KiCad PCB EDA Suite
triangle_2d.cpp
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2  * This program source code file is part of KiCad, a free EDA CAD application.
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4  * Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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24 
29 #include "triangle_2d.h"
30 #include "../ray.h"
31 #include <wx/debug.h>
33 #include "../../../3d_fastmath.h"
34 
35 
36 TRIANGLE_2D::TRIANGLE_2D( const SFVEC2F& aV1, const SFVEC2F& aV2, const SFVEC2F& aV3,
37  const BOARD_ITEM& aBoardItem ) :
38  OBJECT_2D( OBJECT_2D_TYPE::TRIANGLE, aBoardItem )
39 {
40  p1 = aV1;
41  p2 = aV2;
42  p3 = aV3;
43 
44  // Pre-Calc values
45  m_inv_denominator = 1.0f / ( ( p2.y - p3.y ) * ( p1.x - p3.x ) +
46  ( p3.x - p2.x ) * ( p1.y - p3.y ) );
47  m_p2y_minus_p3y = ( p2.y - p3.y );
48  m_p3x_minus_p2x = ( p3.x - p2.x );
49  m_p3y_minus_p1y = ( p3.y - p1.y );
50  m_p1x_minus_p3x = ( p1.x - p3.x );
51 
52  m_bbox.Reset();
53  m_bbox.Union( aV1 );
54  m_bbox.Union( aV2 );
55  m_bbox.Union( aV3 );
58 
59  wxASSERT( m_bbox.IsInitialized() );
60 }
61 
62 
63 bool TRIANGLE_2D::Intersects( const BBOX_2D& aBBox ) const
64 {
65  if( !m_bbox.Intersects( aBBox ) )
66  return false;
67 
69  return true;
70 }
71 
72 
73 bool TRIANGLE_2D::Overlaps( const BBOX_2D& aBBox ) const
74 {
75  // NOT IMPLEMENTED
76  return false;
77 }
78 
79 
80 bool TRIANGLE_2D::Intersect( const RAYSEG2D& aSegRay, float* aOutT, SFVEC2F* aNormalOut ) const
81 {
82  return false;
83 }
84 
85 
87 {
88  if( !m_bbox.Intersects( aBBox ) )
90 
91  // !TODO:
93 }
94 
95 
96 bool TRIANGLE_2D::IsPointInside( const SFVEC2F& aPoint ) const
97 {
98  // http://totologic.blogspot.co.uk/2014/01/accurate-point-in-triangle-test.html
99 
100  SFVEC2F point_minus_p3 = aPoint - p3;
101 
102  // barycentric coordinate system
103  const float a = ( m_p2y_minus_p3y * point_minus_p3.x +
104  m_p3x_minus_p2x * point_minus_p3.y ) * m_inv_denominator;
105 
106  if( 0.0f > a || a > 1.0f )
107  return false;
108 
109  const float b = ( m_p3y_minus_p1y * point_minus_p3.x +
110  m_p1x_minus_p3x * point_minus_p3.y ) * m_inv_denominator;
111 
112  if( 0.0f > b || b > 1.0f )
113  return false;
114 
115  const float c = 1.0f - a - b;
116 
117  return 0.0f <= c && c <= 1.0f;
118 }
119 
120 
122  float aBiuTo3dUnitsScale, const BOARD_ITEM& aBoardItem )
123 {
124  VECTOR2I a;
125  VECTOR2I b;
126  VECTOR2I c;
127 
128  aPolyList.CacheTriangulation( false );
129  const double conver_d = (double)aBiuTo3dUnitsScale;
130 
131  for( unsigned int j = 0; j < aPolyList.TriangulatedPolyCount(); j++ )
132  {
133  auto triPoly = aPolyList.TriangulatedPolygon( j );
134 
135  for( size_t i = 0; i < triPoly->GetTriangleCount(); i++ )
136  {
137  triPoly->GetTriangle( i, a, b, c );
138 
139  aDstContainer.Add( new TRIANGLE_2D( SFVEC2F( a.x * conver_d, -a.y * conver_d ),
140  SFVEC2F( b.x * conver_d, -b.y * conver_d ),
141  SFVEC2F( c.x * conver_d, -c.y * conver_d ),
142  aBoardItem ) );
143  }
144  }
145 }
BBOX_2D m_bbox
Definition: object_2d.h:110
void ConvertPolygonToTriangles(SHAPE_POLY_SET &aPolyList, CONTAINER_2D_BASE &aDstContainer, float aBiuTo3dUnitsScale, const BOARD_ITEM &aBoardItem)
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 GetTriangle(int index, VECTOR2I &a, VECTOR2I &b, VECTOR2I &c) const
bool IsPointInside(const SFVEC2F &aPoint) const override
Definition: triangle_2d.cpp:96
SFVEC2F p2
Definition: triangle_2d.h:56
Define a general 2D-vector/point.
Definition: vector2d.h:61
SFVEC2F m_centroid
Definition: object_2d.h:111
void Add(OBJECT_2D *aObject)
Definition: container_2d.h:49
bool Overlaps(const BBOX_2D &aBBox) const override
Test if the box overlaps the object.
Definition: triangle_2d.cpp:73
glm::vec2 SFVEC2F
Definition: xv3d_types.h:42
float m_p3x_minus_p2x
Definition: triangle_2d.h:61
INTERSECTION_RESULT
Definition: object_2d.h:36
void Reset()
Reset the bounding box to zero and uninitialize it.
Definition: bbox_2d.cpp:86
Represent a set of closed polygons.
bool Intersects(const BBOX_2D &aBBox) const override
a.Intersects(b) ⇔ !a.Disjoint(b) ⇔ !(a ∩ b = ∅)
Definition: triangle_2d.cpp:63
Manage a bounding box defined by two SFVEC2F min max points.
Definition: bbox_2d.h:41
SFVEC2F p3
Definition: triangle_2d.h:57
void Union(const SFVEC2F &aPoint)
Recalculate the bounding box adding a point.
Definition: bbox_2d.cpp:93
bool Intersect(const RAYSEG2D &aSegRay, float *aOutT, SFVEC2F *aNormalOut) const override
Definition: triangle_2d.cpp:80
A triangle object.
Definition: triangle_3d.h:42
float m_p3y_minus_p1y
Definition: triangle_2d.h:62
TRIANGLE_2D(const SFVEC2F &aV1, const SFVEC2F &aV2, const SFVEC2F &aV3, const BOARD_ITEM &aBoardItem)
Definition: triangle_2d.cpp:36
unsigned int TriangulatedPolyCount() const
Return the number of outlines in the set.
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
void CacheTriangulation(bool aPartition=true)
INTERSECTION_RESULT IsBBoxInside(const BBOX_2D &aBBox) const override
Test this object if it's completely outside, intersects, or is completely inside aBBox.
Definition: triangle_2d.cpp:86
float m_p2y_minus_p3y
Definition: triangle_2d.h:60
bool IsInitialized() const
Check if this bounding box is already initialized.
Definition: bbox_2d.cpp:79
const TRIANGULATED_POLYGON * TriangulatedPolygon(int aIndex) const
float m_inv_denominator
Definition: triangle_2d.h:59
float m_p1x_minus_p3x
Definition: triangle_2d.h:63
SFVEC2F p1
Definition: triangle_2d.h:55
Definition: ray.h:105