681 lines
16 KiB
C++
681 lines
16 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) 2013-2017 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 <algorithm>
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#include <common.h>
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#include <geometry/shape_line_chain.h>
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#include <geometry/shape_circle.h>
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bool SHAPE_LINE_CHAIN::Collide( const VECTOR2I& aP, int aClearance ) const
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{
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// fixme: ugly!
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SEG s( aP, aP );
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return this->Collide( s, aClearance );
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}
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void SHAPE_LINE_CHAIN::Rotate( double aAngle, const VECTOR2I& aCenter )
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{
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for( std::vector<VECTOR2I>::iterator i = m_points.begin(); i != m_points.end(); ++i )
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{
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(*i) -= aCenter;
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(*i) = (*i).Rotate( aAngle );
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(*i) += aCenter;
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}
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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, bool aOutlineOnly ) const
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{
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int d = INT_MAX;
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if( IsClosed() && PointInside( aP ) && !aOutlineOnly )
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return 0;
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for( int s = 0; s < SegmentCount(); s++ )
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d = std::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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int found_index = Find( aP );
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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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if( found_index < 0 )
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ii = s;
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else if( s < found_index )
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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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ii = found_index;
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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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int SHAPE_LINE_CHAIN::FindSegment( const VECTOR2I& aP ) const
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{
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for( int s = 0; s < SegmentCount(); s++ )
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if( CSegment( s ).Distance( aP ) <= 1 )
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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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is.our = a;
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is.their = b;
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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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}
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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 || PointCount() < 3 || !BBox().Contains( aP ) )
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return false;
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bool inside = false;
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/**
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* To check for interior points, we draw a line in the positive x direction from
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* the point. If it intersects an even number of segments, the point is outside the
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* line chain (it had to first enter and then exit). Otherwise, it is inside the chain.
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*
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* Note: slope might be denormal here in the case of a horizontal line but we require our
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* y to move from above to below the point (or vice versa)
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*/
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for( int i = 0; i < PointCount(); i++ )
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{
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const VECTOR2D p1 = CPoint( i );
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const VECTOR2D p2 = CPoint( i + 1 ); // CPoint wraps, so ignore counts
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const VECTOR2D diff = p2 - p1;
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if( ( ( p1.y > aP.y ) != ( p2.y > aP.y ) ) &&
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( aP.x - p1.x < ( diff.x / diff.y ) * ( aP.y - p1.y ) ) )
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inside = !inside;
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}
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return inside;
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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( !PointCount() )
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return false;
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else if( PointCount() == 1 )
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return m_points[0] == aP;
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for( int i = 0; i < PointCount(); i++ )
