KiCad PCB EDA Suite
cring2d.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 
30 #include "cring2d.h"
31 #include "../../../3d_fastmath.h"
32 #include <wx/debug.h>
33 
34 
35 CRING2D::CRING2D( const SFVEC2F &aCenter, float aInnerRadius, float aOuterRadius,
36  const BOARD_ITEM &aBoardItem ) : COBJECT2D( OBJ2D_RING, aBoardItem )
37 {
38  wxASSERT( aInnerRadius < aOuterRadius );
39 
40  m_center = aCenter;
41  m_inner_radius = aInnerRadius;
42  m_outer_radius = aOuterRadius;
43 
44  m_inner_radius_squared = aInnerRadius * aInnerRadius;
45  m_outer_radius_squared = aOuterRadius * aOuterRadius;
46 
47  m_bbox.Reset();
48  m_bbox.Set( m_center - SFVEC2F( aOuterRadius, aOuterRadius ),
49  m_center + SFVEC2F( aOuterRadius, aOuterRadius ) );
52 
53 
54  wxASSERT( m_bbox.IsInitialized() );
55 }
56 
57 
58 bool CRING2D::Overlaps( const CBBOX2D &aBBox ) const
59 {
60  // NOT IMPLEMENTED
61  return false;
62 }
63 
64 
65 bool CRING2D::Intersects( const CBBOX2D &aBBox ) const
66 {
67  // !TODO: check the inside for a great improovment
69 }
70 
71 
72 bool CRING2D::Intersect( const RAYSEG2D &aSegRay,
73  float *aOutT,
74  SFVEC2F *aNormalOut ) const
75 {
76  // This code used directly from Steve Marschner's CS667 framework
77  // http://cs665pd.googlecode.com/svn/trunk/photon/sphere.cpp
78 
79  // Compute some factors used in computation
80  const float qx = (aSegRay.m_Start.x - m_center.x);
81  const float qy = (aSegRay.m_Start.y - m_center.y);
82 
83  const float qd = qx * aSegRay.m_Dir.x + qy * aSegRay.m_Dir.y;
84  const float qq = qx * qx + qy * qy;
85 
86  // solving the quadratic equation for t at the pts of intersection
87  // dd*t^2 + (2*qd)*t + (qq-r^2) = 0
88 
89  const float discriminantsqr = qd * qd - qq;
90  const float discriminantsqr_outter = discriminantsqr + m_outer_radius_squared;
91 
92  // If the discriminant is less than zero, there is no intersection
93  if( discriminantsqr_outter < FLT_EPSILON )
94  return false;
95 
96  // Otherwise check and make sure that the intersections occur on the ray (t
97  // > 0) and return the closer one
98  const float discriminant = sqrt( discriminantsqr_outter );
99  float t = (-qd - discriminant);
100 
101  if( (t > FLT_EPSILON) && (t < aSegRay.m_Length) )
102  {
103  SFVEC2F hitPoint = aSegRay.at( t );
104  *aNormalOut = (hitPoint - m_center) / m_outer_radius;
105  }
106  else
107  {
108  const float discriminantsqr_inter = discriminantsqr + m_inner_radius_squared;
109 
110  if( discriminantsqr_inter > FLT_EPSILON )
111  {
112  const float discriminant_inner = sqrt( discriminantsqr_inter );
113 
114  const float t2_inner = (-qd + discriminant_inner);
115 
116  if( (t2_inner > FLT_EPSILON) && (t2_inner < aSegRay.m_Length) )
117  {
118  t = t2_inner;
119 
120  const SFVEC2F hitPoint = aSegRay.at( t2_inner );
121 
122  *aNormalOut = (m_center - hitPoint) / m_inner_radius;
123  }
124  else
125  return false;
126  }
127  else
128  return false;
129  }
130 
131  wxASSERT( (t > 0.0f) && (t <= aSegRay.m_Length) );
132 
133  // Convert the intersection to a normalized 0.0 .. 1.0
134  *aOutT = t / aSegRay.m_Length;
135 
136  return true;
137 }
138 
139 
141 {
142  /*
143  if( !m_bbox.Overlaps( aBBox ) )
144  return INTR_MISSES;
145 
146  SFVEC2F v[4];
147 
148  v[0] = aBBox.Min() - m_center;
149  v[1] = aBBox.Max() - m_center;
150  v[2] = SFVEC2F( aBBox.Min().x, aBBox.Max().y ) - m_center;
