KiCad PCB EDA Suite
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polygon_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
29#include "polygon_2d.h"
30#include "../ray.h"
31#include <wx/debug.h>
32
33
34static bool polygon_IsPointInside( const SEGMENTS& aSegments, const SFVEC2F& aPoint )
35{
36 wxASSERT( aSegments.size() >= 3 );
37
38 unsigned int i;
39 unsigned int j = aSegments.size() - 1;
40 bool oddNodes = false;
41
42 for( i = 0; i < aSegments.size(); j = i++ )
43 {
44 const float polyJY = aSegments[j].m_Start.y;
45 const float polyIY = aSegments[i].m_Start.y;
46
47 if( ( ( polyIY <= aPoint.y ) && ( polyJY >= aPoint.y ) )
48 || ( ( polyJY <= aPoint.y ) && ( polyIY >= aPoint.y ) ) )
49 {
50 const float polyJX = aSegments[j].m_Start.x;
51 const float polyIX = aSegments[i].m_Start.x;
52
53 if( ( polyIX <= aPoint.x ) || ( polyJX <= aPoint.x ) )
54 oddNodes ^= ( ( polyIX + ( ( aPoint.y - polyIY ) * aSegments[i].m_inv_JY_minus_IY )
55 * aSegments[i].m_JX_minus_IX )
56 < aPoint.x );
57 }
58 }
59
60 return oddNodes;
61}
62
63
65 const OUTERS_AND_HOLES& aOuterAndHoles, const BOARD_ITEM& aBoardItem )
66 : OBJECT_2D( OBJECT_2D_TYPE::POLYGON, aBoardItem )
67{
68 m_open_segments.resize( aOpenSegmentList.size() );
69
70 // Copy vectors and structures
71 for( unsigned int i = 0; i < aOpenSegmentList.size(); i++ )
72 m_open_segments[i] = aOpenSegmentList[i];
73
74 m_outers_and_holes = aOuterAndHoles;
75
76 // Compute bounding box with the points of the polygon
77 m_bbox.Reset();
78
79 for( unsigned int i = 0; i < m_outers_and_holes.m_Outers.size(); i++ )
80 {
81 for( unsigned int j = 0; j < m_outers_and_holes.m_Outers[i].size(); j++ )
82 m_bbox.Union( ( (SEGMENTS) m_outers_and_holes.m_Outers[i] )[j].m_Start );
83 }
84
87
88 // Some checks
89 wxASSERT( m_open_segments.size() == aOpenSegmentList.size() );
90 wxASSERT( m_open_segments.size() > 0 );
91
92 wxASSERT( m_outers_and_holes.m_Outers.size() > 0 );
93 wxASSERT( m_outers_and_holes.m_Outers.size() == aOuterAndHoles.m_Outers.size() );
94 wxASSERT( m_outers_and_holes.m_Holes.size() == aOuterAndHoles.m_Holes.size() );
95
96 wxASSERT( m_outers_and_holes.m_Outers[0].size() >= 3 );
97 wxASSERT( m_outers_and_holes.m_Outers[0].size() == aOuterAndHoles.m_Outers[0].size() );
98
99 wxASSERT( m_bbox.IsInitialized() );
100}
101
102
103bool POLYGON_2D::Intersects( const BBOX_2D& aBBox ) const
104{
105 return m_bbox.Intersects( aBBox );
106
107 // !TODO: this is a quick not perfect implementation
108 // in order to make it perfect the box must be checked against all the
109 // polygons in the outers and not inside the holes
110}
111
112
113bool POLYGON_2D::Overlaps( const BBOX_2D& aBBox ) const
114{
115 // NOT IMPLEMENTED, why?
