268 lines
6.6 KiB
C++
268 lines
6.6 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) 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 <vector>
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#include <geometry/geometry_utils.h>
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#include <geometry/shape_arc.h>
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#include <geometry/shape_line_chain.h>
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bool SHAPE_ARC::Collide( const SEG& aSeg, int aClearance ) const
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{
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int minDist = aClearance + m_width / 2;
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auto centerDist = aSeg.Distance( m_pc );
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auto p1 = GetP1();
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if( centerDist < minDist )
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return true;
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auto ab = (aSeg.B - aSeg.A );
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auto ac = ( m_pc - aSeg.A );
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auto lenAbSq = ab.SquaredEuclideanNorm();
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auto lambda = (double) ac.Dot( ab ) / (double) lenAbSq;
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if( lambda >= 0.0 && lambda <= 1.0 )
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{
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VECTOR2I p;
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p.x = (double) aSeg.A.x * lambda + (double) aSeg.B.x * (1.0 - lambda);
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p.y = (double) aSeg.A.y * lambda + (double) aSeg.B.y * (1.0 - lambda);
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auto p0pdist = ( m_p0 - p ).EuclideanNorm();
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if( p0pdist < minDist )
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return true;
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auto p1pdist = ( p1 - p ).EuclideanNorm();
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if( p1pdist < minDist )
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return true;
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}
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auto p0dist = aSeg.Distance( m_p0 );
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if( p0dist > minDist )
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return true;
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auto p1dist = aSeg.Distance( p1 );
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if( p1dist > minDist )
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return false;
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return true;
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}
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#if 0
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bool SHAPE_ARC::ConstructFromCorners( VECTOR2I aP0, VECTOR2I aP1, double aCenterAngle )
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{
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VECTOR2D mid = ( VECTOR2D( aP0 ) + VECTOR2D( aP1 ) ) * 0.5;
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VECTOR2D chord = VECTOR2D( aP1 ) - VECTOR2D( aP0 );
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double c = (aP1 - aP0).EuclideanNorm() / 2;
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VECTOR2D d = chord.Rotate( M_PI / 2.0 ).Resize( c );
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m_pc = mid + d * ( 1.0 / tan( aCenterAngle / 2.0 * M_PI / 180.0 ) );
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m_p0 = aP0;
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m_p1 = aP1;
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return true;
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}
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bool SHAPE_ARC::ConstructFromCornerAndAngles( VECTOR2I aP0,
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double aStartAngle,
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double aCenterAngle,
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double aRadius )
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{
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m_p0 = aP0;
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auto d1 = VECTOR2D( 1.0, 0.0 ).Rotate( aStartAngle * M_PI / 180.0 ) * aRadius;
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auto d2 =
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VECTOR2D( 1.0, 0.0 ).Rotate( (aStartAngle + aCenterAngle) * M_PI / 180.0 ) * aRadius;
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m_pc = m_p0 - (VECTOR2I) d1;
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m_p1 = m_pc + (VECTOR2I) d2;
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if( aCenterAngle < 0 )
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std::swap( m_p0, m_p1 );
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return true;
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}
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bool SHAPE_ARC::ConstructFromCenterAndAngles( VECTOR2I aCenter, double aRadius, double aStartAngle, double aCenterAngle )
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{
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double ea = aStartAngle + aCenterAngle;
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m_fullCircle = false;
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m_pc = aCenter;
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m_p0.x = (int) ( (double) aCenter.x + aRadius * cos( aStartAngle * M_PI / 180.0 ) );
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m_p0.y = (int) ( (double) aCenter.y + aRadius * sin( aStartAngle * M_PI / 180.0 ) );
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m_p1.x = (int) ( (double) aCenter.x + aRadius * cos( ea * M_PI / 180.0 ) );
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m_p1.y = (int) ( (double) aCenter.y + aRadius * sin( ea * M_PI / 180.0 ) );
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if( aCenterAngle == 360.0 )
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{
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m_fullCircle = true;
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return true;
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}
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else if ( aCenterAngle < 0.0 )
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{
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std::swap(m_p0, m_p1);
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}
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return true;
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}
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#endif
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const VECTOR2I SHAPE_ARC::GetP1() const
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{
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VECTOR2D rvec = m_p0 - m_pc;
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auto ca = m_centralAngle * M_PI / 180.0;
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VECTOR2I p1;
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p1.x = (int) ( m_pc.x + rvec.x * cos( ca ) - rvec.y * sin( ca ) );
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p1.y = (int) ( m_pc.y + rvec.x * sin( ca ) + rvec.y * cos( ca ) );
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return p1;
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}
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const BOX2I SHAPE_ARC::BBox( int aClearance ) const
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{
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BOX2I bbox;
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std::vector<VECTOR2I> points;
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points.push_back( m_pc );
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points.push_back( m_p0 );
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points.push_back( GetP1() );
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double start_angle = GetStartAngle();
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double end_angle = start_angle + GetCentralAngle();
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// we always count quadrants clockwise (increasing angle)
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if( start_angle > end_angle )
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std::swap( start_angle, end_angle );
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int quad_angle_start = std::ceil( start_angle / 90.0 );
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int quad_angle_end = std::floor( end_angle / 90.0 );
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// count through quadrants included in arc
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for( int quad_angle = quad_angle_start; quad_angle <= quad_angle_end; ++quad_angle )
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{
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const int radius = GetRadius();
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VECTOR2I quad_pt = m_pc;
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switch( quad_angle % 4 )
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{
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case 0: quad_pt += { radius, 0 }; break;
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case 1:
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case -3: quad_pt += { 0, radius }; break;
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case 2:
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case -2: quad_pt += { -radius, 0 }; break;
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case 3:
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case -1: quad_pt += { 0, -radius }; break;
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default: assert( false );
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}
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points.push_back( quad_pt );
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}
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bbox.Compute( points );
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if( aClearance != 0 )
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bbox.Inflate( aClearance );
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return bbox;
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}
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bool SHAPE_ARC::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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double SHAPE_ARC::GetStartAngle() const
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{
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VECTOR2D d( m_p0 - m_pc );
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auto ang = 180.0 / M_PI * atan2( d.y, d.x );
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return ang;
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}
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double SHAPE_ARC::GetEndAngle() const
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{
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double a = GetStartAngle() + m_centralAngle;
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if( a < 0.0 )
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a += 360.0;
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else if ( a >= 360.0 )
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a -= 360.0;
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return a;
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}
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double SHAPE_ARC::GetCentralAngle() const
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{
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return m_centralAngle;
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}
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int SHAPE_ARC::GetRadius() const
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{
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return (m_p0 - m_pc).EuclideanNorm();
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}
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const SHAPE_LINE_CHAIN SHAPE_ARC::ConvertToPolyline( double aAccuracy ) const
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{
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SHAPE_LINE_CHAIN rv;
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double r = GetRadius();
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double sa = GetStartAngle();
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auto c = GetCenter();
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int n;
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if( r == 0.0 )
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{
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n = 0;
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}
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else
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{
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n = GetArcToSegmentCount( r, aAccuracy, m_centralAngle );
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}
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for( int i = 0; i <= n ; i++ )
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{
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double a = sa + m_centralAngle * (double) i / (double) n;
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double x = c.x + r * cos( a * M_PI / 180.0 );
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double y = c.y + r * sin( a * M_PI / 180.0 );
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rv.Append( (int) x, (int) y );
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}
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return rv;
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}
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