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filled_circle_2d.cpp
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1/*
2 * This program source code file is part of KiCad, a free EDA CAD application.
3 *
4 * Copyright (C) 2015-2016 Mario Luzeiro <[email protected]>
5 * Copyright (C) 1992-2020 KiCad Developers, see AUTHORS.txt for contributors.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, you may find one here:
19 * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
20 * or you may search the http://www.gnu.org website for the version 2 license,
21 * or you may write to the Free Software Foundation, Inc.,
22 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
23 */
24
30#include "filled_circle_2d.h"
31#include "../ray.h"
32#include <wx/debug.h>
33
34
35FILLED_CIRCLE_2D::FILLED_CIRCLE_2D( const SFVEC2F& aCenter, float aRadius,
36 const BOARD_ITEM& 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
55bool FILLED_CIRCLE_2D::Overlaps( const BBOX_2D& aBBox ) const
56{
57 // NOT IMPLEMENTED, why?
58 return false;
59}
60
61
62bool FILLED_CIRCLE_2D::Intersects( const BBOX_2D& aBBox ) const
63{
64 return aBBox.Intersects( m_center, m_radius_squared );
65}
66
67
68bool 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 ) )
125 return INTERSECTION_RESULT::MISSES;
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] )
150 return INTERSECTION_RESULT::FULL_INSIDE;
151
152 // Check if any point is inside the circle
153 if( isInside[0] || isInside[1] || isInside[2] || isInside[3] )
154 return INTERSECTION_RESULT::INTERSECTS;
155
156 return INTERSECTION_RESULT::MISSES;
157}
158
159
160bool 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}
A base class for any item which can be embedded within the BOARD container class, and therefore insta...
Definition: board_item.h:77
bool Overlaps(const BBOX_2D &aBBox) const override
Test if the box overlaps the object.
bool IsPointInside(const SFVEC2F &aPoint) const override
INTERSECTION_RESULT IsBBoxInside(const BBOX_2D &aBBox) const override
Test this object if it's completely outside, intersects, or is completely inside aBBox.
bool Intersects(const BBOX_2D &aBBox) const override
a.Intersects(b) ⇔ !a.Disjoint(b) ⇔ !(a ∩ b = ∅)
bool Intersect(const RAYSEG2D &aSegRay, float *aOutT, SFVEC2F *aNormalOut) const override
FILLED_CIRCLE_2D(const SFVEC2F &aCenter, float aRadius, const BOARD_ITEM &aBoardItem)
BBOX_2D m_bbox
Definition: object_2d.h:110
SFVEC2F m_centroid
Definition: object_2d.h:111
OBJECT_2D_TYPE
Definition: object_2d.h:45
INTERSECTION_RESULT
Definition: object_2d.h:37
Manage a bounding box defined by two SFVEC2F min max points.
Definition: bbox_2d.h:42
SFVEC2F GetCenter() const
Definition: bbox_2d.cpp:119
bool Intersects(const BBOX_2D &aBBox) const
Test if a bounding box intersects this box.
Definition: bbox_2d.cpp:211
bool IsInitialized() const
Check if this bounding box is already initialized.
Definition: bbox_2d.cpp:79
const SFVEC2F & Min() const
Definition: bbox_2d.h:175
void Reset()
Reset the bounding box to zero and uninitialize it.
Definition: bbox_2d.cpp:86
const SFVEC2F & Max() const
Definition: bbox_2d.h:180
void Set(const SFVEC2F &aPbMin, const SFVEC2F &aPbMax)
Set bounding box with new parameters.
Definition: bbox_2d.cpp:61
void ScaleNextUp()
Scale a bounding box to the next float representation making it larger.
Definition: bbox_2d.cpp:162
Definition: ray.h:106
float m_Length
Definition: ray.h:112
SFVEC2F m_Dir
Definition: ray.h:110
SFVEC2F at(float t) const
Definition: ray.h:137
SFVEC2F m_Start
Definition: ray.h:107
glm::vec2 SFVEC2F
Definition: xv3d_types.h:42