329 lines
10 KiB
C++
329 lines
10 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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* Copyright (C) 2021-2022 KiCad Developers, see AUTHORS.txt for contributors.
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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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#ifndef __SHAPE_H
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#define __SHAPE_H
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#include <sstream>
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#include <vector>
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#include <geometry/seg.h>
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#include <geometry/eda_angle.h>
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#include <math/vector2d.h>
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#include <math/box2.h>
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class SHAPE_LINE_CHAIN;
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/**
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* Lists all supported shapes.
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*/
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enum SHAPE_TYPE
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{
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SH_RECT = 0, ///< axis-aligned rectangle
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SH_SEGMENT, ///< line segment
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SH_LINE_CHAIN, ///< line chain (polyline)
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SH_CIRCLE, ///< circle
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SH_SIMPLE, ///< simple polygon
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SH_POLY_SET, ///< set of polygons (with holes, etc.)
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SH_COMPOUND, ///< compound shape, consisting of multiple simple shapes
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SH_ARC, ///< circular arc
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SH_NULL, ///< empty shape (no shape...),
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SH_POLY_SET_TRIANGLE ///< a single triangle belonging to a POLY_SET triangulation
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};
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static inline wxString SHAPE_TYPE_asString( SHAPE_TYPE a )
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{
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switch( a )
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{
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case SH_RECT: return wxT( "SH_RECT" );
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case SH_SEGMENT: return wxT( "SH_SEGMENT" );
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case SH_LINE_CHAIN: return wxT( "SH_LINE_CHAIN" );
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case SH_CIRCLE: return wxT( "SH_CIRCLE" );
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case SH_SIMPLE: return wxT( "SH_SIMPLE" );
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case SH_POLY_SET: return wxT( "SH_POLY_SET" );
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case SH_COMPOUND: return wxT( "SH_COMPOUND" );
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case SH_ARC: return wxT( "SH_ARC" );
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case SH_NULL: return wxT( "SH_NULL" );
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case SH_POLY_SET_TRIANGLE: return wxT( "SH_POLY_SET_TRIANGLE" );
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}
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return wxEmptyString; // Just to quiet GCC.
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}
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class SHAPE;
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class SHAPE_BASE
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{
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public:
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/**
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* Create an empty shape of type aType
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*/
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SHAPE_BASE( SHAPE_TYPE aType ) :
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m_type( aType )
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{}
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virtual ~SHAPE_BASE()
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{}
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/**
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* Return the type of the shape.
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*
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* @retval the type
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*/
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SHAPE_TYPE Type() const
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{
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return m_type;
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}
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wxString TypeName() const
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{
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return SHAPE_TYPE_asString( m_type );
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}
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virtual bool HasIndexableSubshapes() const
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{
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return false;
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}
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virtual size_t GetIndexableSubshapeCount() const { return 0; }
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virtual void GetIndexableSubshapes( std::vector<const SHAPE*>& aSubshapes ) const { }
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protected:
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///< type of our shape
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SHAPE_TYPE m_type;
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};
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/**
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* An abstract shape on 2D plane.
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*/
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class SHAPE : public SHAPE_BASE
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{
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public:
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/**
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* This is the minimum precision for all the points in a shape.
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*/
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static const int MIN_PRECISION_IU = 4;
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/**
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* Create an empty shape of type \a aType.
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*/
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SHAPE( SHAPE_TYPE aType ) :
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SHAPE_BASE( aType )
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{}
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virtual ~SHAPE()
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{}
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/**
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* Return a dynamically allocated copy of the shape.
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*
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* @retval copy of the shape
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*/
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virtual SHAPE* Clone() const
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{
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assert( false );
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return nullptr;
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};
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/**
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* Return the actual minimum distance between two shapes
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*
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* @retval distance in IU
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*/
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int GetClearance( const SHAPE* aOther ) const;
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/**
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* Return true if the shape is a null shape.
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*
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* @retval true if null :-)
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*/
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bool IsNull() const
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{
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return m_type == SH_NULL;
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}
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/**
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* Check if the boundary of shape (this) lies closer to the point \a aP than \a aClearance,
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* indicating a collision.
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*
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* @param aActual [out] an optional pointer to an int to store the actual distance in the
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* event of a collision.
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* @param aLocation [out] an option pointer to a point to store a nearby location in the
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* event of a collision.
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* @return true, if there is a collision.
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*/
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virtual bool Collide( const VECTOR2I& aP, int aClearance = 0, int* aActual = nullptr,
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VECTOR2I* aLocation = nullptr ) const
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{
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return Collide( SEG( aP, aP ), aClearance, aActual, aLocation );
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}
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/**
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* Check if the boundary of shape (this) lies closer to the shape \a aShape than \a aClearance,
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* indicating a collision.
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*
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* @param aShape shape to check collision against
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* @param aClearance minimum clearance
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* @param aMTV minimum translation vector
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* @param aActual [out] an optional pointer to an int to store the actual distance in the
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* event of a collision.
