KiCad PCB EDA Suite
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shape_poly_set.cpp
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1/*
2 * This program source code file is part of KiCad, a free EDA CAD application.
3 *
4 * Copyright (C) 2015-2019 CERN
5 * Copyright The KiCad Developers, see AUTHORS.txt for contributors.
6 *
7 * @author Tomasz Wlostowski <[email protected]>
8 * @author Alejandro GarcĂ­a Montoro <[email protected]>
9 *
10 * Point in polygon algorithm adapted from Clipper Library (C) Angus Johnson,
11 * subject to Clipper library license.
12 *
13 * This program is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU General Public License
15 * as published by the Free Software Foundation; either version 2
16 * of the License, or (at your option) any later version.
17 *
18 * This program is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 * GNU General Public License for more details.
22 *
23 * You should have received a copy of the GNU General Public License
24 * along with this program; if not, you may find one here:
25 * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
26 * or you may search the http://www.gnu.org website for the version 2 license,
27 * or you may write to the Free Software Foundation, Inc.,
28 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
29 */
30
31#include <algorithm>
32#include <assert.h> // for assert
33#include <cmath> // for sqrt, cos, hypot, isinf
34#include <cstdio>
35#include <istream> // for operator<<, operator>>
36#include <limits> // for numeric_limits
37#include <map>
38#include <memory>
39#include <set>
40#include <string> // for char_traits, operator!=
41#include <unordered_set>
42#include <utility> // for swap, move
43#include <vector>
44#include <array>
45
46#include <clipper2/clipper.h>
49#include <geometry/seg.h> // for SEG, OPT_VECTOR2I
50#include <geometry/shape.h>
53#include <geometry/rtree.h>
54#include <math/box2.h> // for BOX2I
55#include <math/util.h> // for KiROUND, rescale
56#include <math/vector2d.h> // for VECTOR2I, VECTOR2D, VECTOR2
57#include <hash.h>
58#include <mmh3_hash.h>
61
62#include <wx/log.h>
63
64// ADVANCED_CFG::GetCfg() cannot be used on msys2/mingw builds (link failure)
65// So we use the ADVANCED_CFG default values
66#if defined( __MINGW32__ )
67 #define TRIANGULATESIMPLIFICATIONLEVEL 50
68 #define ENABLECACHEFRIENDLYFRACTURE true
69#else
70 #define TRIANGULATESIMPLIFICATIONLEVEL ADVANCED_CFG::GetCfg().m_TriangulateSimplificationLevel
71 #define ENABLECACHEFRIENDLYFRACTURE ADVANCED_CFG::GetCfg().m_EnableCacheFriendlyFracture
72#endif
73
78
79
82{
83 NewOutline();
84 Append( VECTOR2I( aRect.GetLeft(), aRect.GetTop() ) );
85 Append( VECTOR2I( aRect.GetRight(), aRect.GetTop() ) );
86 Append( VECTOR2I( aRect.GetRight(), aRect.GetBottom() ) );
87 Append( VECTOR2I( aRect.GetLeft(), aRect.GetBottom() ) );
88 Outline( 0 ).SetClosed( true );
89}
90
91
94{
95 AddOutline( aOutline );
96}
97
98
101{
102 AddPolygon( aPolygon );
103}
104
105
107 SHAPE( aOther ),
108 m_polys( aOther.m_polys )
109{
110 if( aOther.IsTriangulationUpToDate() )
111 {
112 m_triangulatedPolys.reserve( aOther.TriangulatedPolyCount() );
113
114 for( unsigned i = 0; i < aOther.TriangulatedPolyCount(); i++ )
115 {
116 const TRIANGULATED_POLYGON* poly = aOther.TriangulatedPolygon( i );
117 m_triangulatedPolys.push_back( std::make_unique<TRIANGULATED_POLYGON>( *poly ) );
118 }
119
120 m_hash = aOther.GetHash();
121 m_hashValid = true;
123 }
124 else
125 {
126 m_hash.Clear();
127 m_hashValid = false;
128 m_triangulationValid = false;
129 }
130}
131
132
134 SHAPE( aOther ),
135 m_polys( aOther.m_polys )
136{
137 m_hash.Clear();
138 m_hashValid = false;
139 m_triangulationValid = false;
140}
141
142
146
147
149{
150 return new SHAPE_POLY_SET( *this );
151}
152
153
158
159
161 SHAPE_POLY_SET::VERTEX_INDEX* aRelativeIndices ) const
162{
163 int polygonIdx = 0;
164 unsigned int contourIdx = 0;
165 int vertexIdx = 0;
166
167 int currentGlobalIdx = 0;
168
169 for( polygonIdx = 0; polygonIdx < OutlineCount(); polygonIdx++ )
170 {
171 const POLYGON& currentPolygon = CPolygon( polygonIdx );
172
173 for( contourIdx = 0; contourIdx < currentPolygon.size(); contourIdx++ )
174 {
175 const SHAPE_LINE_CHAIN& currentContour = currentPolygon[contourIdx];
176 int totalPoints = currentContour.PointCount();
177
178 for( vertexIdx = 0; vertexIdx < totalPoints; vertexIdx++ )
179 {
180 // Check if the current vertex is the globally indexed as aGlobalIdx
181 if( currentGlobalIdx == aGlobalIdx )
182 {
183 aRelativeIndices->m_polygon = polygonIdx;
184 aRelativeIndices->m_contour = contourIdx;
185 aRelativeIndices->m_vertex = vertexIdx;
186
187 return true;
188 }
189
190 // Advance
191 currentGlobalIdx++;
192 }
193 }
194 }
195
196 return false;
197}
198
199
201 int& aGlobalIdx ) const
202{
203 int selectedVertex = aRelativeIndices.m_vertex;
204 unsigned int selectedContour = aRelativeIndices.m_contour;
205 unsigned int selectedPolygon = aRelativeIndices.m_polygon;
206
207 // Check whether the vertex indices make sense in this poly set
208 if( selectedPolygon < m_polys.size() && selectedContour < m_polys[selectedPolygon].size()
209 && selectedVertex < m_polys[selectedPolygon][selectedContour].PointCount() )
210 {
211 POLYGON currentPolygon;
212
213 aGlobalIdx = 0;
214
215 for( unsigned int polygonIdx = 0; polygonIdx < selectedPolygon; polygonIdx++ )
216 {
217 currentPolygon = Polygon( polygonIdx );
218
219 for( unsigned int contourIdx = 0; contourIdx < currentPolygon.size(); contourIdx++ )
220 aGlobalIdx += currentPolygon[contourIdx].PointCount();
221 }
222
223 currentPolygon = Polygon( selectedPolygon );
224
225 for( unsigned int contourIdx = 0; contourIdx < selectedContour; contourIdx++ )
226 aGlobalIdx += currentPolygon[contourIdx].PointCount();
227
228 aGlobalIdx += selectedVertex;
229
230 return true;
231 }
232 else
233 {
234 return false;
235 }
236}
237
238
240{
241 SHAPE_LINE_CHAIN empty_path;
242 POLYGON poly;
243
244 empty_path.SetClosed( true );
245 poly.push_back( empty_path );
246 m_polys.push_back( std::move( poly ) );
247 return m_polys.size() - 1;
248}
249
250
251int SHAPE_POLY_SET::NewHole( int aOutline )
252{
253 SHAPE_LINE_CHAIN empty_path;
254
255 empty_path.SetClosed( true );
256
257 // Default outline is the last one
258 if( aOutline < 0 )
259 aOutline += m_polys.size();
260
261 // Add hole to the selected outline
262 m_polys[aOutline].push_back( empty_path );
263
264 return m_polys.back().size() - 2;
265}
266
267
268int SHAPE_POLY_SET::Append( int x, int y, int aOutline, int aHole, bool aAllowDuplication )
269{
270 assert( m_polys.size() );
271
272 if( aOutline < 0 )
273 aOutline += m_polys.size();
274
275 int idx;
276
277 if( aHole < 0 )
278 idx = 0;
279 else
280 idx = aHole + 1;
281
282 assert( aOutline < (int) m_polys.size() );
283 assert( idx < (int) m_polys[aOutline].size() );
284
285 m_polys[aOutline][idx].Append( x, y, aAllowDuplication );
286
287 return m_polys[aOutline][idx].PointCount();
288}
289
290
291int SHAPE_POLY_SET::Append( const SHAPE_ARC& aArc, int aOutline, int aHole,
292 std::optional<int> aMaxError )
293{
294 assert( m_polys.size() );
295
296 if( aOutline < 0 )
297 aOutline += m_polys.size();
298
299 int idx;
300
301 if( aHole < 0 )
302 idx = 0;
303 else
304 idx = aHole + 1;
305
306 assert( aOutline < (int) m_polys.size() );
307 assert( idx < (int) m_polys[aOutline].size() );
308
309 if( aMaxError.has_value() )
310 m_polys[aOutline][idx].Append( aArc, aMaxError.value() );
311 else
312 m_polys[aOutline][idx].Append( aArc );
313
314 return m_polys[aOutline][idx].PointCount();
315}
316
317
318void SHAPE_POLY_SET::InsertVertex( int aGlobalIndex, const VECTOR2I& aNewVertex )
319{
320 VERTEX_INDEX index;
321
322 if( aGlobalIndex < 0 )
323 aGlobalIndex = 0;
324
325 if( aGlobalIndex >= TotalVertices() )
326 {
327 Append( aNewVertex );
328 }
329 else
330 {
331 // Assure the position to be inserted exists; throw an exception otherwise
332 if( GetRelativeIndices( aGlobalIndex, &index ) )
333 m_polys[index.m_polygon][index.m_contour].Insert( index.m_vertex, aNewVertex );
334 else
335 throw( std::out_of_range( "aGlobalIndex-th vertex does not exist" ) );
336 }
337}
338
339
340int SHAPE_POLY_SET::VertexCount( int aOutline, int aHole ) const
341{
342 if( m_polys.size() == 0 ) // Empty poly set
343 return 0;
344
345 if( aOutline < 0 ) // Use last outline
346 aOutline += m_polys.size();
347
348 int idx;
349
350 if( aHole < 0 )
351 idx = 0;
352 else
353 idx = aHole + 1;
354
355 if( aOutline >= (int) m_polys.size() ) // not existing outline
356 return 0;
357
358 if( idx >= (int) m_polys[aOutline].size() ) // not existing hole
359 return 0;
360
361 return m_polys[aOutline][idx].PointCount();
362}
363
364
366{
367 int full_count = 0;
368
369 if( m_polys.size() == 0 ) // Empty poly set
370 return full_count;
371
372 for( int ii = 0; ii < OutlineCount(); ii++ )
373 {
374 // the first polygon in m_polys[ii] is the main contour,
375 // only others are holes:
376 for( int idx = 0; idx <= HoleCount( ii ); idx++ )
377 {
378 full_count += m_polys[ii][idx].PointCount();
379 }
380 }
381
382 return full_count;
383}
384
385
386SHAPE_POLY_SET SHAPE_POLY_SET::Subset( int aFirstPolygon, int aLastPolygon )
387{
388 assert( aFirstPolygon >= 0 && aLastPolygon <= OutlineCount() );
389
390 SHAPE_POLY_SET newPolySet;
391
392 for( int index = aFirstPolygon; index < aLastPolygon; index++ )
393 newPolySet.m_polys.push_back( Polygon( index ) );
394
395 return newPolySet;
396}
397
398
399const VECTOR2I& SHAPE_POLY_SET::CVertex( int aIndex, int aOutline, int aHole ) const
400{
401 if( aOutline < 0 )
402 aOutline += m_polys.size();
403
404 int idx;
405
406 if( aHole < 0 )
407 idx = 0;
408 else
409 idx = aHole + 1;
410
411 assert( aOutline < (int) m_polys.size() );
412 assert( idx < (int) m_polys[aOutline].size() );
413
414 return m_polys[aOutline][idx].CPoint( aIndex );
415}
416
417
418const VECTOR2I& SHAPE_POLY_SET::CVertex( int aGlobalIndex ) const
419{
421
422 // Assure the passed index references a legal position; abort otherwise
423 if( !GetRelativeIndices( aGlobalIndex, &index ) )
424 throw( std::out_of_range( "aGlobalIndex-th vertex does not exist" ) );
425
426 return m_polys[index.m_polygon][index.m_contour].CPoint( index.m_vertex );
427}
428
429
431{
432 return CVertex( index.m_vertex, index.m_polygon, index.m_contour - 1 );
433}
434
435
436bool SHAPE_POLY_SET::GetNeighbourIndexes( int aGlobalIndex, int* aPrevious, int* aNext ) const
437{
439
440 // If the edge does not exist, throw an exception, it is an illegal access memory error
441 if( !GetRelativeIndices( aGlobalIndex, &index ) )
442 return false;
443
444 // Calculate the previous and next index of aGlobalIndex, corresponding to
445 // the same contour;
446 VERTEX_INDEX inext = index;
447 int lastpoint = m_polys[index.m_polygon][index.m_contour].SegmentCount();
448
449 if( index.m_vertex == 0 )
450 {
451 index.m_vertex = lastpoint - 1;
452 inext.m_vertex = 1;
453 }
454 else if( index.m_vertex == lastpoint )
455 {
456 index.m_vertex--;
457 inext.m_vertex = 0;
458 }
459 else
460 {
461 inext.m_vertex++;
462 index.m_vertex--;
463
464 if( inext.m_vertex == lastpoint )
465 inext.m_vertex = 0;
466 }
467
468 if( aPrevious )
469 {
470 int previous;
471 GetGlobalIndex( index, previous );
472 *aPrevious = previous;
473 }
474
475 if( aNext )
476 {
477 int next;
478 GetGlobalIndex( inext, next );
479 *aNext = next;
480 }
481
482 return true;
483}
484
485
486bool SHAPE_POLY_SET::IsPolygonSelfIntersecting( int aPolygonIndex ) const
487{
488 std::vector<SEG> segments;
489 segments.reserve( FullPointCount() );
490
491 for( CONST_SEGMENT_ITERATOR it = CIterateSegmentsWithHoles( aPolygonIndex ); it; it++ )
492 segments.emplace_back( *it );
493
494 std::sort( segments.begin(), segments.end(), []( const SEG& a, const SEG& b )
495 {
496 int min_a_x = std::min( a.A.x, a.B.x );
497 int min_b_x = std::min( b.A.x, b.B.x );
498
499 return min_a_x < min_b_x || ( min_a_x == min_b_x && std::min( a.A.y, a.B.y ) < std::min( b.A.y, b.B.y ) );
500 } );
501
502 for( auto it = segments.begin(); it != segments.end(); ++it )
503 {
504 SEG& firstSegment = *it;
505
506 // Iterate through all remaining segments.
507 auto innerIterator = it;
508 int max_x = std::max( firstSegment.A.x, firstSegment.B.x );
509 int max_y = std::max( firstSegment.A.y, firstSegment.B.y );
510
511 // Start in the next segment, we don't want to check collision between a segment and itself
512 for( innerIterator++; innerIterator != segments.end(); innerIterator++ )
513 {
514 SEG& secondSegment = *innerIterator;
515 int min_x = std::min( secondSegment.A.x, secondSegment.B.x );
516 int min_y = std::min( secondSegment.A.y, secondSegment.B.y );
517
518 // We are ordered in minimum point order, so checking the static max (first segment) against
519 // the ordered min will tell us if any of the following segments are withing the BBox
520 if( max_x < min_x || ( max_x == min_x && max_y < min_y ) )
521 break;
522
523 int index_diff = std::abs( firstSegment.Index() - secondSegment.Index() );
524 bool adjacent = ( index_diff == 1) || (index_diff == ((int)segments.size() - 1) );
525
526 // Check whether the two segments built collide, only when they are not adjacent.
