538 lines
12 KiB
C++
538 lines
12 KiB
C++
/*
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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) 2013 CERN
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* @author Tomasz Wlostowski <tomasz.wlostowski@cern.ch>
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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 <geometry/shape_line_chain.h>
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#include <geometry/shape_circle.h>
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using namespace std;
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using boost::optional;
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bool SHAPE_LINE_CHAIN::Collide( const VECTOR2I& aP, int aClearance ) const
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{
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assert( false );
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return false;
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}
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bool SHAPE_LINE_CHAIN::Collide( const BOX2I& aBox, int aClearance ) const
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{
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assert( false );
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return false;
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}
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bool SHAPE_LINE_CHAIN::Collide( const SEG& aSeg, int aClearance ) const
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{
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BOX2I box_a( aSeg.A, aSeg.B - aSeg.A );
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BOX2I::ecoord_type dist_sq = (BOX2I::ecoord_type) aClearance * aClearance;
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for( int i = 0; i < SegmentCount(); i++ )
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{
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const SEG& s = CSegment( i );
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BOX2I box_b( s.A, s.B - s.A );
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BOX2I::ecoord_type d = box_a.SquaredDistance( box_b );
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if( d < dist_sq )
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{
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if( s.Collide( aSeg, aClearance ) )
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return true;
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}
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}
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return false;
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}
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const SHAPE_LINE_CHAIN SHAPE_LINE_CHAIN::Reverse() const
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{
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SHAPE_LINE_CHAIN a( *this );
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reverse( a.m_points.begin(), a.m_points.end() );
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a.m_closed = m_closed;
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return a;
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}
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int SHAPE_LINE_CHAIN::Length() const
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{
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int l = 0;
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for( int i = 0; i < SegmentCount(); i++ )
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l += CSegment( i ).Length();
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return l;
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}
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void SHAPE_LINE_CHAIN::Replace( int aStartIndex, int aEndIndex, const VECTOR2I& aP )
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{
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if( aEndIndex < 0 )
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aEndIndex += PointCount();
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if( aStartIndex < 0 )
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aStartIndex += PointCount();
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if( aStartIndex == aEndIndex )
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m_points[aStartIndex] = aP;
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else
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{
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m_points.erase( m_points.begin() + aStartIndex + 1, m_points.begin() + aEndIndex + 1 );
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m_points[aStartIndex] = aP;
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}
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}
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void SHAPE_LINE_CHAIN::Replace( int aStartIndex, int aEndIndex, const SHAPE_LINE_CHAIN& aLine )
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{
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if( aEndIndex < 0 )
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aEndIndex += PointCount();
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if( aStartIndex < 0 )
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aStartIndex += PointCount();
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m_points.erase( m_points.begin() + aStartIndex, m_points.begin() + aEndIndex + 1 );
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m_points.insert( m_points.begin() + aStartIndex, aLine.m_points.begin(), aLine.m_points.end() );
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}
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void SHAPE_LINE_CHAIN::Remove( int aStartIndex, int aEndIndex )
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{
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if( aEndIndex < 0 )
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aEndIndex += PointCount();
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if( aStartIndex < 0 )
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aStartIndex += PointCount();
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m_points.erase( m_points.begin() + aStartIndex, m_points.begin() + aEndIndex + 1 );
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}
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int SHAPE_LINE_CHAIN::Distance( const VECTOR2I& aP ) const
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{
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int d = INT_MAX;
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for( int s = 0; s < SegmentCount(); s++ )
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d = min( d, CSegment( s ).Distance( aP ) );
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return d;
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}
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int SHAPE_LINE_CHAIN::Split( const VECTOR2I& aP )
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{
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int ii = -1;
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int min_dist = 2;
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ii = Find( aP );
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if( ii >= 0 )
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return ii;
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for( int s = 0; s < SegmentCount(); s++ )
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{
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const SEG seg = CSegment( s );
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int dist = seg.Distance( aP );
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// make sure we are not producing a 'slightly concave' primitive. This might happen
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// if aP lies very close to one of already existing points.
