontal rectangle).
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int halfwidth = aWidth / 2; // Use the exact segment width for the bbox height
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corner.x = -radius - 2; // use a bbox width slightly bigger to avoid
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// creating useless corner at segment ends
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corner.y = halfwidth;
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bbox.Append( corner.x, corner.y );
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corner.y = -halfwidth;
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bbox.Append( corner.x, corner.y );
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corner.x = radius + seg_len + 2;
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bbox.Append( corner.x, corner.y );
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corner.y = halfwidth;
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bbox.Append( corner.x, corner.y );
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// Now, clamp the shape
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polyshape.BooleanIntersection( bbox, SHAPE_POLY_SET::PM_STRICTLY_SIMPLE );
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// Note the final polygon is a simple, convex polygon with no hole
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// due to the shape of initial polygons
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}
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// Rotate and move the polygon to its right location
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polyshape.Rotate( delta_angle, VECTOR2I( 0, 0 ) );
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polyshape.Move( startp );
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aCornerBuffer.Append( polyshape);
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}
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/* Returns the centers of the rounded corners of a rect.
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*/
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void GetRoundRectCornerCenters( wxPoint aCenters[4], int aRadius,
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const wxPoint& aPosition, const wxSize& aSize, double aRotation )
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{
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wxSize size( aSize/2 );
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size.x -= aRadius;
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size.y -= aRadius;
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// Ensure size is > 0, to avoid generating unusable shapes
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// which can crash kicad.
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if( size.x <= 1 )
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size.x = 1;
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if( size.y <= 1 )
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size.y = 1;
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aCenters[0].x = -size.x;
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aCenters[0].y = size.y;
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aCenters[1].x = size.x;
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aCenters[1].y = size.y;
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aCenters[2].x = size.x;
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aCenters[2].y = -size.y;
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aCenters[3].x = -size.x;
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aCenters[3].y = -size.y;
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// Rotate the polygon
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if( aRotation )
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{
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for( int ii = 0; ii < 4; ii++ )
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RotatePoint( &aCenters[ii], aRotation );
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}
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// move the polygon to the position
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for( int ii = 0; ii < 4; ii++ )
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aCenters[ii] += aPosition;
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}
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void TransformRoundChamferedRectToPolygon( SHAPE_POLY_SET& aCornerBuffer,
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const wxPoint& aPosition, const wxSize& aSize,
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double aRotation, int aCornerRadius,
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double aChamferRatio, int aChamferCorners,
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int aCircleToSegmentsCount )
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{
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// Build the basic shape in orientation 0.0, position 0,0 for chamfered corners
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// or in actual position/orientation for round rect only
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wxPoint corners[4];
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GetRoundRectCornerCenters( corners, aCornerRadius,
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aChamferCorners ? wxPoint( 0, 0 ) : aPosition,
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aSize, aChamferCorners ? 0.0 : aRotation );
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SHAPE_POLY_SET outline;
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outline.NewOutline();
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for( int ii = 0; ii < 4; ++ii )
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outline.Append( corners[ii].x, corners[ii].y );
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outline.Inflate( aCornerRadius, aCircleToSegmentsCount );
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if( aChamferCorners == RECT_NO_CHAMFER ) // no chamfer
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{
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// Add the outline:
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aCornerBuffer.Append( outline );
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return;
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}
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// Now we have the round rect outline, in position 0,0 orientation 0.0.
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// Chamfer the corner(s).
