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author | saurabhb17 | 2020-02-26 16:20:48 +0530 |
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committer | GitHub | 2020-02-26 16:20:48 +0530 |
commit | b77f5d9d8097c38159c6f60917995d6af13bbe1c (patch) | |
tree | 1392c90227aeea231c1d86371131e04c40382918 /common/geometry/seg.cpp | |
parent | dadc4d490966a24efe15b5cc533ef8695986048a (diff) | |
parent | 003d02608917e7a69d1a98438837e94ccf68352a (diff) | |
download | KiCad-eSim-b77f5d9d8097c38159c6f60917995d6af13bbe1c.tar.gz KiCad-eSim-b77f5d9d8097c38159c6f60917995d6af13bbe1c.tar.bz2 KiCad-eSim-b77f5d9d8097c38159c6f60917995d6af13bbe1c.zip |
Merge pull request #4 from FOSSEE/develop
merging dev into master
Diffstat (limited to 'common/geometry/seg.cpp')
-rw-r--r-- | common/geometry/seg.cpp | 158 |
1 files changed, 158 insertions, 0 deletions
diff --git a/common/geometry/seg.cpp b/common/geometry/seg.cpp new file mode 100644 index 0000000..f1796b6 --- /dev/null +++ b/common/geometry/seg.cpp @@ -0,0 +1,158 @@ +/* + * 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 ); +} |