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57c0953c39
Don't only look for the segment endpoints when asking the closest point. If we have a collision, we need to get the collision point
158 lines
4.1 KiB
C++
158 lines
4.1 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) 2013 CERN
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* @author Tomasz Wlostowski <tomasz.wlostowski@cern.ch>
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* Copyright (C) 2021-2022 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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#ifndef __SHAPE_CIRCLE_H
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#define __SHAPE_CIRCLE_H
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#include <geometry/shape.h>
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#include <geometry/circle.h>
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#include <math/box2.h>
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#include <math/vector2d.h>
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#include <trigo.h>
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#include <algorithm>
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class SHAPE_CIRCLE : public SHAPE
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{
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public:
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SHAPE_CIRCLE() :
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SHAPE( SH_CIRCLE ),
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m_circle()
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{}
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SHAPE_CIRCLE( const VECTOR2I& aCenter, int aRadius ) :
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SHAPE( SH_CIRCLE ),
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m_circle( aCenter, aRadius )
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{}
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SHAPE_CIRCLE( const CIRCLE& aCircle ) :
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SHAPE( SH_CIRCLE ),
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m_circle( aCircle )
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{}
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SHAPE_CIRCLE( const SHAPE_CIRCLE& aOther ) :
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SHAPE( SH_CIRCLE ),
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m_circle( aOther.m_circle )
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{};
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~SHAPE_CIRCLE()
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{}
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SHAPE* Clone() const override
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{
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return new SHAPE_CIRCLE( *this );
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}
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SHAPE_CIRCLE& operator=( const SHAPE_CIRCLE& ) = default;
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const BOX2I BBox( int aClearance = 0 ) const override
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{
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const VECTOR2I rc( m_circle.Radius + aClearance, m_circle.Radius + aClearance );
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return BOX2I( m_circle.Center - rc, rc * 2 );
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}
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bool Collide( const SEG& aSeg, int aClearance = 0, int* aActual = nullptr,
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VECTOR2I* aLocation = nullptr ) const override
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{
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int minDist = aClearance + m_circle.Radius;
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VECTOR2I pn = aSeg.NearestPoint( m_circle.Center );
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ecoord dist_sq = ( pn - m_circle.Center ).SquaredEuclideanNorm();
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if( dist_sq == 0 || dist_sq < SEG::Square( minDist ) )
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{
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if( aLocation )
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{
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if( std::vector<VECTOR2I> pts = m_circle.Intersect( aSeg );
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!pts.empty() && dist_sq == 0 )
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{
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*aLocation = m_circle.Intersect( aSeg )[0];
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}
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else
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{
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*aLocation = pn;
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}
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}
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if( aActual )
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*aActual = std::max( 0, (int) sqrt( dist_sq ) - m_circle.Radius );
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return true;
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}
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return false;
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}
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void SetRadius( int aRadius )
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{
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m_circle.Radius = aRadius;
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}
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void SetCenter( const VECTOR2I& aCenter )
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{
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m_circle.Center = aCenter;
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}
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int GetRadius() const
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{
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return m_circle.Radius;
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}
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const VECTOR2I GetCenter() const
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{
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return m_circle.Center;
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}
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const CIRCLE GetCircle() const
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{
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return m_circle;
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}
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void Move( const VECTOR2I& aVector ) override
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{
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m_circle.Center += aVector;
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}
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void Rotate( const EDA_ANGLE& aAngle, const VECTOR2I& aCenter = { 0, 0 } ) override
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{
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RotatePoint( m_circle.Center, aCenter, aAngle );
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}
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bool IsSolid() const override
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{
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return true;
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}
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virtual const std::string Format( bool aCplusPlus = true ) const override;
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void TransformToPolygon( SHAPE_POLY_SET& aBuffer, int aError,
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ERROR_LOC aErrorLoc ) const override;
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private:
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CIRCLE m_circle;
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};
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#endif
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