116 return false;
117}
118
119
120bool POLYGON_2D::Intersect( const RAYSEG2D& aSegRay, float* aOutT, SFVEC2F* aNormalOut ) const
121{
122 int hitIndex = -1;
123 float hitU = 0.0f;
124 float tMin = 0.0f;
125
126 for( unsigned int i = 0; i < m_open_segments.size(); i++ )
127 {
128 const SFVEC2F& s = m_open_segments[i].m_Precalc_slope;
129 const SFVEC2F& q = m_open_segments[i].m_Start;
130
131 float rxs = aSegRay.m_End_minus_start.x * s.y - aSegRay.m_End_minus_start.y * s.x;
132
133 if( fabs( rxs ) > FLT_EPSILON )
134 {
135 const float inv_rxs = 1.0f / rxs;
136
137 const SFVEC2F pq = q - aSegRay.m_Start;
138
139 const float t = ( pq.x * s.y - pq.y * s.x ) * inv_rxs;
140
141 if( ( t < 0.0f ) || ( t > 1.0f ) )
142 continue;
143
144 const float u =
145 ( pq.x * aSegRay.m_End_minus_start.y - pq.y * aSegRay.m_End_minus_start.x )
146 * inv_rxs;
147
148 if( ( u < 0.0f ) || ( u > 1.0f ) )
149 continue;
150
151 if( ( hitIndex == -1 ) || ( t <= tMin ) )
152 {
153 tMin = t;
154 hitIndex = i;
155 hitU = u;
156 }
157 }
158 }
159
160 if( hitIndex >= 0 )
161 {
162 wxASSERT( ( tMin >= 0.0f ) && ( tMin <= 1.0f ) );
163
164 if( aOutT )
165 *aOutT = tMin;
166
167 if( aNormalOut )
168 *aNormalOut = glm::normalize( m_open_segments[hitIndex].m_Normals.m_Start * hitU +
169 m_open_segments[hitIndex].m_Normals.m_End *
170 ( 1.0f - hitU ) );
171
172 return true;
173 }
174
175 return false;
176}
177
178
180{
181
182 return INTERSECTION_RESULT::MISSES;
183}
184
185
186bool POLYGON_2D::IsPointInside( const SFVEC2F& aPoint ) const
187{
188 // NOTE: we could add here a test for the bounding box, but because in the
189 // 3d object it already checked for a 3d bbox.
190
191 // First test if point is inside a hole.
192 // If true it can early exit
193 for( unsigned int i = 0; i < m_outers_and_holes.m_Holes.size(); i++ )
194 if( !m_outers_and_holes.m_Holes[i].empty() )
196 return false;
197
198 // At this moment, the point is not inside a hole, so check if it is
199 // inside the polygon
200 for( unsigned int i = 0; i < m_outers_and_holes.m_Outers.size(); i++ )
201 if( !m_outers_and_holes.m_Outers[i].empty() )
203 return true;
204
205 // Miss the polygon
206 return false;
207}
208
209
210DUMMY_BLOCK_2D::DUMMY_BLOCK_2D( const SFVEC2F& aPbMin, const SFVEC2F& aPbMax,
211 const BOARD_ITEM& aBoardItem )
212 : OBJECT_2D( OBJECT_2D_TYPE::DUMMYBLOCK, aBoardItem )
213{
214 m_bbox.Set( aPbMin, aPbMax );
217}
218
219
220DUMMY_BLOCK_2D::DUMMY_BLOCK_2D( const BBOX_2D& aBBox, const BOARD_ITEM& aBoardItem )
221 : OBJECT_2D( OBJECT_2D_TYPE::DUMMYBLOCK, aBoardItem )
222{
223 m_bbox.Set( aBBox );
226}
227
228
229bool DUMMY_BLOCK_2D::Intersects( const BBOX_2D& aBBox ) const
230{
231 return m_bbox.Intersects( aBBox );
232}
233
234
235bool DUMMY_BLOCK_2D::Overlaps( const BBOX_2D& aBBox ) const
236{
237 // Not implemented
238 return false;
239}
240
241
242bool DUMMY_BLOCK_2D::Intersect( const RAYSEG2D& aSegRay, float* aOutT, SFVEC2F* aNormalOut ) const
243{
244 // The dummy block will be never intersected because it have no edges,
245 // only it have a plan surface of the size of the bounding box
246 return false;
247}
248
249
251{
253 return INTERSECTION_RESULT::MISSES;
