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authorsaurabhb172020-02-26 16:14:17 +0530
committerGitHub2020-02-26 16:14:17 +0530
commit003d02608917e7a69d1a98438837e94ccf68352a (patch)
tree1392c90227aeea231c1d86371131e04c40382918 /common/geometry/shape_collisions.cpp
parent886d9cb772e81d2e5262284bc3082664f084337f (diff)
parente255d0622297488c1c52755be670733418c994cf (diff)
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Merge pull request #3 from saurabhb17/master
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-rw-r--r--common/geometry/shape_collisions.cpp496
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diff --git a/common/geometry/shape_collisions.cpp b/common/geometry/shape_collisions.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 <math/vector2d.h>
+#include <math.h>
+
+#include <geometry/shape.h>
+#include <geometry/shape_line_chain.h>
+#include <geometry/shape_circle.h>
+#include <geometry/shape_rect.h>
+#include <geometry/shape_segment.h>
+#include <geometry/shape_convex.h>
+
+typedef VECTOR2I::extended_type ecoord;
+
+static inline bool Collide( const SHAPE_CIRCLE& aA, const SHAPE_CIRCLE& aB, int aClearance,
+ bool aNeedMTV, VECTOR2I& aMTV )
+{
+ ecoord min_dist = aClearance + aA.GetRadius() + aB.GetRadius();
+ ecoord min_dist_sq = min_dist * min_dist;
+
+ const VECTOR2I delta = aB.GetCenter() - aA.GetCenter();
+
+ ecoord dist_sq = delta.SquaredEuclideanNorm();
+
+ if( dist_sq >= min_dist_sq )
+ return false;
+
+ if( aNeedMTV )
+ aMTV = delta.Resize( min_dist - sqrt( dist_sq ) + 3 ); // fixme: apparent rounding error
+
+ return true;
+}
+
+
+static inline bool Collide( const SHAPE_RECT& aA, const SHAPE_CIRCLE& aB, int aClearance,
+ bool aNeedMTV, VECTOR2I& aMTV )
+{
+ const VECTOR2I c = aB.GetCenter();
+ const VECTOR2I p0 = aA.GetPosition();
+ const VECTOR2I size = aA.GetSize();
+ const int r = aB.GetRadius();
+ const int min_dist = aClearance + r;
+
+ const VECTOR2I vts[] =
+ {
+ VECTOR2I( p0.x, p0.y ),
+ VECTOR2I( p0.x, p0.y + size.y ),
+ VECTOR2I( p0.x + size.x, p0.y + size.y ),
+ VECTOR2I( p0.x + size.x, p0.y ),
+ VECTOR2I( p0.x, p0.y )
+ };
+
+ int nearest_seg_dist = INT_MAX;
+ VECTOR2I nearest;
+
+ bool inside = c.x >= p0.x && c.x <= ( p0.x + size.x )
+ && c.y >= p0.y && c.y <= ( p0.y + size.y );
+
+
+ if( !aNeedMTV && inside )
+ return true;
+
+ for( int i = 0; i < 4; i++ )
+ {
+ const SEG seg( vts[i], vts[i + 1] );
+
+ VECTOR2I pn = seg.NearestPoint( c );
+
+ int d = ( pn - c ).EuclideanNorm();
+
+ if( ( d < min_dist ) && !aNeedMTV )