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if( dist < min_dist && seg.A != aP && seg.B != aP )
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{
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min_dist = dist;
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ii = s;
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}
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}
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if( ii >= 0 )
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{
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m_points.insert( m_points.begin() + ii + 1, aP );
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return ii + 1;
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}
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return -1;
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}
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int SHAPE_LINE_CHAIN::Find( const VECTOR2I& aP ) const
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{
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for( int s = 0; s< PointCount(); s++ )
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if( CPoint( s ) == aP )
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return s;
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return -1;
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}
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const SHAPE_LINE_CHAIN SHAPE_LINE_CHAIN::Slice( int aStartIndex, int aEndIndex ) const
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{
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SHAPE_LINE_CHAIN rv;
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if( aEndIndex < 0 )
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aEndIndex += PointCount();
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if( aStartIndex < 0 )
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aStartIndex += PointCount();
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for( int i = aStartIndex; i <= aEndIndex; i++ )
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rv.Append( m_points[i] );
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return rv;
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}
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struct compareOriginDistance
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{
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compareOriginDistance( VECTOR2I& aOrigin ) :
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m_origin( aOrigin ) {};
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bool operator()( const SHAPE_LINE_CHAIN::INTERSECTION& aA,
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const SHAPE_LINE_CHAIN::INTERSECTION& aB )
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{
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return ( m_origin - aA.p ).EuclideanNorm() < ( m_origin - aB.p ).EuclideanNorm();
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}
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VECTOR2I m_origin;
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};
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int SHAPE_LINE_CHAIN::Intersect( const SEG& aSeg, INTERSECTIONS& aIp ) const
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{
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for( int s = 0; s < SegmentCount(); s++ )
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{
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OPT_VECTOR2I p = CSegment( s ).Intersect( aSeg );
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if( p )
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{
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INTERSECTION is;
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is.our = CSegment( s );
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is.their = aSeg;
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is.p = *p;
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aIp.push_back( is );
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}
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}
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compareOriginDistance comp( aSeg.A );
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sort( aIp.begin(), aIp.end(), comp );
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return aIp.size();
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}
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int SHAPE_LINE_CHAIN::Intersect( const SHAPE_LINE_CHAIN& aChain, INTERSECTIONS& aIp ) const
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{
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BOX2I bb_other = aChain.BBox();
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for( int s1 = 0; s1 < SegmentCount(); s1++ )
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{
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const SEG& a = CSegment( s1 );
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const BOX2I bb_cur( a.A, a.B - a.A );
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if( !bb_other.Intersects( bb_cur ) )
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continue;
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for( int s2 = 0; s2 < aChain.SegmentCount(); s2++ )
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{
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const SEG& b = aChain.CSegment( s2 );
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INTERSECTION is;
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if( a.Collinear( b ) )
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{
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if( a.Contains( b.A ) ) { is.p = b.A; aIp.push_back( is ); }
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if( a.Contains( b.B ) ) { is.p = b.B; aIp.push_back( is ); }
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if( b.Contains( a.A ) ) { is.p = a.A; aIp.push_back( is ); }
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if( b.Contains( a.B ) ) { is.p = a.B; aIp.push_back( is ); }
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}
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else
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{
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OPT_VECTOR2I p = a.Intersect( b );
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if( p )
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{
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is.p = *p;
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is.our = a;
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is.their = b;
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aIp.push_back( is );
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}
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}
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}
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}
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return aIp.size();
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for( int s1 = 0; s1 < SegmentCount(); s1++ )
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{
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for( int s2 = 0; s2 < aChain.SegmentCount(); s2++ )
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{
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const SEG& a = CSegment( s1 );
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const SEG& b = aChain.CSegment( s2 );
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OPT_VECTOR2I p = a.Intersect( b );
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INTERSECTION is;
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if( p )
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{
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is.p = *p;
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is.our = a;
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is.their = b;
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aIp.push_back( is );
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}
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else if( a.Collinear( b ) )
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{
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if( a.A != b.A && a.A != b.B && b.Contains( a.A ) )
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{
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is.p = a.A;
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is.our = a;
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is.their = b;
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aIp.push_back( is );
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}
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else if( a.B != b.A && a.B != b.B && b.Contains( a.B ) )
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{
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is.p = a.B;
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is.our = a;
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is.their = b;
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aIp.push_back( is );
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}
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}
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}
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}
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return aIp.size();
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}
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int SHAPE_LINE_CHAIN::PathLength( const VECTOR2I& aP ) const
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{
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int sum = 0;
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for( int i = 0; i < SegmentCount(); i++ )
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{
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const SEG seg = CSegment( i );
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int d = seg.Distance( aP );
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if( d <= 1 )
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{
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sum += ( aP - seg.A ).EuclideanNorm();
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return sum;
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}
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else
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sum += seg.Length();
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}
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return -1;
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}
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bool SHAPE_LINE_CHAIN::PointInside( const VECTOR2I& aP ) const
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{
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if( !m_closed || SegmentCount() < 3 )
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return false;
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int cur = CSegment( 0 ).Side( aP );
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if( cur == 0 )
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return false;
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for( int i = 1; i < SegmentCount(); i++ )
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{
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const SEG s = CSegment( i );
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if( aP == s.A || aP == s.B ) // edge does not belong to the interior!