254}
255
256
257bool DUMMY_BLOCK_2D::IsPointInside( const SFVEC2F& aPoint ) const
258{
259 // The dummy is filled in all his bounding box, so if it hit the bbox
260 // it will hit this dummy
261 if( m_bbox.Inside( aPoint ) )
262 return true;
263
264 return false;
265}
266
267
268typedef std::vector<SFVEC2F> KF_POINTS;
269
270#define MAX_NR_DIVISIONS 96
271
272
273static bool intersect( const SEGMENT_WITH_NORMALS& aSeg, const SFVEC2F& aStart,
274 const SFVEC2F& aEnd )
275{
276 const SFVEC2F r = aEnd - aStart;
277 const SFVEC2F s = aSeg.m_Precalc_slope;
278 const SFVEC2F q = aSeg.m_Start;
279
280 const float rxs = r.x * s.y - r.y * s.x;
281
282 if( fabs( rxs ) > glm::epsilon<float>() )
283 {
284 const float inv_rxs = 1.0f / rxs;
285
286 const SFVEC2F pq = q - aStart;
287
288 const float t = ( pq.x * s.y - pq.y * s.x ) * inv_rxs;
289
290 if( ( t < 0.0f ) || ( t > 1.0f ) )
291 return false;
292
293 const float u = ( pq.x * r.y - pq.y * r.x ) * inv_rxs;
294
295 if( ( u < 0.0f ) || ( u > 1.0f ) )
296 return false;
297
298 return true;
299 }
300
301 return false;
302}
303
304
305static void extractPathsFrom( const SEGMENTS_WIDTH_NORMALS& aSegList, const BBOX_2D& aBBox,
306 SEGMENTS_WIDTH_NORMALS& aOutSegThatIntersect )
307{
308 wxASSERT( aSegList.size() >= 3 );
309
310 unsigned int i;
311 unsigned int j = aSegList.size() - 1;
312
313 const SFVEC2F p1( aBBox.Min().x, aBBox.Min().y );
314 const SFVEC2F p2( aBBox.Max().x, aBBox.Min().y );
315 const SFVEC2F p3( aBBox.Max().x, aBBox.Max().y );
316 const SFVEC2F p4( aBBox.Min().x, aBBox.Max().y );
317
318 aOutSegThatIntersect.clear();
319
320 for( i = 0; i < aSegList.size(); j = i++ )
321 {
322 if( aBBox.Inside( aSegList[i].m_Start ) || aBBox.Inside( aSegList[j].m_Start ) )
323 {
324 // if the segment points are inside the bounding box then this
325 // segment is touching the bbox.
326 aOutSegThatIntersect.push_back( aSegList[i] );
327 }
328 else
329 {
330 // Check if a segment intersects the bounding box
331
332 // Make a bounding box based on the segments start and end
333 BBOX_2D segmentBBox( aSegList[i].m_Start, aSegList[j].m_Start );
334
335 if( aBBox.Intersects( segmentBBox ) )
336 {
337
338 const SEGMENT_WITH_NORMALS& seg = aSegList[i];
339
340 if( intersect( seg, p1, p2 ) || intersect( seg, p2, p3 ) || intersect( seg, p3, p4 )
341 || intersect( seg, p4, p1 ) )
342 {
343 aOutSegThatIntersect.push_back( seg );
344 }
345 }
346 }
347 }
348}
349
350
351static void polygon_Convert( const SHAPE_LINE_CHAIN& aPath, SEGMENTS& aOutSegment,
352 float aBiuTo3dUnitsScale )
353{
354 aOutSegment.resize( aPath.PointCount() );
355
356 for( int j = 0; j < aPath.PointCount(); j++ )
357 {
358 const VECTOR2I& a = aPath.CPoint( j );
359
360 aOutSegment[j].m_Start = SFVEC2F( (float) a.x * aBiuTo3dUnitsScale,
361 (float) -a.y * aBiuTo3dUnitsScale );
362 }
363
364 unsigned int i;
365 unsigned int j = aOutSegment.size() - 1;
366
367 for( i = 0; i < aOutSegment.size(); j = i++ )
368 {
369 // Calculate constants for each segment
370 aOutSegment[i].m_inv_JY_minus_IY = 1.0f /
371 ( aOutSegment[j].m_Start.y - aOutSegment[i].m_Start.y );
372
373 aOutSegment[i].m_JX_minus_IX = ( aOutSegment[j].m_Start.x - aOutSegment[i].m_Start.x );
