KiCad PCB EDA Suite
ring_2d.cpp
Go to the documentation of this file.
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 "ring_2d.h"
30#include "../../../3d_fastmath.h"
31#include "../ray.h"
32#include <wx/debug.h>
33
34
35RING_2D::RING_2D( const SFVEC2F& aCenter, float aInnerRadius, float aOuterRadius,
36 const BOARD_ITEM& aBoardItem ) :
37 OBJECT_2D( OBJECT_2D_TYPE::RING, aBoardItem )
38{
39 wxASSERT( aInnerRadius < aOuterRadius );
40
41 m_center = aCenter;
42 m_inner_radius = aInnerRadius;
43 m_outer_radius = aOuterRadius;
44
45 m_inner_radius_squared = aInnerRadius * aInnerRadius;
46 m_outer_radius_squared = aOuterRadius * aOuterRadius;
47
48 m_bbox.Reset();
49 m_bbox.Set( m_center - SFVEC2F( aOuterRadius, aOuterRadius ),
50 m_center + SFVEC2F( aOuterRadius, aOuterRadius ) );
53
54 wxASSERT( m_bbox.IsInitialized() );
55}
56
57
58bool RING_2D::Overlaps( const BBOX_2D& aBBox ) const
59{
60 // NOT IMPLEMENTED, why?
61 return false;
62}
63
64
65bool RING_2D::Intersects( const BBOX_2D& aBBox ) const
66{
67 // !TODO: check the inside for a great improvement
69}
70
71
72bool RING_2D::Intersect( const RAYSEG2D& aSegRay, float* aOutT, SFVEC2F* aNormalOut ) const
73{
74 // This code used directly from Steve Marschner's CS667 framework
75 // http://cs665pd.googlecode.com/svn/trunk/photon/sphere.cpp
76
77 // Compute some factors used in computation
78 const float qx = ( aSegRay.m_Start.x - m_center.x );
79 const float qy = ( aSegRay.m_Start.y - m_center.y );
80
81 const float qd = qx * aSegRay.m_Dir.x + qy * aSegRay.m_Dir.y;
82 const float qq = qx * qx + qy * qy;
83
84 // solving the quadratic equation for t at the pts of intersection
85 // dd*t^2 + (2*qd)*t + (qq-r^2) = 0
86 const float discriminantsqr = qd * qd - qq;
87 const float discriminantsqr_outer = discriminantsqr + m_outer_radius_squared;
88
89 // If the discriminant is less than zero, there is no intersection
90 if( discriminantsqr_outer < FLT_EPSILON )
91 return false;
92
93 // Otherwise check and make sure that the intersections occur on the ray (t
94 // > 0) and return the closer one
95 const float discriminant = sqrt( discriminantsqr_outer );
96 float t = ( -qd - discriminant );
97
98 if( ( t > FLT_EPSILON ) && ( t < aSegRay.m_Length ) )
99 {
100 if( aNormalOut )
101 {
102 SFVEC2F hitPoint = aSegRay.at( t );
103 *aNormalOut = (hitPoint - m_center) / m_outer_radius;
104 }
105 }
106 else
107 {
108 const float discriminantsqr_inter = discriminantsqr + m_inner_radius_squared;
109
110 if( discriminantsqr_inter > FLT_EPSILON )
111 {
112 const float discriminant_inner = sqrt( discriminantsqr_inter );
113
114 const float t2_inner = ( -qd + discriminant_inner );
115
116 if( ( t2_inner > FLT_EPSILON ) && ( t2_inner < aSegRay.m_Length ) )
117 {
118 t = t2_inner;
119
120 if( aNormalOut )
121 {
122 const SFVEC2F hitPoint = aSegRay.at( t2_inner );
123
124 *aNormalOut = ( m_center - hitPoint ) / m_inner_radius;
125 }
126 }
127 else
128 {
129 return false;
130 }
131 }
132 else
133 {
134 return false;
135 }
136 }
137
138 wxASSERT( (t > 0.0f) && (t <= aSegRay.m_Length) );
139
140 // Convert the intersection to a normalized 0.0 .. 1.0
141 if( aOutT )
142 *aOutT = t / aSegRay.m_Length;
143
144 return true;
145}
146
147
149{
151}
152
153
154bool RING_2D::IsPointInside( const SFVEC2F& aPoint ) const
155{
156 const SFVEC2F v = m_center - aPoint;
157
158 const float dot = glm::dot( v, v );
159
160 if( ( dot <= m_outer_radius_squared ) && ( dot >= m_inner_radius_squared ) )
161 return true;
162
163 return false;
164}
A base class for any item which can be embedded within the BOARD container class, and therefore insta...
Definition: board_item.h:58
BBOX_2D m_bbox
Definition: object_2d.h:110
SFVEC2F m_centroid
Definition: object_2d.h:111
bool Intersects(const BBOX_2D &aBBox) const override
a.Intersects(b) ⇔ !a.Disjoint(b) ⇔ !(a ∩ b = ∅)
Definition: ring_2d.cpp:65
float m_outer_radius
Definition: ring_2d.h:56
RING_2D(const SFVEC2F &aCenter, float aInnerRadius, float aOuterRadius, const BOARD_ITEM &aBoardItem)
Definition: ring_2d.cpp:35
bool Overlaps(const BBOX_2D &aBBox) const override
Test if the box overlaps the object.
Definition: ring_2d.cpp:58
float m_inner_radius
Definition: ring_2d.h:55
bool Intersect(const RAYSEG2D &aSegRay, float *aOutT, SFVEC2F *aNormalOut) const override
Definition: ring_2d.cpp:72
INTERSECTION_RESULT IsBBoxInside(const BBOX_2D &aBBox) const override
Test this object if it's completely outside, intersects, or is completely inside aBBox.
Definition: ring_2d.cpp:148
float m_inner_radius_squared
Definition: ring_2d.h:57
SFVEC2F m_center
Definition: ring_2d.h:54
bool IsPointInside(const SFVEC2F &aPoint) const override
Definition: ring_2d.cpp:154
float m_outer_radius_squared
Definition: ring_2d.h:58
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
void Reset()
Reset the bounding box to zero and uninitialize it.
Definition: bbox_2d.cpp:86
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