527 if( !adjacent && firstSegment.Collide( secondSegment, 0 ) )
528 return true;
529 }
530 }
531
532 return false;
533}
534
535
537{
538 for( unsigned int polygon = 0; polygon < m_polys.size(); polygon++ )
539 {
540 if( IsPolygonSelfIntersecting( polygon ) )
541 return true;
542 }
543
544 return false;
545}
546
547
549{
550 POLYGON poly;
551
552 poly.push_back( aOutline );
553
554 // This is an assertion because if it's generated by KiCad code, it probably
555 // indicates a bug elsewhere that should be fixed, but we also auto-fix it here
556 // for SWIG plugins that might mess it up
557 wxCHECK2_MSG( aOutline.IsClosed(), poly.back().SetClosed( true ),
558 "Warning: non-closed outline added to SHAPE_POLY_SET" );
559
560 m_polys.push_back( std::move( poly ) );
561
562 return (int) m_polys.size() - 1;
563}
564
565
566int SHAPE_POLY_SET::AddHole( const SHAPE_LINE_CHAIN& aHole, int aOutline )
567{
568 assert( m_polys.size() );
569
570 if( aOutline < 0 )
571 aOutline += (int) m_polys.size();
572
573 assert( aOutline < (int)m_polys.size() );
574
575 POLYGON& poly = m_polys[aOutline];
576
577 assert( poly.size() );
578
579 poly.push_back( aHole );
580
581 return (int) poly.size() - 2;
582}
583
584
586{
587 m_polys.push_back( apolygon );
588
589 return m_polys.size() - 1;
590}
591
592
594{
595 double area = 0.0;
596
597 for( int i = 0; i < OutlineCount(); i++ )
598 {
599 area += Outline( i ).Area( true );
600
601 for( int j = 0; j < HoleCount( i ); j++ )
602 area -= Hole( i, j ).Area( true );
603 }
604
605 return area;
606}
607
608
610{
611 int retval = 0;
612
613 for( const POLYGON& poly : m_polys )
614 {
615 for( size_t i = 0; i < poly.size(); i++ )
616 retval += poly[i].ArcCount();
617 }
618
619 return retval;
620}
621
622
623void SHAPE_POLY_SET::GetArcs( std::vector<SHAPE_ARC>& aArcBuffer ) const
624{
625 for( const POLYGON& poly : m_polys )
626 {
627 for( size_t i = 0; i < poly.size(); i++ )
628 {
629 for( SHAPE_ARC arc : poly[i].m_arcs )
630 aArcBuffer.push_back( arc );
631 }
632 }
633}
634
635
637{
638 for( POLYGON& poly : m_polys )
639 {
640 for( size_t i = 0; i < poly.size(); i++ )
641 poly[i].ClearArcs();
642 }
643}
644
645
647{
648 std::vector<SHAPE_LINE_CHAIN> contours;
649
650 for( const POLYGON& poly : m_polys )
651 contours.insert( contours.end(), poly.begin(), poly.end() );
652
653 std::map<int, std::set<int>> parentToChildren;
654 std::map<int, std::set<int>> childToParents;
655
656 for( SHAPE_LINE_CHAIN& contour : contours )
657 contour.GenerateBBoxCache();
658
659 for( size_t i = 0; i < contours.size(); i++ )
660 {
661 const SHAPE_LINE_CHAIN& outline = contours[i];
662
663 for( size_t j = 0; j < contours.size(); j++ )
664 {
665 if( i == j )
666 continue;
667
668 const SHAPE_LINE_CHAIN& candidate = contours[j];
669 const VECTOR2I& pt0 = candidate.CPoint( 0 );
670
671 if( outline.PointInside( pt0, 0, true ) )
672 {
673 parentToChildren[i].emplace( j );
674 childToParents[j].emplace( i );
675 }
676 }
677 }
678
679 std::set<int> topLevelParents;
680
681 for( size_t i = 0; i < contours.size(); i++ )
682 {
683 if( childToParents[i].size() == 0 )
684 {
685 topLevelParents.emplace( i );
686 }
687 }
688
690
691 std::function<void( int, int, std::vector<int> )> process;
692
693 process =
694 [&]( int myId, int parentOutlineId, const std::vector<int>& path )
695 {
696 std::set<int> relParents = childToParents[myId];
697
698 for( int pathId : path )
699 {
700 int erased = relParents.erase( pathId );
701 wxASSERT( erased > 0 );
702 }
703
704 wxASSERT( relParents.size() == 0 );
705
706 int myOutline = -1;
707
708 bool isOutline = path.size() % 2 == 0;
709
710 if( isOutline )
711 {
712 int outlineId = result.AddOutline( contours[myId] );
713 myOutline = outlineId;
714 }
715 else
716 {
717 wxASSERT( parentOutlineId != -1 );
718 result.AddHole( contours[myId], parentOutlineId );
719 }
720
721 auto it = parentToChildren.find( myId );
722 if( it != parentToChildren.end() )
723 {
724 std::vector<int> thisPath = path;
725 thisPath.emplace_back( myId );
726
727 std::set<int> thisPathSet;
728 thisPathSet.insert( thisPath.begin(), thisPath.end() );
729
730 for( int childId : it->second )
731 {
732 const std::set<int>& childPathSet = childToParents[childId];
733
734 if( thisPathSet != childPathSet )
735 continue; // Only interested in immediate children
736
737 process( childId, myOutline, thisPath );
738 }
739 }
740 };
741
742 for( int topParentId : topLevelParents )
743 {
744 std::vector<int> path;
745 process( topParentId, -1, std::move( path ) );
746 }
747
748 *this = std::move( result );
749}
750
751
752void SHAPE_POLY_SET::booleanOp( Clipper2Lib::ClipType aType, const SHAPE_POLY_SET& aOtherShape )
753{
754 booleanOp( aType, *this, aOtherShape );
755}
756
757
758void SHAPE_POLY_SET::booleanOp( Clipper2Lib::ClipType aType, const SHAPE_POLY_SET& aShape,
759 const SHAPE_POLY_SET& aOtherShape )
760{
761 if( ( aShape.OutlineCount() > 1 || aOtherShape.OutlineCount() > 0 )
762 && ( aShape.ArcCount() > 0 || aOtherShape.ArcCount() > 0 ) )
763 {
764 wxFAIL_MSG( wxT( "Boolean ops on curved polygons are not supported. You should call "
765 "ClearArcs() before carrying out the boolean operation." ) );
766 }
767
768 Clipper2Lib::Clipper64 c;
769
770 std::vector<CLIPPER_Z_VALUE> zValues;
771 std::vector<SHAPE_ARC> arcBuffer;
772 std::map<VECTOR2I, CLIPPER_Z_VALUE> newIntersectPoints;
773
774 Clipper2Lib::Paths64 paths;
775 Clipper2Lib::Paths64 clips;
776
777 for( const POLYGON& poly : aShape.m_polys )
778 {
779 for( size_t i = 0; i < poly.size(); i++ )
780 {
781 paths.push_back( poly[i].convertToClipper2( i == 0, zValues, arcBuffer ) );
782 }
783 }
784
785 for( const POLYGON& poly : aOtherShape.m_polys )
786 {
787 for( size_t i = 0; i < poly.size(); i++ )
788 {
789 clips.push_back( poly[i].convertToClipper2( i == 0, zValues, arcBuffer ) );
790 }
791 }
792
793 c.AddSubject( paths );
794 c.AddClip( clips );
795
796 Clipper2Lib::PolyTree64 solution;
797
798 Clipper2Lib::ZCallback64 callback =
799 [&]( const Clipper2Lib::Point64 & e1bot, const Clipper2Lib::Point64 & e1top,
800 const Clipper2Lib::Point64 & e2bot, const Clipper2Lib::Point64 & e2top,
801 Clipper2Lib::Point64 & pt )
802 {
803 auto arcIndex =
804 [&]( const ssize_t& aZvalue, const ssize_t& aCompareVal = -1 ) -> ssize_t
805 {
806 ssize_t retval;
807
808 retval = zValues.at( aZvalue ).m_SecondArcIdx;
809
810 if( retval == -1 || ( aCompareVal > 0 && retval != aCompareVal ) )
811 retval = zValues.at( aZvalue ).m_FirstArcIdx;
812
813 return retval;
814 };
815
816 auto arcSegment =
817 [&]( const ssize_t& aBottomZ, const ssize_t aTopZ ) -> ssize_t
818 {
819 ssize_t retval = arcIndex( aBottomZ );
820
821 if( retval != -1 )
822 {
823 if( retval != arcIndex( aTopZ, retval ) )
824 retval = -1; // Not an arc segment as the two indices do not match
825 }
826
827 return retval;
828 };
829
830 ssize_t e1ArcSegmentIndex = arcSegment( e1bot.z, e1top.z );
831 ssize_t e2ArcSegmentIndex = arcSegment( e2bot.z, e2top.z );
832
833 CLIPPER_Z_VALUE newZval;
834
835 if( e1ArcSegmentIndex != -1 )
836 {
837 newZval.m_FirstArcIdx = e1ArcSegmentIndex;
838 newZval.m_SecondArcIdx = e2ArcSegmentIndex;
839 }
840 else
841 {
842 newZval.m_FirstArcIdx = e2ArcSegmentIndex;
843 newZval.m_SecondArcIdx = -1;
844 }
845
846 size_t z_value_ptr = zValues.size();
847 zValues.push_back( newZval );
848
849 // Only worry about arc segments for later processing
850 if( newZval.m_FirstArcIdx != -1 )
851 newIntersectPoints.insert( { VECTOR2I( pt.x, pt.y ), newZval } );
852
853 pt.z = z_value_ptr;
854 //@todo amend X,Y values to true intersection between arcs or arc and segment
855 };
856
857 c.SetZCallback( std::move( callback ) ); // register callback
858
859 c.Execute( aType, Clipper2Lib::FillRule::NonZero, solution );
860
861 importTree( solution, zValues, arcBuffer );
862 solution.Clear(); // Free used memory (not done in dtor)
863}
864
865
867{
868 booleanOp( Clipper2Lib::ClipType::Union, b );
869}
870
871
873{
874 booleanOp( Clipper2Lib::ClipType::Difference, b );
875}
876
877
879{
880 booleanOp( Clipper2Lib::ClipType::Intersection, b );
881}
882
883
885{
886 booleanOp( Clipper2Lib::ClipType::Xor, b );
887}
888
889
891{
892 booleanOp( Clipper2Lib::ClipType::Union, a, b );
893}
894
895
897{
898 booleanOp( Clipper2Lib::ClipType::Difference, a, b );
899}
900
901
903{
904 booleanOp( Clipper2Lib::ClipType::Intersection, a, b );
905}
906
907
909{
910 booleanOp( Clipper2Lib::ClipType::Xor, a, b );
911}
912
913
915 int aMaxError )
916{
917 Unfracture();
918 Inflate( aFactor, aCornerStrategy, aMaxError );
919 Fracture();
920}
921
922
923void SHAPE_POLY_SET::inflate2( int aAmount, int aCircleSegCount, CORNER_STRATEGY aCornerStrategy,
924 bool aSimplify )
925{
926 using namespace Clipper2Lib;
927 // A static table to avoid repetitive calculations of the coefficient
928 // 1.0 - cos( M_PI / aCircleSegCount )
929 // aCircleSegCount is most of time <= 64 and usually 8, 12, 16, 32
930 #define SEG_CNT_MAX 64
931 static double arc_tolerance_factor[SEG_CNT_MAX + 1];
932
933 ClipperOffset c;
934
935 // N.B. see the Clipper documentation for jtSquare/jtMiter/jtRound. They are poorly named
936 // and are not what you'd think they are.
937 // http://www.angusj.com/delphi/clipper/documentation/Docs/Units/ClipperLib/Types/JoinType.htm
938 JoinType joinType = JoinType::Round; // The way corners are offsetted
939 double miterLimit = 2.0; // Smaller value when using jtMiter for joinType
940
941 switch( aCornerStrategy )
942 {
944 joinType = JoinType::Miter;
945 miterLimit = 10; // Allows large spikes
946 break;
947
948 case CORNER_STRATEGY::CHAMFER_ACUTE_CORNERS: // Acute angles are chamfered
949 joinType = JoinType::Miter;
950 break;
951
952 case CORNER_STRATEGY::ROUND_ACUTE_CORNERS: // Acute angles are rounded
953 joinType = JoinType::Miter;
954 break;
955
956 case CORNER_STRATEGY::CHAMFER_ALL_CORNERS: // All angles are chamfered.
957 joinType = JoinType::Square;
958 break;
959
960 case CORNER_STRATEGY::ROUND_ALL_CORNERS: // All angles are rounded.
961 joinType = JoinType::Round;
962 break;
963 }
964
965 std::vector<CLIPPER_Z_VALUE> zValues;
966 std::vector<SHAPE_ARC> arcBuffer;
967
968 for( const POLYGON& poly : m_polys )
969 {
970 Paths64 paths;
971
972 for( size_t i = 0; i < poly.size(); i++ )
973 paths.push_back( poly[i].convertToClipper2( i == 0, zValues, arcBuffer ) );
974
975 c.AddPaths( paths, joinType, EndType::Polygon );
976 }
977
978 // Calculate the arc tolerance (arc error) from the seg count by circle. The seg count is
979 // nn = M_PI / acos(1.0 - c.ArcTolerance / abs(aAmount))
980 // http://www.angusj.com/delphi/clipper/documentation/Docs/Units/ClipperLib/Classes/ClipperOffset/Properties/ArcTolerance.htm
981
982 if( aCircleSegCount < 6 ) // avoid incorrect aCircleSegCount values
983 aCircleSegCount = 6;
984
985 double coeff;
986
987 if( aCircleSegCount > SEG_CNT_MAX || arc_tolerance_factor[aCircleSegCount] == 0 )
988 {
989 coeff = 1.0 - cos( M_PI / aCircleSegCount );
990
991 if( aCircleSegCount <= SEG_CNT_MAX )
992 arc_tolerance_factor[aCircleSegCount] = coeff;
993 }
994 else
995 {
996 coeff = arc_tolerance_factor[aCircleSegCount];
997 }
998
999 c.ArcTolerance( std::abs( aAmount ) * coeff );
1000 c.MiterLimit( miterLimit );
1001
1002 PolyTree64 tree;
1003
1004 if( aSimplify )
1005 {
1006 Paths64 paths;
1007 c.Execute( aAmount, paths );
1008
1009 Clipper2Lib::SimplifyPaths( paths, std::abs( aAmount ) * coeff, true );
1010
1011 Clipper64 c2;
1012 c2.PreserveCollinear( false );
1013 c2.ReverseSolution( false );
1014 c2.AddSubject( paths );
1015 c2.Execute(ClipType::Union, FillRule::Positive, tree);
1016 }
1017 else
1018 {
1019 c.Execute( aAmount, tree );
1020 }
1021
1022 importTree( tree, zValues, arcBuffer );
1023 tree.Clear();
1024}
1025
1026
1027void SHAPE_POLY_SET::inflateLine2( const SHAPE_LINE_CHAIN& aLine, int aAmount, int aCircleSegCount,
1028 CORNER_STRATEGY aCornerStrategy, bool aSimplify )
1029{
1030 using namespace Clipper2Lib;
1031 // A static table to avoid repetitive calculations of the coefficient
1032 // 1.0 - cos( M_PI / aCircleSegCount )
1033 // aCircleSegCount is most of time <= 64 and usually 8, 12, 16, 32
1034 #define SEG_CNT_MAX 64
1035 static double arc_tolerance_factor[SEG_CNT_MAX + 1];
1036
1037 ClipperOffset c;
1038
1039 // N.B. see the Clipper documentation for jtSquare/jtMiter/jtRound. They are poorly named
1040 // and are not what you'd think they are.