374 }
375}
376
377
378void ConvertPolygonToBlocks( const SHAPE_POLY_SET& aMainPath, CONTAINER_2D_BASE& aDstContainer,
379 float aBiuTo3dUnitsScale, float aDivFactor,
380 const BOARD_ITEM& aBoardItem, int aPolyIndex )
381{
382 // Get the path
383 wxASSERT( aPolyIndex < aMainPath.OutlineCount() );
384
385 const SHAPE_LINE_CHAIN& path = aMainPath.COutline( aPolyIndex );
386
387 BOX2I pathBounds = path.BBox();
388
389 // Convert the points to segments class
390 BBOX_2D bbox;
391 bbox.Reset();
392
393 // Contains the main list of segments and each segment normal interpolated
394 SEGMENTS_WIDTH_NORMALS segments_and_normals;
395
396 // Contains a closed polygon used to calc if points are inside
397 SEGMENTS segments;
398
399 segments_and_normals.reserve( path.PointCount() );
400 segments.reserve( path.PointCount() );
401
402 SFVEC2F prevPoint;
403
404 for( int i = 0; i < path.PointCount(); i++ )
405 {
406 const VECTOR2I& a = path.CPoint( i );
407
408 const SFVEC2F point( (float) ( a.x ) * aBiuTo3dUnitsScale,
409 (float) ( -a.y ) * aBiuTo3dUnitsScale );
410
411 // Only add points that are not coincident
412 if( ( i == 0 ) || ( fabs( prevPoint.x - point.x ) > FLT_EPSILON )
413 || ( fabs( prevPoint.y - point.y ) > FLT_EPSILON ) )
414 {
415 prevPoint = point;
416
417 bbox.Union( point );
418
420 sn.m_Start = point;
421 segments_and_normals.push_back( sn );
422
423 POLYSEGMENT ps;
424 ps.m_Start = point;
425 segments.push_back( ps );
426 }
427 }
428
429 bbox.ScaleNextUp();
430
431 // Calc the slopes, normals and some statistics about this polygon
432 unsigned int i;
433 unsigned int j = segments_and_normals.size() - 1;
434
435 // Temporary normal to the segment, it will later be used for interpolation
436 std::vector<SFVEC2F> tmpSegmentNormals;
437 tmpSegmentNormals.resize( segments_and_normals.size() );
438
439 float medOfTheSquaresSegmentLength = 0.0f;
440
441#ifdef PRINT_STATISTICS_3D_VIEWER
442 float minLength = FLT_MAX;
443#endif
444
445 for( i = 0; i < segments_and_normals.size(); j = i++ )
446 {
447 const SFVEC2F slope = segments_and_normals[j].m_Start - segments_and_normals[i].m_Start;
448
449 segments_and_normals[i].m_Precalc_slope = slope;
450
451 // Calculate constants for each segment
452 segments[i].m_inv_JY_minus_IY =
453 1.0f / ( segments_and_normals[j].m_Start.y - segments_and_normals[i].m_Start.y );
454
455 segments[i].m_JX_minus_IX =
456 ( segments_and_normals[j].m_Start.x - segments_and_normals[i].m_Start.x );
457
458 // The normal orientation expect a fixed polygon orientation (!TODO: which one?)
459 //tmpSegmentNormals[i] = glm::normalize( SFVEC2F( -slope.y, +slope.x ) );
460 tmpSegmentNormals[i] = glm::normalize( SFVEC2F( slope.y, -slope.x ) );
461
462 const float length = slope.x * slope.x + slope.y * slope.y;
463
464#ifdef PRINT_STATISTICS_3D_VIEWER
465 if( length < minLength )
466 minLength = length;
467#endif
468
469 medOfTheSquaresSegmentLength += length;
470 }
471
472#ifdef PRINT_STATISTICS_3D_VIEWER
473 float minSegmentLength = sqrt( minLength );
474#endif
475
476 // This calc an approximation of medium lengths, that will be used to calc
477 // the size of the division.