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int chamfer_value = aChamferRatio * std::min( aSize.x, aSize.y );
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SHAPE_POLY_SET chamfered_corner; // corner shape for the current corner to chamfer
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int corner_id[4] =
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{
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RECT_CHAMFER_TOP_LEFT, RECT_CHAMFER_TOP_RIGHT,
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RECT_CHAMFER_BOTTOM_LEFT, RECT_CHAMFER_BOTTOM_RIGHT
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};
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// Depending on the corner position, signX[] and signY[] give the sign of chamfer
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// coordinates relative to the corner position
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// The first corner is the top left corner, then top right, bottom left and bottom right
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int signX[4] = {1, -1, 1,-1 };
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int signY[4] = {1, 1, -1,-1 };
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for( int ii = 0; ii < 4; ii++ )
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{
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if( (corner_id[ii] & aChamferCorners) == 0 )
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continue;
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VECTOR2I corner_pos( -signX[ii]*aSize.x/2, -signY[ii]*aSize.y/2 );
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if( aCornerRadius )
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{
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// We recreate a rectangular area covering the full rounded corner (max size = aSize/2)
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// to rebuild the corner before chamfering, to be sure the rounded corner shape does not
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// overlap the chamfered corner shape:
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chamfered_corner.RemoveAllContours();
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chamfered_corner.NewOutline();
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chamfered_corner.Append( 0, 0 );
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chamfered_corner.Append( 0, signY[ii]*aSize.y/2 );
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chamfered_corner.Append( signX[ii]*aSize.x/2, signY[ii]*aSize.y/2 );
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chamfered_corner.Append( signX[ii]*aSize.x/2, 0 );
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chamfered_corner.Move( corner_pos );
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outline.BooleanAdd( chamfered_corner, SHAPE_POLY_SET::PM_STRICTLY_SIMPLE );
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}
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// Now chamfer this corner
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chamfered_corner.RemoveAllContours();
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chamfered_corner.NewOutline();
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chamfered_corner.Append( 0, 0 );
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chamfered_corner.Append( 0, signY[ii]*chamfer_value );
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chamfered_corner.Append( signX[ii]*chamfer_value, 0 );
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chamfered_corner.Move( corner_pos );
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outline.BooleanSubtract( chamfered_corner, SHAPE_POLY_SET::PM_STRICTLY_SIMPLE );
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}
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// Rotate and move the outline:
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if( aRotation != 0.0 )
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outline.Rotate( DECIDEG2RAD( -aRotation ), VECTOR2I( 0, 0 ) );
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outline.Move( VECTOR2I( aPosition ) );
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// Add the outline:
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aCornerBuffer.Append( outline );
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}
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/**
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* Function TransformRoundedEndsSegmentToPolygon
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* convert a segment with rounded ends to a polygon
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* Convert arcs to multiple straight lines
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* @param aCornerBuffer = a buffer to store the polygon
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* @param aStart = the segment start point coordinate
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* @param aEnd = the segment end point coordinate
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* @param aCircleToSegmentsCount = the number of segments to approximate a circle
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* @param aWidth = the segment width
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* Note: the polygon is inside the arc ends, so if you want to have the polygon
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* outside the circle, you should give aStart and aEnd calculated with a correction factor
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*/
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void TransformRoundedEndsSegmentToPolygon( SHAPE_POLY_SET& aCornerBuffer,
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wxPoint aStart, wxPoint aEnd,
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int aCircleToSegmentsCount,
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int aWidth )
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{
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int radius = aWidth / 2;
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wxPoint endp = aEnd - aStart; // end point coordinate for the same segment starting at (0,0)
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wxPoint startp = aStart;
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wxPoint corner;
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VECTOR2I polypoint;
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aCornerBuffer.NewOutline();
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// normalize the position in order to have endp.x >= 0;
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if( endp.x < 0 )
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{
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endp = aStart - aEnd;
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startp = aEnd;
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}
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double delta_angle = ArcTangente( endp.y, endp.x ); // delta_angle is in 0.1 degrees
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int seg_len = KiROUND( EuclideanNorm( endp ) );
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int delta = 3600 / aCircleToSegmentsCount; // rot angle in 0.1 degree
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// Compute the outlines of the segment, and creates a polygon
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// add right rounded end:
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for( int ii = 0; ii < 1800; ii += delta )
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{
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corner = wxPoint( 0, radius );
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RotatePoint( &corner, ii );
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corner.x += seg_len;