151  v[3] = SFVEC2F( aBBox.Max().x, aBBox.Min().y ) - m_center;
152 
153  float s[4];
154 
155  s[0] = v[0].x * v[0].x + v[0].y * v[0].y;
156  s[1] = v[1].x * v[1].x + v[1].y * v[1].y;
157  s[2] = v[2].x * v[2].x + v[2].y * v[2].y;
158  s[3] = v[3].x * v[3].x + v[3].y * v[3].y;
159 
160  bool isInside[4];
161 
162  isInside[0] = s[0] <= m_radius_squared;
163  isInside[1] = s[1] <= m_radius_squared;
164  isInside[2] = s[2] <= m_radius_squared;
165  isInside[3] = s[3] <= m_radius_squared;
166 
167  // Check if all points are inside the circle
168  if( isInside[0] &&
169  isInside[1] &&
170  isInside[2] &&
171  isInside[3] )
172  return INTR_FULL_INSIDE;
173 
174  // Check if any point is inside the circle
175  if( isInside[0] ||
176  isInside[1] ||
177  isInside[2] ||
178  isInside[3] )
179  return INTR_INTERSECTS;
180 */
181  return INTR_MISSES;
182 }
183 
184 
185 bool CRING2D::IsPointInside( const SFVEC2F &aPoint ) const
186 {
187  const SFVEC2F v = m_center - aPoint;
188 
189  const float dot = glm::dot( v, v );
190 
191  if( (dot <= m_outer_radius_squared) &&
192  (dot >= m_inner_radius_squared) )
193  return true;
194 
195  return false;
196 }
INTERSECTION_RESULT
Definition: cobject2d.h:38
INTERSECTION_RESULT IsBBoxInside(const CBBOX2D &aBBox) const override
Function IsBBoxInside.
Definition: cring2d.cpp:140
bool IsInitialized() const
Function IsInitialized check if this bounding box is already initialized.
Definition: cbbox2d.cpp:79
float m_outer_radius
Definition: cring2d.h:48
Class BOARD_ITEM is a base class for any item which can be embedded within the BOARD container class...
SFVEC2F m_center
Definition: cring2d.h:46
Class CBBOX manages a bounding box defined by two SFVEC2F min max points.
Definition: cbbox2d.h:40
float m_outer_radius_squared
Definition: cring2d.h:50
float m_inner_radius_squared
Definition: cring2d.h:49
SFVEC2F m_Dir
Definition: ray.h:91
bool IsPointInside(const SFVEC2F &aPoint) const override
Definition: cring2d.cpp:185
SFVEC2F at(float t) const
Definition: ray.h:117
bool Intersects(const CBBOX2D &aBBox) const
Function Intersects test if a bounding box intersects this box.
Definition: cbbox2d.cpp:213
void Reset()
Function Reset reset the bounding box to zero and de-initialized it.
Definition: cbbox2d.cpp:88
CRING2D(const SFVEC2F &aCenter, float aInnerRadius, float aOuterRadius, const BOARD_ITEM &aBoardItem)
Definition: cring2d.cpp:35
glm::vec2 SFVEC2F
Definition: xv3d_types.h:45
float m_Length
Definition: ray.h:93
void Set(const SFVEC2F &aPbMin, const SFVEC2F &aPbMax)
Function Set Set bounding box with new parameters.
Definition: cbbox2d.cpp:61
void ScaleNextUp()
Function ScaleNextUp scales a bounding box to the next float representation making it larger...
Definition: cbbox2d.cpp:164
CBBOX2D m_bbox
Definition: cobject2d.h:65
SFVEC2F GetCenter() const
Function GetCenter return the center point of the bounding box.
Definition: cbbox2d.cpp:121
SFVEC2F m_Start
Definition: ray.h:88
bool Overlaps(const CBBOX2D &aBBox) const override
Function Overlaps.
Definition: cring2d.cpp:58
SFVEC2F m_centroid
Definition: cobject2d.h:66
float m_inner_radius
Definition: cring2d.h:47
bool Intersects(const CBBOX2D &aBBox) const override
Function Intersects.
Definition: cring2d.cpp:65
bool Intersect(const RAYSEG2D &aSegRay, float *aOutT, SFVEC2F *aNormalOut) const override
Function Intersect.
Definition: cring2d.cpp:72
Definition: ray.h:86