1041 // http://www.angusj.com/delphi/clipper/documentation/Docs/Units/ClipperLib/Types/JoinType.htm
1042 JoinType joinType = JoinType::Round; // The way corners are offsetted
1043 double miterLimit = 2.0; // Smaller value when using jtMiter for joinType
1044
1045 switch( aCornerStrategy )
1046 {
1048 joinType = JoinType::Miter;
1049 miterLimit = 10; // Allows large spikes
1050 break;
1051
1052 case CORNER_STRATEGY::CHAMFER_ACUTE_CORNERS: // Acute angles are chamfered
1053 joinType = JoinType::Miter;
1054 break;
1055
1056 case CORNER_STRATEGY::ROUND_ACUTE_CORNERS: // Acute angles are rounded
1057 joinType = JoinType::Miter;
1058 break;
1059
1060 case CORNER_STRATEGY::CHAMFER_ALL_CORNERS: // All angles are chamfered.
1061 joinType = JoinType::Square;
1062 break;
1063
1064 case CORNER_STRATEGY::ROUND_ALL_CORNERS: // All angles are rounded.
1065 joinType = JoinType::Round;
1066 break;
1067 }
1068
1069 std::vector<CLIPPER_Z_VALUE> zValues;
1070 std::vector<SHAPE_ARC> arcBuffer;
1071
1072 Path64 path = aLine.convertToClipper2( true, zValues, arcBuffer );
1073 c.AddPath( path, joinType, EndType::Butt );
1074
1075 // Calculate the arc tolerance (arc error) from the seg count by circle. The seg count is
1076 // nn = M_PI / acos(1.0 - c.ArcTolerance / abs(aAmount))
1077 // http://www.angusj.com/delphi/clipper/documentation/Docs/Units/ClipperLib/Classes/ClipperOffset/Properties/ArcTolerance.htm
1078
1079 if( aCircleSegCount < 6 ) // avoid incorrect aCircleSegCount values
1080 aCircleSegCount = 6;
1081
1082 double coeff;
1083
1084 if( aCircleSegCount > SEG_CNT_MAX || arc_tolerance_factor[aCircleSegCount] == 0 )
1085 {
1086 coeff = 1.0 - cos( M_PI / aCircleSegCount );
1087
1088 if( aCircleSegCount <= SEG_CNT_MAX )
1089 arc_tolerance_factor[aCircleSegCount] = coeff;
1090 }
1091 else
1092 {
1093 coeff = arc_tolerance_factor[aCircleSegCount];
1094 }
1095
1096 c.ArcTolerance( std::abs( aAmount ) * coeff );
1097 c.MiterLimit( miterLimit );
1098
1099 PolyTree64 tree;
1100
1101 if( aSimplify )
1102 {
1103 Paths64 paths2;
1104 c.Execute( aAmount, paths2 );
1105
1106 Clipper2Lib::SimplifyPaths( paths2, std::abs( aAmount ) * coeff, false );
1107
1108 Clipper64 c2;
1109 c2.PreserveCollinear( false );
1110 c2.ReverseSolution( false );
1111 c2.AddSubject( paths2 );
1112 c2.Execute( ClipType::Union, FillRule::Positive, tree );
1113 }
1114 else
1115 {
1116 c.Execute( aAmount, tree );
1117 }
1118
1119 importTree( tree, zValues, arcBuffer );
1120 tree.Clear();
1121}
1122
1123
1124void SHAPE_POLY_SET::Inflate( int aAmount, CORNER_STRATEGY aCornerStrategy, int aMaxError,
1125 bool aSimplify )
1126{
1127 int segCount = GetArcToSegmentCount( std::abs( aAmount ), aMaxError, FULL_CIRCLE );
1128
1129 inflate2( aAmount, segCount, aCornerStrategy, aSimplify );
1130}
1131
1132
1134 CORNER_STRATEGY aCornerStrategy, int aMaxError, bool aSimplify )
1135{
1136 int segCount = GetArcToSegmentCount( std::abs( aAmount ), aMaxError, FULL_CIRCLE );
1137
1138 inflateLine2( aLine, aAmount, segCount, aCornerStrategy, aSimplify );
1139}
1140
1141
1142void SHAPE_POLY_SET::importPolyPath( const std::unique_ptr<Clipper2Lib::PolyPath64>& aPolyPath,
1143 const std::vector<CLIPPER_Z_VALUE>& aZValueBuffer,
1144 const std::vector<SHAPE_ARC>& aArcBuffer )
1145{
1146 if( !aPolyPath->IsHole() )
1147 {
1148 POLYGON paths;
1149 paths.reserve( aPolyPath->Count() + 1 );
1150 paths.emplace_back( aPolyPath->Polygon(), aZValueBuffer, aArcBuffer );
1151
1152 for( const std::unique_ptr<Clipper2Lib::PolyPath64>& child : *aPolyPath )
1153 {
1154 paths.emplace_back( child->Polygon(), aZValueBuffer, aArcBuffer );
1155
1156 for( const std::unique_ptr<Clipper2Lib::PolyPath64>& grandchild : *child )
1157 importPolyPath( grandchild, aZValueBuffer, aArcBuffer );
1158 }
1159
1160 m_polys.emplace_back( std::move( paths ) );
1161 }
1162}
1163
1164
1165void SHAPE_POLY_SET::importTree( Clipper2Lib::PolyTree64& tree,
1166 const std::vector<CLIPPER_Z_VALUE>& aZValueBuffer,
1167 const std::vector<SHAPE_ARC>& aArcBuffer )
1168{
1169 m_polys.clear();
1170
1171 for( const std::unique_ptr<Clipper2Lib::PolyPath64>& n : tree )
1172 importPolyPath( n, aZValueBuffer, aArcBuffer );
1173}
1174
1175
1176void SHAPE_POLY_SET::importPaths( Clipper2Lib::Paths64& aPath,
1177 const std::vector<CLIPPER_Z_VALUE>& aZValueBuffer,
1178 const std::vector<SHAPE_ARC>& aArcBuffer )
1179{
1180 m_polys.clear();
1181 POLYGON path;
1182
1183 for( const Clipper2Lib::Path64& n : aPath )
1184 {
1185 if( Clipper2Lib::Area( n ) > 0 )
1186 {
1187 if( !path.empty() )
1188 m_polys.emplace_back( path );
1189
1190 path.clear();
1191 }
1192 else
1193 {
1194 wxCHECK2_MSG( !path.empty(), continue, wxT( "Cannot add a hole before an outline" ) );
1195 }
1196
1197 path.emplace_back( n, aZValueBuffer, aArcBuffer );
1198 }
1199
1200 if( !path.empty() )
1201 m_polys.emplace_back( std::move( path ) );
1202}
1203
1204
1206{
1207 using Index = int;
1208
1209 FractureEdge() = default;
1210
1211 FractureEdge( const VECTOR2I& p1, const VECTOR2I& p2, Index next ) :
1212 m_p1( p1 ),
1213 m_p2( p2 ),
1214 m_next( next )
1215 {
1216 }
1217
1218 bool matches( int y ) const
1219 {
1220 return ( y >= m_p1.y || y >= m_p2.y ) && ( y <= m_p1.y || y <= m_p2.y );
1221 }
1222
1226};
1227
1228
1229typedef std::vector<FractureEdge> FractureEdgeSet;
1230
1231
1233 FractureEdge::Index edgeIndex, FractureEdge::Index bridgeIndex )
1234{
1235 FractureEdge& edge = edges[edgeIndex];
1236 int x = edge.m_p1.x;
1237 int y = edge.m_p1.y;
1238 int min_dist = std::numeric_limits<int>::max();
1239 int x_nearest = 0;
1240
1241 FractureEdge* e_nearest = nullptr;
1242
1243 // Since this function is run for all holes left to right, no need to
1244 // check for any edge beyond the provoking one because they will always be
1245 // further to the right, and unconnected to the outline anyway.
1246 for( FractureEdge::Index i = 0; i < provokingIndex; i++ )
1247 {
1248 FractureEdge& e = edges[i];
1249 // Don't consider this edge if it can't be bridged to, or faces left.
1250 if( !e.matches( y ) )
1251 continue;
1252
1253 int x_intersect;
1254
1255 if( e.m_p1.y == e.m_p2.y ) // horizontal edge
1256 {
1257 x_intersect = std::max( e.m_p1.x, e.m_p2.x );
1258 }
1259 else
1260 {
1261 x_intersect =
1262 e.m_p1.x + rescale( e.m_p2.x - e.m_p1.x, y - e.m_p1.y, e.m_p2.y - e.m_p1.y );
1263 }
1264
1265 int dist = ( x - x_intersect );
1266
1267 if( dist >= 0 && dist < min_dist )
1268 {
1269 min_dist = dist;
1270 x_nearest = x_intersect;
1271 e_nearest = &e;
1272 }
1273 }
1274
1275 if( e_nearest )
1276 {
1277 const FractureEdge::Index outline2hole_index = bridgeIndex;
1278 const FractureEdge::Index hole2outline_index = bridgeIndex + 1;
1279 const FractureEdge::Index split_index = bridgeIndex + 2;
1280 // Make an edge between the split outline edge and the hole...
1281 edges[outline2hole_index] = FractureEdge( VECTOR2I( x_nearest, y ), edge.m_p1, edgeIndex );
1282 // ...between the hole and the edge...
1283 edges[hole2outline_index] =
1284 FractureEdge( edge.m_p1, VECTOR2I( x_nearest, y ), split_index );
1285 // ...and between the split outline edge and the rest.
1286 edges[split_index] =
1287 FractureEdge( VECTOR2I( x_nearest, y ), e_nearest->m_p2, e_nearest->m_next );
1288
1289 // Perform the actual outline edge split
1290 e_nearest->m_p2 = VECTOR2I( x_nearest, y );
1291 e_nearest->m_next = outline2hole_index;
1292
1293 FractureEdge* last = &edge;
1294 for( ; last->m_next != edgeIndex; last = &edges[last->m_next] )
1295 ;
1296 last->m_next = hole2outline_index;
1297 }
1298
1299 return e_nearest;
1300}
1301
1302
1304{
1305 FractureEdgeSet edges;
1306 bool outline = true;
1307
1308 if( paths.size() == 1 )
1309 return;
1310
1311 size_t total_point_count = 0;
1312
1313 for( const SHAPE_LINE_CHAIN& path : paths )
1314 {
1315 total_point_count += path.PointCount();
1316 }
1317
1318 if( total_point_count > (size_t) std::numeric_limits<FractureEdge::Index>::max() )
1319 {
1320 wxLogWarning( wxT( "Polygon has more points than int limit" ) );
1321 return;
1322 }
1323
1324 // Reserve space in the edge set so pointers don't get invalidated during
1325 // the whole fracture process; one for each original edge, plus 3 per
1326 // path to join it to the outline.
1327 edges.reserve( total_point_count + paths.size() * 3 );
1328
1329 // Sort the paths by their lowest X bound before processing them.
1330 // This ensures the processing order for processEdge() is correct.
1331 struct PathInfo
1332 {
1333 int path_or_provoking_index;
1334 FractureEdge::Index leftmost;
1335 int x;
1336 int y_or_bridge;
1337 };
1338 std::vector<PathInfo> sorted_paths;
1339 const int paths_count = static_cast<int>( paths.size() );
1340 sorted_paths.reserve( paths_count );
1341
1342 for( int path_index = 0; path_index < paths_count; path_index++ )
1343 {
1344 const SHAPE_LINE_CHAIN& path = paths[path_index];
1345 const std::vector<VECTOR2I>& points = path.CPoints();
1346 const int point_count = static_cast<int>( points.size() );
1347 int x_min = std::numeric_limits<int>::max();
1348 int y_min = std::numeric_limits<int>::max();
1349 int leftmost = -1;
1350
1351 for( int point_index = 0; point_index < point_count; point_index++ )
1352 {
1353 const VECTOR2I& point = points[point_index];
1354 if( point.x < x_min )
1355 {
1356 x_min = point.x;
1357 leftmost = point_index;
1358 }
1359 if( point.y < y_min )
1360 y_min = point.y;
1361 }
1362
1363 sorted_paths.emplace_back( PathInfo{ path_index, leftmost, x_min, y_min } );
1364 }
1365
1366 std::sort( sorted_paths.begin() + 1, sorted_paths.end(),
1367 []( const PathInfo& a, const PathInfo& b )
1368 {
1369 if( a.x == b.x )
1370 return a.y_or_bridge < b.y_or_bridge;
1371 return a.x < b.x;
1372 } );
1373
1374 FractureEdge::Index edge_index = 0;
1375
1376 for( PathInfo& path_info : sorted_paths )
1377 {
1378 const SHAPE_LINE_CHAIN& path = paths[path_info.path_or_provoking_index];
1379 const std::vector<VECTOR2I>& points = path.CPoints();
1380 const size_t point_count = points.size();
1381
1382 // Index of the provoking (first) edge for this path
1383 const FractureEdge::Index provoking_edge = edge_index;
1384
1385 for( size_t i = 0; i < point_count - 1; i++ )
1386 {
1387 edges.emplace_back( points[i], points[i + 1], edge_index + 1 );
1388 edge_index++;
1389 }
1390
1391 // Create last edge looping back to the provoking one.
1392 edges.emplace_back( points[point_count - 1], points[0], provoking_edge );
1393 edge_index++;
1394
1395 if( !outline )
1396 {
1397 // Repurpose the path sorting data structure to schedule the leftmost edge
1398 // for merging to the outline, which will in turn merge the rest of the path.
1399 path_info.path_or_provoking_index = provoking_edge;
1400 path_info.y_or_bridge = edge_index;
1401
1402 // Reserve 3 additional edges to bridge with the outline.