+ return true;
+
+ if( d < nearest_seg_dist )
+ {
+ nearest = pn;
+ nearest_seg_dist = d;
+ }
+ }
+
+ if( nearest_seg_dist >= min_dist && !inside )
+ return false;
+
+ VECTOR2I delta = c - nearest;
+
+ if( !aNeedMTV )
+ return true;
+
+
+ if( inside )
+ aMTV = -delta.Resize( abs( min_dist + 1 + nearest_seg_dist ) + 1 );
+ else
+ aMTV = delta.Resize( abs( min_dist + 1 - nearest_seg_dist ) + 1 );
+
+
+ return true;
+}
+
+
+static VECTOR2I pushoutForce( const SHAPE_CIRCLE& aA, const SEG& aB, int aClearance )
+{
+ VECTOR2I f( 0, 0 );
+
+ const VECTOR2I c = aA.GetCenter();
+ const VECTOR2I nearest = aB.NearestPoint( c );
+
+ const int r = aA.GetRadius();
+
+ int dist = ( nearest - c ).EuclideanNorm();
+ int min_dist = aClearance + r;
+
+ if( dist < min_dist )
+ {
+ for( int corr = 0; corr < 5; corr++ )
+ {
+ f = ( aA.GetCenter() - nearest ).Resize( min_dist - dist + corr );
+
+ if( aB.Distance( c + f ) >= min_dist )
+ break;
+ }
+ }
+
+ return f;
+}
+
+
+static inline bool Collide( const SHAPE_CIRCLE& aA, const SHAPE_LINE_CHAIN& aB, int aClearance,
+ bool aNeedMTV, VECTOR2I& aMTV )
+{
+ bool found = false;
+
+ for( int s = 0; s < aB.SegmentCount(); s++ )
+ {
+ if( aA.Collide( aB.CSegment( s ), aClearance ) )
+ {
+ found = true;
+ break;
+ }
+ }
+
+ if( !aNeedMTV || !found )
+ return found;
+
+ SHAPE_CIRCLE cmoved( aA );
+ VECTOR2I f_total( 0, 0 );
+
+ for( int s = 0; s < aB.SegmentCount(); s++ )
+ {
+ VECTOR2I f = pushoutForce( cmoved, aB.CSegment( s ), aClearance );
+ cmoved.SetCenter( cmoved.GetCenter() + f );
+ f_total += f;
+ }
+
+ aMTV = f_total;
+ return found;
+}
+
+
+static inline bool Collide( const SHAPE_CIRCLE& aA, const SHAPE_CONVEX& aB, int aClearance,
+ bool aNeedMTV, VECTOR2I& aMTV )
+{
+ bool found;
+ const SHAPE_LINE_CHAIN& lc( aB.Vertices() );
+
+ found = lc.Distance( aA.GetCenter() ) <= aClearance + aA.GetRadius();
+
+ if( !aNeedMTV || !found )
+ return found;
+
+ SHAPE_CIRCLE cmoved( aA );
+ VECTOR2I f_total( 0, 0 );
+
+ for( int s = 0; s < lc.SegmentCount(); s++ )
+ {
+ VECTOR2I f = pushoutForce( cmoved, lc.CSegment( s ), aClearance );
+ cmoved.SetCenter( cmoved.GetCenter() + f );
+ f_total += f;
+ }
+
+ aMTV = f_total;
+ return found;
+}
+
+
+static inline bool Collide( const SHAPE_CIRCLE& aA, const SHAPE_SEGMENT& aSeg, int aClearance,
+ bool aNeedMTV, VECTOR2I& aMTV )
+{
+ bool col = aA.Collide( aSeg.GetSeg(), aClearance + aSeg.GetWidth() / 2);
+
+ if( col && aNeedMTV )
+ {
+ aMTV = -pushoutForce( aA, aSeg.GetSeg(), aClearance + aSeg.GetWidth() / 2);
