337 lines
8.5 KiB
C++
337 lines
8.5 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) 2014 Jean-Pierre Charras, jp.charras at wanadoo.fr
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* Copyright (C) 2014 KiCad Developers, see CHANGELOG.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 trigo.cpp
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* @brief Trigonometric and geometric basic functions.
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*/
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#include <fctsys.h>
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#include <macros.h>
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#include <trigo.h>
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#include <common.h>
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#include <math_for_graphics.h>
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#include <geometry/seg.h>
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// Returns true if the point P is on the segment S.
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// faster than TestSegmentHit() because P should be exactly on S
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// therefore works fine only for H, V and 45 deg segm (suitable for wires in eeschema)
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bool IsPointOnSegment( const wxPoint& aSegStart, const wxPoint& aSegEnd,
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const wxPoint& aTestPoint )
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{
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wxPoint vectSeg = aSegEnd - aSegStart; // Vector from S1 to S2
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wxPoint vectPoint = aTestPoint - aSegStart; // Vector from S1 to P
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// Use long long here to avoid overflow in calculations
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if( (long long) vectSeg.x * vectPoint.y - (long long) vectSeg.y * vectPoint.x )
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return false; /* Cross product non-zero, vectors not parallel */
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if( ( (long long) vectSeg.x * vectPoint.x + (long long) vectSeg.y * vectPoint.y ) <
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( (long long) vectPoint.x * vectPoint.x + (long long) vectPoint.y * vectPoint.y ) )
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return false; /* Point not on segment */
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return true;
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}
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// Returns true if the segment 1 intersectd the segment 2.
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bool SegmentIntersectsSegment( const wxPoint &a_p1_l1, const wxPoint &a_p2_l1,
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const wxPoint &a_p1_l2, const wxPoint &a_p2_l2,
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wxPoint* aIntersectionPoint )
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{
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//We are forced to use 64bit ints because the internal units can oveflow 32bit ints when
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// multiplied with each other, the alternative would be to scale the units down (i.e. divide
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// by a fixed number).
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long long dX_a, dY_a, dX_b, dY_b, dX_ab, dY_ab;
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long long num_a, num_b, den;
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//Test for intersection within the bounds of both line segments using line equations of the
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// form:
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// x_k(u_k) = u_k * dX_k + x_k(0)
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// y_k(u_k) = u_k * dY_k + y_k(0)
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// with 0 <= u_k <= 1 and k = [ a, b ]
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dX_a = a_p2_l1.x - a_p1_l1.x;
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dY_a = a_p2_l1.y - a_p1_l1.y;
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dX_b = a_p2_l2.x - a_p1_l2.x;
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dY_b = a_p2_l2.y - a_p1_l2.y;
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dX_ab = a_p1_l2.x - a_p1_l1.x;
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dY_ab = a_p1_l2.y - a_p1_l1.y;
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den = dY_a * dX_b - dY_b * dX_a ;
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//Check if lines are parallel
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if( den == 0 )
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return false;
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num_a = dY_ab * dX_b - dY_b * dX_ab;
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num_b = dY_ab * dX_a - dY_a * dX_ab;
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// Only compute the intersection point if requested
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if( aIntersectionPoint )
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{
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*aIntersectionPoint = a_p1_l1;
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aIntersectionPoint->x += KiROUND( dX_a * ( double )num_a / ( double )den );
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aIntersectionPoint->y += KiROUND( dY_a * ( double )num_b / ( double )den );
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}
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if( den < 0 )
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{
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den = -den;
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num_a = -num_a;
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num_b = -num_b;
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}
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//Test sign( u_a ) and return false if negative
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if( num_a < 0 )
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return false;
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//Test sign( u_b ) and return false if negative
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if( num_b < 0 )
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return false;
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//Test to ensure (u_a <= 1)
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if( num_a > den )
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return false;
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//Test to ensure (u_b <= 1)
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if( num_b > den )
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return false;
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return true;
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}
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bool TestSegmentHit( const wxPoint &aRefPoint, wxPoint aStart, wxPoint aEnd, int aDist )
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{
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int xmin = aStart.x;
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int xmax = aEnd.x;
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int ymin = aStart.y;
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int ymax = aEnd.y;
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wxPoint delta = aStart - aRefPoint;
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if( xmax < xmin )
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std::swap( xmax, xmin );
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if( ymax < ymin )
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std::swap( ymax, ymin );
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// First, check if we are outside of the bounding box
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if( ( ymin - aRefPoint.y > aDist ) || ( aRefPoint.y - ymax > aDist ) )
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return false;
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if( ( xmin - aRefPoint.x > aDist ) || ( aRefPoint.x - xmax > aDist ) )
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return false;
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// Next, eliminate easy cases
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if( aStart.x == aEnd.x && aRefPoint.y > ymin && aRefPoint.y < ymax )
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return std::abs( delta.x ) <= aDist;
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if( aStart.y == aEnd.y && aRefPoint.x > xmin && aRefPoint.x < xmax )
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return std::abs( delta.y ) <= aDist;
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SEG segment( aStart, aEnd );
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return segment.PointCloserThan( aRefPoint, aDist + 1 );
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}
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double ArcTangente( int dy, int dx )
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{
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/* gcc is surprisingly smart in optimizing these conditions in
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a tree! */
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if( dx == 0 && dy == 0 )
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return 0;