1403 edge_index += 3;
1404 edges.resize( edge_index );
1405 }
1406
1407 outline = false; // first path is always the outline
1408 }
1409
1410 for( auto it = sorted_paths.begin() + 1; it != sorted_paths.end(); it++ )
1411 {
1412 auto edge = processHole( edges, it->path_or_provoking_index,
1413 it->path_or_provoking_index + it->leftmost, it->y_or_bridge );
1414
1415 // If we can't handle the hole, the zone is broken (maybe)
1416 if( !edge )
1417 {
1418 wxLogWarning( wxT( "Broken polygon, dropping path" ) );
1419
1420 return;
1421 }
1422 }
1423
1424 paths.resize( 1 );
1425 SHAPE_LINE_CHAIN& newPath = paths[0];
1426
1427 newPath.Clear();
1428 newPath.SetClosed( true );
1429
1430 // Root edge is always at index 0
1431 FractureEdge* e = &edges[0];
1432
1433 for( ; e->m_next != 0; e = &edges[e->m_next] )
1434 newPath.Append( e->m_p1 );
1435
1436 newPath.Append( e->m_p1 );
1437}
1438
1439
1441{
1442 FractureEdgeSlow( int y = 0 ) : m_connected( false ), m_next( nullptr ) { m_p1.x = m_p2.y = y; }
1443
1444 FractureEdgeSlow( bool connected, const VECTOR2I& p1, const VECTOR2I& p2 ) :
1445 m_connected( connected ), m_p1( p1 ), m_p2( p2 ), m_next( nullptr )
1446 {
1447 }
1448
1449 bool matches( int y ) const
1450 {
1451 return ( y >= m_p1.y || y >= m_p2.y ) && ( y <= m_p1.y || y <= m_p2.y );
1452 }
1453
1458};
1459
1460
1461typedef std::vector<FractureEdgeSlow*> FractureEdgeSetSlow;
1462
1463
1465{
1466 int x = edge->m_p1.x;
1467 int y = edge->m_p1.y;
1468 int min_dist = std::numeric_limits<int>::max();
1469 int x_nearest = 0;
1470
1471 FractureEdgeSlow* e_nearest = nullptr;
1472
1473 for( FractureEdgeSlow* e : edges )
1474 {
1475 if( !e->matches( y ) )
1476 continue;
1477
1478 int x_intersect;
1479
1480 if( e->m_p1.y == e->m_p2.y ) // horizontal edge
1481 {
1482 x_intersect = std::max( e->m_p1.x, e->m_p2.x );
1483 }
1484 else
1485 {
1486 x_intersect = e->m_p1.x
1487 + rescale( e->m_p2.x - e->m_p1.x, y - e->m_p1.y, e->m_p2.y - e->m_p1.y );
1488 }
1489
1490 int dist = ( x - x_intersect );
1491
1492 if( dist >= 0 && dist < min_dist && e->m_connected )
1493 {
1494 min_dist = dist;
1495 x_nearest = x_intersect;
1496 e_nearest = e;
1497 }
1498 }
1499
1500 if( e_nearest && e_nearest->m_connected )
1501 {
1502 int count = 0;
1503
1504 FractureEdgeSlow* lead1 =
1505 new FractureEdgeSlow( true, VECTOR2I( x_nearest, y ), VECTOR2I( x, y ) );
1506 FractureEdgeSlow* lead2 =
1507 new FractureEdgeSlow( true, VECTOR2I( x, y ), VECTOR2I( x_nearest, y ) );
1508 FractureEdgeSlow* split_2 =
1509 new FractureEdgeSlow( true, VECTOR2I( x_nearest, y ), e_nearest->m_p2 );
1510
1511 edges.push_back( split_2 );
1512 edges.push_back( lead1 );
1513 edges.push_back( lead2 );
1514
1515 FractureEdgeSlow* link = e_nearest->m_next;
1516
1517 e_nearest->m_p2 = VECTOR2I( x_nearest, y );
1518 e_nearest->m_next = lead1;
1519 lead1->m_next = edge;
1520
1521 FractureEdgeSlow* last;
1522
1523 for( last = edge; last->m_next != edge; last = last->m_next )
1524 {
1525 last->m_connected = true;
1526 count++;
1527 }
1528
1529 last->m_connected = true;
1530 last->m_next = lead2;
1531 lead2->m_next = split_2;
1532 split_2->m_next = link;
1533
1534 return count + 1;
1535 }
1536
1537 return 0;
1538}
1539
1540
1542{
1543 FractureEdgeSetSlow edges;
1544 FractureEdgeSetSlow border_edges;
1545 FractureEdgeSlow* root = nullptr;
1546
1547 bool first = true;
1548
1549 if( paths.size() == 1 )
1550 return;
1551
1552 int num_unconnected = 0;
1553
1554 for( const SHAPE_LINE_CHAIN& path : paths )
1555 {
1556 const std::vector<VECTOR2I>& points = path.CPoints();
1557 int pointCount = points.size();
1558
1559 FractureEdgeSlow *prev = nullptr, *first_edge = nullptr;
1560
1561 int x_min = std::numeric_limits<int>::max();
1562
1563 for( int i = 0; i < pointCount; i++ )
1564 {
1565 if( points[i].x < x_min )
1566 x_min = points[i].x;
1567
1568 // Do not use path.CPoint() here; open-coding it using the local variables "points"
1569 // and "pointCount" gives a non-trivial performance boost to zone fill times.
1570 FractureEdgeSlow* fe = new FractureEdgeSlow( first, points[i],
1571 points[i + 1 == pointCount ? 0 : i + 1] );
1572
1573 if( !root )
1574 root = fe;
1575
1576 if( !first_edge )
1577 first_edge = fe;
1578
1579 if( prev )
1580 prev->m_next = fe;
1581
1582 if( i == pointCount - 1 )
1583 fe->m_next = first_edge;
1584
1585 prev = fe;
1586 edges.push_back( fe );
1587
1588 if( !first )
1589 {
1590 if( fe->m_p1.x == x_min )
1591 border_edges.push_back( fe );
1592 }
1593
1594 if( !fe->m_connected )
1595 num_unconnected++;
1596 }
1597
1598 first = false; // first path is always the outline
1599 }
1600
1601 // keep connecting holes to the main outline, until there's no holes left...
1602 while( num_unconnected > 0 )
1603 {
1604 int x_min = std::numeric_limits<int>::max();
1605 auto it = border_edges.begin();
1606
1607 FractureEdgeSlow* smallestX = nullptr;
1608
1609 // find the left-most hole edge and merge with the outline
1610 for( ; it != border_edges.end(); ++it )
1611 {
1612 FractureEdgeSlow* border_edge = *it;
1613 int xt = border_edge->m_p1.x;
1614
1615 if( ( xt <= x_min ) && !border_edge->m_connected )
1616 {
1617 x_min = xt;
1618 smallestX = border_edge;
1619 }
1620 }
1621
1622 int num_processed = processEdge( edges, smallestX );
1623
1624 // If we can't handle the edge, the zone is broken (maybe)
1625 if( !num_processed )
1626 {
1627 wxLogWarning( wxT( "Broken polygon, dropping path" ) );
1628
1629 for( FractureEdgeSlow* edge : edges )
1630 delete edge;
1631
1632 return;
1633 }
1634
1635 num_unconnected -= num_processed;
1636 }
1637
1638 paths.clear();
1639 SHAPE_LINE_CHAIN newPath;
1640
1641 newPath.SetClosed( true );
1642
1644
1645 for( e = root; e->m_next != root; e = e->m_next )
1646 newPath.Append( e->m_p1 );
1647
1648 newPath.Append( e->m_p1 );
1649
1650 for( FractureEdgeSlow* edge : edges )
1651 delete edge;
1652
1653 paths.push_back( std::move( newPath ) );
1654}
1655
1656
1658{
1660 return fractureSingleCacheFriendly( paths );
1661 fractureSingleSlow( paths );
1662}
1663
1664
1666{
1667 Simplify(); // remove overlapping holes/degeneracy
1668
1669 for( POLYGON& paths : m_polys )
1670 fractureSingle( paths );
1671}
1672
1673
1675{
1676 assert( aPoly.size() == 1 );
1677
1678 struct EDGE
1679 {
1680 int m_index = 0;
1681 SHAPE_LINE_CHAIN* m_poly = nullptr;
1682 bool m_duplicate = false;
1683
1684 EDGE( SHAPE_LINE_CHAIN* aPolygon, int aIndex ) :
1685 m_index( aIndex ),
1686 m_poly( aPolygon )
1687 {}
1688
1689 bool compareSegs( const SEG& s1, const SEG& s2 ) const
1690 {
1691 return (s1.A == s2.B && s1.B == s2.A);
1692 }
1693
1694 bool operator==( const EDGE& aOther ) const
1695 {
1696 return compareSegs( m_poly->CSegment( m_index ),
1697 aOther.m_poly->CSegment( aOther.m_index ) );
1698 }
1699
1700 bool operator!=( const EDGE& aOther ) const
1701 {
1702 return !compareSegs( m_poly->CSegment( m_index ),
1703 aOther.m_poly->CSegment( aOther.m_index ) );
1704 }
1705
1706 struct HASH
1707 {
1708 std::size_t operator()( const EDGE& aEdge ) const
1709 {
1710 const SEG& a = aEdge.m_poly->CSegment( aEdge.m_index );
1711 std::size_t seed = 0xa82de1c0;
1712 hash_combine( seed, a.A.x, a.B.x, a.A.y, a.B.y );
1713 return seed;
1714 }
1715 };
1716 };
1717
1718 struct EDGE_LIST_ENTRY
1719 {
1720 int index;
1721 EDGE_LIST_ENTRY* next;
1722 };
1723
1724 std::unordered_set<EDGE, EDGE::HASH> uniqueEdges;
1725
1726 SHAPE_LINE_CHAIN lc = aPoly[0];
1727 lc.Simplify();
1728
1729 auto edgeList = std::make_unique<EDGE_LIST_ENTRY[]>( lc.SegmentCount() );
1730
1731 for( int i = 0; i < lc.SegmentCount(); i++ )
1732 {
1733 edgeList[i].index = i;
1734 edgeList[i].next = &edgeList[ (i != lc.SegmentCount() - 1) ? i + 1 : 0 ];
1735 }
1736
1737 std::unordered_set<EDGE_LIST_ENTRY*> queue;
1738
1739 for( int i = 0; i < lc.SegmentCount(); i++ )
1740 {
1741 EDGE e( &lc, i );
1742 uniqueEdges.insert( e );
1743 }
1744
1745 for( int i = 0; i < lc.SegmentCount(); i++ )
1746 {
1747 EDGE e( &lc, i );
1748 auto it = uniqueEdges.find( e );
1749
1750 if( it != uniqueEdges.end() && it->m_index != i )
1751 {
1752 int e1 = it->m_index;
1753 int e2 = i;
1754
1755 if( e1 > e2 )
1756 std::swap( e1, e2 );
1757
1758 int e1_prev = e1 - 1;
1759
1760 if( e1_prev < 0 )
1761 e1_prev = lc.SegmentCount() - 1;
1762
1763 int e2_prev = e2 - 1;
1764
1765 if( e2_prev < 0 )
1766 e2_prev = lc.SegmentCount() - 1;
1767
1768 int e1_next = e1 + 1;
1769
1770 if( e1_next == lc.SegmentCount() )
1771 e1_next = 0;
1772
1773 int e2_next = e2 + 1;
1774
1775 if( e2_next == lc.SegmentCount() )
1776 e2_next = 0;
1777
1778 edgeList[e1_prev].next = &edgeList[ e2_next ];
1779 edgeList[e2_prev].next = &edgeList[ e1_next ];
1780 edgeList[i].next = nullptr;
1781 edgeList[it->m_index].next = nullptr;
1782 }
1783 }
1784
1785 for( int i = 0; i < lc.SegmentCount(); i++ )
1786 {
1787 if( edgeList[i].next )
1788 queue.insert( &edgeList[i] );
1789 }
1790
1791 auto edgeBuf = std::make_unique<EDGE_LIST_ENTRY* []>( lc.SegmentCount() );
1792
1793 int n = 0;
1794 int outline = -1;
1795
1797 double max_poly = 0.0;
1798
1799 while( queue.size() )
1800 {
1801 EDGE_LIST_ENTRY* e_first = *queue.begin();
1802 EDGE_LIST_ENTRY* e = e_first;
1803 int cnt = 0;
1804
1805 do
1806 {
1807 edgeBuf[cnt++] = e;
1808 e = e->next;
1809 } while( e && e != e_first );
1810
1811 SHAPE_LINE_CHAIN outl;
1812
1813 for( int i = 0; i < cnt; i++ )
1814 {
1815 VECTOR2I p = lc.CPoint( edgeBuf[i]->index );
1816 outl.Append( p );
1817 queue.erase( edgeBuf[i] );
1818 }
1819
1820 outl.SetClosed( true );
1821
1822 double area = std::fabs( outl.Area() );
1823
1824 if( area > max_poly )
1825 {
1826 outline = n;
1827 max_poly = area;
1828 }
1829
1830 result.push_back( outl );
1831 n++;
1832 }
1833
1834 if( outline > 0 )
1835 std::swap( result[0], result[outline] );
1836
1837 aPoly = std::move( result );
1838}
1839
1840
1842{
1843 // Iterate through all the polygons on the set
1844 for( const POLYGON& paths : m_polys )
1845 {
1846 // If any of them has more than one contour, it is a hole.
1847 if( paths.size() > 1 )
1848 return true;
1849 }
1850
1851 // Return false if and only if every polygon has just one outline, without holes.
1852 return false;
1853}
1854
1855
1857{
1858 for( POLYGON& path : m_polys )
1860
1861 Simplify(); // remove overlapping holes/degeneracy
1862}
1863
1864
1865bool SHAPE_POLY_SET::isExteriorWaist( const SEG& aSegA, const SEG& aSegB ) const
1866{
1867 const VECTOR2I da = aSegA.B - aSegA.A;
1868
1869 int axis = std::abs( da.x ) >= std::abs( da.y ) ? 0 : 1;
1870
1871 std::array<VECTOR2I,4> pts = { aSegA.A, aSegA.B, aSegB.A, aSegB.B };
1872
1873 std::sort( pts.begin(), pts.end(), [axis]( const VECTOR2I& p, const VECTOR2I& q )
1874 {
1875 if( axis == 0 )
1876 return p.x < q.x || ( p.x == q.x && p.y < q.y );
1877 else
1878 return p.y < q.y || ( p.y == q.y && p.x < q.x );
1879 } );
1880
1881 VECTOR2I s = pts[1];
1882 VECTOR2I e = pts[2];
1883
1884 // Check if there is polygon material on either side of the overlapping segments
1885 // Get the midpoint between s and e for testing
1886 VECTOR2I midpoint = ( s + e ) / 2;
1887
1888 // Create perpendicular offset vector to check both sides
1889 VECTOR2I segDir = e - s;
1890
1891 if( segDir.EuclideanNorm() > 25 )
1892 {
1893 VECTOR2I perp = segDir.Perpendicular().Resize( 10 );
1894
1895 // Test points on both sides of the overlapping segment
1896 bool side1 = PointInside( midpoint + perp );
1897 bool side2 = PointInside( midpoint - perp );
1898
1899 // Only return true if both sides are outside the polygon
1900 // This is the case for non-fractured segments
1901 if( !side1 && !side2 )
1902 {
1903 wxLogTrace( wxT( "collinear" ), wxT( "Found exterior waist between (%d,%d)-(%d,%d) and (%d,%d)-(%d,%d)" ),
1904 aSegA.A.x, aSegA.A.y, aSegA.B.x, aSegA.B.y,
1905 aSegB.A.x, aSegB.A.y, aSegB.B.x, aSegB.B.y );
1906 return true;
1907 }
1908 }
1909
1910 return false;
1911}
1912
1913
1915{
1916 for( size_t polyIdx = 0; polyIdx < m_polys.size(); ++polyIdx )
1917 {
1918 bool changed = true;
1919
1920 while( changed )
1921 {
1922 changed = false;
1923
1924 SHAPE_LINE_CHAIN& outline = m_polys[polyIdx][0];
1925 intptr_t count = outline.PointCount();
1926
1927 RTree<intptr_t, intptr_t, 2, intptr_t> rtree;
1928
1929 for( intptr_t i = 0; i < count; ++i )
1930 {
1931 const VECTOR2I& a = outline.CPoint( i );
1932 const VECTOR2I& b = outline.CPoint( ( i + 1 ) % count );
1933 intptr_t min[2] = { std::min( a.x, b.x ), std::min( a.y, b.y ) };
1934 intptr_t max[2] = { std::max( a.x, b.x ), std::max( a.y, b.y ) };
1935 rtree.Insert( min, max, i );
1936 }
1937
1938 bool found = false;
1939 int segA = -1;
1940 int segB = -1;
1941
1942 for( intptr_t i = 0; i < count && !found; ++i )
1943 {
1944 const VECTOR2I& a = outline.CPoint( i );
1945 const VECTOR2I& b = outline.CPoint( ( i + 1 ) % count );
1946 SEG seg( a, b );
1947 intptr_t min[2] = { std::min( a.x, b.x ), std::min( a.y, b.y ) };
1948 intptr_t max[2] = { std::max( a.x, b.x ), std::max( a.y, b.y ) };
1949
1950 auto visitor =
1951 [&]( const int& j ) -> bool
1952 {
1953 if( j == i || j == ( ( i + 1 ) % count ) || j == ( ( i + count - 1 ) % count ) )
1954 return true;
1955
1956 VECTOR2I oa = outline.CPoint( j );
1957 VECTOR2I ob = outline.CPoint( ( j + 1 ) % count );
1958 SEG other( oa, ob );
1959
1960 // Skip segments that share start/end points. This is the case for
1961 // fractured segments
1962 if( oa == a && ob == b )
1963 return true;
1964
1965 if( oa == b && ob == a )
1966 return true;
1967
1968 if( seg.ApproxCollinear( other, 10 ) && isExteriorWaist( seg, other ) )
1969 {
1970 segA = i;
1971 segB = j;
1972 found = true;
1973 return false;
1974 }
1975
1976 return true;
1977 };
1978
1979 rtree.Search( min, max, visitor );
1980 }
1981
1982 if( !found )
1983 break;
1984
1985 int a0 = segA;
1986 int a1 = ( segA + 1 ) % outline.PointCount();
1987 int b0 = segB;
1988 int b1 = ( segB + 1 ) % outline.PointCount();
1989
1990 SHAPE_LINE_CHAIN lc1;
1991 int idx = a1;
1992 lc1.Append( outline.CPoint( idx ) );
1993
1994 while( idx != b0 )
1995 {
1996 idx = ( idx + 1 ) % outline.PointCount();
1997 lc1.Append( outline.CPoint( idx ) );
1998 }
1999
2000 lc1.SetClosed( true );
2001
2002 SHAPE_LINE_CHAIN lc2;
2003 idx = b1;
2004 lc2.Append( outline.CPoint( idx ) );
2005
2006 while( idx != a0 )
2007 {
2008 idx = ( idx + 1 ) % outline.PointCount();
2009 lc2.Append( outline.CPoint( idx ) );
2010 }
2011
2012 lc2.SetClosed( true );
2013
2014 m_polys[polyIdx][0] = std::move( lc1 );
2015
2016 POLYGON np;
2017 np.push_back( std::move( lc2 ) );
2018 m_polys.push_back( std::move( np ) );
2019
2020 changed = true;
2021 }
2022 }
2023}
2024
2025
2027{
2029
2031
2032 booleanOp( Clipper2Lib::ClipType::Union, empty );
2033}
2034
2035
2037{
2038 for( POLYGON& paths : m_polys )
2039 {
2040 for( SHAPE_LINE_CHAIN& path : paths )
2041 {
2042 path.Simplify( aTolerance );
2043 }
2044 }
2045}
2046
2047
2049{
2050 // We are expecting only one main outline, but this main outline can have holes
2051 // if holes: combine holes and remove them from the main outline.
