/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2013 CERN * @author Tomasz Wlostowski * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, you may find one here: * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html * or you may search the http://www.gnu.org website for the version 2 license, * or you may write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */ #include // for assert #include #include // for INT_MAX #include // for SEG #include #include #include #include #include #include #include #include typedef VECTOR2I::extended_type ecoord; static inline bool Collide( const SHAPE_CIRCLE& aA, const SHAPE_CIRCLE& aB, int aClearance, int* aActual, VECTOR2I* aLocation, VECTOR2I* aMTV ) { ecoord min_dist = aClearance + aA.GetRadius() + aB.GetRadius(); ecoord min_dist_sq = min_dist * min_dist; const VECTOR2I delta = aB.GetCenter() - aA.GetCenter(); ecoord dist_sq = delta.SquaredEuclideanNorm(); if( dist_sq == 0 || dist_sq < min_dist_sq ) { if( aActual ) *aActual = std::max( 0, (int) sqrt( dist_sq ) - aA.GetRadius() - aB.GetRadius() ); if( aLocation ) *aLocation = ( aA.GetCenter() + aB.GetCenter() ) / 2; if( aMTV ) *aMTV = delta.Resize( min_dist - sqrt( dist_sq ) + 3 ); // fixme: apparent rounding error return true; } return false; } static inline bool Collide( const SHAPE_RECT& aA, const SHAPE_CIRCLE& aB, int aClearance, int* aActual, VECTOR2I* aLocation, VECTOR2I* aMTV ) { const VECTOR2I c = aB.GetCenter(); const VECTOR2I p0 = aA.GetPosition(); const VECTOR2I size = aA.GetSize(); const int r = aB.GetRadius(); const int min_dist = aClearance + r; const ecoord min_dist_sq = SEG::Square( min_dist ); const VECTOR2I vts[] = { VECTOR2I( p0.x, p0.y ), VECTOR2I( p0.x, p0.y + size.y ), VECTOR2I( p0.x + size.x, p0.y + size.y ), VECTOR2I( p0.x + size.x, p0.y ), VECTOR2I( p0.x, p0.y ) }; ecoord nearest_side_dist_sq = VECTOR2I::ECOORD_MAX; VECTOR2I nearest; bool inside = c.x >= p0.x && c.x <= ( p0.x + size.x ) && c.y >= p0.y && c.y <= ( p0.y + size.y ); // If we're not looking for MTV or actual, short-circuit once we find a hard collision if( inside && !aActual && !aLocation && !aMTV ) return true; for( int i = 0; i < 4; i++ ) { const SEG side( vts[i], vts[ i + 1] ); VECTOR2I pn = side.NearestPoint( c ); ecoord side_dist_sq = ( pn - c ).SquaredEuclideanNorm(); if( side_dist_sq < nearest_side_dist_sq ) { nearest = pn; nearest_side_dist_sq = side_dist_sq; if( aMTV ) continue; if( nearest_side_dist_sq == 0 ) break; // If we're not looking for aActual then any collision will do if( nearest_side_dist_sq < min_dist_sq && !aActual ) break; } } if( inside || nearest_side_dist_sq == 0 || nearest_side_dist_sq < min_dist_sq ) { if( aLocation ) *aLocation = nearest; if( aActual ) *aActual = std::max( 0, (int) sqrt( nearest_side_dist_sq ) - r ); if( aMTV ) { VECTOR2I delta = c - nearest; if( inside ) *aMTV = -delta.Resize( abs( min_dist + 1 + sqrt( nearest_side_dist_sq ) ) + 1 ); else *aMTV = delta.Resize( abs( min_dist + 1 - sqrt( nearest_side_dist_sq ) ) + 1 ); } return true; } return false; } static VECTOR2I pushoutForce( const SHAPE_CIRCLE& aA, const SEG& aB, int aClearance ) { VECTOR2I f( 0, 0 ); const VECTOR2I c = aA.GetCenter(); const VECTOR2I nearest = aB.NearestPoint( c ); const int r = aA.GetRadius(); int dist = ( nearest - c ).EuclideanNorm(); int