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if( dy == 0 )
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{
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if( dx >= 0 )
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return 0;
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else
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return -1800;
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}
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if( dx == 0 )
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{
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if( dy >= 0 )
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return 900;
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else
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return -900;
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}
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if( dx == dy )
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{
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if( dx >= 0 )
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return 450;
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else
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return -1800 + 450;
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}
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if( dx == -dy )
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{
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if( dx >= 0 )
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return -450;
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else
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return 1800 - 450;
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}
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// Of course dy and dx are treated as double
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return RAD2DECIDEG( atan2( (double) dy, (double) dx ) );
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}
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void RotatePoint( int* pX, int* pY, double angle )
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{
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int tmp;
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NORMALIZE_ANGLE_POS( angle );
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// Cheap and dirty optimizations for 0, 90, 180, and 270 degrees.
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if( angle == 0 )
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return;
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if( angle == 900 ) /* sin = 1, cos = 0 */
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{
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tmp = *pX;
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*pX = *pY;
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*pY = -tmp;
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}
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else if( angle == 1800 ) /* sin = 0, cos = -1 */
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{
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*pX = -*pX;
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*pY = -*pY;
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}
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else if( angle == 2700 ) /* sin = -1, cos = 0 */
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{
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tmp = *pX;
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*pX = -*pY;
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*pY = tmp;
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}
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else
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{
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double fangle = DECIDEG2RAD( angle );
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double sinus = sin( fangle );
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double cosinus = cos( fangle );
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double fpx = (*pY * sinus ) + (*pX * cosinus );
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double fpy = (*pY * cosinus ) - (*pX * sinus );
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*pX = KiROUND( fpx );
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*pY = KiROUND( fpy );
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}
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}
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void RotatePoint( int* pX, int* pY, int cx, int cy, double angle )
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{
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int ox, oy;
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ox = *pX - cx;
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oy = *pY - cy;
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RotatePoint( &ox, &oy, angle );
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*pX = ox + cx;
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*pY = oy + cy;
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}
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void RotatePoint( wxPoint* point, const wxPoint& centre, double angle )
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{
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int ox, oy;
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ox = point->x - centre.x;
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oy = point->y - centre.y;
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RotatePoint( &ox, &oy, angle );
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point->x = ox + centre.x;
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point->y = oy + centre.y;
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}
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void RotatePoint( VECTOR2I& point, const VECTOR2I& centre, double angle )
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{
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wxPoint c( centre.x, centre.y );
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wxPoint p( point.x, point.y );
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RotatePoint(&p, c, angle);
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point.x = p.x;
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point.y = p.y;
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}
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void RotatePoint( double* pX, double* pY, double cx, double cy, double angle )
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{
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double ox, oy;
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ox = *pX - cx;
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oy = *pY - cy;
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RotatePoint( &ox, &oy, angle );
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*pX = ox + cx;
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*pY = oy + cy;
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}
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void RotatePoint( double* pX, double* pY, double angle )
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{
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double tmp;
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NORMALIZE_ANGLE_POS( angle );
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// Cheap and dirty optimizations for 0, 90, 180, and 270 degrees.
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if( angle == 0 )
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return;
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if( angle == 900 ) /* sin = 1, cos = 0 */
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{
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tmp = *pX;
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*pX = *pY;
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*pY = -tmp;
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}
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else if( angle == 1800 ) /* sin = 0, cos = -1 */
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{
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*pX = -*pX;
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*pY = -*pY;
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}
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else if( angle == 2700 ) /* sin = -1, cos = 0 */
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{
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tmp = *pX;
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*pX = -*pY;
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*pY = tmp;
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}
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else
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{
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double fangle = DECIDEG2RAD( angle );
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double sinus = sin( fangle );
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double cosinus = cos( fangle );
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double fpx = (*pY * sinus ) + (*pX * cosinus );
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double fpy = (*pY * cosinus ) - (*pX * sinus );
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*pX = fpx;
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*pY = fpy;
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}
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}
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