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; }
const SHAPE_LINE_CHAIN PNS_SOLID::Hull( int aClearance, int aWalkaroundThickness ) const { int cl = aClearance + aWalkaroundThickness / 2; switch( m_shape->Type() ) { case SH_RECT: { SHAPE_RECT* rect = static_cast<SHAPE_RECT*>( m_shape ); return OctagonalHull( rect->GetPosition(), rect->GetSize(), cl + 1, 0.2 * cl ); } case SH_CIRCLE: { SHAPE_CIRCLE* circle = static_cast<SHAPE_CIRCLE*>( m_shape ); int r = circle->GetRadius(); return OctagonalHull( circle->GetCenter() - VECTOR2I( r, r ), VECTOR2I( 2 * r, 2 * r ), cl + 1, 0.52 * ( r + cl ) ); } case SH_SEGMENT: { SHAPE_SEGMENT* seg = static_cast<SHAPE_SEGMENT*> ( m_shape ); return SegmentHull( *seg, aClearance, aWalkaroundThickness ); } default: break; } return SHAPE_LINE_CHAIN(); }
static inline bool Collide( const SHAPE_CIRCLE& aA, const SHAPE_CIRCLE& aB, int aClearance, bool aNeedMTV, 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 >= min_dist_sq ) return false; if( aNeedMTV ) aMTV = delta.Resize( min_dist - sqrt( dist_sq ) + 3 ); // fixme: apparent rounding error return true; }
static VECTOR2I pushoutForce( const SHAPE_CIRCLE& aA, const SEG& aB, int aClearance ) { VECTOR2I nearest = aB.NearestPoint( aA.GetCenter() ); VECTOR2I f (0, 0); int dist = ( nearest - aA.GetCenter() ).EuclideanNorm(); int min_dist = aClearance + aA.GetRadius(); if( dist < min_dist ) f = ( aA.GetCenter() - nearest ).Resize ( min_dist - dist + 10 ); return f; }
static inline bool Collide( const SHAPE_CIRCLE& aA, const SHAPE_SIMPLE& aB, int aClearance, bool aNeedMTV, VECTOR2I& aMTV ) { bool found; const SHAPE_LINE_CHAIN& lc( aB.Vertices() ); found = lc.Distance( aA.GetCenter() ) <= aClearance + aA.GetRadius(); if( !aNeedMTV || !found ) return found; SHAPE_CIRCLE cmoved( aA ); VECTOR2I f_total( 0, 0 ); for( int s = 0; s < lc.SegmentCount(); s++ ) { VECTOR2I f = pushoutForce( cmoved, lc.CSegment( s ), aClearance ); cmoved.SetCenter( cmoved.GetCenter() + f ); f_total += f; } aMTV = f_total; return found; }
static inline bool Collide( const SHAPE_RECT& aA, const SHAPE_CIRCLE& aB, int aClearance, bool aNeedMTV, 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 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 ) }; int nearest_seg_dist = INT_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( !aNeedMTV && inside ) return true; for( int i = 0; i < 4; i++ ) { const SEG seg( vts[i], vts[i + 1] ); VECTOR2I pn = seg.NearestPoint( c ); int d = ( pn - c ).EuclideanNorm(); if( ( d < min_dist ) && !aNeedMTV ) return true; if( d < nearest_seg_dist ) { nearest = pn; nearest_seg_dist = d; } } if( nearest_seg_dist >= min_dist && !inside ) return false; VECTOR2I delta = c - nearest; if( !aNeedMTV ) return true; if( inside ) aMTV = -delta.Resize( abs( min_dist + 1 + nearest_seg_dist ) + 1 ); else aMTV = delta.Resize( abs( min_dist + 1 - nearest_seg_dist ) + 1 ); return true; }
static inline bool Collide( const SHAPE_RECT& aA, const SHAPE_CIRCLE& aB, int aClearance, bool aNeedMTV, VECTOR2I& aMTV ) { const VECTOR2I c = aB.GetCenter(); const VECTOR2I p0 = aA.GetPosition(); const VECTOR2I size = aA.GetSize(); const ecoord r = aB.GetRadius(); const ecoord min_dist = aClearance + r; const ecoord min_dist_sq = min_dist * min_dist; if( aA.BBox( 0 ).Contains( c ) ) return true; 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_seg_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( !inside ) { for( int i = 0; i < 4; i++ ) { const SEG seg( vts[i], vts[i + 1] ); ecoord dist_sq = seg.SquaredDistance( c ); if( dist_sq < min_dist_sq ) { if( !aNeedMTV ) return true; else { nearest = seg.NearestPoint( c ); nearest_seg_dist_sq = dist_sq; } } } } if( nearest_seg_dist_sq >= min_dist_sq && !inside ) return false; VECTOR2I delta = c - nearest; if( !aNeedMTV ) return true; if( inside ) aMTV = -delta.Resize( sqrt( abs( r * r + nearest_seg_dist_sq ) + 1 ) ); else aMTV = delta.Resize( sqrt( abs( r * r - nearest_seg_dist_sq ) + 1 ) ); return true; }