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return false;
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if( s.Side( aP ) != cur )
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return false;
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}
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return true;
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}
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bool SHAPE_LINE_CHAIN::PointOnEdge( const VECTOR2I& aP ) const
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{
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if( SegmentCount() < 1 )
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return m_points[0] == aP;
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for( int i = 1; i < SegmentCount(); i++ )
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{
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const SEG s = CSegment( i );
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if( s.A == aP || s.B == aP )
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return true;
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if( s.Distance( aP ) <= 1 )
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return true;
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}
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return false;
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}
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const optional<SHAPE_LINE_CHAIN::INTERSECTION> SHAPE_LINE_CHAIN::SelfIntersecting() const
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{
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for( int s1 = 0; s1 < SegmentCount(); s1++ )
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{
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for( int s2 = s1 + 1; s2 < SegmentCount(); s2++ )
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{
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const VECTOR2I s2a = CSegment( s2 ).A, s2b = CSegment( s2 ).B;
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if( s1 + 1 != s2 && CSegment( s1 ).Contains( s2a ) )
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{
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INTERSECTION is;
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is.our = CSegment( s1 );
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is.their = CSegment( s2 );
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is.p = s2a;
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return is;
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}
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else if( CSegment( s1 ).Contains( s2b ) )
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{
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INTERSECTION is;
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is.our = CSegment( s1 );
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is.their = CSegment( s2 );
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is.p = s2b;
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return is;
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}
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else
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{
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OPT_VECTOR2I p = CSegment( s1 ).Intersect( CSegment( s2 ), true );
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if( p )
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{
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INTERSECTION is;
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is.our = CSegment( s1 );
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is.their = CSegment( s2 );
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is.p = *p;
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return is;
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}
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}
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}
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}
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return optional<INTERSECTION>();
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}
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SHAPE_LINE_CHAIN& SHAPE_LINE_CHAIN::Simplify()
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{
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vector<VECTOR2I> pts_unique;
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if( PointCount() < 2 )
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{
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return *this;
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}
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else if( PointCount() == 2 )
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{
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if( m_points[0] == m_points[1] )
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m_points.erase( m_points.end() );
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return *this;
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}
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int i = 0;
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int np = PointCount();
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// stage 1: eliminate duplicate vertices
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while( i < np )
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{
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int j = i + 1;
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while( j < np && CPoint( i ) == CPoint( j ) )
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j++;
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pts_unique.push_back( CPoint( i ) );
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i = j;
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}
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m_points.clear();
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np = pts_unique.size();
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i = 0;
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// stage 1: eliminate collinear segments
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while( i < np - 2 )
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{
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const VECTOR2I p0 = pts_unique[i];
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const VECTOR2I p1 = pts_unique[i + 1];
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int n = i;
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while( n < np - 2 && SEG( p0, p1 ).LineDistance( pts_unique[n + 2] ) <= 1 )
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n++;
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m_points.push_back( p0 );
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if( n > i )
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i = n;
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if( n == np )
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{
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m_points.push_back( pts_unique[n - 1] );
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return *this;
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}
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i++;
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}
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if( np > 1 )
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m_points.push_back( pts_unique[np - 2] );
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m_points.push_back( pts_unique[np - 1] );
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return *this;
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}
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const VECTOR2I SHAPE_LINE_CHAIN::NearestPoint( const VECTOR2I& aP ) const
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{
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int min_d = INT_MAX;
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int nearest = 0;
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for( int i = 0; i < SegmentCount(); i++ )
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{
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int d = CSegment( i ).Distance( aP );
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if( d < min_d )
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{
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min_d = d;
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nearest = i;
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}
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}
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return CSegment( nearest ).NearestPoint( aP );
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}
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const string SHAPE_LINE_CHAIN::Format() const
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{
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stringstream ss;
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ss << m_points.size() << " " << ( m_closed ? 1 : 0 ) << " ";
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for( int i = 0; i < PointCount(); i++ )
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ss << m_points[i].x << " " << m_points[i].y << " "; // Format() << " ";
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return ss.str();
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}
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