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https://gitlab.com/kicad/code/kicad.git
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6c0110ecd3
There's nothing "legacy" about the OpenGL 3D renderer.
336 lines
9.8 KiB
C++
336 lines
9.8 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 1992-2020 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file round_segment_2d.cpp
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*/
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#include "round_segment_2d.h"
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#include <wx/debug.h>
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ROUND_SEGMENT_2D::ROUND_SEGMENT_2D( const SFVEC2F& aStart, const SFVEC2F& aEnd, float aWidth,
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const BOARD_ITEM& aBoardItem ) :
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OBJECT_2D( OBJECT_2D_TYPE::ROUNDSEG, aBoardItem ),
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m_segment( aStart, aEnd )
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{
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wxASSERT( aStart != aEnd );
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m_radius = (aWidth / 2.0f);
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m_radius_squared = m_radius * m_radius;
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m_width = aWidth;
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SFVEC2F leftRadiusOffset( -m_segment.m_Dir.y * m_radius, m_segment.m_Dir.x * m_radius );
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m_leftStart = aStart + leftRadiusOffset;
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m_leftEnd = aEnd + leftRadiusOffset;
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m_leftEndMinusStart = m_leftEnd - m_leftStart;
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m_leftDir = glm::normalize( m_leftEndMinusStart );
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SFVEC2F rightRadiusOffset( -leftRadiusOffset.x, -leftRadiusOffset.y );
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m_rightStart = aEnd + rightRadiusOffset;
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m_rightEnd = aStart + rightRadiusOffset;
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m_rightEndMinusStart = m_rightEnd - m_rightStart;
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m_rightDir = glm::normalize( m_rightEndMinusStart );
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m_bbox.Reset();
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m_bbox.Set( aStart, aEnd );
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m_bbox.Set( m_bbox.Min() - SFVEC2F( m_radius, m_radius ),
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m_bbox.Max() + SFVEC2F( m_radius, m_radius ) );
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m_bbox.ScaleNextUp();
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m_centroid = m_bbox.GetCenter();
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wxASSERT( m_bbox.IsInitialized() );
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}
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bool ROUND_SEGMENT_2D::Intersects( const BBOX_2D& aBBox ) const
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{
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if( !m_bbox.Intersects( aBBox ) )
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return false;
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if( ( aBBox.Max().x > m_bbox.Max().x ) && ( aBBox.Max().y > m_bbox.Max().y )
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&& ( aBBox.Min().x < m_bbox.Min().x ) && ( aBBox.Min().y < m_bbox.Min().y ) )
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return true;
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SFVEC2F v[4];
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v[0] = aBBox.Min();
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v[1] = SFVEC2F( aBBox.Min().x, aBBox.Max().y );
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v[2] = aBBox.Max();
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v[3] = SFVEC2F( aBBox.Max().x, aBBox.Min().y );
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// Test against the main rectangle segment
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if( IntersectSegment( m_leftStart, m_leftEndMinusStart, v[0], v[1] - v[0] ) )
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return true;
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if( IntersectSegment( m_leftStart, m_leftEndMinusStart, v[1], v[2] - v[1] ) )
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return true;
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if( IntersectSegment( m_leftStart, m_leftEndMinusStart, v[2], v[3] - v[2] ) )
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return true;
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if( IntersectSegment( m_leftStart, m_leftEndMinusStart, v[3], v[0] - v[3] ) )
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return true;
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if( IntersectSegment( m_rightStart, m_rightEndMinusStart, v[0], v[1] - v[0] ) )
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return true;
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if( IntersectSegment( m_rightStart, m_rightEndMinusStart, v[1], v[2] - v[1] ) )
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return true;
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if( IntersectSegment( m_rightStart, m_rightEndMinusStart, v[2], v[3] - v[2] ) )
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return true;
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if( IntersectSegment( m_rightStart, m_rightEndMinusStart, v[3], v[0] - v[3] ) )
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return true;
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// Test the two circles
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if( aBBox.Intersects( m_segment.m_Start, m_radius_squared ) )
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return true;
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if( aBBox.Intersects( m_segment.m_End, m_radius_squared ) )
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return true;
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return false;
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}
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bool ROUND_SEGMENT_2D::Overlaps( const BBOX_2D& aBBox ) const
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{
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// NOT IMPLEMENTED
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return false;
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}
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bool ROUND_SEGMENT_2D::Intersect( const RAYSEG2D& aSegRay, float* aOutT, SFVEC2F* aNormalOut ) const
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{
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const bool start_is_inside = IsPointInside( aSegRay.m_Start );
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const bool end_is_inside = IsPointInside( aSegRay.m_End );
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// If segment if inside there are no hits
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if( start_is_inside && end_is_inside )
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return false;
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bool hitted = false;
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float closerHitT = FLT_MAX;
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float farHitT = FLT_MAX;
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SFVEC2F closerHitNormal;
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SFVEC2F farHitNormal;
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float leftSegT;
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const bool leftSegmentHit =
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aSegRay.IntersectSegment( m_leftStart, m_leftEndMinusStart, &leftSegT );
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if( leftSegmentHit )
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{
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hitted = true;
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closerHitT = leftSegT;
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farHitT = leftSegT;
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closerHitNormal = SFVEC2F( -m_leftDir.y, m_leftDir.x );
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farHitNormal = SFVEC2F( -m_leftDir.y, m_leftDir.x );
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}
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float rightSegT;
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const bool rightSegmentHit =
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aSegRay.IntersectSegment( m_rightStart, m_rightEndMinusStart, &rightSegT );
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if( rightSegmentHit )
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{
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if( !start_is_inside )
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{
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if( ( hitted == false ) || ( rightSegT < closerHitT ) )
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{
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closerHitT = rightSegT;
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closerHitNormal = SFVEC2F( -m_rightDir.y, m_rightDir.x );
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}
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}
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else
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{
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if( ( hitted == false ) || ( rightSegT > farHitT ) )
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{
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farHitT = rightSegT;