2052 // Note also we are usingin polygon
2053 // calculations, but it is not mandatory. It is used mainly
2054 // because there is usually only very few vertices in area outlines
2055 SHAPE_POLY_SET::POLYGON& outline = Polygon( 0 );
2056 SHAPE_POLY_SET holesBuffer;
2057
2058 // Move holes stored in outline to holesBuffer:
2059 // The first SHAPE_LINE_CHAIN is the main outline, others are holes
2060 while( outline.size() > 1 )
2061 {
2062 holesBuffer.AddOutline( outline.back() );
2063 outline.pop_back();
2064 }
2065
2066 Simplify();
2067
2068 // If any hole, subtract it to main outline
2069 if( holesBuffer.OutlineCount() )
2070 {
2071 holesBuffer.Simplify();
2072 BooleanSubtract( holesBuffer );
2073 }
2074
2075 // In degenerate cases, simplify might return no outlines
2076 if( OutlineCount() > 0 )
2078
2079 return OutlineCount();
2080}
2081
2082
2083const std::string SHAPE_POLY_SET::Format( bool aCplusPlus ) const
2084{
2085 std::stringstream ss;
2086
2087 ss << "SHAPE_LINE_CHAIN poly; \n";
2088
2089 for( unsigned i = 0; i < m_polys.size(); i++ )
2090 {
2091 for( unsigned j = 0; j < m_polys[i].size(); j++ )
2092 {
2093
2094 ss << "{ auto tmp = " << m_polys[i][j].Format() << ";\n";
2095
2096 SHAPE_POLY_SET poly;
2097
2098 if( j == 0 )
2099 {
2100 ss << " poly.AddOutline(tmp); } \n";
2101 }
2102 else
2103 {
2104 ss << " poly.AddHole(tmp); } \n";
2105 }
2106
2107 }
2108 }
2109
2110 return ss.str();
2111}
2112
2113
2114bool SHAPE_POLY_SET::Parse( std::stringstream& aStream )
2115{
2116 std::string tmp;
2117
2118 aStream >> tmp;
2119
2120 if( tmp != "polyset" )
2121 return false;
2122
2123 aStream >> tmp;
2124
2125 int n_polys = atoi( tmp.c_str() );
2126
2127 if( n_polys < 0 )
2128 return false;
2129
2130 for( int i = 0; i < n_polys; i++ )
2131 {
2132 POLYGON paths;
2133
2134 aStream >> tmp;
2135
2136 if( tmp != "poly" )
2137 return false;
2138
2139 aStream >> tmp;
2140 int n_outlines = atoi( tmp.c_str() );
2141
2142 if( n_outlines < 0 )
2143 return false;
2144
2145 for( int j = 0; j < n_outlines; j++ )
2146 {
2147 SHAPE_LINE_CHAIN outline;
2148
2149 outline.SetClosed( true );
2150
2151 aStream >> tmp;
2152 int n_vertices = atoi( tmp.c_str() );
2153
2154 for( int v = 0; v < n_vertices; v++ )
2155 {
2156 VECTOR2I p;
2157
2158 aStream >> tmp; p.x = atoi( tmp.c_str() );
2159 aStream >> tmp; p.y = atoi( tmp.c_str() );
2160 outline.Append( p );
2161 }
2162
2163 paths.push_back( std::move( outline ) );
2164 }
2165
2166 m_polys.push_back( std::move( paths ) );
2167 }
2168
2169 return true;
2170}
2171
2172
2173const BOX2I SHAPE_POLY_SET::BBox( int aClearance ) const
2174{
2175 BOX2I bb;
2176
2177 for( unsigned i = 0; i < m_polys.size(); i++ )
2178 {
2179 if( i == 0 )
2180 bb = m_polys[i][0].BBox();
2181 else
2182 bb.Merge( m_polys[i][0].BBox() );
2183 }
2184
2185 bb.Inflate( aClearance );
2186 return bb;
2187}
2188
2189
2191{
2192 BOX2I bb;
2193
2194 for( unsigned i = 0; i < m_polys.size(); i++ )
2195 {
2196 if( i == 0 )
2197 bb = *m_polys[i][0].GetCachedBBox();
2198 else
2199 bb.Merge( *m_polys[i][0].GetCachedBBox() );
2200 }
2201
2202 return bb;
2203}
2204
2205
2206bool SHAPE_POLY_SET::PointOnEdge( const VECTOR2I& aP, int aAccuracy ) const
2207{
2208 // Iterate through all the polygons in the set
2209 for( const POLYGON& polygon : m_polys )
2210 {
2211 // Iterate through all the line chains in the polygon
2212 for( const SHAPE_LINE_CHAIN& lineChain : polygon )
2213 {
2214 if( lineChain.PointOnEdge( aP, aAccuracy ) )
2215 return true;
2216 }
2217 }
2218
2219 return false;
2220}
2221
2222
2223bool SHAPE_POLY_SET::Collide( const SEG& aSeg, int aClearance, int* aActual,
2224 VECTOR2I* aLocation ) const
2225{
2226 VECTOR2I nearest;
2227 ecoord dist_sq = SquaredDistanceToSeg( aSeg, aLocation ? &nearest : nullptr );
2228
2229 if( dist_sq == 0 || dist_sq < SEG::Square( aClearance ) )
2230 {
2231 if( aLocation )
2232 *aLocation = nearest;
2233
2234 if( aActual )
2235 *aActual = sqrt( dist_sq );
2236
2237 return true;
2238 }
2239
2240 return false;
2241}
2242
2243
2244bool SHAPE_POLY_SET::Collide( const VECTOR2I& aP, int aClearance, int* aActual,
2245 VECTOR2I* aLocation ) const
2246{
2247 if( IsEmpty() || VertexCount() == 0 )
2248 return false;
2249
2250 VECTOR2I nearest;
2251 ecoord dist_sq = SquaredDistance( aP, false, aLocation ? &nearest : nullptr );
2252
2253 if( dist_sq == 0 || dist_sq < SEG::Square( aClearance ) )
2254 {
2255 if( aLocation )
2256 *aLocation = nearest;
2257
2258 if( aActual )
2259 *aActual = sqrt( dist_sq );
2260
2261 return true;
2262 }
2263
2264 return false;
2265}
2266
2267
2268bool SHAPE_POLY_SET::Collide( const SHAPE* aShape, int aClearance, int* aActual,
2269 VECTOR2I* aLocation ) const
2270{
2271 // A couple of simple cases are worth trying before we fall back on triangulation.
2272
2273 if( aShape->Type() == SH_SEGMENT )
2274 {
2275 const SHAPE_SEGMENT* segment = static_cast<const SHAPE_SEGMENT*>( aShape );
2276 int extra = segment->GetWidth() / 2;
2277
2278 if( Collide( segment->GetSeg(), aClearance + extra, aActual, aLocation ) )
2279 {
2280 if( aActual )
2281 *aActual = std::max( 0, *aActual - extra );
2282
2283 return true;
2284 }
2285
2286 return false;
2287 }
2288
2289 if( aShape->Type() == SH_CIRCLE )
2290 {
2291 const SHAPE_CIRCLE* circle = static_cast<const SHAPE_CIRCLE*>( aShape );
2292 int extra = circle->GetRadius();
2293
2294 if( Collide( circle->GetCenter(), aClearance + extra, aActual, aLocation ) )
2295 {
2296 if( aActual )
2297 *aActual = std::max( 0, *aActual - extra );
2298
2299 return true;
2300 }
2301
2302 return false;
2303 }
2304
2305 const_cast<SHAPE_POLY_SET*>( this )->CacheTriangulation( false );
2306
2307 int actual = INT_MAX;
2309
2310 for( const std::unique_ptr<TRIANGULATED_POLYGON>& tpoly : m_triangulatedPolys )
2311 {
2312 for( const TRIANGULATED_POLYGON::TRI& tri : tpoly->Triangles() )
2313 {
2314 if( aActual || aLocation )
2315 {
2316 int triActual;
2317 VECTOR2I triLocation;
2318
2319 if( aShape->Collide( &tri, aClearance, &triActual, &triLocation ) )
2320 {
2321 if( triActual < actual )
2322 {
2323 actual = triActual;
2324 location = triLocation;
2325 }
2326 }
2327 }
2328 else // A much faster version of above
2329 {
2330 if( aShape->Collide( &tri, aClearance ) )
2331 return true;
2332 }
2333 }
2334 }
2335
2336 if( actual < INT_MAX )
2337 {
2338 if( aActual )
2339 *aActual = std::max( 0, actual );
2340
2341 if( aLocation )
2342 *aLocation = location;
2343
2344 return true;
2345 }
2346
2347 return false;
2348}
2349
2350
2352{
2353 m_polys.clear();
2354 m_triangulatedPolys.clear();
2355 m_triangulationValid = false;
2356}
2357
2358
2359void SHAPE_POLY_SET::RemoveContour( int aContourIdx, int aPolygonIdx )
2360{
2361 // Default polygon is the last one
2362 if( aPolygonIdx < 0 )
2363 aPolygonIdx += m_polys.size();
2364
2365 m_polys[aPolygonIdx].erase( m_polys[aPolygonIdx].begin() + aContourIdx );
2366}
2367
2368
2369void SHAPE_POLY_SET::RemoveOutline( int aOutlineIdx )
2370{
2371 m_polys.erase( m_polys.begin() + aOutlineIdx );
2372}
2373
2374
2376{
2377 int removed = 0;
2378
2379 ITERATOR iterator = IterateWithHoles();
2380
2381 VECTOR2I contourStart = *iterator;
2382 VECTOR2I segmentStart, segmentEnd;
2383
2384 VERTEX_INDEX indexStart;
2385 std::vector<VERTEX_INDEX> indices_to_remove;
2386
2387 while( iterator )
2388 {
2389 // Obtain first point and its index
2390 segmentStart = *iterator;
2391 indexStart = iterator.GetIndex();
2392
2393 // Obtain last point
2394 if( iterator.IsEndContour() )
2395 {
2396 segmentEnd = contourStart;
2397
2398 // Advance
2399 iterator++;
2400
2401 // If we have rolled into the next contour, remember its position
2402 // segmentStart and segmentEnd remain valid for comparison here
2403 if( iterator )
2404 contourStart = *iterator;
2405 }
2406 else
2407 {
2408 // Advance
2409 iterator++;
2410
2411 // If we have reached the end of the SHAPE_POLY_SET, something is broken here
2412 wxCHECK_MSG( iterator, removed, wxT( "Invalid polygon. Reached end without noticing. Please report this error" ) );
2413
2414 segmentEnd = *iterator;
2415 }
2416
2417 // Remove segment start if both points are equal
2418 if( segmentStart == segmentEnd )
2419 {
2420 indices_to_remove.push_back( indexStart );
2421 removed++;
2422 }
2423 }
2424
2425 // Proceed in reverse direction to remove the vertices because they are stored as absolute indices in a vector
2426 // Removing in reverse order preserves the remaining index values
2427 for( auto it = indices_to_remove.rbegin(); it != indices_to_remove.rend(); ++it )
2428 RemoveVertex( *it );
2429
2430 return removed;
2431}
2432
2433
2435{
2436 m_polys.erase( m_polys.begin() + aIdx );
2437}
2438
2439
2441{
2442 m_polys.erase( m_polys.begin() + aIdx );
2443
2445 {
2446 for( int ii = m_triangulatedPolys.size() - 1; ii >= 0; --ii )
2447 {
2448 std::unique_ptr<TRIANGULATED_POLYGON>& triangleSet = m_triangulatedPolys[ii];
2449
2450 if( triangleSet->GetSourceOutlineIndex() == aIdx )
2451 m_triangulatedPolys.erase( m_triangulatedPolys.begin() + ii );
2452 else if( triangleSet->GetSourceOutlineIndex() > aIdx )
2453 triangleSet->SetSourceOutlineIndex( triangleSet->GetSourceOutlineIndex() - 1 );
2454 }
2455
2456 if( aUpdateHash )
2457 {
2458 m_hash = checksum();
2459 m_hashValid = true;
2460 }
2461 }
2462}
2463
2464
2470
2471
2473{
2474 m_polys.insert( m_polys.end(), aSet.m_polys.begin(), aSet.m_polys.end() );
2475}
2476
2477
2478void SHAPE_POLY_SET::Append( const VECTOR2I& aP, int aOutline, int aHole )
2479{
2480 Append( aP.x, aP.y, aOutline, aHole );
2481}
2482
2483
2485 SHAPE_POLY_SET::VERTEX_INDEX* aClosestVertex,
2486 int aClearance ) const
2487{
2488 // Shows whether there was a collision
2489 bool collision = false;
2490
2491 // Difference vector between each vertex and aPoint.
