213 lines
5.6 KiB
C++
213 lines
5.6 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) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 1992-2016 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file cpolygon4pts2d.cpp
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* @brief
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*/
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#include "cpolygon4pts2d.h"
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#include <wx/debug.h>
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CPOLYGON4PTS2D::CPOLYGON4PTS2D( const SFVEC2F &v1,
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const SFVEC2F &v2,
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const SFVEC2F &v3,
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const SFVEC2F &v4,
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const BOARD_ITEM &aBoardItem ) :
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COBJECT2D( OBJ2D_POLYGON4PT, aBoardItem )
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{/*
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if( (v1.x > v2.x) || (v1.y < v2.y) )
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{
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m_segments[0] = v4;
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m_segments[1] = v3;
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m_segments[2] = v2;
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m_segments[3] = v1;
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}
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else
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{*/
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m_segments[0] = v1;
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m_segments[1] = v4;
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m_segments[2] = v3;
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m_segments[3] = v2;
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// }
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unsigned int i;
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unsigned int j = 4 - 1;
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for( i = 0; i < 4; j = i++ )
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{
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SFVEC2F slope = m_segments[j] - m_segments[i];
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m_precalc_slope[i] = slope;
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m_seg_normal[i] = glm::normalize( SFVEC2F( -slope.y, +slope.x ) );
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}
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m_bbox.Reset();
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m_bbox.Union( v1 );
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m_bbox.Union( v2 );
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m_bbox.Union( v3 );
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m_bbox.Union( v4 );
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m_bbox.ScaleNextUp();
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m_bbox.ScaleNextUp();
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m_bbox.ScaleNextUp();
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m_bbox.ScaleNextUp();
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m_bbox.ScaleNextUp();
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m_centroid = m_bbox.GetCenter();
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wxASSERT( m_bbox.IsInitialized() );
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}
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bool CPOLYGON4PTS2D::Intersects( const CBBOX2D &aBBox ) const
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{
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return m_bbox.Intersects( aBBox );
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// This source code is not working OK.
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/*
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if( !m_bbox.Intersects( aBBox ) )
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return false;
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// Check if the bounding box complety have inside the small bounding box
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if( (aBBox.Max().x > m_bbox.Max().x) &&
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(aBBox.Max().y > m_bbox.Max().x) &&
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(aBBox.Min().x < m_bbox.Min().x) &&
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(aBBox.Min().y < m_bbox.Min().y)
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)
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return true;
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SFVEC2F v[4];
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v[0] = aBBox.Min();
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v[1] = SFVEC2F( aBBox.Min().x, aBBox.Max().y );
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v[2] = aBBox.Max();
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v[3] = SFVEC2F( aBBox.Max().x, aBBox.Min().y );
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for( unsigned int i = 0; i < 4; i++ )
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{
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if( IntersectSegment( m_segments[i], m_precalc_slope[i], v[0], v[1] - v[0] ) )
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return true;
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if( IntersectSegment( m_segments[i], m_precalc_slope[i], v[1], v[2] - v[1] ) )
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return true;
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if( IntersectSegment( m_segments[i], m_precalc_slope[i], v[2], v[3] - v[2] ) )
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return true;
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if( IntersectSegment( m_segments[i], m_precalc_slope[i], v[3], v[0] - v[3] ) )
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return true;
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}
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if( IsPointInside( v[0] ) )
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return true;
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if( IsPointInside( v[1] ) )
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return true;
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if( IsPointInside( v[2] ) )
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return true;
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if( IsPointInside( v[3] ) )
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return true;
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return false;*/
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}
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bool CPOLYGON4PTS2D::Overlaps( const CBBOX2D &aBBox ) const
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{
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// NOT IMPLEMENTED
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return true;
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}
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bool CPOLYGON4PTS2D::Intersect( const RAYSEG2D &aSegRay,
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float *aOutT,
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SFVEC2F *aNormalOut ) const
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{
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wxASSERT( aOutT );
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wxASSERT( aNormalOut );
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bool hited = false;
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unsigned int hitIndex;
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float bestHitT;
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for( unsigned int i = 0; i < 4; i++ )
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{
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float t;
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if( aSegRay.IntersectSegment( m_segments[i], m_precalc_slope[i], &t ) )
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if( (hited == false) || ( t < bestHitT) )
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{
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hited = true;
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hitIndex = i;
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bestHitT = t;
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}
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}
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if( hited )
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{
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wxASSERT( (bestHitT >= 0.0f) && (bestHitT <= 1.0f) );
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*aOutT = bestHitT;
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*aNormalOut = m_seg_normal[hitIndex];
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return true;
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}
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return false;
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}
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INTERSECTION_RESULT CPOLYGON4PTS2D::IsBBoxInside( const CBBOX2D &aBBox ) const
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{
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// !TODO:
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return INTR_MISSES;
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}
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bool CPOLYGON4PTS2D::IsPointInside( const SFVEC2F &aPoint ) const
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{
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unsigned int i;
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unsigned int j = 4 - 1;
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bool oddNodes = false;
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for( i = 0; i < 4; j = i++ )
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{
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const float polyJY = m_segments[j].y;
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const float polyIY = m_segments[i].y;
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if( ((polyIY <= aPoint.y) && (polyJY >= aPoint.y)) ||
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((polyJY <= aPoint.y) && (polyIY >= aPoint.y))
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)
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{
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const float polyJX = m_segments[j].x;
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const float polyIX = m_segments[i].x;
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if( (polyIX <= aPoint.x) || (polyJX <= aPoint.x) )
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{
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oddNodes ^= ( ( polyIX +
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( ( aPoint.y - polyIY ) / ( polyJY - polyIY ) ) *
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( polyJX - polyIX ) ) < aPoint.x );
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}
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}
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}
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return oddNodes;
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}
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