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authorsaurabhb172020-02-26 16:20:48 +0530
committerGitHub2020-02-26 16:20:48 +0530
commitb77f5d9d8097c38159c6f60917995d6af13bbe1c (patch)
tree1392c90227aeea231c1d86371131e04c40382918 /common/geometry/seg.cpp
parentdadc4d490966a24efe15b5cc533ef8695986048a (diff)
parent003d02608917e7a69d1a98438837e94ccf68352a (diff)
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Merge pull request #4 from FOSSEE/develop
merging dev into master
Diffstat (limited to 'common/geometry/seg.cpp')
-rw-r--r--common/geometry/seg.cpp158
1 files changed, 158 insertions, 0 deletions
diff --git a/common/geometry/seg.cpp b/common/geometry/seg.cpp
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+/*
+ * 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
+ */
+
+#include <geometry/seg.h>
+
+template <typename T>
+int sgn( T aVal )
+{
+ return ( T( 0 ) < aVal ) - ( aVal < T( 0 ) );
+}
+
+
+bool SEG::PointCloserThan( const VECTOR2I& aP, int aDist ) const
+{
+ VECTOR2I d = B - A;
+ ecoord dist_sq = (ecoord) aDist * aDist;
+
+ SEG::ecoord l_squared = d.Dot( d );
+ SEG::ecoord t = d.Dot( aP - A );
+
+ if( t <= 0 || !l_squared )
+ return ( aP - A ).SquaredEuclideanNorm() < dist_sq;
+ else if( t >= l_squared )
+ return ( aP - B ).SquaredEuclideanNorm() < dist_sq;
+
+ int dxdy = abs( d.x ) - abs( d.y );
+
+ if( ( dxdy >= -1 && dxdy <= 1 ) || abs( d.x ) <= 1 || abs( d.y ) <= 1 )
+ {
+ int ca = -sgn( d.y );
+ int cb = sgn( d.x );
+ int cc = -ca * A.x - cb * A.y;
+
+ ecoord num = (ecoord) ca * aP.x + (ecoord) cb * aP.y + cc;
+ num *= num;
+
+ if( ca && cb )
+ num >>= 1;
+
+ if( num > ( dist_sq + 100 ) )
+ return false;
+
+ else if( num < ( dist_sq - 100 ) )
+ return true;
+ }
+
+ VECTOR2I nearest;
+ nearest.x = A.x + rescale( t, (ecoord) d.x, l_squared );
+ nearest.y = A.y + rescale( t, (ecoord) d.y, l_squared );
+
+ return ( nearest - aP ).SquaredEuclideanNorm() <= dist_sq;
+}
+
+
+SEG::ecoord SEG::SquaredDistance( const SEG& aSeg ) const
+{
+ // fixme: rather inefficient....
+ if( Intersect( aSeg ) )
+ return 0;
+
+ const VECTOR2I pts[4] =
+ {
+ aSeg.NearestPoint( A ) - A,
+ aSeg.NearestPoint( B ) - B,
+ NearestPoint( aSeg.A ) - aSeg.A,
+ NearestPoint( aSeg.B ) - aSeg.B
+ };
+
+ ecoord m = VECTOR2I::ECOORD_MAX;
+
+ for( int i = 0; i < 4; i++ )
+ m = std::min( m, pts[i].SquaredEuclideanNorm() );
+
+ return m;
+}
+
+
+OPT_VECTOR2I SEG::Intersect( const SEG& aSeg, bool aIgnoreEndpoints, bool aLines ) const
+{
+ const VECTOR2I e( B - A );
+ const VECTOR2I f( aSeg.B - aSeg.A );
+ const VECTOR2I ac( aSeg.A - A );
+
+ ecoord d = f.Cross( e );
+ ecoord p = f.Cross( ac );
+ ecoord q = e.Cross( ac );
+
+ if( d == 0 )
+ return OPT_VECTOR2I();
+
+ if( !aLines && d > 0 && ( q < 0 || q > d || p < 0 || p > d ) )
+ return OPT_VECTOR2I();
+
+ if( !aLines && d < 0 && ( q < d || p < d || p > 0 || q > 0 ) )
+ return OPT_VECTOR2I();
+
+ if( !aLines && aIgnoreEndpoints && ( q == 0 || q == d ) && ( p == 0 || p == d ) )
+ return OPT_VECTOR2I();
+
+ VECTOR2I ip( aSeg.A.x + rescale( q, (ecoord) f.x, d ),
+ aSeg.A.y + rescale( q, (ecoord) f.y, d ) );
+
+ return ip;
+}
+
+
+bool SEG::ccw( const VECTOR2I& aA, const VECTOR2I& aB, const VECTOR2I& aC ) const
+{
+ return (ecoord) ( aC.y - aA.y ) * ( aB.x - aA.x ) > (ecoord) ( aB.y - aA.y ) * ( aC.x - aA.x );
+}
+
+
+bool SEG::Collide( const SEG& aSeg, int aClearance ) const
+{
+ // check for intersection
+ // fixme: move to a method
+ if( ccw( A, aSeg.A, aSeg.B ) != ccw( B, aSeg.A, aSeg.B ) &&
+ ccw( A, B, aSeg.A ) != ccw( A, B, aSeg.B ) )
+ return true;
+
+#define CHK( _seg, _pt ) \
+ if( (_seg).PointCloserThan( _pt, aClearance ) ) return true;
+
+ CHK( *this, aSeg.A );
+ CHK( *this, aSeg.B );
+ CHK( aSeg, A );
+ CHK( aSeg, B );
+#undef CHK
+
+ return false;
+}
+
+
+bool SEG::Contains( const VECTOR2I& aP ) const
+{
+ return PointCloserThan( aP, 1 );
+}