kicad/libs/kimath/include/geometry/shape_circle.h

131 lines
3.3 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2013 CERN
* @author Tomasz Wlostowski <tomasz.wlostowski@cern.ch>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef __SHAPE_CIRCLE_H
#define __SHAPE_CIRCLE_H
#include <geometry/shape.h>
#include <math/box2.h>
#include <math/vector2d.h>
#include <algorithm>
class SHAPE_CIRCLE : public SHAPE
{
public:
SHAPE_CIRCLE() :
SHAPE( SH_CIRCLE ), m_radius( 0 )
{}
SHAPE_CIRCLE( const VECTOR2I& aCenter, int aRadius ) :
SHAPE( SH_CIRCLE ), m_radius( aRadius ), m_center( aCenter )
{}
SHAPE_CIRCLE( const SHAPE_CIRCLE& aOther ) :
SHAPE( SH_CIRCLE ),
m_radius( aOther.m_radius ),
m_center( aOther.m_center )
{};
~SHAPE_CIRCLE()
{}
SHAPE* Clone() const override
{
return new SHAPE_CIRCLE( *this );
}
SHAPE_CIRCLE& operator=( const SHAPE_CIRCLE& ) = default;
const BOX2I BBox( int aClearance = 0 ) const override
{
const VECTOR2I rc( m_radius + aClearance, m_radius + aClearance );
return BOX2I( m_center - rc, rc * 2 );
}
bool Collide( const SEG& aSeg, int aClearance = 0, int* aActual = nullptr,
VECTOR2I* aLocation = nullptr ) const override
{
int minDist = aClearance + m_radius;
VECTOR2I pn = aSeg.NearestPoint( m_center );
ecoord dist_sq = ( pn - m_center ).SquaredEuclideanNorm();
if( dist_sq == 0 || dist_sq < SEG::Square( minDist ) )
{
if( aLocation )
*aLocation = pn;
if( aActual )
*aActual = std::max( 0, (int) sqrt( dist_sq ) - m_radius );
return true;
}
return false;
}
void SetRadius( int aRadius )
{
m_radius = aRadius;
}
void SetCenter( const VECTOR2I& aCenter )
{
m_center = aCenter;
}
int GetRadius() const
{
return m_radius;
}
const VECTOR2I GetCenter() const
{
return m_center;
}
void Move( const VECTOR2I& aVector ) override
{
m_center += aVector;
}
void Rotate( double aAngle, const VECTOR2I& aCenter = { 0, 0 } ) override
{
m_center -= aCenter;
m_center = m_center.Rotate( aAngle );
m_center += aCenter;
}
bool IsSolid() const override
{
return true;
}
private:
int m_radius;
VECTOR2I m_center;
};
#endif