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author | saurabhb17 | 2020-02-26 16:14:17 +0530 |
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committer | GitHub | 2020-02-26 16:14:17 +0530 |
commit | 003d02608917e7a69d1a98438837e94ccf68352a (patch) | |
tree | 1392c90227aeea231c1d86371131e04c40382918 /common/geometry/shape_collisions.cpp | |
parent | 886d9cb772e81d2e5262284bc3082664f084337f (diff) | |
parent | e255d0622297488c1c52755be670733418c994cf (diff) | |
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Merge pull request #3 from saurabhb17/master
secondary files
Diffstat (limited to 'common/geometry/shape_collisions.cpp')
-rw-r--r-- | common/geometry/shape_collisions.cpp | 496 |
1 files changed, 496 insertions, 0 deletions
diff --git a/common/geometry/shape_collisions.cpp b/common/geometry/shape_collisions.cpp new file mode 100644 index 0000000..773dcc9 --- /dev/null +++ b/common/geometry/shape_collisions.cpp @@ -0,0 +1,496 @@ +/* + * 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; + } |