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95beedb612
It's actually not as hard as I thought, though surely has wierd edge cases which users might need to handle manually.
152 lines
4.2 KiB
C++
152 lines
4.2 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) 2024 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 modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation, either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* 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 along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <math/vector2d.h>
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class SEG;
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namespace KIGEOM
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{
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/**
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* @file vector_utils.h
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*
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* Supplemental functions for working with vectors and
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* simple objects that interact with vectors.
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*/
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/*
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* Determine if a point is in a given direction from another point.
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*
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* This returns true if the vector from aFrom to aPoint is within
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* 90 degrees of aDirection.
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*
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* ------> aDirection
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*
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* /-- aFrom
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* O /-- aPoint
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* O
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*
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* If the point is perpendicular to the direction, it is considered
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* to NOT be in the direction (e.g. both the direction and the
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* reversed direction would return false).
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*
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* @param aPoint The point to test.
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* @param aDirection The direction vector.
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* @param aFrom The point to test from.
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*
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* @return true if the point is in the direction.
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*/
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template <typename T>
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bool PointIsInDirection( const VECTOR2<T>& aPoint, const VECTOR2<T>& aDirection,
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const VECTOR2<T>& aFrom )
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{
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return ( aPoint - aFrom ).Dot( aDirection ) > 0;
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}
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/**
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* Check that the two given points are in the same direction from some other point.
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*
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* I.e. the vectors from aFrom to aPointA and aFrom to aPointB are within 90 degrees.
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*/
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template <typename T>
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bool PointsAreInSameDirection( const VECTOR2<T>& aPointA, const VECTOR2<T>& aPointB,
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const VECTOR2<T>& aFrom )
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{
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return PointIsInDirection( aPointB, aPointA - aFrom, aFrom );
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}
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/**
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* Determine if a segment's vector is within 90 degrees of a given direction.
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*/
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bool SegIsInDirection( const SEG& aSeg, const VECTOR2I& aDirection );
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/**
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* Determine if a point projects onto a segment.
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*
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* /--- projects /--- does not project
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* o o
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* | |
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* |<------------>| x
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* aSeg
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*/
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bool PointProjectsOntoSegment( const VECTOR2I& aPoint, const SEG& aSeg );
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/**
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* Get the ratio of the vector to a point from the segment's start,
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* compared to the segment's length.
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*
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* /--- aPoint
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* A<---+-------->B <-- Length L
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* | |
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* >|----|<-- Length R
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*
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* The point doesn't have to lie on the segment.
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*/
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double GetLengthRatioFromStart( const VECTOR2I& aPoint, const SEG& aSeg );
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/**
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* Get the ratio of the vector to a point projected onto a segment
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* from the start, relative to the segment's length.
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*
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* /--- projects
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* o
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* |
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* A<---+-------->B <-- Length L
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* | |
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* >|----|<-- Length R
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*
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* The ratio is R / L. IF 0, the point is at A. If 1, the point is at B.
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* It assumes the point projects onto the segment.
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*/
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double GetProjectedPointLengthRatio( const VECTOR2I& aPoint, const SEG& aSeg );
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/**
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* Get the nearest end of a segment to a point.
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*
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* If equidistant, the start point is returned.
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*/
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const VECTOR2I& GetNearestEndpoint( const SEG& aSeg, const VECTOR2I& aPoint );
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/**
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* Round a vector to the nearest grid point in any direction.
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*/
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VECTOR2I RoundGrid( const VECTOR2I& aVec, int aGridSize );
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/**
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* Round a vector to the nearest grid point in the NW direction.
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*
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* This means x and y are both rounded downwards (regardless of sign).
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*/
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VECTOR2I RoundNW( const VECTOR2I& aVec, int aGridSize );
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/**
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* Round a vector to the nearest grid point in the SE direction.
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*
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* This means x and y are both rounded upwards (regardless of sign).
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*/
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VECTOR2I RoundSE( const VECTOR2I& aVec, int aGridSize );
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} // namespace KIGEOM
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