478 medOfTheSquaresSegmentLength /= segments_and_normals.size();
479 medOfTheSquaresSegmentLength = sqrt( medOfTheSquaresSegmentLength );
480
481 // Compute the normal interpolation
482 // If calculate the dot between the segments, if they are above/below some
483 // threshold it will not interpolated it (ex: if you are in a edge corner
484 // or in a smooth transaction)
485 j = segments_and_normals.size() - 1;
486
487 for( i = 0; i < segments_and_normals.size(); j = i++ )
488 {
489 const SFVEC2F normalBeforeSeg = tmpSegmentNormals[j];
490 const SFVEC2F normalSeg = tmpSegmentNormals[i];
491 const SFVEC2F normalAfterSeg = tmpSegmentNormals[( i + 1 ) % segments_and_normals.size()];
492
493 const float dotBefore = glm::dot( normalBeforeSeg, normalSeg );
494 const float dotAfter = glm::dot( normalAfterSeg, normalSeg );
495
496 if( dotBefore < 0.7f )
497 segments_and_normals[i].m_Normals.m_Start = normalSeg;
498 else
499 segments_and_normals[i].m_Normals.m_Start =
500 glm::normalize( ( normalBeforeSeg * dotBefore ) + normalSeg );
501
502 if( dotAfter < 0.7f )
503 segments_and_normals[i].m_Normals.m_End = normalSeg;
504 else
505 segments_and_normals[i].m_Normals.m_End =
506 glm::normalize( ( normalAfterSeg * dotAfter ) + normalSeg );
507 }
508
509 SFVEC2UI grid_divisions;
510
511 if( aDivFactor < 0.0f )
512 {
513 grid_divisions = SFVEC2UI( 1 );
514 }
515 else
516 {
517 if( aDivFactor <= FLT_EPSILON )
518 aDivFactor = medOfTheSquaresSegmentLength;
519
520 grid_divisions.x = (unsigned int) ( ( bbox.GetExtent().x / aDivFactor ) );
521 grid_divisions.y = (unsigned int) ( ( bbox.GetExtent().y / aDivFactor ) );
522
523 grid_divisions = glm::clamp(
524 grid_divisions, SFVEC2UI( 1, 1 ), SFVEC2UI( MAX_NR_DIVISIONS, MAX_NR_DIVISIONS ) );
525 }
526
527 // Calculate the steps advance of the grid
528 SFVEC2F blockAdvance;
529
530 blockAdvance.x = bbox.GetExtent().x / (float) grid_divisions.x;
531 blockAdvance.y = bbox.GetExtent().y / (float) grid_divisions.y;
532
533 wxASSERT( blockAdvance.x > 0.0f );
534 wxASSERT( blockAdvance.y > 0.0f );
535
536 const int leftToRight_inc = ( pathBounds.GetRight() - pathBounds.GetLeft() ) / grid_divisions.x;
537
538 const int topToBottom_inc = ( pathBounds.GetBottom() - pathBounds.GetTop() ) / grid_divisions.y;
539
540 // Statistics
541 unsigned int stats_n_empty_blocks = 0;
542 unsigned int stats_n_dummy_blocks = 0;
543 unsigned int stats_n_poly_blocks = 0;
544 unsigned int stats_sum_size_of_polygons = 0;
545
546 // Step by each block of a grid trying to extract segments and create polygon blocks
547 int topToBottom = pathBounds.GetTop();
548 float blockY = bbox.Max().y;
549
550 for( unsigned int iy = 0; iy < grid_divisions.y; iy++ )
551 {
552 int leftToRight = pathBounds.GetLeft();
553 float blockX = bbox.Min().x;
554
555 for( unsigned int ix = 0; ix < grid_divisions.x; ix++ )
556 {
557 BBOX_2D blockBox( SFVEC2F( blockX, blockY - blockAdvance.y ),
558 SFVEC2F( blockX + blockAdvance.x, blockY ) );
559
560 // Make the box large to it will catch (intersect) the edges
561 blockBox.ScaleNextUp();
562 blockBox.ScaleNextUp();
563 blockBox.ScaleNextUp();
564
565 SEGMENTS_WIDTH_NORMALS extractedSegments;
566
567 extractPathsFrom( segments_and_normals, blockBox, extractedSegments );
568
569 if( extractedSegments.empty() )
570 {
571
572 SFVEC2F p1( blockBox.Min().x, blockBox.Min().y );
573 SFVEC2F p2( blockBox.Max().x, blockBox.Min().y );
574 SFVEC2F p3( blockBox.Max().x, blockBox.Max().y );
575 SFVEC2F p4( blockBox.Min().x, blockBox.Max().y );
576
577 if( polygon_IsPointInside( segments, p1 ) || polygon_IsPointInside( segments, p2 )
578 || polygon_IsPointInside( segments, p3 )
579 || polygon_IsPointInside( segments, p4 ) )
580 {
581 // In this case, the segments are not intersecting the
582 // polygon, so it means that if any point is inside it,
583 // then all other are inside the polygon.
584 // This is a full bbox inside, so add a dummy box
585 aDstContainer.Add( new DUMMY_BLOCK_2D( blockBox, aBoardItem ) );
586 stats_n_dummy_blocks++;
587 }
588 else
589 {
590 // Points are outside, so this block completely missed the polygon
591 // In this case, no objects need to be added
592 stats_n_empty_blocks++;
593 }
594 }
595 else
596 {
597 // At this point, the borders of polygon were intersected by the
598 // bounding box, so we must calculate a new polygon that will
599 // close that small block.