2493 ecoord distance_squared;
2494 ecoord clearance_squared = SEG::Square( aClearance );
2495
2496 for( CONST_ITERATOR iterator = CIterateWithHoles(); iterator; iterator++ )
2497 {
2498 // Get the difference vector between current vertex and aPoint
2499 delta = *iterator - aPoint;
2500
2501 // Compute distance
2502 distance_squared = delta.SquaredEuclideanNorm();
2503
2504 // Check for collisions
2505 if( distance_squared <= clearance_squared )
2506 {
2507 if( !aClosestVertex )
2508 return true;
2509
2510 collision = true;
2511
2512 // Update clearance to look for closer vertices
2513 clearance_squared = distance_squared;
2514
2515 // Store the indices that identify the vertex
2516 *aClosestVertex = iterator.GetIndex();
2517 }
2518 }
2519
2520 return collision;
2521}
2522
2523
2525 SHAPE_POLY_SET::VERTEX_INDEX* aClosestVertex,
2526 int aClearance ) const
2527{
2528 // Shows whether there was a collision
2529 bool collision = false;
2530 ecoord clearance_squared = SEG::Square( aClearance );
2531
2532 for( CONST_SEGMENT_ITERATOR iterator = CIterateSegmentsWithHoles(); iterator; iterator++ )
2533 {
2534 const SEG currentSegment = *iterator;
2535 ecoord distance_squared = currentSegment.SquaredDistance( aPoint );
2536
2537 // Check for collisions
2538 if( distance_squared <= clearance_squared )
2539 {
2540 if( !aClosestVertex )
2541 return true;
2542
2543 collision = true;
2544
2545 // Update clearance to look for closer edges
2546 clearance_squared = distance_squared;
2547
2548 // Store the indices that identify the vertex
2549 *aClosestVertex = iterator.GetIndex();
2550 }
2551 }
2552
2553 return collision;
2554}
2555
2556
2558{
2559 for( int polygonIdx = 0; polygonIdx < OutlineCount(); polygonIdx++ )
2560 {
2561 COutline( polygonIdx ).GenerateBBoxCache();
2562
2563 for( int holeIdx = 0; holeIdx < HoleCount( polygonIdx ); holeIdx++ )
2564 CHole( polygonIdx, holeIdx ).GenerateBBoxCache();
2565 }
2566}
2567
2568
2569bool SHAPE_POLY_SET::Contains( const VECTOR2I& aP, int aSubpolyIndex, int aAccuracy,
2570 bool aUseBBoxCaches ) const
2571{
2572 if( m_polys.empty() )
2573 return false;
2574
2575 // If there is a polygon specified, check the condition against that polygon
2576 if( aSubpolyIndex >= 0 )
2577 return containsSingle( aP, aSubpolyIndex, aAccuracy, aUseBBoxCaches );
2578
2579 // In any other case, check it against all polygons in the set
2580 for( int polygonIdx = 0; polygonIdx < OutlineCount(); polygonIdx++ )
2581 {
2582 if( containsSingle( aP, polygonIdx, aAccuracy, aUseBBoxCaches ) )
2583 return true;
2584 }
2585
2586 return false;
2587}
2588
2589
2590void SHAPE_POLY_SET::RemoveVertex( int aGlobalIndex )
2591{
2592 VERTEX_INDEX index;
2593
2594 // Assure the to be removed vertex exists, abort otherwise
2595 if( GetRelativeIndices( aGlobalIndex, &index ) )
2596 RemoveVertex( index );
2597 else
2598 throw( std::out_of_range( "aGlobalIndex-th vertex does not exist" ) );
2599}
2600
2601
2603{
2604 m_polys[aIndex.m_polygon][aIndex.m_contour].Remove( aIndex.m_vertex );
2605}
2606
2607
2608void SHAPE_POLY_SET::SetVertex( int aGlobalIndex, const VECTOR2I& aPos )
2609{
2610 VERTEX_INDEX index;
2611
2612 if( GetRelativeIndices( aGlobalIndex, &index ) )
2613 SetVertex( index, aPos );
2614 else
2615 throw( std::out_of_range( "aGlobalIndex-th vertex does not exist" ) );
2616}
2617
2618
2619void SHAPE_POLY_SET::SetVertex( const VERTEX_INDEX& aIndex, const VECTOR2I& aPos )
2620{
2621 m_polys[aIndex.m_polygon][aIndex.m_contour].SetPoint( aIndex.m_vertex, aPos );
2622}
2623
2624
2625bool SHAPE_POLY_SET::containsSingle( const VECTOR2I& aP, int aSubpolyIndex, int aAccuracy,
2626 bool aUseBBoxCaches ) const
2627{
2628 // Check that the point is inside the outline
2629 if( m_polys[aSubpolyIndex][0].PointInside( aP, aAccuracy ) )
2630 {
2631 // Check that the point is not in any of the holes
2632 for( int holeIdx = 0; holeIdx < HoleCount( aSubpolyIndex ); holeIdx++ )
2633 {
2634 const SHAPE_LINE_CHAIN& hole = CHole( aSubpolyIndex, holeIdx );
2635
2636 // If the point is inside a hole it is outside of the polygon. Do not use aAccuracy
2637 // here as it's meaning would be inverted.
2638 if( hole.PointInside( aP, 1, aUseBBoxCaches ) )
2639 return false;
2640 }
2641
2642 return true;
2643 }
2644
2645 return false;
2646}
2647
2648
2649void SHAPE_POLY_SET::Move( const VECTOR2I& aVector )
2650{
2651 for( POLYGON& poly : m_polys )
2652 {
2653 for( SHAPE_LINE_CHAIN& path : poly )
2654 path.Move( aVector );
2655 }
2656
2657 for( std::unique_ptr<TRIANGULATED_POLYGON>& tri : m_triangulatedPolys )
2658 tri->Move( aVector );
2659
2660 m_hash = checksum();
2661 m_hashValid = true;
2662}
2663
2664
2665void SHAPE_POLY_SET::Mirror( const VECTOR2I& aRef, FLIP_DIRECTION aFlipDirection )
2666{
2667 for( POLYGON& poly : m_polys )
2668 {
2669 for( SHAPE_LINE_CHAIN& path : poly )
2670 path.Mirror( aRef, aFlipDirection );
2671 }
2672
2675}
2676
2677
2678void SHAPE_POLY_SET::Rotate( const EDA_ANGLE& aAngle, const VECTOR2I& aCenter )
2679{
2680 for( POLYGON& poly : m_polys )
2681 {
2682 for( SHAPE_LINE_CHAIN& path : poly )
2683 path.Rotate( aAngle, aCenter );
2684 }
2685
2686 // Don't re-cache if the triangulation is already invalid
2689}
2690
2691
2693{
2694 int c = 0;
2695
2696 for( const POLYGON& poly : m_polys )
2697 {
2698 for( const SHAPE_LINE_CHAIN& path : poly )
2699 c += path.PointCount();
2700 }
2701
2702 return c;
2703}
2704
2705
2706SHAPE_POLY_SET::POLYGON SHAPE_POLY_SET::ChamferPolygon( unsigned int aDistance, int aIndex )
2707{
2708 return chamferFilletPolygon( CHAMFERED, aDistance, aIndex, 0 );
2709}
2710
2711
2712SHAPE_POLY_SET::POLYGON SHAPE_POLY_SET::FilletPolygon( unsigned int aRadius, int aErrorMax,
2713 int aIndex )
2714{
2715 return chamferFilletPolygon( FILLETED, aRadius, aIndex, aErrorMax );
2716}
2717
2718
2720 VECTOR2I* aNearest ) const
2721{
2722 // We calculate the min dist between the segment and each outline segment. However, if the
2723 // segment to test is inside the outline, and does not cross any edge, it can be seen outside
2724 // the polygon. Therefore test if a segment end is inside (testing only one end is enough).
2725 // Use an accuracy of "1" to say that we don't care if it's exactly on the edge or not.
2726 if( containsSingle( aPoint, aPolygonIndex, 1 ) )
2727 {
2728 if( aNearest )
2729 *aNearest = aPoint;
2730
2731 return 0;
2732 }
2733
2734 CONST_SEGMENT_ITERATOR iterator = CIterateSegmentsWithHoles( aPolygonIndex );
2735
2736 SEG::ecoord minDistance = (*iterator).SquaredDistance( aPoint );
2737
2738 for( iterator++; iterator && minDistance > 0; iterator++ )
2739 {
2740 SEG::ecoord currentDistance = (*iterator).SquaredDistance( aPoint );
2741
2742 if( currentDistance < minDistance )
2743 {
2744 if( aNearest )
2745 *aNearest = (*iterator).NearestPoint( aPoint );
2746
2747 minDistance = currentDistance;
2748 }
2749 }
2750
2751 return minDistance;
2752}
2753
2754
2756 VECTOR2I* aNearest ) const
2757{
2758 // Check if the segment is fully-contained. If so, its midpoint is a good-enough nearest point.
2759 if( containsSingle( aSegment.A, aPolygonIndex, 1 ) &&
2760 containsSingle( aSegment.B, aPolygonIndex, 1 ) )
2761 {
2762 if( aNearest )
2763 *aNearest = ( aSegment.A + aSegment.B ) / 2;
2764
2765 return 0;
2766 }
2767
2768 CONST_SEGMENT_ITERATOR iterator = CIterateSegmentsWithHoles( aPolygonIndex );
2769 SEG::ecoord minDistance = (*iterator).SquaredDistance( aSegment );
2770
2771 if( aNearest && minDistance == 0 )
2772 *aNearest = ( *iterator ).NearestPoint( aSegment );
2773
2774 for( iterator++; iterator && minDistance > 0; iterator++ )
2775 {
2776 SEG::ecoord currentDistance = (*iterator).SquaredDistance( aSegment );
2777
2778 if( currentDistance < minDistance )
2779 {
2780 if( aNearest )
2781 *aNearest = (*iterator).NearestPoint( aSegment );
2782
2783 minDistance = currentDistance;
2784 }
2785 }
2786
2787 // Return the maximum of minDistance and zero
2788 return minDistance < 0 ? 0 : minDistance;
2789}
2790
2791
2792SEG::ecoord SHAPE_POLY_SET::SquaredDistance( const VECTOR2I& aPoint, bool aOutlineOnly,
2793 VECTOR2I* aNearest ) const
2794{
2795 wxASSERT_MSG( !aOutlineOnly, wxT( "Warning: SHAPE_POLY_SET::SquaredDistance does not yet "
2796 "support aOutlineOnly==true" ) );
2797
2798 SEG::ecoord currentDistance_sq;
2799 SEG::ecoord minDistance_sq = VECTOR2I::ECOORD_MAX;
2800 VECTOR2I nearest;
2801
2802 // Iterate through all the polygons and get the minimum distance.
2803 for( unsigned int polygonIdx = 0; polygonIdx < m_polys.size(); polygonIdx++ )
2804 {
2805 currentDistance_sq = SquaredDistanceToPolygon( aPoint, polygonIdx,
2806 aNearest ? &nearest : nullptr );
2807
2808 if( currentDistance_sq < minDistance_sq )
2809 {
2810 if( aNearest )
2811 *aNearest = nearest;
2812
2813 minDistance_sq = currentDistance_sq;
2814 }
2815 }
2816
2817 return minDistance_sq;
2818}
2819
2820
2822{
2823 SEG::ecoord currentDistance_sq;
2824 SEG::ecoord minDistance_sq = VECTOR2I::ECOORD_MAX;
2825 VECTOR2I nearest;
2826
2827 // Iterate through all the polygons and get the minimum distance.
2828 for( unsigned int polygonIdx = 0; polygonIdx < m_polys.size(); polygonIdx++ )
2829 {
2830 currentDistance_sq = SquaredDistanceToPolygon( aSegment, polygonIdx,
2831 aNearest ? &nearest : nullptr );
2832
2833 if( currentDistance_sq < minDistance_sq )
2834 {
2835 if( aNearest )
2836 *aNearest = nearest;
2837
2838 minDistance_sq = currentDistance_sq;
2839 }
2840 }
2841
2842 return minDistance_sq;
2843}
2844
2845
2847{
2848 VERTEX_INDEX index;
2849
2850 // Get the polygon and contour where the vertex is. If the vertex does not exist, return false
2851 if( !GetRelativeIndices( aGlobalIdx, &index ) )
2852 return false;
2853
2854 // The contour is a hole if its index is greater than zero
2855 return index.m_contour > 0;
2856}
2857
2858
2860{
2861 SHAPE_POLY_SET chamfered;
2862
2863 for( unsigned int idx = 0; idx < m_polys.size(); idx++ )
2864 chamfered.m_polys.push_back( ChamferPolygon( aDistance, idx ) );
2865
2866 return chamfered;
2867}
2868
2869
2870SHAPE_POLY_SET SHAPE_POLY_SET::Fillet( int aRadius, int aErrorMax )
2871{
2872 SHAPE_POLY_SET filleted;
2873
2874 for( size_t idx = 0; idx < m_polys.size(); idx++ )
2875 filleted.m_polys.push_back( FilletPolygon( aRadius, aErrorMax, idx ) );
2876
2877 return filleted;
2878}
2879
2880
2882{
2883 SHAPE::operator=( aOther );
2884 m_polys = aOther.m_polys;
2885
2886 m_triangulatedPolys.clear();
2887
2888 if( aOther.IsTriangulationUpToDate() )
2889 {
2890 m_triangulatedPolys.reserve( aOther.TriangulatedPolyCount() );
2891
2892 for( unsigned i = 0; i < aOther.TriangulatedPolyCount(); i++ )
2893 {
2894 const TRIANGULATED_POLYGON* poly = aOther.TriangulatedPolygon( i );
2895 m_triangulatedPolys.push_back( std::make_unique<TRIANGULATED_POLYGON>( *poly ) );
2896 }
2897
2898 m_hash = aOther.m_hash;
2899 m_hashValid = aOther.m_hashValid;
2901 }
2902 else
2903 {
2904 m_hash.Clear();
2905 m_hashValid = false;
2906 m_triangulationValid = false;
2907 }
2908
2909 return *this;
2910}
2911
2912
2914{
2915 if( !m_hashValid )
2916 return checksum();
2917
2918 return m_hash;
2919}
2920
2921
2923{
2925 return false;
2926
2927 if( !m_hashValid )
2928 return false;
2929
2930 HASH_128 hash = checksum();
2931
2932 return hash == m_hash;
2933}
2934
2935
2937{
2938 BOX2I bb = aPoly.BBox();
2939
2940 double w = bb.GetWidth();
2941 double h = bb.GetHeight();
2942
2943 if( w == 0.0 || h == 0.0 )
2944 return aPoly;
2945
2946 int n_cells_x, n_cells_y;
2947
2948 if( w > h )
2949 {
2950 n_cells_x = w / aSize;
2951 n_cells_y = floor( h / w * n_cells_x ) + 1;
2952 }
2953 else
2954 {
2955 n_cells_y = h / aSize;
2956 n_cells_x = floor( w / h * n_cells_y ) + 1;
2957 }
2958
2959 SHAPE_POLY_SET ps1( aPoly ), ps2( aPoly ), maskSetOdd, maskSetEven;
2960
2961 for( int yy = 0; yy < n_cells_y; yy++ )
2962 {
2963 for( int xx = 0; xx < n_cells_x; xx++ )
2964 {
2965 VECTOR2I p;
2966
2967 p.x = bb.GetX() + w * xx / n_cells_x;
2968 p.y = bb.GetY() + h * yy / n_cells_y;
2969
2970 VECTOR2I p2;
2971
2972 p2.x = bb.GetX() + w * ( xx + 1 ) / n_cells_x;
2973 p2.y = bb.GetY() + h * ( yy + 1 ) / n_cells_y;
2974
2975
2976 SHAPE_LINE_CHAIN mask;
2977 mask.Append( VECTOR2I( p.x, p.y ) );
2978 mask.Append( VECTOR2I( p2.x, p.y ) );
2979 mask.Append( VECTOR2I( p2.x, p2.y ) );
2980 mask.Append( VECTOR2I( p.x, p2.y ) );
2981 mask.SetClosed( true );
2982
2983 if( ( xx ^ yy ) & 1 )
2984 maskSetOdd.AddOutline( mask );
2985 else
2986 maskSetEven.AddOutline( mask );
2987 }
2988 }
2989
2990 ps1.BooleanIntersection( maskSetOdd );
2991 ps2.BooleanIntersection( maskSetEven );
2992 ps1.Fracture();
2993 ps2.Fracture();
2994
2995 for( int i = 0; i < ps2.OutlineCount(); i++ )
2996 ps1.AddOutline( ps2.COutline( i ) );
2997
2998 if( ps1.OutlineCount() )
2999 return ps1;
3000 else
3001 return aPoly;
3002}
3003
3004
3005void SHAPE_POLY_SET::cacheTriangulation( bool aPartition, bool aSimplify,
3006 std::vector<std::unique_ptr<TRIANGULATED_POLYGON>>* aHintData )
3007{
3008 std::unique_lock<std::mutex> lock( m_triangulationMutex );
3009
3011 {
3012 if( m_hash == checksum() )
3013 return;
3014 }
3015
3016 // Invalidate, in case anything goes wrong below
3017 m_triangulationValid = false;
3018 m_hashValid = false;
3019
3020 auto triangulate =
3021 []( SHAPE_POLY_SET& polySet, int forOutline,
3022 std::vector<std::unique_ptr<TRIANGULATED_POLYGON>>& dest,
3023 std::vector<std::unique_ptr<TRIANGULATED_POLYGON>>* hintData )
3024 {
3025 bool triangulationValid = false;
3026 int pass = 0;
3027 int index = 0;
3028
3029 if( hintData && hintData->size() != (unsigned) polySet.OutlineCount() )
3030 hintData = nullptr;
3031
3032 while( polySet.OutlineCount() > 0 )
3033 {
3034 if( !dest.empty() && dest.back()->GetTriangleCount() == 0 )
3035 dest.erase( dest.end() - 1 );
3036
3037 dest.push_back( std::make_unique<TRIANGULATED_POLYGON>( forOutline ) );
3038 POLYGON_TRIANGULATION tess( *dest.back() );
3039
3040 // If the tessellation fails, we re-fracture the polygon, which will
3041 // first simplify the system before fracturing and removing the holes
3042 // This may result in multiple, disjoint polygons.