min_dist = aClearance + r; if( dist < min_dist ) { for( int corr = 0; corr < 5; corr++ ) { f = ( aA.GetCenter() - nearest ).Resize( min_dist - dist + corr ); if( aB.Distance( c + f ) >= min_dist ) break; } } return f; } static inline bool Collide( const SHAPE_CIRCLE& aA, const SHAPE_LINE_CHAIN_BASE& aB, int aClearance, int* aActual, VECTOR2I* aLocation, VECTOR2I* aMTV ) { int closest_dist = INT_MAX; VECTOR2I nearest; if( aB.IsClosed() && aB.PointInside( aA.GetCenter() ) ) { closest_dist = 0; nearest = aA.GetCenter(); } else { for( size_t s = 0; s < aB.GetSegmentCount(); s++ ) { int collision_dist = 0; VECTOR2I pn; if( aA.Collide( aB.GetSegment( s ), aClearance, aActual || aLocation ? &collision_dist : nullptr, aLocation ? &pn : nullptr ) ) { if( collision_dist < closest_dist ) { nearest = pn; closest_dist = collision_dist; } if( closest_dist == 0 ) break; // If we're not looking for aActual then any collision will do if( !aActual ) break; } } } if( closest_dist == 0 || closest_dist < aClearance ) { if( aLocation ) *aLocation = nearest; if( aActual ) *aActual = closest_dist; if( aMTV ) { SHAPE_CIRCLE cmoved( aA ); VECTOR2I f_total( 0, 0 ); for( size_t s = 0; s < aB.GetSegmentCount(); s++ ) { VECTOR2I f = pushoutForce( cmoved, aB.GetSegment( s ), aClearance ); cmoved.SetCenter( cmoved.GetCenter() + f ); f_total += f; } *aMTV = f_total; } return true; } return false; } static inline bool Collide( const SHAPE_CIRCLE& aA, const SHAPE_SEGMENT& aSeg, int aClearance, int* aActual, VECTOR2I* aLocation, VECTOR2I* aMTV ) { if( aA.Collide( aSeg.GetSeg(), aClearance + aSeg.GetWidth() / 2, aActual, aLocation ) ) { if( aMTV ) *aMTV = -pushoutForce( aA, aSeg.GetSeg(), aClearance + aSeg.GetWidth() / 2); if( aActual ) *aActual = std::max( 0, *aActual - aSeg.GetWidth() / 2 ); return true; } return false; } static inline bool Collide( const SHAPE_LINE_CHAIN_BASE& aA, const SHAPE_LINE_CHAIN_BASE& aB, int aClearance, int* aActual, VECTOR2I* aLocation, VECTOR2I* aMTV ) { // TODO: why doesn't this handle MTV? int closest_dist = INT_MAX; VECTOR2I nearest; if( aB.IsClosed() && aA.GetPointCount() > 0 && aB.PointInside( aA.GetPoint( 0 ) ) ) { closest_dist = 0; nearest = aA.GetPoint( 0 ); } else { for( size_t i = 0; i < aB.GetSegmentCount(); i++ ) { int collision_dist = 0; VECTOR2I pn; if( aA.Collide( aB.GetSegment( i ), aClearance, aActual || aLocation ? &collision_dist : nullptr, aLocation ? &pn : nullptr ) ) { if( collision_dist < closest_dist ) { nearest = pn; closest_dist = collision_dist; } if( closest_dist == 0 ) break; // If we're not looking for aActual then any collision will do if( !aActual ) break; } } } if( closest_dist == 0 || closest_dist < aClearance ) { if( aLocation ) *aLocation = nearest; if( aActual ) *aActual = closest_dist; return true; } return false; } static inline bool Collide( const SHAPE_RECT& aA, const SHAPE_LINE_CHAIN_BASE& aB, int aClearance, int* aActual, VECTOR2I* aLocation, VECTOR2I* aMTV ) { // TODO: why doesn't this handle MTV? int closest_dist = INT_MAX; VECTOR2I nearest; if( aB.IsClosed() && aB.PointInside( aA.Centre() ) ) { nearest = aA.Centre(); closest_dist = 0; } else { for( size_t s = 0; s < aB.GetSegmentCount(); s++ ) { int collision_dist = 0; VECTOR2I pn; if( aA.Collide( aB.GetSegment( s ), aClearance, aActual || aLocation ? &collision_dist : nullptr, aLocation ? &pn : nullptr ) ) { if( collision_dist < closest_dist ) { nearest = pn; closest_dist = collision_dist; } if( closest_dist == 0 ) break; // If we're not looking for aActual then any collision will do if( !aActual ) break; } } } if( closest_dist == 0 || closest_dist < aClearance ) { if( aLocation ) *aLocation = nearest; if( aActual ) *aActual = closest_dist; return true; } return false; } static inline bool Collide( const SHAPE_RECT& aA, const SHAPE_SEGMENT& aSeg, int aClearance, int* aActual, VECTOR2I* aLocation, VECTOR2I* aMTV ) { if( aA.Collide( aSeg.GetSeg(), aClearance + aSeg.GetWidth() / 2, aActual, aLocation ) ) { if( aActual ) *aActual = std::max( 0, *aActual - aSeg.GetWidth() / 2 ); // TODO: why doesn't this handle MTV? return true; } return false; } static inline bool Collide( const SHAPE_SEGMENT& aA, const SHAPE_SEGMENT& aB, int aClearance, int* aActual, VECTOR2I* aLocation, VECTOR2I* aMTV ) { if( aA.Collide( aB.GetSeg(), aClearance + aB.GetWidth() / 2, aActual, aLocation ) ) { if( aActual ) *aActual = std::max( 0, *aActual - aB.GetWidth() / 2 ); // TODO: why doesn't this handle MTV? return true; } return false; } static inline bool Collide( const SHAPE_LINE_CHAIN_BASE& aA, const SHAPE_SEGMENT& aB, int aClearance, int* aActual, VECTOR2I* aLocation, VECTOR2I* aMTV ) { if( aA.Collide( aB.GetSeg(), aClearance + aB.GetWidth() / 2, aActual, aLocation ) ) { if( aActual ) *aActual = std::max( 0, *aActual - aB.GetWidth() / 2 ); // TODO: why doesn't this handle MTV? return true; } return false; } static inline bool Collide( const SHAPE_RECT& aA, const SHAPE_RECT& aB, int aClearance, int* aActual, VECTOR2I* aLocation, VECTOR2I* aMTV ) { return Collide( aA.Outline(), aB.Outline(), aClearance, aActual, aLocation, aMTV ); } static inline bool Collide( const SHAPE_ARC& aA, const SHAPE_RECT& aB, int aClearance, int* aActual, VECTOR2I* aLocation, VECTOR2I* aMTV ) { const auto lc = aA.ConvertToPolyline(); return Collide( lc, aB.Outline(), aClearance, aActual, aLocation, aMTV ); } static inline bool Collide( const SHAPE_ARC& aA, const SHAPE_CIRCLE& aB, int aClearance, int* aActual, VECTOR2I* aLocation, VECTOR2I* aMTV ) { const auto lc = aA.ConvertToPolyline(); bool rv = Collide( aB, lc, aClearance, aActual, aLocation, aMTV ); if( rv && aMTV ) *aMTV = - *aMTV ; return rv; } static inline bool Collide( const SHAPE_ARC& aA, const SHAPE_LINE_CHAIN& aB, int aClearance, int* aActual, VECTOR2I* aLocation, VECTOR2I* aMTV ) { const auto lc = aA.ConvertToPolyline(); return Collide( lc, aB, aClearance, aActual, aLocation, aMTV ); } static inline bool Collide( const SHAPE_ARC& aA, const SHAPE_SEGMENT& aB, int aClearance, int* aActual, VECTOR2I* aLocation, VECTOR2I* aMTV ) { const auto lc = aA.ConvertToPolyline(); return Collide( lc, aB, aClearance, aActual, aLocation, aMTV ); } static inline bool Collide( const SHAPE_ARC& aA, const SHAPE_LINE_CHAIN_BASE& aB, int aClearance, int* aActual, VECTOR2I* aLocation, VECTOR2I* aMTV ) { const auto lc = aA.ConvertToPolyline(); return Collide( lc, aB, aClearance, aActual, aLocation, aMTV ); } static inline bool Collide( const SHAPE_ARC& aA, const SHAPE_ARC& aB, int aClearance, int* aActual, VECTOR2I* aLocation, VECTOR2I* aMTV ) { const auto lcA = aA.ConvertToPolyline(); const auto lcB = aB.ConvertToPolyline(); return Collide( lcA, lcB, aClearance, aActual, aLocation, aMTV ); } template inline bool CollCase( const SHAPE* aA, const SHAPE* aB, int aClearance, int* aActual, VECTOR2I* aLocation, VECTOR2I* aMTV ) { return Collide( *static_cast( aA ), *static_cast( aB ), aClearance, aActual, aLocation, aMTV); } template inline bool CollCaseReversed ( const SHAPE* aA, const SHAPE* aB, int aClearance, int* aActual, VECTOR2I* aLocation, VECTOR2I* aMTV ) { bool rv = Collide( *static_cast( aB ), *static_cast( aA ), aClearance, aActual, aLocation, aMTV); if( rv && aMTV) *aMTV = - *aMTV; return rv; } static bool collideSingleShapes( const SHAPE* aA, const SHAPE* aB, int aClearance, int* aActual, VECTOR2I* aLocation, VECTOR2I* aMTV ) { switch( aA->Type() ) { case SH_NULL: return false; case SH_RECT: switch( aB->Type() ) { case SH_RECT: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_CIRCLE: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_LINE_CHAIN: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_SEGMENT: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_SIMPLE: case SH_POLY_SET_TRIANGLE: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_ARC: return CollCaseReversed( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_NULL: return false; default: break; } break; case SH_CIRCLE: switch( aB->Type() ) { case SH_RECT: return CollCaseReversed( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_CIRCLE: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_LINE_CHAIN: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_SEGMENT: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_SIMPLE: case SH_POLY_SET_TRIANGLE: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_ARC: return CollCaseReversed( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_NULL: return false; default: break; } break; case SH_LINE_CHAIN: switch( aB->Type() ) { case SH_RECT: return CollCase( aB, aA, aClearance, aActual, aLocation, aMTV ); case SH_CIRCLE: return CollCase( aB, aA, aClearance, aActual, aLocation, aMTV ); case SH_LINE_CHAIN: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_SEGMENT: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_SIMPLE: case SH_POLY_SET_TRIANGLE: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_ARC: return CollCaseReversed( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_NULL: return false; default: break; } break; case SH_SEGMENT: switch( aB->Type() ) { case SH_RECT: return CollCase( aB, aA, aClearance, aActual, aLocation, aMTV ); case SH_CIRCLE: return CollCaseReversed( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_LINE_CHAIN: return CollCase( aB, aA, aClearance, aActual, aLocation, aMTV ); case SH_SEGMENT: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_SIMPLE: case SH_POLY_SET_TRIANGLE: return CollCase( aB, aA, aClearance, aActual, aLocation, aMTV ); case SH_ARC: return CollCaseReversed( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_NULL: return false; default: break; } break; case SH_SIMPLE: case SH_POLY_SET_TRIANGLE: switch( aB->Type() ) { case SH_RECT: return CollCase( aB, aA, aClearance, aActual, aLocation, aMTV ); case SH_CIRCLE: return CollCase( aB, aA, aClearance, aActual, aLocation, aMTV ); case SH_LINE_CHAIN: return CollCase( aB, aA, aClearance, aActual, aLocation, aMTV ); case