600 // This block will be used to calculate if points are inside
601 // the (sub block) polygon.
602
603 SHAPE_POLY_SET subBlockPoly;
604
605 SHAPE_LINE_CHAIN sb = SHAPE_LINE_CHAIN( { VECTOR2I( leftToRight, topToBottom ),
606 VECTOR2I( leftToRight + leftToRight_inc, topToBottom ),
607 VECTOR2I( leftToRight + leftToRight_inc, topToBottom + topToBottom_inc ),
608 VECTOR2I( leftToRight, topToBottom + topToBottom_inc ) } );
609
610 //sb.Append( leftToRight, topToBottom );
611 sb.SetClosed( true );
612
613 subBlockPoly.AddOutline( sb );
614
615 // We need here a strictly simple polygon with outlines and holes
616 SHAPE_POLY_SET solution;
617 solution.BooleanIntersection( aMainPath, subBlockPoly,
619
620 OUTERS_AND_HOLES outersAndHoles;
621
622 outersAndHoles.m_Holes.clear();
623 outersAndHoles.m_Outers.clear();
624
625 for( int idx = 0; idx < solution.OutlineCount(); idx++ )
626 {
627 const SHAPE_LINE_CHAIN& outline = solution.Outline( idx );
628
629 SEGMENTS solutionSegment;
630
631 polygon_Convert( outline, solutionSegment, aBiuTo3dUnitsScale );
632 outersAndHoles.m_Outers.push_back( solutionSegment );
633
634 stats_sum_size_of_polygons += solutionSegment.size();
635
636 for( int holeIdx = 0; holeIdx < solution.HoleCount( idx ); holeIdx++ )
637 {
638 const SHAPE_LINE_CHAIN& hole = solution.Hole( idx, holeIdx );
639
640 polygon_Convert( hole, solutionSegment, aBiuTo3dUnitsScale );
641 outersAndHoles.m_Holes.push_back( solutionSegment );
642 stats_sum_size_of_polygons += solutionSegment.size();
643 }
644 }
645
646 if( !outersAndHoles.m_Outers.empty() )
647 {
648 aDstContainer.Add( new POLYGON_2D( extractedSegments, outersAndHoles,
649 aBoardItem ) );
650 stats_n_poly_blocks++;
651 }
652 }
653
654 blockX += blockAdvance.x;
655 leftToRight += leftToRight_inc;
656 }
657
658 blockY -= blockAdvance.y;
659 topToBottom += topToBottom_inc;
660 }
661}
662
663
664#ifdef DEBUG
665static void polygon_Convert( const ClipperLib::Path& aPath, SEGMENTS& aOutSegment,
666 float aBiuTo3dUnitsScale )
667{
668 aOutSegment.resize( aPath.size() );
669
670 for( unsigned i = 0; i < aPath.size(); i++ )
671 {
672 aOutSegment[i].m_Start = SFVEC2F(
673 (float) aPath[i].X * aBiuTo3dUnitsScale, (float) -aPath[i].Y * aBiuTo3dUnitsScale );
674 }
675
676 unsigned int i;
677 unsigned int j = aOutSegment.size() - 1;
678
679 for( i = 0; i < aOutSegment.size(); j = i++ )
680 {
681 // Calculate constants for each segment
682 aOutSegment[i].m_inv_JY_minus_IY =
683 1.0f / ( aOutSegment[j].m_Start.y - aOutSegment[i].m_Start.y );
684 aOutSegment[i].m_JX_minus_IX = ( aOutSegment[j].m_Start.x - aOutSegment[i].m_Start.x );
685 }
686}
687
688
690{
691 // "This structure contains a sequence of IntPoint vertices defining a single contour"
692 ClipperLib::Path aPath;
693
694 SEGMENTS aSegments;
695
696 aPath.resize( 4 );
697
698 aPath[0] = ClipperLib::IntPoint( -2, -2 );
699 aPath[1] = ClipperLib::IntPoint( 2, -2 );
700 aPath[2] = ClipperLib::IntPoint( 2, 2 );
701 aPath[3] = ClipperLib::IntPoint( -2, 2 );
702
703 // It must be an outer polygon
704 wxASSERT( ClipperLib::Orientation( aPath ) );
705
706 polygon_Convert( aPath, aSegments, 1.0f );
707
708 wxASSERT( aPath.size() == aSegments.size() );
709
