kicad/pcbnew/tools/grid_helper.cpp

355 lines
9.9 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2014 CERN
* @author Tomasz Wlostowski <tomasz.wlostowski@cern.ch>
*
* 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 <boost/foreach.hpp>
#include <boost/bind.hpp>
#include <wxPcbStruct.h>
#include <class_board.h>
#include <class_module.h>
#include <class_edge_mod.h>
#include <class_zone.h>
#include <class_draw_panel_gal.h>
#include <view/view_controls.h>
#include <gal/graphics_abstraction_layer.h>
#include <geometry/shape_line_chain.h>
#include "grid_helper.h"
GRID_HELPER::GRID_HELPER( PCB_BASE_FRAME* aFrame ) :
m_frame( aFrame )
{
m_diagonalAuxAxesEnable = true;
}
GRID_HELPER::~GRID_HELPER()
{
}
void GRID_HELPER::SetGrid( int aSize )
{
assert( false );
}
void GRID_HELPER::SetOrigin( const VECTOR2I& aOrigin )
{
assert( false );
}
VECTOR2I GRID_HELPER::GetGrid() const
{
PCB_SCREEN* screen = m_frame->GetScreen();
const wxRealPoint& size = screen->GetGridSize();
return VECTOR2I( KiROUND( size.x ), KiROUND( size.y ) );
}
VECTOR2I GRID_HELPER::GetOrigin() const
{
return VECTOR2I( m_frame->GetGridOrigin() );
}
void GRID_HELPER::SetAuxAxes( bool aEnable, const VECTOR2I& aOrigin, bool aEnableDiagonal )
{
if( aEnable )
m_auxAxis = aOrigin;
else
m_auxAxis = boost::optional<VECTOR2I>();
m_diagonalAuxAxesEnable = aEnable;
}
VECTOR2I GRID_HELPER::Align( const VECTOR2I& aPoint ) const
{
const VECTOR2D gridOffset( GetOrigin() );
const VECTOR2D gridSize( GetGrid() );
VECTOR2I nearest( round( ( aPoint.x - gridOffset.x ) / gridSize.x ) * gridSize.x + gridOffset.x,
round( ( aPoint.y - gridOffset.y ) / gridSize.y ) * gridSize.y + gridOffset.y );
if( !m_auxAxis )
return nearest;
if( std::abs( m_auxAxis->x - aPoint.x ) < std::abs( nearest.x - aPoint.x ) )
nearest.x = m_auxAxis->x;
if( std::abs( m_auxAxis->y - aPoint.y ) < std::abs( nearest.y - aPoint.y ) )
nearest.y = m_auxAxis->y;
return nearest;
}
VECTOR2I GRID_HELPER::BestDragOrigin( const VECTOR2I &aMousePos, BOARD_ITEM* aItem )
{
clearAnchors();
computeAnchors( aItem, aMousePos );
double worldScale = m_frame->GetGalCanvas()->GetGAL()->GetWorldScale();
double lineSnapMinCornerDistance = 50.0 / worldScale;
ANCHOR* nearestOutline = nearestAnchor( aMousePos, OUTLINE, LSET::AllLayersMask() );
ANCHOR* nearestCorner = nearestAnchor( aMousePos, CORNER, LSET::AllLayersMask() );
ANCHOR* nearestOrigin = nearestAnchor( aMousePos, ORIGIN, LSET::AllLayersMask() );
ANCHOR* best = NULL;
double minDist = std::numeric_limits<double>::max();
if( nearestOrigin )
{
minDist = nearestOrigin->Distance( aMousePos );
best = nearestOrigin;
}
if( nearestCorner )
{
double dist = nearestCorner->Distance( aMousePos );
if( dist < minDist )
{
minDist = dist;
best = nearestCorner;
}
}
if( nearestOutline )
{
double dist = nearestOutline->Distance( aMousePos );
if( minDist > lineSnapMinCornerDistance && dist < minDist )
best = nearestOutline;
}
return best ? best->pos : aMousePos;
}
std::set<BOARD_ITEM*> GRID_HELPER::queryVisible( const BOX2I& aArea ) const
{
std::set<BOARD_ITEM*> items;
std::vector<KIGFX::VIEW::LAYER_ITEM_PAIR> selectedItems;
std::vector<KIGFX::VIEW::LAYER_ITEM_PAIR>::iterator it, it_end;
m_frame->GetGalCanvas()->GetView()->Query( aArea, selectedItems ); // Get the list of selected items
for( it = selectedItems.begin(), it_end = selectedItems.end(); it != it_end; ++it )
{
BOARD_ITEM* item = static_cast<BOARD_ITEM*>( it->first );
if( item->ViewIsVisible() )
items.insert ( item );
}
return items;
}
VECTOR2I GRID_HELPER::BestSnapAnchor( const VECTOR2I& aOrigin, BOARD_ITEM* aDraggedItem )
{
double worldScale = m_frame->GetGalCanvas()->GetGAL()->GetWorldScale();