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{
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const VECTOR2I& p1 = CPoint( i );
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const VECTOR2I& p2 = CPoint( i + 1 );
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if( aP == p1 )
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return true;
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if( p1.x == p2.x && p1.x == aP.x && ( p1.y > aP.y ) != ( p2.y > aP.y ) )
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return true;
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const VECTOR2D diff = p2 - p1;
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if( aP.x >= p1.x && aP.x <= p2.x )
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{
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if( KiROUND( p1.y + ( diff.y / diff.x ) * ( aP.x - p1.x ) ) == aP.y )
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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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bool SHAPE_LINE_CHAIN::CheckClearance( const VECTOR2I& aP, const int aDist) const
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{
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if( !PointCount() )
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return false;
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else if( PointCount() == 1 )
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return m_points[0] == aP;
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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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if( s.A == aP || s.B == aP )
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return true;
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if( s.Distance( aP ) <= aDist )
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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 OPT<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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// for closed polylines, the ending point of the
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// last segment == starting point of the first segment
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// this is a normal case, not self intersecting case
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!( IsClosed() && s1 == 0 && s2 == SegmentCount()-1 ) )
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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 OPT<SHAPE_LINE_CHAIN::INTERSECTION>();
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}
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SHAPE_LINE_CHAIN& SHAPE_LINE_CHAIN::Simplify()
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{
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std::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.pop_back();
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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 VECTOR2I SHAPE_LINE_CHAIN::NearestPoint( const SEG& aSeg, int& dist ) const
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{
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int nearest = 0;
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dist = INT_MAX;
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for( int i = 0; i < PointCount(); i++ )
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{
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int d = aSeg.LineDistance( CPoint( i ) );
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if( d < dist )
|
|
{
|
|
dist = d;
|
|
nearest = i;
|
|
}
|
|
}
|
|
|
|
return CPoint( nearest );
|
|
}
|
|
|
|
|
|
const std::string SHAPE_LINE_CHAIN::Format() const
|
|
{
|
|
std::stringstream ss;
|
|
|
|
ss << m_points.size() << " " << ( m_closed ? 1 : 0 ) << " ";
|
|
|
|
for( int i = 0; i < PointCount(); i++ )
|
|
ss << m_points[i].x << " " << m_points[i].y << " "; // Format() << " ";
|
|
|
|
return ss.str();
|
|
}
|
|
|
|
|
|
bool SHAPE_LINE_CHAIN::CompareGeometry ( const SHAPE_LINE_CHAIN & aOther ) const
|
|
{
|
|
SHAPE_LINE_CHAIN a(*this), b( aOther );
|
|
a.Simplify();
|
|
b.Simplify();
|
|
|
|
if( a.m_points.size() != b.m_points.size() )
|
|
return false;
|
|
|
|
for( int i = 0; i < a.PointCount(); i++)
|
|
if( a.CPoint( i ) != b.CPoint( i ) )
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
|
|
bool SHAPE_LINE_CHAIN::Intersects( const SHAPE_LINE_CHAIN& aChain ) const
|
|
{
|
|
INTERSECTIONS dummy;
|
|
return Intersect( aChain, dummy ) != 0;
|
|
}
|
|
|
|
|
|
SHAPE* SHAPE_LINE_CHAIN::Clone() const
|
|
{
|
|
return new SHAPE_LINE_CHAIN( *this );
|
|
}
|
|
|
|
bool SHAPE_LINE_CHAIN::Parse( std::stringstream& aStream )
|
|
{
|
|
int n_pts;
|
|
|
|
m_points.clear();
|
|
aStream >> n_pts;
|
|
|
|
// Rough sanity check, just make sure the loop bounds aren't absolutely outlandish
|
|
if( n_pts < 0 || n_pts > int( aStream.str().size() ) )
|
|
return false;
|
|
|
|
aStream >> m_closed;
|
|
|
|
for( int i = 0; i < n_pts; i++ )
|
|
{
|
|
int x, y;
|
|
aStream >> x;
|
|
aStream >> y;
|
|
m_points.push_back( VECTOR2I( x, y ) );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
const VECTOR2I SHAPE_LINE_CHAIN::PointAlong( int aPathLength ) const
|
|
{
|
|
int total = 0;
|
|
|
|
if( aPathLength == 0 )
|
|
return CPoint( 0 );
|
|
|
|
for( int i = 0; i < SegmentCount(); i++ )
|
|
{
|
|
const SEG& s = CSegment( i );
|
|
int l = s.Length();
|
|
|
|
if( total + l >= aPathLength )
|
|
{
|
|
VECTOR2I d( s.B - s.A );
|
|
return s.A + d.Resize( aPathLength - total );
|
|
}
|
|
|
|
total += l;
|
|
}
|
|
|
|
return CPoint( -1 );
|
|
}
|
|
|
|
double SHAPE_LINE_CHAIN::Area() const
|
|
{
|
|
// see https://www.mathopenref.com/coordpolygonarea2.html
|
|
|
|
if( !m_closed )
|
|
return 0.0;
|
|
|
|
double area = 0.0;
|
|
int size = m_points.size();
|
|
|
|
for( int i = 0, j = size - 1; i < size; ++i )
|
|
{
|
|
area += ( (double) m_points[j].x + m_points[i].x ) * ( (double) m_points[j].y - m_points[i].y );
|
|
j = i;
|
|
}
|
|
|
|
return -area * 0.5;
|
|
}
|