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RotatePoint( &corner, -delta_angle );
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corner += startp;
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polypoint.x = corner.x;
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polypoint.y = corner.y;
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aCornerBuffer.Append( polypoint.x, polypoint.y );
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}
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// Finish arc:
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corner = wxPoint( seg_len, -radius );
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RotatePoint( &corner, -delta_angle );
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corner += startp;
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polypoint.x = corner.x;
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polypoint.y = corner.y;
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aCornerBuffer.Append( polypoint.x, polypoint.y );
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// add left rounded end:
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for( int ii = 0; ii < 1800; ii += delta )
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{
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corner = wxPoint( 0, -radius );
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RotatePoint( &corner, ii );
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RotatePoint( &corner, -delta_angle );
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corner += startp;
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polypoint.x = corner.x;
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polypoint.y = corner.y;
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aCornerBuffer.Append( polypoint.x, polypoint.y );
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}
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// Finish arc:
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corner = wxPoint( 0, radius );
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RotatePoint( &corner, -delta_angle );
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corner += startp;
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polypoint.x = corner.x;
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polypoint.y = corner.y;
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aCornerBuffer.Append( polypoint.x, polypoint.y );
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}
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/**
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* Function TransformArcToPolygon
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* Creates a polygon from an Arc
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* Convert arcs to multiple straight segments
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* @param aCornerBuffer = a buffer to store the polygon
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* @param aCentre = centre of the arc or circle
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* @param aStart = start point of the arc, or a point on the circle
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* @param aArcAngle = arc angle in 0.1 degrees. For a circle, aArcAngle = 3600
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* @param aCircleToSegmentsCount = the number of segments to approximate a circle
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* @param aWidth = width (thickness) of the line
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*/
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void TransformArcToPolygon( SHAPE_POLY_SET& aCornerBuffer,
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wxPoint aCentre, wxPoint aStart, double aArcAngle,
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int aCircleToSegmentsCount, int aWidth )
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{
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wxPoint arc_start, arc_end;
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int delta = 3600 / aCircleToSegmentsCount; // rotate angle in 0.1 degree
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arc_end = arc_start = aStart;
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if( aArcAngle != 3600 )
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{
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RotatePoint( &arc_end, aCentre, -aArcAngle );
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}
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if( aArcAngle < 0 )
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{
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std::swap( arc_start, arc_end );
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aArcAngle = -aArcAngle;
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}
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// Compute the ends of segments and creates poly
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wxPoint curr_end = arc_start;
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wxPoint curr_start = arc_start;
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for( int ii = delta; ii < aArcAngle; ii += delta )
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{
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curr_end = arc_start;
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RotatePoint( &curr_end, aCentre, -ii );
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TransformRoundedEndsSegmentToPolygon( aCornerBuffer, curr_start, curr_end,
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aCircleToSegmentsCount, aWidth );
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curr_start = curr_end;
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}
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if( curr_end != arc_end )
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TransformRoundedEndsSegmentToPolygon( aCornerBuffer,
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curr_end, arc_end,
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aCircleToSegmentsCount, aWidth );
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}
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/**
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* Function TransformRingToPolygon
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* Creates a polygon from a ring
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* Convert arcs to multiple straight segments
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* @param aCornerBuffer = a buffer to store the polygon
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* @param aCentre = centre of the arc or circle
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* @param aRadius = radius of the circle
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* @param aCircleToSegmentsCount = the number of segments to approximate a circle
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* @param aWidth = width (thickness) of the ring
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*/
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void TransformRingToPolygon( SHAPE_POLY_SET& aCornerBuffer,
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wxPoint aCentre, int aRadius,
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int aCircleToSegmentsCount, int aWidth )
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{
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// Compute the corners positions and creates the poly
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wxPoint curr_point;
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int inner_radius = aRadius - ( aWidth / 2 );
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int outer_radius = inner_radius + aWidth;
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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 );
|
|
}
|