int snapRange = (int) ( 100.0 / worldScale );
BOX2I bb( VECTOR2I( aOrigin.x - snapRange / 2, aOrigin.y - snapRange / 2 ), VECTOR2I( snapRange, snapRange ) );
clearAnchors();
BOOST_FOREACH( BOARD_ITEM* item, queryVisible( bb ) )
{
computeAnchors( item, aOrigin );
}
LSET layers( aDraggedItem->GetLayer() );
ANCHOR* nearest = nearestAnchor( aOrigin, CORNER | SNAPPABLE, layers );
VECTOR2I nearestGrid = Align( aOrigin );
double gridDist = ( nearestGrid - aOrigin ).EuclideanNorm();
if( nearest )
{
double snapDist = nearest->Distance( aOrigin );
if( nearest && snapDist < gridDist )
return nearest->pos;
}
return nearestGrid;
}
void GRID_HELPER::computeAnchors( BOARD_ITEM* aItem, const VECTOR2I& aRefPos )
{
VECTOR2I origin;
switch( aItem->Type() )
{
case PCB_MODULE_T:
{
MODULE* mod = static_cast<MODULE*>( aItem );
addAnchor( mod->GetPosition(), ORIGIN | SNAPPABLE, mod );
for( D_PAD* pad = mod->Pads(); pad; pad = pad->Next() )
addAnchor( pad->GetPosition(), CORNER | SNAPPABLE, pad );
break;
}
case PCB_PAD_T:
{
D_PAD* pad = static_cast<D_PAD*>( aItem );
addAnchor( pad->GetPosition(), CORNER | SNAPPABLE, pad );
break;
}
case PCB_MODULE_EDGE_T:
case PCB_LINE_T:
{
DRAWSEGMENT* dseg = static_cast<DRAWSEGMENT*>( aItem );
VECTOR2I start = dseg->GetStart();
VECTOR2I end = dseg->GetEnd();
//LAYER_ID layer = dseg->GetLayer();
switch( dseg->GetShape() )
{
case S_CIRCLE:
{
int r = ( start - end ).EuclideanNorm();
addAnchor( start, ORIGIN | SNAPPABLE, dseg );
addAnchor( start + VECTOR2I( -r, 0 ), OUTLINE | SNAPPABLE, dseg );
addAnchor( start + VECTOR2I( r, 0 ), OUTLINE | SNAPPABLE, dseg );
addAnchor( start + VECTOR2I( 0, -r ), OUTLINE | SNAPPABLE, dseg );
addAnchor( start + VECTOR2I( 0, r ), OUTLINE | SNAPPABLE, dseg );
break;
}
case S_ARC:
{
origin = dseg->GetCenter();
addAnchor( dseg->GetArcStart(), CORNER | SNAPPABLE, dseg );
addAnchor( dseg->GetArcEnd(), CORNER | SNAPPABLE, dseg );
addAnchor( origin, ORIGIN | SNAPPABLE, dseg );
break;
}
case S_SEGMENT:
{
origin.x = start.x + ( start.x - end.x ) / 2;
origin.y = start.y + ( start.y - end.y ) / 2;
addAnchor( start, CORNER | SNAPPABLE, dseg );
addAnchor( end, CORNER | SNAPPABLE, dseg );
addAnchor( origin, ORIGIN, dseg );
break;
}
default:
{
origin = dseg->GetStart();
addAnchor( origin, ORIGIN | SNAPPABLE, dseg );
break;
}
}
break;
}
case PCB_TRACE_T:
{
TRACK* track = static_cast<TRACK*>( aItem );
VECTOR2I start = track->GetStart();
VECTOR2I end = track->GetEnd();
origin.x = start.x + ( start.x - end.x ) / 2;
origin.y = start.y + ( start.y - end.y ) / 2;
addAnchor( start, CORNER | SNAPPABLE, track );
addAnchor( end, CORNER | SNAPPABLE, track );
addAnchor( origin, ORIGIN, track);
break;
}
case PCB_VIA_T:
addAnchor( aItem->GetPosition(), CORNER | SNAPPABLE, aItem );
break;
case PCB_ZONE_AREA_T:
{
const CPolyLine* outline = static_cast<const ZONE_CONTAINER*>( aItem )->Outline();
int cornersCount = outline->GetCornersCount();
SHAPE_LINE_CHAIN lc;
lc.SetClosed( true );
for( int i = 0; i < cornersCount; ++i )
{
const VECTOR2I p ( outline->GetPos( i ) );
addAnchor( p, CORNER, aItem );
lc.Append( p );
}
addAnchor( lc.NearestPoint( aRefPos ), OUTLINE, aItem );
break;
}
case PCB_MODULE_TEXT_T:
case PCB_TEXT_T:
addAnchor( aItem->GetPosition(), ORIGIN, aItem );
default:
break;
}
}
GRID_HELPER::ANCHOR* GRID_HELPER::nearestAnchor( const VECTOR2I& aPos, int aFlags, LSET aMatchLayers )
{
double minDist = std::numeric_limits<double>::max();
ANCHOR* best = NULL;
BOOST_FOREACH( ANCHOR& a, m_anchors )
{
if( !aMatchLayers[a.item->GetLayer()] )
continue;
if( ( aFlags & a.flags ) != aFlags )
continue;
double dist = a.Distance( aPos );
if( dist < minDist )
{
minDist = dist;
best = &a;
}
}
return best;
}