+ }
+ return col;
+}
+
+
+static inline bool Collide( const SHAPE_LINE_CHAIN& aA, const SHAPE_LINE_CHAIN& aB, int aClearance,
+ bool aNeedMTV, VECTOR2I& aMTV )
+{
+ for( int i = 0; i < aB.SegmentCount(); i++ )
+ if( aA.Collide( aB.CSegment( i ), aClearance ) )
+ return true;
+
+ return false;
+}
+
+
+static inline bool Collide( const SHAPE_LINE_CHAIN& aA, const SHAPE_CONVEX& aB, int aClearance,
+ bool aNeedMTV, VECTOR2I& aMTV )
+{
+ return Collide( aA, aB.Vertices(), aClearance, aNeedMTV, aMTV );
+}
+
+
+static inline bool Collide( const SHAPE_CONVEX& aA, const SHAPE_CONVEX& aB, int aClearance,
+ bool aNeedMTV, VECTOR2I& aMTV )
+{
+ return Collide( aA.Vertices(), aB.Vertices(), aClearance, aNeedMTV, aMTV );
+}
+
+
+static inline bool Collide( const SHAPE_RECT& aA, const SHAPE_LINE_CHAIN& aB, int aClearance,
+ bool aNeedMTV, VECTOR2I& aMTV )
+{
+ for( int s = 0; s < aB.SegmentCount(); s++ )
+ {
+ SEG seg = aB.CSegment( s );
+
+ if( aA.Collide( seg, aClearance ) )
+ return true;
+ }
+
+ return false;
+}
+
+
+static inline bool Collide( const SHAPE_RECT& aA, const SHAPE_CONVEX& aB, int aClearance,
+ bool aNeedMTV, VECTOR2I& aMTV )
+{
+ return Collide( aA, aB.Vertices(), aClearance, aNeedMTV, aMTV );
+}
+
+
+static inline bool Collide( const SHAPE_RECT& aA, const SHAPE_SEGMENT& aSeg, int aClearance,
+ bool aNeedMTV, VECTOR2I& aMTV )
+{
+ return aA.Collide( aSeg.GetSeg(), aClearance + aSeg.GetWidth() / 2 );
+}
+
+
+static inline bool Collide( const SHAPE_SEGMENT& aA, const SHAPE_SEGMENT& aB, int aClearance,
+ bool aNeedMTV, VECTOR2I& aMTV )
+{
+ return aA.Collide( aB.GetSeg(), aClearance + aB.GetWidth() / 2 );
+}
+
+
+static inline bool Collide( const SHAPE_LINE_CHAIN& aA, const SHAPE_SEGMENT& aB, int aClearance,
+ bool aNeedMTV, VECTOR2I& aMTV )
+{
+ if( aA.Collide( aB.GetSeg(), aClearance + aB.GetWidth() / 2 ) )
+ return true;
+
+ return false;
+}
+
+
+static inline bool Collide( const SHAPE_CONVEX& aA, const SHAPE_SEGMENT& aB, int aClearance,
+ bool aNeedMTV, VECTOR2I& aMTV )
+{
+ return Collide( aA.Vertices(), aB, aClearance, aNeedMTV, aMTV );
+}
+
+static inline bool Collide( const SHAPE_RECT& aA, const SHAPE_RECT& aB, int aClearance,
+ bool aNeedMTV, VECTOR2I& aMTV )
+{
+ return Collide( aA.Outline(), aB.Outline(), aClearance, aNeedMTV, aMTV );
+}
+
+
+template<class ShapeAType, class ShapeBType>
+inline bool CollCase( const SHAPE* aA, const SHAPE* aB, int aClearance, bool aNeedMTV, VECTOR2I& aMTV )
+{
+ return Collide (*static_cast<const ShapeAType*>( aA ),