710 wxASSERT( aSegments[0].m_Start == SFVEC2F( -2.0f, 2.0f ) );
711 wxASSERT( aSegments[1].m_Start == SFVEC2F( 2.0f, 2.0f ) );
712 wxASSERT( aSegments[2].m_Start == SFVEC2F( 2.0f, -2.0f ) );
713 wxASSERT( aSegments[3].m_Start == SFVEC2F( -2.0f, -2.0f ) );
714
715 wxASSERT( polygon_IsPointInside( aSegments, SFVEC2F( 0.0f, 0.0f ) ) );
716 wxASSERT( polygon_IsPointInside( aSegments, SFVEC2F( -1.9f, -1.9f ) ) );
717 wxASSERT( polygon_IsPointInside( aSegments, SFVEC2F( -1.9f, 1.9f ) ) );
718 wxASSERT( polygon_IsPointInside( aSegments, SFVEC2F( 1.9f, 1.9f ) ) );
719 wxASSERT( polygon_IsPointInside( aSegments, SFVEC2F( 1.9f, -1.9f ) ) );
720
721 wxASSERT( polygon_IsPointInside( aSegments, SFVEC2F( -2.1f, -2.0f ) ) == false );
722 wxASSERT( polygon_IsPointInside( aSegments, SFVEC2F( -2.1f, 2.0f ) ) == false );
723 wxASSERT( polygon_IsPointInside( aSegments, SFVEC2F( 2.1f, 2.0f ) ) == false );
724 wxASSERT( polygon_IsPointInside( aSegments, SFVEC2F( 2.1f, -2.0f ) ) == false );
725}
726#endif
A base class for any item which can be embedded within the BOARD container class, and therefore insta...
Definition: board_item.h:77
coord_type GetTop() const
Definition: box2.h:195
coord_type GetRight() const
Definition: box2.h:190
coord_type GetLeft() const
Definition: box2.h:194
coord_type GetBottom() const
Definition: box2.h:191
void Add(OBJECT_2D *aObject)
Definition: container_2d.h:49
A dummy block defined by a 2d box size.
Definition: polygon_2d.h:127
bool Intersect(const RAYSEG2D &aSegRay, float *aOutT, SFVEC2F *aNormalOut) const override
Definition: polygon_2d.cpp:242
bool IsPointInside(const SFVEC2F &aPoint) const override
Definition: polygon_2d.cpp:257
bool Intersects(const BBOX_2D &aBBox) const override
a.Intersects(b) ⇔ !a.Disjoint(b) ⇔ !(a ∩ b = ∅)
Definition: polygon_2d.cpp:229
bool Overlaps(const BBOX_2D &aBBox) const override
Test if the box overlaps the object.
Definition: polygon_2d.cpp:235
INTERSECTION_RESULT IsBBoxInside(const BBOX_2D &aBBox) const override
Test this object if it's completely outside, intersects, or is completely inside aBBox.
Definition: polygon_2d.cpp:250
DUMMY_BLOCK_2D(const SFVEC2F &aPbMin, const SFVEC2F &aPbMax, const BOARD_ITEM &aBoardItem)
Definition: polygon_2d.cpp:210
BBOX_2D m_bbox
Definition: object_2d.h:110
SFVEC2F m_centroid
Definition: object_2d.h:111
Represent a sub polygon block.
Definition: polygon_2d.h:94
OUTERS_AND_HOLES m_outers_and_holes
Definition: polygon_2d.h:115
bool Intersects(const BBOX_2D &aBBox) const override
a.Intersects(b) ⇔ !a.Disjoint(b) ⇔ !(a ∩ b = ∅)
Definition: polygon_2d.cpp:103
INTERSECTION_RESULT IsBBoxInside(const BBOX_2D &aBBox) const override
Test this object if it's completely outside, intersects, or is completely inside aBBox.
Definition: polygon_2d.cpp:179
bool Intersect(const RAYSEG2D &aSegRay, float *aOutT, SFVEC2F *aNormalOut) const override
Definition: polygon_2d.cpp:120
bool IsPointInside(const SFVEC2F &aPoint) const override
Definition: polygon_2d.cpp:186
POLYGON_2D(const SEGMENTS_WIDTH_NORMALS &aOpenSegmentList, const OUTERS_AND_HOLES &aOuterAndHoles, const BOARD_ITEM &aBoardItem)
Definition: polygon_2d.cpp:64
SEGMENTS_WIDTH_NORMALS m_open_segments
The outer part of the polygon.
