KiCad PCB EDA Suite
cfilledcircle2d.cpp
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24 
30 #include "cfilledcircle2d.h"
31 #include <wx/debug.h>
32 
33 
35  const SFVEC2F& aCenter, float aRadius, const BOARD_ITEM& aBoardItem )
36  : COBJECT2D( OBJECT2D_TYPE::FILLED_CIRCLE, aBoardItem )
37 {
38  wxASSERT( aRadius > 0.0f ); // If that happens, it should be handled before create this circle
39 
40  m_center = aCenter;
41  m_radius = aRadius;
42  m_radius_squared = aRadius * aRadius;
43 
44  m_bbox.Reset();
45  m_bbox.Set( m_center - SFVEC2F( aRadius, aRadius ),
46  m_center + SFVEC2F( aRadius, aRadius ) );
49 
50  wxASSERT( m_bbox.IsInitialized() );
51 }
52 
53 
54 bool CFILLEDCIRCLE2D::Overlaps( const CBBOX2D &aBBox ) const
55 {
56  // NOT IMPLEMENTED
57  return false;
58 }
59 
60 
61 bool CFILLEDCIRCLE2D::Intersects( const CBBOX2D &aBBox ) const
62 {
63  return aBBox.Intersects( m_center, m_radius_squared );
64 }
65 
66 
67 bool CFILLEDCIRCLE2D::Intersect( const RAYSEG2D &aSegRay,
68  float *aOutT,
69  SFVEC2F *aNormalOut ) const
70 {
71  wxASSERT( aOutT );
72  wxASSERT( aNormalOut );
73 
74  // This code used directly from Steve Marschner's CS667 framework
75  // http://cs665pd.googlecode.com/svn/trunk/photon/sphere.cpp
76 
77  // Compute some factors used in computation
78  const float qx = aSegRay.m_Start.x - m_center.x;
79  const float qy = aSegRay.m_Start.y - m_center.y;
80 
81  const float qd = qx * aSegRay.m_Dir.x + qy * aSegRay.m_Dir.y;
82  const float qq = qx * qx + qy * qy;
83 
84  // solving the quadratic equation for t at the pts of intersection
85  // dd*t^2 + (2*qd)*t + (qq-r^2) = 0
86  const float discriminantsqr = (qd * qd - (qq - m_radius_squared));
87 
88  // If the discriminant is less than zero, there is no intersection
89  if( discriminantsqr < FLT_EPSILON )
90  return false;
91 
92 
93  // Otherwise check and make sure that the intersections occur on the ray (t
94  // > 0) and return the closer one
95  const float discriminant = sqrt(discriminantsqr);
96  const float t1 = (-qd - discriminant);
97  const float t2 = (-qd + discriminant);
98  float t;
99 
100 
101  if( (t1 > 0.0f) && (t1 < aSegRay.m_Length) )
102  t = t1;
103  else
104  {
105  if( (t2 > 0.0f) && (t2 < aSegRay.m_Length) )
106  t = t2;
107  else
108  return false; // Neither intersection was in the ray's half line.
109  }
110 
111  wxASSERT( (t > 0.0f) && (t <= aSegRay.m_Length) );
112 
113  // Convert the intersection to a normalized 0.0 .. 1.0
114  *aOutT = t / aSegRay.m_Length;
115 
116  const SFVEC2F hitPoint = aSegRay.at( t );
117 
118  *aNormalOut = (hitPoint - m_center) / m_radius;
119 
120  return true;
121 }
122 
123 
125 {
126  if( !m_bbox.Intersects( aBBox ) )
128 
129  SFVEC2F v[4];
130 
131  v[0] = aBBox.Min() - m_center;
132  v[1] = aBBox.Max() - m_center;
133  v[2] = SFVEC2F( aBBox.Min().x, aBBox.Max().y ) - m_center;
134  v[3] = SFVEC2F( aBBox.Max().x, aBBox.Min().y ) - m_center;
135 
136  float s[4];
137 
138  s[0] = v[0].x * v[0].x + v[0].y * v[0].y;
139  s[1] = v[1].x * v[1].x + v[1].y * v[1].y;
140  s[2] = v[2].x * v[2].x + v[2].y * v[2].y;
141  s[3] = v[3].x * v[3].x + v[3].y * v[3].y;
142 
143  bool isInside[4];
144 
145  isInside[0] = s[0] <= m_radius_squared;
146  isInside[1] = s[1] <= m_radius_squared;
147  isInside[2] = s[2] <= m_radius_squared;
148  isInside[3] = s[3] <= m_radius_squared;
149 
150  // Check if all points are inside the circle
151  if( isInside[0] &&
152  isInside[1] &&
153  isInside[2] &&
154  isInside[3] )
156 
157  // Check if any point is inside the circle
158  if( isInside[0] ||
159  isInside[1] ||
160  isInside[2] ||
161  isInside[3] )
163 
165 }
166 
167 
168 bool CFILLEDCIRCLE2D::IsPointInside( const SFVEC2F &aPoint ) const
169 {
170  const SFVEC2F v = m_center - aPoint;
171 
172  if( (v.x * v.x + v.y * v.y) <= m_radius_squared )
173  return true;
174 
175  return false;
176 }
INTERSECTION_RESULT
Definition: cobject2d.h:38
BOARD_ITEM is a base class for any item which can be embedded within the BOARD container class,...
const SFVEC2F & Min() const
Function Min return the minimun vertex pointer.
Definition: cbbox2d.h:176
CBBOX manages a bounding box defined by two SFVEC2F min max points.
Definition: cbbox2d.h:40
CFILLEDCIRCLE2D(const SFVEC2F &aCenter, float aRadius, const BOARD_ITEM &aBoardItem)
SFVEC2F m_Dir
Definition: ray.h:115
SFVEC2F at(float t) const
Definition: ray.h:141
void Reset()
Function Reset reset the bounding box to zero and de-initialized it.
Definition: cbbox2d.cpp:88
glm::vec2 SFVEC2F
Definition: xv3d_types.h:45
bool Intersects(const CBBOX2D &aBBox) const
Function Intersects test if a bounding box intersects this box.
Definition: cbbox2d.cpp:213
bool Overlaps(const CBBOX2D &aBBox) const override
Function Overlaps.
float m_Length
Definition: ray.h:117
void Set(const SFVEC2F &aPbMin, const SFVEC2F &aPbMax)
Function Set Set bounding box with new parameters.
Definition: cbbox2d.cpp:61
bool IsInitialized() const
Function IsInitialized check if this bounding box is already initialized.
Definition: cbbox2d.cpp:79
INTERSECTION_RESULT IsBBoxInside(const CBBOX2D &aBBox) const override
Function IsBBoxInside.
const SFVEC2F & Max() const
Function Max return the maximum vertex pointer.
Definition: cbbox2d.h:183
void ScaleNextUp()
Function ScaleNextUp scales a bounding box to the next float representation making it larger.
Definition: cbbox2d.cpp:164
bool Intersects(const CBBOX2D &aBBox) const override
Function Intersects.
CBBOX2D m_bbox
Definition: cobject2d.h:65
bool Intersect(const RAYSEG2D &aSegRay, float *aOutT, SFVEC2F *aNormalOut) const override
Function Intersect.
SFVEC2F m_Start
Definition: ray.h:112
SFVEC2F m_centroid
Definition: cobject2d.h:66
OBJECT2D_TYPE
Definition: cobject2d.h:46
bool IsPointInside(const SFVEC2F &aPoint) const override
SFVEC2F GetCenter() const
Function GetCenter return the center point of the bounding box.
Definition: cbbox2d.cpp:121
Definition: ray.h:110