+ *static_cast<const ShapeBType*>( aB ),
+ aClearance, aNeedMTV, aMTV);
+}
+
+template<class ShapeAType, class ShapeBType>
+inline bool CollCaseReversed ( const SHAPE* aA, const SHAPE* aB, int aClearance, bool aNeedMTV, VECTOR2I& aMTV )
+{
+ bool rv = Collide (*static_cast<const ShapeBType*>( aB ),
+ *static_cast<const ShapeAType*>( aA ),
+ aClearance, aNeedMTV, aMTV);
+ if(rv && aNeedMTV)
+ aMTV = -aMTV;
+ return rv;
+}
+
+
+bool CollideShapes( const SHAPE* aA, const SHAPE* aB, int aClearance, bool aNeedMTV, VECTOR2I& aMTV )
+{
+ switch( aA->Type() )
+ {
+ case SH_RECT:
+ switch( aB->Type() )
+ {
+ case SH_RECT:
+ return CollCase<SHAPE_RECT, SHAPE_RECT>( aA, aB, aClearance, aNeedMTV, aMTV );
+
+ case SH_CIRCLE:
+ return CollCase<SHAPE_RECT, SHAPE_CIRCLE>( aA, aB, aClearance, aNeedMTV, aMTV );
+
+ case SH_LINE_CHAIN:
+ return CollCase<SHAPE_RECT, SHAPE_LINE_CHAIN>( aA, aB, aClearance, aNeedMTV, aMTV );
+
+ case SH_SEGMENT:
+ return CollCase<SHAPE_RECT, SHAPE_SEGMENT>( aA, aB, aClearance, aNeedMTV, aMTV );
+
+ case SH_CONVEX:
+ return CollCase<SHAPE_RECT, SHAPE_CONVEX>( aA, aB, aClearance, aNeedMTV, aMTV );
+
+ default:
+ break;
+ }
+ break;
+
+ case SH_CIRCLE:
+ switch( aB->Type() )
+ {
+ case SH_RECT:
+ return CollCaseReversed<SHAPE_CIRCLE, SHAPE_RECT>( aA, aB, aClearance, aNeedMTV, aMTV );
+
+ case SH_CIRCLE:
+ return CollCase<SHAPE_CIRCLE, SHAPE_CIRCLE>( aA, aB, aClearance, aNeedMTV, aMTV );
+
+ case SH_LINE_CHAIN:
+ return CollCase<SHAPE_CIRCLE, SHAPE_LINE_CHAIN>( aA, aB, aClearance, aNeedMTV, aMTV );
+
+ case SH_SEGMENT:
+ return CollCase<SHAPE_CIRCLE, SHAPE_SEGMENT>( aA, aB, aClearance, aNeedMTV, aMTV );
+
+ case SH_CONVEX:
+ return CollCase<SHAPE_CIRCLE, SHAPE_CONVEX>( aA, aB, aClearance, aNeedMTV, aMTV );
+
+ default:
+ break;
+ }
+ break;
+
+ case SH_LINE_CHAIN:
+ switch( aB->Type() )
+ {
+ case SH_RECT:
+ return CollCase<SHAPE_RECT, SHAPE_LINE_CHAIN>( aB, aA, aClearance, aNeedMTV, aMTV );
+
+ case SH_CIRCLE:
+ return CollCase<SHAPE_CIRCLE, SHAPE_LINE_CHAIN>( aB, aA, aClearance, aNeedMTV, aMTV );
+
+ case SH_LINE_CHAIN:
+ return CollCase<SHAPE_LINE_CHAIN, SHAPE_LINE_CHAIN>( aA, aB, aClearance, aNeedMTV, aMTV );
+
+ case SH_SEGMENT:
+ return CollCase<SHAPE_LINE_CHAIN, SHAPE_SEGMENT>( aA, aB, aClearance, aNeedMTV, aMTV );
+
+ case SH_CONVEX:
+ return CollCase<SHAPE_LINE_CHAIN, SHAPE_CONVEX>( aA, aB, aClearance, aNeedMTV, aMTV );
+
+ default:
+ break;
+ }
+ break;
+
+ case SH_SEGMENT:
+ switch( aB->Type() )
+ {
+ case SH_RECT:
+ return CollCase<SHAPE_RECT, SHAPE_SEGMENT>( aB, aA, aClearance, aNeedMTV, aMTV );
+
+ case SH_CIRCLE:
+ return CollCaseReversed<SHAPE_SEGMENT, SHAPE_CIRCLE>( aA, aB, aClearance, aNeedMTV, aMTV );
+
+ case SH_LINE_CHAIN:
+ return CollCase<SHAPE_LINE_CHAIN, SHAPE_SEGMENT>( aB, aA, aClearance, aNeedMTV, aMTV );
+
+ case SH_SEGMENT:
+ return CollCase<SHAPE_SEGMENT, SHAPE_SEGMENT>( aA, aB, aClearance, aNeedMTV, aMTV );
+
+ case SH_CONVEX:
+ return CollCase<SHAPE_CONVEX, SHAPE_SEGMENT>( aB, aA, aClearance, aNeedMTV, aMTV );
+
+ default:
+ break;
+ }
+ break;
+
+ case SH_CONVEX:
+ switch( aB->Type() )
+ {
+ case SH_RECT:
+ return CollCase<SHAPE_RECT, SHAPE_CONVEX>( aB, aA, aClearance, aNeedMTV, aMTV );
+
+ case SH_CIRCLE:
+ return CollCase<SHAPE_CIRCLE, SHAPE_CONVEX>( aB, aA, aClearance, aNeedMTV, aMTV );
+
+ case SH_LINE_CHAIN:
+ return CollCase<SHAPE_LINE_CHAIN, SHAPE_CONVEX>( aB, aA, aClearance, aNeedMTV, aMTV );
+
+ case SH_SEGMENT:
+ return CollCase<SHAPE_CONVEX, SHAPE_SEGMENT>( aA, aB, aClearance, aNeedMTV, aMTV );
+
+ case SH_CONVEX:
+ return CollCase<SHAPE_CONVEX, SHAPE_CONVEX>( aA, aB, aClearance, aNeedMTV, aMTV );
+
+ default:
+ break;
+ }
+ break;
+
+ default:
+ break;
+ }
+
+ bool unsupported_collision = true;
+ (void) unsupported_collision; // make gcc quiet
+
+ assert( unsupported_collision == false );
+
+ return false;
+}
+
+
+bool SHAPE::Collide( const SHAPE* aShape, int aClerance, VECTOR2I& aMTV ) const
+{
+ return CollideShapes( this, aShape, aClerance, true, aMTV );
+}
+
+
+bool SHAPE::Collide( const SHAPE* aShape, int aClerance ) const
+{
+ VECTOR2I dummy;
+
+ return CollideShapes( this, aShape, aClerance, false, dummy );
+}
+
+bool SHAPE_RECT::Collide( const SEG& aSeg, int aClearance ) const
+ {
+ //VECTOR2I pmin = VECTOR2I( std::min( aSeg.a.x, aSeg.b.x ), std::min( aSeg.a.y, aSeg.b.y ) );
+ //VECTOR2I pmax = VECTOR2I( std::max( aSeg.a.x, aSeg.b.x ), std::max( aSeg.a.y, aSeg.b.y ));
+ //BOX2I r( pmin, VECTOR2I( pmax.x - pmin.x, pmax.y - pmin.y ) );
+
+ //if( BBox( 0 ).SquaredDistance( r ) > aClearance * aClearance )
+ // return false;
+
+ if( BBox( 0 ).Contains( aSeg.A ) || BBox( 0 ).Contains( aSeg.B ) )
+ return true;
+
+ VECTOR2I vts[] = { VECTOR2I( m_p0.x, m_p0.y ),
+ VECTOR2I( m_p0.x, m_p0.y + m_h ),
+ VECTOR2I( m_p0.x + m_w, m_p0.y + m_h ),
+ VECTOR2I( m_p0.x + m_w, m_p0.y ),
+ VECTOR2I( m_p0.x, m_p0.y ) };
+
+ for( int i = 0; i < 4; i++ )
+ {
+ SEG s( vts[i], vts[i + 1], i );
+
+ if( s.Distance( aSeg ) < aClearance )
+ return true;
+ }
+
+ return false;
+ }