SH_SEGMENT: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_SIMPLE: case SH_POLY_SET_TRIANGLE: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_ARC: return CollCaseReversed( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_NULL: return false; default: break; } break; case SH_ARC: switch( aB->Type() ) { case SH_RECT: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_CIRCLE: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_LINE_CHAIN: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_SEGMENT: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_SIMPLE: case SH_POLY_SET_TRIANGLE: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_ARC: return CollCase( aA, aB, aClearance, aActual, aLocation, aMTV ); case SH_NULL: return false; default: break; } break; default: break; } bool unsupported_collision = true; (void) unsupported_collision; // make gcc quiet wxASSERT( unsupported_collision == false ); return false; } static bool collideShapes( const SHAPE* aA, const SHAPE* aB, int aClearance, int* aActual, VECTOR2I* aLocation, VECTOR2I* aMTV ) { int currentActual = std::numeric_limits::max(); VECTOR2I currentLocation; VECTOR2I currentMTV(0, 0); bool colliding = false; auto canExit = [&]() { if( !colliding ) return false; if( aActual && currentActual > 0 ) return false; if( aMTV ) return false; return true; }; auto collideCompoundSubshapes = [&]( const SHAPE* elemA, const SHAPE* elemB, int clearance ) -> bool { int actual = 0; VECTOR2I location; VECTOR2I mtv; if( collideSingleShapes( elemA, elemB, clearance, aActual || aLocation ? &actual : nullptr, aLocation ? &location : nullptr, aMTV ? &mtv : nullptr ) ) { if( actual < currentActual ) { currentActual = actual; currentLocation = location; } if( aMTV && mtv.SquaredEuclideanNorm() > currentMTV.SquaredEuclideanNorm() ) { currentMTV = mtv; } return true; } return false; }; if( aA->Type() == SH_COMPOUND && aB->Type() == SH_COMPOUND ) { const SHAPE_COMPOUND* cmpA = static_cast( aA ); const SHAPE_COMPOUND* cmpB = static_cast( aB ); for( const SHAPE* elemA : cmpA->Shapes() ) { for( const SHAPE* elemB : cmpB->Shapes() ) { if( collideCompoundSubshapes( elemA, elemB, aClearance ) ) { colliding = true; if( canExit() ) break; } } if( canExit() ) break; } } else if( aA->Type() == SH_COMPOUND ) { const SHAPE_COMPOUND* cmpA = static_cast( aA ); for( const SHAPE* elemA : cmpA->Shapes() ) { if( collideCompoundSubshapes( elemA, aB, aClearance ) ) { colliding = true; if( canExit() ) break; } } } else if( aB->Type() == SH_COMPOUND ) { const SHAPE_COMPOUND* cmpB = static_cast( aB ); for( const SHAPE* elemB : cmpB->Shapes() ) { if( collideCompoundSubshapes( aA, elemB, aClearance ) ) { colliding = true; if( canExit() ) break; } } } else { return collideSingleShapes( aA, aB, aClearance, aActual, aLocation, aMTV ); } if( colliding ) { if( aLocation ) *aLocation = currentLocation; if( aActual ) *aActual = currentActual; if( aMTV ) *aMTV = currentMTV; } return colliding; } bool SHAPE::Collide( const SHAPE* aShape, int aClearance, VECTOR2I* aMTV ) const { return collideShapes( this, aShape, aClearance, nullptr, nullptr, aMTV ); } bool SHAPE::Collide( const SHAPE* aShape, int aClearance, int* aActual, VECTOR2I* aLocation ) const { return collideShapes( this, aShape, aClearance, aActual, aLocation, nullptr ); }