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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 1992-2016 KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* @file cpolygon4pts2d.cpp
* @brief
*/
#include "cpolygon4pts2d.h"
#include <wx/debug.h>
CPOLYGON4PTS2D::CPOLYGON4PTS2D( const SFVEC2F &v1,
const SFVEC2F &v2,
const SFVEC2F &v3,
const SFVEC2F &v4,
const BOARD_ITEM &aBoardItem ) :
COBJECT2D( OBJ2D_POLYGON4PT, aBoardItem )
{/*
if( (v1.x > v2.x) || (v1.y < v2.y) )
{
m_segments[0] = v4;
m_segments[1] = v3;
m_segments[2] = v2;
m_segments[3] = v1;
}
else
{*/
m_segments[0] = v1;
m_segments[1] = v4;
m_segments[2] = v3;
m_segments[3] = v2;
// }
unsigned int i;
unsigned int j = 4 - 1;
for( i = 0; i < 4; j = i++ )
{
SFVEC2F slope = m_segments[j] - m_segments[i];
m_precalc_slope[i] = slope;
m_seg_normal[i] = glm::normalize( SFVEC2F( -slope.y, +slope.x ) );
}
m_bbox.Reset();
m_bbox.Union( v1 );
m_bbox.Union( v2 );
m_bbox.Union( v3 );
m_bbox.Union( v4 );
m_bbox.ScaleNextUp();
m_bbox.ScaleNextUp();
m_bbox.ScaleNextUp();
m_bbox.ScaleNextUp();
m_bbox.ScaleNextUp();
m_centroid = m_bbox.GetCenter();
wxASSERT( m_bbox.IsInitialized() );
}
bool CPOLYGON4PTS2D::Intersects( const CBBOX2D &aBBox ) const
{
return m_bbox.Intersects( aBBox );
// This source code is not working OK.
/*
if( !m_bbox.Intersects( aBBox ) )
return false;
// Check if the bouding box complety have inside the small bouding box
if( (aBBox.Max().x > m_bbox.Max().x) &&
(aBBox.Max().y > m_bbox.Max().x) &&
(aBBox.Min().x < m_bbox.Min().x) &&
(aBBox.Min().y < m_bbox.Min().y)
)
return true;
SFVEC2F v[4];
v[0] = aBBox.Min();
v[1] = SFVEC2F( aBBox.Min().x, aBBox.Max().y );
v[2] = aBBox.Max();
v[3] = SFVEC2F( aBBox.Max().x, aBBox.Min().y );
for( unsigned int i = 0; i < 4; i++ )
{
if( IntersectSegment( m_segments[i], m_precalc_slope[i], v[0], v[1] - v[0] ) )
return true;
if( IntersectSegment( m_segments[i], m_precalc_slope[i], v[1], v[2] - v[1] ) )
return true;
if( IntersectSegment( m_segments[i], m_precalc_slope[i], v[2], v[3] - v[2] ) )
return true;
if( IntersectSegment( m_segments[i], m_precalc_slope[i], v[3], v[0] - v[3] ) )
return true;
}
if( IsPointInside( v[0] ) )
return true;
if( IsPointInside( v[1] ) )
return true;
if( IsPointInside( v[2] ) )
return true;
if( IsPointInside( v[3] ) )
return true;
return false;*/
}
bool CPOLYGON4PTS2D::Overlaps( const CBBOX2D &aBBox ) const
{
// NOT IMPLEMENTED
return true;
}
bool CPOLYGON4PTS2D::Intersect( const RAYSEG2D &aSegRay,
float *aOutT,
SFVEC2F *aNormalOut ) const
{
wxASSERT( aOutT );
wxASSERT( aNormalOut );
bool hited = false;
unsigned int hitIndex;
float bestHitT;
for( unsigned int i = 0; i < 4; i++ )
{
float t;
if( aSegRay.IntersectSegment( m_segments[i], m_precalc_slope[i], &t ) )
if( (hited == false) || ( t < bestHitT) )
{
hited = true;
hitIndex = i;
bestHitT = t;
}
}
if( hited )
{
wxASSERT( (bestHitT >= 0.0f) && (bestHitT <= 1.0f) );
*aOutT = bestHitT;
*aNormalOut = m_seg_normal[hitIndex];
return true;
}
return false;
}
INTERSECTION_RESULT CPOLYGON4PTS2D::IsBBoxInside( const CBBOX2D &aBBox ) const
{
// !TODO:
return INTR_MISSES;
}
bool CPOLYGON4PTS2D::IsPointInside( const SFVEC2F &aPoint ) const
{
unsigned int i;
unsigned int j = 4 - 1;
bool oddNodes = false;
for( i = 0; i < 4; j = i++ )
{
const float polyJY = m_segments[j].y;
const float polyIY = m_segments[i].y;
if( ((polyIY <= aPoint.y) && (polyJY >= aPoint.y)) ||
((polyJY <= aPoint.y) && (polyIY >= aPoint.y))
)
{
const float polyJX = m_segments[j].x;
const float polyIX = m_segments[i].x;
if( (polyIX <= aPoint.x) || (polyJX <= aPoint.x) )
{
oddNodes ^= ( ( polyIX +
( ( aPoint.y - polyIY ) / ( polyJY - polyIY ) ) *
( polyJX - polyIX ) ) < aPoint.x );
}
}
}
return oddNodes;
}
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