3043 if( !tess.TesselatePolygon( polySet.Polygon( 0 ).front(),
3044 hintData ? hintData->at( index ).get() : nullptr ) )
3045 {
3046 ++pass;
3047
3048 if( pass == 1 )
3049 {
3051 }
3052 // In Clipper2, there is only one type of simplification
3053 else
3054 {
3055 break;
3056 }
3057
3058 triangulationValid = false;
3059 hintData = nullptr;
3060 continue;
3061 }
3062
3063 polySet.DeletePolygon( 0 );
3064 index++;
3065 triangulationValid = true;
3066 }
3067
3068 return triangulationValid;
3069 };
3070
3071 m_triangulatedPolys.clear();
3072
3073 if( aPartition )
3074 {
3075 for( int ii = 0; ii < OutlineCount(); ++ii )
3076 {
3077 // This partitions into regularly-sized grids (1cm in Pcbnew)
3078 SHAPE_POLY_SET flattened( Outline( ii ) );
3079
3080 for( int jj = 0; jj < HoleCount( ii ); ++jj )
3081 flattened.AddHole( Hole( ii, jj ) );
3082
3083 flattened.ClearArcs();
3084
3085 if( flattened.HasHoles() || flattened.IsSelfIntersecting() )
3086 flattened.Fracture();
3087 else if( aSimplify )
3088 flattened.Simplify();
3089
3090 SHAPE_POLY_SET partitions = partitionPolyIntoRegularCellGrid( flattened, 1e7 );
3091
3092 // This pushes the triangulation for all polys in partitions
3093 // to be referenced to the ii-th polygon
3094 if( !triangulate( partitions, ii , m_triangulatedPolys, aHintData ) )
3095 {
3096 wxLogTrace( TRIANGULATE_TRACE, "Failed to triangulate partitioned polygon %d", ii );
3097 }
3098 else
3099 {
3100 m_hash = checksum();
3101 m_hashValid = true;
3102 // Set valid flag only after everything has been updated
3103 m_triangulationValid = true;
3104 }
3105 }
3106 }
3107 else
3108 {
3109 SHAPE_POLY_SET tmpSet( *this );
3110
3111 tmpSet.ClearArcs();
3112 tmpSet.Fracture();
3113
3114 if( !triangulate( tmpSet, -1, m_triangulatedPolys, aHintData ) )
3115 {
3116 wxLogTrace( TRIANGULATE_TRACE, "Failed to triangulate polygon" );
3117 }
3118 else
3119 {
3120 m_hash = checksum();
3121 m_hashValid = true;
3122 // Set valid flag only after everything has been updated
3123 m_triangulationValid = true;
3124 }
3125 }
3126}
3127
3128
3130{
3131 MMH3_HASH hash( 0x68AF835D ); // Arbitrary seed
3132
3133 hash.add( m_polys.size() );
3134
3135 for( const POLYGON& outline : m_polys )
3136 {
3137 hash.add( outline.size() );
3138
3139 for( const SHAPE_LINE_CHAIN& lc : outline )
3140 {
3141 hash.add( lc.PointCount() );
3142
3143 for( int i = 0; i < lc.PointCount(); i++ )
3144 {
3145 VECTOR2I pt = lc.CPoint( i );
3146
3147 hash.add( pt.x );
3148 hash.add( pt.y );
3149 }
3150 }
3151 }
3152
3153 return hash.digest();
3154}
3155
3156
3158{
3159 for( int i = 0; i < OutlineCount(); i++ )
3160 {
3161 if( hasTouchingHoles( CPolygon( i ) ) )
3162 return true;
3163 }
3164
3165 return false;
3166}
3167
3168
3170{
3171 std::set<long long> ptHashes;
3172
3173 for( const SHAPE_LINE_CHAIN& lc : aPoly )
3174 {
3175 for( const VECTOR2I& pt : lc.CPoints() )
3176 {
3177 const long long ptHash = (long long) pt.x << 32 | pt.y;
3178
3179 if( ptHashes.count( ptHash ) > 0 )
3180 return true;
3181
3182 ptHashes.insert( ptHash );
3183 }
3184 }
3185
3186 return false;
3187}
3188
3189
3194
3195
3197{
3198 size_t n = 0;
3199
3200 for( const std::unique_ptr<TRIANGULATED_POLYGON>& t : m_triangulatedPolys )
3201 n += t->GetTriangleCount();
3202
3203 return n;
3204}
3205
3206
3207void SHAPE_POLY_SET::GetIndexableSubshapes( std::vector<const SHAPE*>& aSubshapes ) const
3208{
3209 aSubshapes.reserve( GetIndexableSubshapeCount() );
3210
3211 for( const std::unique_ptr<TRIANGULATED_POLYGON>& tpoly : m_triangulatedPolys )
3212 {
3213 for( const TRIANGULATED_POLYGON::TRI& tri : tpoly->Triangles() )
3214 aSubshapes.push_back( &tri );
3215 }
3216}
3217
3218
3220{
3221 BOX2I bbox( parent->m_vertices[a] );
3222 bbox.Merge( parent->m_vertices[b] );
3223 bbox.Merge( parent->m_vertices[c] );
3224
3225 if( aClearance != 0 )
3226 bbox.Inflate( aClearance );
3227
3228 return bbox;
3229}
3230
3231
3233{
3234 m_triangles.emplace_back( a, b, c, this );
3235}
3236
3237
3239{
3241 m_vertices = aOther.m_vertices;
3242 m_triangles = aOther.m_triangles;
3243
3244 for( TRI& tri : m_triangles )
3245 tri.parent = this;
3246}
3247
3248
3250{
3252 m_vertices = aOther.m_vertices;
3253 m_triangles = aOther.m_triangles;
3254
3255 for( TRI& tri : m_triangles )
3256 tri.parent = this;
3257
3258 return *this;
3259}
3260
3261
3263 m_sourceOutline( aSourceOutline )
3264{
3265}
3266
3267
3271
3272
3273void SHAPE_POLY_SET::Scale( double aScaleFactorX, double aScaleFactorY, const VECTOR2I& aCenter )
3274{
3275 for( POLYGON& poly : m_polys )
3276 {
3277 for( SHAPE_LINE_CHAIN& path : poly )
3278 {
3279 for( int i = 0; i < path.PointCount(); i++ )
3280 {
3281 VECTOR2I pt = path.CPoint( i );
3282 VECTOR2D vec;
3283 vec.x = ( pt.x - aCenter.x ) * aScaleFactorX;
3284 vec.y = ( pt.y - aCenter.y ) * aScaleFactorY;
3285 pt.x = KiROUND<double, int>( aCenter.x + vec.x );
3286 pt.y = KiROUND<double, int>( aCenter.y + vec.y );
3287 path.SetPoint( i, pt );
3288 }
3289 }
3290 }
3291
3294}
3295
3296
3297void
3298SHAPE_POLY_SET::BuildPolysetFromOrientedPaths( const std::vector<SHAPE_LINE_CHAIN>& aPaths,
3299 bool aEvenOdd )
3300{
3301 Clipper2Lib::Clipper64 clipper;
3302 Clipper2Lib::PolyTree64 tree;
3303 Clipper2Lib::Paths64 paths;
3304
3305 for( const SHAPE_LINE_CHAIN& path : aPaths )
3306 {
3307 Clipper2Lib::Path64 lc;
3308 lc.reserve( path.PointCount() );
3309
3310 for( int i = 0; i < path.PointCount(); i++ )
3311 lc.emplace_back( path.CPoint( i ).x, path.CPoint( i ).y );
3312
3313 paths.push_back( std::move( lc ) );
3314 }
3315
3316 clipper.AddSubject( paths );
3317 clipper.Execute( Clipper2Lib::ClipType::Union, aEvenOdd ? Clipper2Lib::FillRule::EvenOdd
3318 : Clipper2Lib::FillRule::NonZero, tree );
3319
3320 std::vector<CLIPPER_Z_VALUE> zValues;
3321 std::vector<SHAPE_ARC> arcBuffer;
3322
3323 importTree( tree, zValues, arcBuffer );
3324 tree.Clear(); // Free used memory (not done in dtor)
3325}
3326
3327
3328bool SHAPE_POLY_SET::PointInside( const VECTOR2I& aPt, int aAccuracy, bool aUseBBoxCache ) const
3329{
3330 for( int idx = 0; idx < OutlineCount(); idx++ )
3331 {
3332 if( COutline( idx ).PointInside( aPt, aAccuracy, aUseBBoxCache ) )
3333 return true;
3334 }
3335
3336 return false;
3337}
3338
3339
3340const std::vector<SEG> SHAPE_POLY_SET::GenerateHatchLines( const std::vector<double>& aSlopes,
3341 int aSpacing, int aLineLength ) const
3342{
3343 std::vector<SEG> hatchLines;
3344
3345 // define range for hatch lines
3346 int min_x = CVertex( 0 ).x;
3347 int max_x = CVertex( 0 ).x;
3348 int min_y = CVertex( 0 ).y;
3349 int max_y = CVertex( 0 ).y;
3350
3351 for( auto iterator = CIterateWithHoles(); iterator; iterator++ )
3352 {
3353 if( iterator->x < min_x )
3354 min_x = iterator->x;
3355
3356 if( iterator->x > max_x )
3357 max_x = iterator->x;
3358
3359 if( iterator->y < min_y )
3360 min_y = iterator->y;
3361
3362 if( iterator->y > max_y )
3363 max_y = iterator->y;
3364 }
3365
3366 auto sortEndsByDescendingX =
3367 []( const VECTOR2I& ref, const VECTOR2I& tst )
3368 {
3369 return tst.x < ref.x;
3370 };
3371
3372 for( double slope : aSlopes )
3373 {
3374 int64_t max_a, min_a;
3375
3376 if( slope > 0 )
3377 {
3378 max_a = KiROUND<double, int64_t>( max_y - slope * min_x );
3379 min_a = KiROUND<double, int64_t>( min_y - slope * max_x );
3380 }
3381 else
3382 {
3383 max_a = KiROUND<double, int64_t>( max_y - slope * max_x );
3384 min_a = KiROUND<double, int64_t>( min_y - slope * min_x );
3385 }
3386
3387 min_a = ( min_a / aSpacing ) * aSpacing;
3388
3389 // loop through hatch lines
3390 std::vector<VECTOR2I> pointbuffer;
3391 pointbuffer.reserve( 256 );
3392
3393 for( int64_t a = min_a; a < max_a; a += aSpacing )
3394 {
3395 pointbuffer.clear();
3396
3397 // Iterate through all vertices
3398 for( auto iterator = CIterateSegmentsWithHoles(); iterator; iterator++ )
3399 {
3400 const SEG seg = *iterator;
3401 VECTOR2I pt;
3402
3403 if( seg.IntersectsLine( slope, a, pt ) )
3404 {
3405 // If the intersection point is outside the polygon, skip it
3406 if( pt.x < min_x || pt.x > max_x || pt.y < min_y || pt.y > max_y )
3407 continue;
3408
3409 // Add the intersection point to the buffer
3410 pointbuffer.emplace_back( KiROUND( pt.x ), KiROUND( pt.y ) );
3411 }
3412 }
3413
3414 // sort points in order of descending x (if more than 2) to
3415 // ensure the starting point and the ending point of the same segment
3416 // are stored one just after the other.
3417 if( pointbuffer.size() > 2 )
3418 sort( pointbuffer.begin(), pointbuffer.end(), sortEndsByDescendingX );
3419
3420 // creates lines or short segments inside the complex polygon
3421 for( size_t ip = 0; ip + 1 < pointbuffer.size(); ip++ )
3422 {
3423 const VECTOR2I& p1 = pointbuffer[ip];
3424 const VECTOR2I& p2 = pointbuffer[ip + 1];
3425
3426 // Avoid duplicated intersections or segments
3427 if( p1 == p2 )
3428 continue;
3429
3430 SEG candidate( p1, p2 );
3431
3432 VECTOR2I mid( ( candidate.A.x + candidate.B.x ) / 2, ( candidate.A.y + candidate.B.y ) / 2 );
3433
3434 // Check if segment is inside the polygon by checking its middle point
3435 if( containsSingle( mid, 0, 1, true ) )
3436 {
3437 int dx = p2.x - p1.x;
3438
3439 // Push only one line for diagonal hatch or for small lines < twice
3440 // the line length; else push 2 small lines
3441 if( aLineLength == -1 || std::abs( dx ) < 2 * aLineLength )
3442 {
3443 hatchLines.emplace_back( candidate );
3444 }
3445 else
3446 {
3447 double dy = p2.y - p1.y;
3448 slope = dy / dx;
3449
3450 if( dx > 0 )
3451 dx = aLineLength;
3452 else
3453 dx = -aLineLength;
3454
3455 int x1 = KiROUND( p1.x + dx );
3456 int x2 = KiROUND( p2.x - dx );
3457 int y1 = KiROUND( p1.y + dx * slope );
3458 int y2 = KiROUND( p2.y - dx * slope );
3459
3460 hatchLines.emplace_back( SEG( p1.x, p1.y, x1, y1 ) );
3461
3462 hatchLines.emplace_back( SEG( p2.x, p2.y, x2, y2 ) );
3463 }
3464 }
3465 }
3466 }
3467 }
3468
3469 return hatchLines;
3470}
bool operator==(const wxAuiPaneInfo &aLhs, const wxAuiPaneInfo &aRhs)
bool operator!=(const BOM_FIELD &lhs, const BOM_FIELD &rhs)
BOX2< VECTOR2I > BOX2I
Definition box2.h:922
constexpr BOX2I KiROUND(const BOX2D &aBoxD)
Definition box2.h:990
BOX2< VECTOR2D > BOX2D
Definition box2.h:923
constexpr BOX2< Vec > & Inflate(coord_type dx, coord_type dy)
Inflates the rectangle horizontally by dx and vertically by dy.
Definition box2.h:558
constexpr coord_type GetY() const
Definition box2.h:208
constexpr size_type GetWidth() const
Definition box2.h:214
constexpr coord_type GetX() const
Definition box2.h:207
constexpr BOX2< Vec > & Merge(const BOX2< Vec > &aRect)
Modify the position and size of the rectangle in order to contain aRect.