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* @param aLocation [out] an option pointer to a point to store a nearby location in the
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* event of a collision.
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* @return true, if there is a collision.
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*/
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virtual bool Collide( const SHAPE* aShape, int aClearance, VECTOR2I* aMTV ) const;
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virtual bool Collide( const SHAPE* aShape, int aClearance = 0, int* aActual = nullptr,
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VECTOR2I* aLocation = nullptr ) const;
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/**
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* Check if the boundary of shape (this) lies closer to the segment \a aSeg than \a aClearance,
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* indicating a collision.
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*
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* @param aActual [out] an optional pointer to an int to be updated with the actual distance
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* int the event of a collision.
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* @param aLocation [out] an option pointer to a point to store a nearby location in the
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* event of a collision.
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* @return true, if there is a collision.
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*/
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virtual bool Collide( const SEG& aSeg, int aClearance = 0, int* aActual = nullptr,
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VECTOR2I* aLocation = nullptr ) const = 0;
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/**
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* Compute a bounding box of the shape, with a margin of \a aClearance a collision.
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*
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* @param aClearance how much the bounding box is expanded wrs to the minimum enclosing
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* rectangle for the shape.
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* @return the bounding box.
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*/
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virtual const BOX2I BBox( int aClearance = 0 ) const = 0;
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/**
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* Compute a center-of-mass of the shape.
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*
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* @return the center-of-mass point
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*/
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virtual VECTOR2I Centre() const
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{
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return BBox( 0 ).Centre(); // if nothing better is available....
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}
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/**
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* @param aCenter is the rotation center.
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* @param aAngle rotation angle.
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*/
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virtual void Rotate( const EDA_ANGLE& aAngle, const VECTOR2I& aCenter = { 0, 0 } ) = 0;
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virtual void Move( const VECTOR2I& aVector ) = 0;
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virtual bool IsSolid() const = 0;
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virtual bool Parse( std::stringstream& aStream );
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virtual const std::string Format( bool aCplusPlus = true ) const;
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protected:
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typedef VECTOR2I::extended_type ecoord;
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};
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class SHAPE_LINE_CHAIN_BASE : public SHAPE
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{
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public:
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SHAPE_LINE_CHAIN_BASE( SHAPE_TYPE aType ) :
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SHAPE( aType )
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{
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}
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virtual ~SHAPE_LINE_CHAIN_BASE()
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{
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}
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/**
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* Check if point \a aP lies closer to us than \a aClearance.
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*
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* @param aP the point to check for collisions with
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* @param aClearance minimum distance that does not qualify as a collision.
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* @param aActual an optional pointer to an int to store the actual distance in the event
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* of a collision.
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* @return true, when a collision has been found
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*/
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virtual bool Collide( const VECTOR2I& aP, int aClearance = 0, int* aActual = nullptr,
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VECTOR2I* aLocation = nullptr ) const override;
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/**
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* Check if segment \a aSeg lies closer to us than \a aClearance.
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*
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* @param aSeg the segment to check for collisions with
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* @param aClearance minimum distance that does not qualify as a collision.
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* @param aActual an optional pointer to an int to store the actual distance in the event
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* of a collision.
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* @return true, when a collision has been found
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*/
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virtual bool Collide( const SEG& aSeg, int aClearance = 0, int* aActual = nullptr,
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VECTOR2I* aLocation = nullptr ) const override;
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SEG::ecoord SquaredDistance( const VECTOR2I& aP, bool aOutlineOnly = false ) const;
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/**
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* Check if point \a aP lies inside a polygon (any type) defined by the line chain.
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* For closed shapes only.
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*
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* @param aPt point to check
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* @param aUseBBoxCache gives better performance if the bounding box caches have been
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* generated.
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* @return true if the point is inside the shape (edge is not treated as being inside).
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*/
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bool PointInside( const VECTOR2I& aPt, int aAccuracy = 0, bool aUseBBoxCache = false ) const;
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/**
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* Check if point \a aP lies on an edge or vertex of the line chain.
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*
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* @param aP point to check
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* @return true if the point lies on the edge.
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*/
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bool PointOnEdge( const VECTOR2I& aP, int aAccuracy = 0 ) const;
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/**
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* Check if point \a aP lies on an edge or vertex of the line chain.
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*
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* @param aP point to check
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* @return index of the first edge containing the point, otherwise negative
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*/
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int EdgeContainingPoint( const VECTOR2I& aP, int aAccuracy = 0 ) const;
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virtual const VECTOR2I GetPoint( int aIndex ) const = 0;
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virtual const SEG GetSegment( int aIndex ) const = 0;
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virtual size_t GetPointCount() const = 0;
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virtual size_t GetSegmentCount() const = 0;
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virtual bool IsClosed() const = 0;
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virtual BOX2I* GetCachedBBox() const { return nullptr; }
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};
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#endif // __SHAPE_H
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