KiCad PCB EDA Suite
filled_circle_2d.cpp
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24 
30 #include "filled_circle_2d.h"
31 #include "../ray.h"
32 #include <wx/debug.h>
33 
34 
35 FILLED_CIRCLE_2D::FILLED_CIRCLE_2D( const SFVEC2F& aCenter, float aRadius,
36  const BOARD_ITEM& aBoardItem ) :
37  OBJECT_2D( OBJECT_2D_TYPE::FILLED_CIRCLE, aBoardItem )
38 {
39  wxASSERT( aRadius > 0.0f ); // If that happens, it should be handled before create this circle
40 
41  m_center = aCenter;
42  m_radius = aRadius;
43  m_radius_squared = aRadius * aRadius;
44 
45  m_bbox.Reset();
46  m_bbox.Set( m_center - SFVEC2F( aRadius, aRadius ),
47  m_center + SFVEC2F( aRadius, aRadius ) );
50 
51  wxASSERT( m_bbox.IsInitialized() );
52 }
53 
54 
55 bool FILLED_CIRCLE_2D::Overlaps( const BBOX_2D& aBBox ) const
56 {
57  // NOT IMPLEMENTED, why?
58  return false;
59 }
60 
61 
62 bool FILLED_CIRCLE_2D::Intersects( const BBOX_2D& aBBox ) const
63 {
64  return aBBox.Intersects( m_center, m_radius_squared );
65 }
66 
67 
68 bool FILLED_CIRCLE_2D::Intersect( const RAYSEG2D& aSegRay, float* aOutT, SFVEC2F* aNormalOut ) const
69 {
70  // This code used directly from Steve Marschner's CS667 framework
71  // http://cs665pd.googlecode.com/svn/trunk/photon/sphere.cpp
72 
73  // Compute some factors used in computation
74  const float qx = aSegRay.m_Start.x - m_center.x;
75  const float qy = aSegRay.m_Start.y - m_center.y;
76 
77  const float qd = qx * aSegRay.m_Dir.x + qy * aSegRay.m_Dir.y;
78  const float qq = qx * qx + qy * qy;
79 
80  // solving the quadratic equation for t at the pts of intersection
81  // dd*t^2 + (2*qd)*t + (qq-r^2) = 0
82  const float discriminantsqr = ( qd * qd - ( qq - m_radius_squared ) );
83 
84  // If the discriminant is less than zero, there is no intersection
85  if( discriminantsqr < FLT_EPSILON )
86  return false;
87 
88  // Otherwise check and make sure that the intersections occur on the ray (t > 0) and
89  // return the closer one.
90  const float discriminant = sqrt( discriminantsqr );
91  const float t1 = ( -qd - discriminant );
92  const float t2 = ( -qd + discriminant );
93  float t;
94 
95  if( ( t1 > 0.0f ) && ( t1 < aSegRay.m_Length ) )
96  {
97  t = t1;
98  }
99  else
100  {
101  if( ( t2 > 0.0f ) && ( t2 < aSegRay.m_Length ) )
102  t = t2;
103  else
104  return false; // Neither intersection was in the ray's half line.
105  }
106 
107  wxASSERT( ( t > 0.0f ) && ( t <= aSegRay.m_Length ) );
108 
109  // Convert the intersection to a normalized 0.0 .. 1.0
110  if( aOutT )
111  *aOutT = t / aSegRay.m_Length;
112 
113  const SFVEC2F hitPoint = aSegRay.at( t );
114 
115  if( aNormalOut )
116  *aNormalOut = (hitPoint - m_center) / m_radius;
117 
118  return true;
119 }
120 
121 
123 {
124  if( !m_bbox.Intersects( aBBox ) )
126 
127  SFVEC2F v[4];
128 
129  v[0] = aBBox.Min() - m_center;
130  v[1] = aBBox.Max() - m_center;
131  v[2] = SFVEC2F( aBBox.Min().x, aBBox.Max().y ) - m_center;
132  v[3] = SFVEC2F( aBBox.Max().x, aBBox.Min().y ) - m_center;
133 
134  float s[4];
135 
136  s[0] = v[0].x * v[0].x + v[0].y * v[0].y;
137  s[1] = v[1].x * v[1].x + v[1].y * v[1].y;
138  s[2] = v[2].x * v[2].x + v[2].y * v[2].y;
139  s[3] = v[3].x * v[3].x + v[3].y * v[3].y;
140 
141  bool isInside[4];
142 
143  isInside[0] = s[0] <= m_radius_squared;
144  isInside[1] = s[1] <= m_radius_squared;
145  isInside[2] = s[2] <= m_radius_squared;
146  isInside[3] = s[3] <= m_radius_squared;
147 
148  // Check if all points are inside the circle
149  if( isInside[0] && isInside[1] && isInside[2] && isInside[3] )
151 
152  // Check if any point is inside the circle
153  if( isInside[0] || isInside[1] || isInside[2] || isInside[3] )
155 
157 }
158 
159 
160 bool FILLED_CIRCLE_2D::IsPointInside( const SFVEC2F& aPoint ) const
161 {
162  const SFVEC2F v = m_center - aPoint;
163 
164  if( ( v.x * v.x + v.y * v.y ) <= m_radius_squared )
165  return true;
166 
167  return false;
168 }
BBOX_2D m_bbox
Definition: object_2d.h:110
INTERSECTION_RESULT IsBBoxInside(const BBOX_2D &aBBox) const override
Test this object if it's completely outside, intersects, or is completely inside aBBox.
A base class for any item which can be embedded within the BOARD container class, and therefore insta...
Definition: board_item.h:49
SFVEC2F GetCenter() const
Definition: bbox_2d.cpp:119
void Set(const SFVEC2F &aPbMin, const SFVEC2F &aPbMax)
Set bounding box with new parameters.
Definition: bbox_2d.cpp:61
SFVEC2F m_Dir
Definition: ray.h:110
SFVEC2F at(float t) const
Definition: ray.h:137
SFVEC2F m_centroid
Definition: object_2d.h:111
const SFVEC2F & Max() const
Definition: bbox_2d.h:172
bool Intersect(const RAYSEG2D &aSegRay, float *aOutT, SFVEC2F *aNormalOut) const override
glm::vec2 SFVEC2F
Definition: xv3d_types.h:42
INTERSECTION_RESULT
Definition: object_2d.h:36
void Reset()
Reset the bounding box to zero and uninitialize it.
Definition: bbox_2d.cpp:86
FILLED_CIRCLE_2D(const SFVEC2F &aCenter, float aRadius, const BOARD_ITEM &aBoardItem)
float m_Length
Definition: ray.h:112
Manage a bounding box defined by two SFVEC2F min max points.
Definition: bbox_2d.h:41
bool Intersects(const BBOX_2D &aBBox) const override
a.Intersects(b) ⇔ !a.Disjoint(b) ⇔ !(a ∩ b = ∅)
SFVEC2F m_Start
Definition: ray.h:107
const SFVEC2F & Min() const
Definition: bbox_2d.h:167
bool Overlaps(const BBOX_2D &aBBox) const override
Test if the box overlaps the object.
OBJECT_2D_TYPE
Definition: object_2d.h:44
bool Intersects(const BBOX_2D &aBBox) const
Test if a bounding box intersects this box.
Definition: bbox_2d.cpp:211
void ScaleNextUp()
Scale a bounding box to the next float representation making it larger.
Definition: bbox_2d.cpp:162
bool IsPointInside(const SFVEC2F &aPoint) const override
bool IsInitialized() const
Check if this bounding box is already initialized.
Definition: bbox_2d.cpp:79
Definition: ray.h:105