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farHitNormal = SFVEC2F( -m_rightDir.y, m_rightDir.x );
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}
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}
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hitted = true;
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}
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float circleStart_T0;
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float circleStart_T1;
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SFVEC2F circleStart_N0;
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SFVEC2F circleStart_N1;
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const bool startCircleHit = aSegRay.IntersectCircle( m_segment.m_Start, m_radius,
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&circleStart_T0, &circleStart_T1,
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&circleStart_N0, &circleStart_N1 );
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if( startCircleHit )
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{
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if( circleStart_T0 > 0.0f )
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{
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if( !start_is_inside )
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{
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if( ( hitted == false ) || ( circleStart_T0 < closerHitT ) )
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{
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closerHitT = circleStart_T0;
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closerHitNormal = circleStart_N0;
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}
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}
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else
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{
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if( ( hitted == false ) || ( circleStart_T1 > farHitT ) )
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{
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farHitT = circleStart_T1;
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farHitNormal = circleStart_N1;
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}
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}
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}
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else
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{
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// This can only happen if the ray starts inside
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if( ( hitted == false ) || ( circleStart_T1 > farHitT ) )
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{
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farHitT = circleStart_T1;
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farHitNormal = circleStart_N1;
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}
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}
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hitted = true;
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}
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float circleEnd_T0;
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float circleEnd_T1;
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SFVEC2F circleEnd_N0;
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SFVEC2F circleEnd_N1;
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const bool rightCircleHit = aSegRay.IntersectCircle( m_segment.m_End, m_radius,
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&circleEnd_T0, &circleEnd_T1,
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&circleEnd_N0, &circleEnd_N1 );
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if( rightCircleHit )
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{
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if( circleEnd_T0 > 0.0f )
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{
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if( !start_is_inside )
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{
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if( ( hitted == false ) || ( circleEnd_T0 < closerHitT ) )
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{
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closerHitT = circleEnd_T0;
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closerHitNormal = circleEnd_N0;
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}
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}
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else
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{
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if( ( hitted == false ) || ( circleEnd_T1 > farHitT ) )
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{
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farHitT = circleEnd_T1;
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farHitNormal = circleEnd_N1;
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}
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}
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}
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else
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{
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// This can only happen if the ray starts inside
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if( ( hitted == false ) || ( circleEnd_T1 > farHitT ) )
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{
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farHitT = circleEnd_T1;
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farHitNormal = circleEnd_N1;
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}
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}
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hitted = true;
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}
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if( hitted )
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{
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if( !start_is_inside )
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{
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if( aOutT )
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*aOutT = closerHitT;
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//wxASSERT( (closerHitT > 0.0f) && (closerHitT <= 1.0f) );
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if( aNormalOut )
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*aNormalOut = closerHitNormal;
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}
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else
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{
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wxASSERT( (farHitT >= 0.0f) && (farHitT <= 1.0f) );
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if( aOutT )
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*aOutT = farHitT;
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if( aNormalOut )
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*aNormalOut = -farHitNormal; // the normal started inside, so invert it
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}
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}
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return hitted;
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}
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INTERSECTION_RESULT ROUND_SEGMENT_2D::IsBBoxInside( const BBOX_2D &aBBox ) const
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{
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if( !m_bbox.Intersects( aBBox ) )
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return INTERSECTION_RESULT::MISSES;
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SFVEC2F v[4];
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v[0] = aBBox.Min();
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v[1] = aBBox.Max();
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v[2] = SFVEC2F( aBBox.Min().x, aBBox.Max().y );
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v[3] = SFVEC2F( aBBox.Max().x, aBBox.Min().y );
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bool isInside[4];
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isInside[0] = IsPointInside( v[0] );
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isInside[1] = IsPointInside( v[1] );
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isInside[2] = IsPointInside( v[2] );
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isInside[3] = IsPointInside( v[3] );
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// Check if all points are inside the circle
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if( isInside[0] && isInside[1] && isInside[2] && isInside[3] )
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return INTERSECTION_RESULT::FULL_INSIDE;
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// Check if any point is inside the circle
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if( isInside[0] || isInside[1] || isInside[2] || isInside[3] )
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return INTERSECTION_RESULT::INTERSECTS;
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return INTERSECTION_RESULT::MISSES;
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}
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bool ROUND_SEGMENT_2D::IsPointInside( const SFVEC2F& aPoint ) const
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{
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float dSquared = m_segment.DistanceToPointSquared( aPoint );
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if( dSquared <= m_radius_squared )
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return true;
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return false;
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}
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