Definition: polygon_2d.h:112
bool Overlaps(const BBOX_2D &aBBox) const override
Test if the box overlaps the object.
Definition: polygon_2d.cpp:113
Represent a polyline containing arcs as well as line segments: A chain of connected line and/or arc s...
void SetClosed(bool aClosed)
Mark the line chain as closed (i.e.
int PointCount() const
Return the number of points (vertices) in this line chain.
const VECTOR2I & CPoint(int aIndex) const
Return a reference to a given point in the line chain.
Represent a set of closed polygons.
int AddOutline(const SHAPE_LINE_CHAIN &aOutline)
Adds a new outline to the set and returns its index.
void BooleanIntersection(const SHAPE_POLY_SET &b, POLYGON_MODE aFastMode)
Perform boolean polyset intersection For aFastMode meaning, see function booleanOp.
int HoleCount(int aOutline) const
Returns the number of holes in a given outline.
SHAPE_LINE_CHAIN & Outline(int aIndex)
Return the reference to aIndex-th outline in the set.
SHAPE_LINE_CHAIN & Hole(int aOutline, int aHole)
Return the reference to aHole-th hole in the aIndex-th outline.
int OutlineCount() const
Return the number of outlines in the set.
const SHAPE_LINE_CHAIN & COutline(int aIndex) const
OBJECT_2D_TYPE
Definition: object_2d.h:45
INTERSECTION_RESULT
Definition: object_2d.h:37
void ConvertPolygonToBlocks(const SHAPE_POLY_SET &aMainPath, CONTAINER_2D_BASE &aDstContainer, float aBiuTo3dUnitsScale, float aDivFactor, const BOARD_ITEM &aBoardItem, int aPolyIndex)
Use a polygon in the format of the ClipperLib::Path and process it and create multiple 2d objects (PO...
Definition: polygon_2d.cpp:378
#define MAX_NR_DIVISIONS
Definition: polygon_2d.cpp:270
static void polygon_Convert(const SHAPE_LINE_CHAIN &aPath, SEGMENTS &aOutSegment, float aBiuTo3dUnitsScale)
Definition: polygon_2d.cpp:351
static void extractPathsFrom(const SEGMENTS_WIDTH_NORMALS &aSegList, const BBOX_2D &aBBox, SEGMENTS_WIDTH_NORMALS &aOutSegThatIntersect)
Definition: polygon_2d.cpp:305
std::vector< SFVEC2F > KF_POINTS
Definition: polygon_2d.cpp:268
static bool polygon_IsPointInside(const SEGMENTS &aSegments, const SFVEC2F &aPoint)
Definition: polygon_2d.cpp:34
static bool intersect(const SEGMENT_WITH_NORMALS &aSeg, const SFVEC2F &aStart, const SFVEC2F &aEnd)
Definition: polygon_2d.cpp:273
std::vector< SEGMENT_WITH_NORMALS > SEGMENTS_WIDTH_NORMALS
List used to test ray2d intersections.
Definition: polygon_2d.h:69
std::vector< POLYSEGMENT > SEGMENTS
Definition: polygon_2d.h:61
void Polygon2d_TestModule()
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
SFVEC2F GetExtent() const
Definition: bbox_2d.cpp:125
void Union(const SFVEC2F &aPoint)
Recalculate the bounding box adding a point.
Definition: bbox_2d.cpp:93
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
bool Inside(const SFVEC2F &aPoint) const
Check is a point is inside this bounding box.
Definition: bbox_2d.cpp:223
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
Handle a subset of a polygon.
Definition: polygon_2d.h:79
std::vector< SEGMENTS > m_Holes
Definition: polygon_2d.h:81
std::vector< SEGMENTS > m_Outers
Definition: polygon_2d.h:80
SFVEC2F m_Start
Definition: polygon_2d.h:40
Definition: ray.h:106
SFVEC2F m_End_minus_start
Definition: ray.h:109
SFVEC2F m_Start
Definition: ray.h:107
SFVEC2F m_Precalc_slope
Definition: polygon_2d.h:56
VECTOR2< int > VECTOR2I
Definition: vector2d.h:588
glm::vec2 SFVEC2F
Definition: xv3d_types.h:42
glm::uvec2 SFVEC2UI
Definition: xv3d_types.h:38