Definition box2.h:658
constexpr size_type GetHeight() const
Definition box2.h:215
constexpr coord_type GetLeft() const
Definition box2.h:228
constexpr coord_type GetRight() const
Definition box2.h:217
constexpr coord_type GetTop() const
Definition box2.h:229
constexpr coord_type GetBottom() const
Definition box2.h:222
A streaming C++ equivalent for MurmurHash3_x64_128.
Definition mmh3_hash.h:60
FORCE_INLINE void add(const std::string &input)
Definition mmh3_hash.h:95
FORCE_INLINE HASH_128 digest()
Definition mmh3_hash.h:114
bool TesselatePolygon(const SHAPE_LINE_CHAIN &aPoly, SHAPE_POLY_SET::TRIANGULATED_POLYGON *aHintData)
Definition seg.h:42
VECTOR2I A
Definition seg.h:49
ecoord SquaredDistance(const SEG &aSeg) const
Definition seg.cpp:80
bool IntersectsLine(double aSlope, double aOffset, VECTOR2I &aIntersection) const
Check if this segment intersects a line defined by slope aSlope and offset aOffset.
Definition seg.cpp:448
VECTOR2I::extended_type ecoord
Definition seg.h:44
VECTOR2I B
Definition seg.h:50
int Index() const
Return the index of this segment in its parent shape (applicable only to non-local segments).
Definition seg.h:361
static SEG::ecoord Square(int a)
Definition seg.h:123
bool Collide(const SEG &aSeg, int aClearance, int *aActual=nullptr) const
Definition seg.cpp:536
bool ApproxCollinear(const SEG &aSeg, int aDistanceThreshold=1) const
Definition seg.cpp:766
SHAPE_TYPE Type() const
Return the type of the shape.
Definition shape.h:98
bool PointInside(const VECTOR2I &aPt, int aAccuracy=0, bool aUseBBoxCache=false) const override
Check if point aP lies inside a closed shape.
Represent a polyline containing arcs as well as line segments: A chain of connected line and/or arc s...
bool IsClosed() const override
void GenerateBBoxCache() const
void SetClosed(bool aClosed)
Mark the line chain as closed (i.e.
int PointCount() const
Return the number of points (vertices) in this line chain.
void Clear()
Remove all points from the line chain.
void Simplify(int aTolerance=0)
Simplify the line chain by removing colinear adjacent segments and duplicate vertices.
double Area(bool aAbsolute=true) const
Return the area of this chain.
void Append(int aX, int aY, bool aAllowDuplication=false)
Append a new point at the end of the line chain.
const VECTOR2I & CPoint(int aIndex) const
Return a reference to a given point in the line chain.
int SegmentCount() const
Return the number of segments in this line chain.
Clipper2Lib::Path64 convertToClipper2(bool aRequiredOrientation, std::vector< CLIPPER_Z_VALUE > &aZValueBuffer, std::vector< SHAPE_ARC > &aArcBuffer) const
Create a new Clipper2 path from the SHAPE_LINE_CHAIN in a given orientation.
const SEG CSegment(int aIndex) const
Return a constant copy of the aIndex segment in the line chain.
void AddTriangle(int a, int b, int c)
TRIANGULATED_POLYGON & operator=(const TRIANGULATED_POLYGON &aOther)
Represent a set of closed polygons.
std::mutex m_triangulationMutex
virtual bool HasIndexableSubshapes() const override
void Rotate(const EDA_ANGLE &aAngle, const VECTOR2I &aCenter={ 0, 0 }) override
Rotate all vertices by a given angle.
void RemoveAllContours()
Remove all outlines & holes (clears) the polygon set.
SHAPE_POLY_SET Chamfer(int aDistance)
Return a chamfered version of the polygon set.
void RemoveOutline(int aOutlineIdx)
Delete the aOutlineIdx-th outline of the set including its contours and holes.
void Scale(double aScaleFactorX, double aScaleFactorY, const VECTOR2I &aCenter)
bool CollideEdge(const VECTOR2I &aPoint, VERTEX_INDEX *aClosestVertex=nullptr, int aClearance=0) const
Check whether aPoint collides with any edge of any of the contours of the polygon.
HASH_128 GetHash() const
virtual void GetIndexableSubshapes(std::vector< const SHAPE * > &aSubshapes) const override
void BooleanXor(const SHAPE_POLY_SET &b)
Perform boolean polyset exclusive or.
ITERATOR_TEMPLATE< VECTOR2I > ITERATOR
void fractureSingle(POLYGON &paths)
bool HasHoles() const
Return true if the polygon set has any holes.
CONST_ITERATOR CIterateWithHoles() const
void BooleanAdd(const SHAPE_POLY_SET &b)
Perform boolean polyset union.
ITERATOR IterateWithHoles()
void ClearArcs()
Removes all arc references from all the outlines and holes in the polyset.
bool IsTriangulationUpToDate() const
void importPaths(Clipper2Lib::Paths64 &paths, const std::vector< CLIPPER_Z_VALUE > &aZValueBuffer, const std::vector< SHAPE_ARC > &aArcBuffe)
void InsertVertex(int aGlobalIndex, const VECTOR2I &aNewVertex)
Adds a vertex in the globally indexed position aGlobalIndex.
int AddOutline(const SHAPE_LINE_CHAIN &aOutline)
Adds a new outline to the set and returns its index.
virtual void CacheTriangulation(bool aPartition=true, bool aSimplify=false)
Build a polygon triangulation, needed to draw a polygon on OpenGL and in some other calculations.
int VertexCount(int aOutline=-1, int aHole=-1) const
Return the number of vertices in a given outline/hole.
void DeletePolygon(int aIdx)
Delete aIdx-th polygon from the set.
double Area()
Return the area of this poly set.
void SetVertex(const VERTEX_INDEX &aIndex, const VECTOR2I &aPos)
Accessor function to set the position of a specific point.
bool IsEmpty() const
Return true if the set is empty (no polygons at all)
void Fracture()
Convert a set of polygons with holes to a single outline with "slits"/"fractures" connecting the oute...
bool Collide(const SHAPE *aShape, int aClearance=0, int *aActual=nullptr, VECTOR2I *aLocation=nullptr) const override
Check if the boundary of shape (this) lies closer to the shape aShape than aClearance,...
void BuildPolysetFromOrientedPaths(const std::vector< SHAPE_LINE_CHAIN > &aPaths, bool aEvenOdd=false)
Build a SHAPE_POLY_SET from a bunch of outlines in provided in random order.
bool Parse(std::stringstream &aStream) override
int TotalVertices() const
Return total number of vertices stored in the set.
POLYGON & Polygon(int aIndex)
Return the aIndex-th subpolygon in the set.
int FullPointCount() const
Return the number of points in the shape poly set.
void GetArcs(std::vector< SHAPE_ARC > &aArcBuffer) const
Appends all the arcs in this polyset to aArcBuffer.
bool IsVertexInHole(int aGlobalIdx)
Check whether the aGlobalIndex-th vertex belongs to a hole.
int NormalizeAreaOutlines()
Convert a self-intersecting polygon to one (or more) non self-intersecting polygon(s).
void RemoveVertex(int aGlobalIndex)
Delete the aGlobalIndex-th vertex.
void unfractureSingle(POLYGON &path)
void inflateLine2(const SHAPE_LINE_CHAIN &aLine, int aAmount, int aCircleSegCount, CORNER_STRATEGY aCornerStrategy, bool aSimplify=false)
bool GetRelativeIndices(int aGlobalIdx, VERTEX_INDEX *aRelativeIndices) const
Convert a global vertex index —i.e., a number that globally identifies a vertex in a concatenated lis...
bool IsPolygonSelfIntersecting(int aPolygonIndex) const
Check whether the aPolygonIndex-th polygon in the set is self intersecting.
SHAPE_POLY_SET Subset(int aFirstPolygon, int aLastPolygon)
Return a subset of the polygons in this set, the ones between aFirstPolygon and aLastPolygon.
int RemoveNullSegments()
Look for null segments; ie, segments whose ends are exactly the same and deletes them.
HASH_128 checksum() const
void Inflate(int aAmount, CORNER_STRATEGY aCornerStrategy, int aMaxError, bool aSimplify=false)
Perform outline inflation/deflation.
int HoleCount(int aOutline) const
Returns the number of holes in a given outline.
int Append(int x, int y, int aOutline=-1, int aHole=-1, bool aAllowDuplication=false)
Appends a vertex at the end of the given outline/hole (default: the last outline)
int AddPolygon(const POLYGON &apolygon)
Adds a polygon to the set.
const std::vector< SEG > GenerateHatchLines(const std::vector< double > &aSlopes, int aSpacing, int aLineLength) const
const std::string Format(bool aCplusPlus=true) const override
void Simplify()
Simplify the polyset (merges overlapping polys, eliminates degeneracy/self-intersections)
std::vector< SHAPE_LINE_CHAIN > POLYGON
represents a single polygon outline with holes.
std::vector< std::unique_ptr< TRIANGULATED_POLYGON > > m_triangulatedPolys
ITERATOR_TEMPLATE< const VECTOR2I > CONST_ITERATOR
void inflate2(int aAmount, int aCircleSegCount, CORNER_STRATEGY aCornerStrategy, bool aSimplify=false)
int AddHole(const SHAPE_LINE_CHAIN &aHole, int aOutline=-1)
Adds a new hole to the given outline (default: last) and returns its index.
SEG::ecoord SquaredDistance(const VECTOR2I &aPoint, bool aOutlineOnly, VECTOR2I *aNearest) const
Compute the minimum distance squared between aPoint and all the polygons in the set.
void RemoveContour(int aContourIdx, int aPolygonIdx=-1)
Delete the aContourIdx-th contour of the aPolygonIdx-th polygon in the set.
void Unfracture()
Convert a single outline slitted ("fractured") polygon into a set ouf outlines with holes.
int ArcCount() const
Count the number of arc shapes present.
bool GetGlobalIndex(VERTEX_INDEX aRelativeIndices, int &aGlobalIdx) const
Compute the global index of a vertex from the relative indices of polygon, contour and vertex.
bool GetNeighbourIndexes(int aGlobalIndex, int *aPrevious, int *aNext) const
Return the global indexes of the previous and the next corner of the aGlobalIndex-th corner of a cont...
SHAPE_LINE_CHAIN & Outline(int aIndex)
Return the reference to aIndex-th outline in the set.
SHAPE_LINE_CHAIN & Hole(int aOutline, int aHole)
Return the reference to aHole-th hole in the aIndex-th outline.
int NewOutline()
Creates a new empty polygon in the set and returns its index.
void SimplifyOutlines(int aMaxError=0)
Simplifies the lines in the polyset.
void booleanOp(Clipper2Lib::ClipType aType, const SHAPE_POLY_SET &aOtherShape)
This is the engine to execute all polygon boolean transforms (AND, OR, ... and polygon simplification...
const TRIANGULATED_POLYGON * TriangulatedPolygon(int aIndex) const
bool hasTouchingHoles(const POLYGON &aPoly) const
Return true if the polygon set has any holes that touch share a vertex.
bool PointOnEdge(const VECTOR2I &aP, int aAccuracy=0) const
Check if point aP lies on an edge or vertex of some of the outlines or holes.
bool CollideVertex(const VECTOR2I &aPoint, VERTEX_INDEX *aClosestVertex=nullptr, int aClearance=0) const
Check whether aPoint collides with any vertex of any of the contours of the polygon.
void DeletePolygonAndTriangulationData(int aIdx, bool aUpdateHash=true)
Delete aIdx-th polygon and its triangulation data from the set.
unsigned int TriangulatedPolyCount() const
Return the number of triangulated polygons.
std::atomic< bool > m_triangulationValid
void UpdateTriangulationDataHash()
void BooleanIntersection(const SHAPE_POLY_SET &b)
Perform boolean polyset intersection.
int NewHole(int aOutline=-1)
Creates a new hole in a given outline.
SEG::ecoord SquaredDistanceToPolygon(VECTOR2I aPoint, int aIndex, VECTOR2I *aNearest) const
Compute the minimum distance between the aIndex-th polygon and aPoint.
CONST_SEGMENT_ITERATOR CIterateSegmentsWithHoles() const
Return an iterator object, for the aOutline-th outline in the set (with holes).
void cacheTriangulation(bool aPartition, bool aSimplify, std::vector< std::unique_ptr< TRIANGULATED_POLYGON > > *aHintData)
virtual size_t GetIndexableSubshapeCount() const override
SEG::ecoord SquaredDistanceToSeg(const SEG &aSegment, VECTOR2I *aNearest=nullptr) const
Compute the minimum distance squared between aSegment and all the polygons in the set.
void importPolyPath(const std::unique_ptr< Clipper2Lib::PolyPath64 > &aPolyPath, const std::vector< CLIPPER_Z_VALUE > &aZValueBuffer, const std::vector< SHAPE_ARC > &aArcBuffer)
void RebuildHolesFromContours()
Extract all contours from this polygon set, then recreate polygons with holes.
void Mirror(const VECTOR2I &aRef, FLIP_DIRECTION aFlipDirection)
Mirror the line points about y or x (or both)
void OffsetLineChain(const SHAPE_LINE_CHAIN &aLine, int aAmount, CORNER_STRATEGY aCornerStrategy, int aMaxError, bool aSimplify)
Perform offsetting of a line chain.
void BuildBBoxCaches() const
Construct BBoxCaches for Contains(), below.
std::vector< POLYGON > m_polys
const SHAPE_LINE_CHAIN & CHole(int aOutline, int aHole) const
POLYGON FilletPolygon(unsigned int aRadius, int aErrorMax, int aIndex)
Return a filleted version of the aIndex-th polygon.
bool containsSingle(const VECTOR2I &aP, int aSubpolyIndex, int aAccuracy, bool aUseBBoxCaches=false) const
Check whether the point aP is inside the aSubpolyIndex-th polygon of the polyset.
const VECTOR2I & CVertex(int aIndex, int aOutline, int aHole) const
Return the index-th vertex in a given hole outline within a given outline.
int OutlineCount() const
Return the number of outlines in the set.
void InflateWithLinkedHoles(int aFactor, CORNER_STRATEGY aCornerStrategy, int aMaxError)
Perform outline inflation/deflation, using round corners.
POLYGON chamferFilletPolygon(CORNER_MODE aMode, unsigned int aDistance, int aIndex, int aErrorMax)
Return the chamfered or filleted version of the aIndex-th polygon in the set, depending on the aMode ...
SHAPE_POLY_SET Fillet(int aRadius, int aErrorMax)
Return a filleted version of the polygon set.
void Move(const VECTOR2I &aVector) override
bool HasTouchingHoles() const
Return true if the polygon set has any holes that share a vertex.
SHAPE * Clone() const override
Return a dynamically allocated copy of the shape.
SHAPE_POLY_SET & operator=(const SHAPE_POLY_SET &aOther)
bool Contains(const VECTOR2I &aP, int aSubpolyIndex=-1, int aAccuracy=0, bool aUseBBoxCaches=false) const
Return true if a given subpolygon contains the point aP.
SHAPE_POLY_SET CloneDropTriangulation() const
bool isExteriorWaist(const SEG &aSegA, const SEG &aSegB) const
Check if two line segments are collinear and overlap.
void BooleanSubtract(const SHAPE_POLY_SET &b)
Perform boolean polyset difference.
const POLYGON & CPolygon(int aIndex) const
const SHAPE_LINE_CHAIN & COutline(int aIndex) const
POLYGON ChamferPolygon(unsigned int aDistance, int aIndex)
Return a chamfered version of the aIndex-th polygon.
bool PointInside(const VECTOR2I &aPt, int aAccuracy=0, bool aUseBBoxCache=false) const override
Check if point aP lies inside a closed shape.
const BOX2I BBoxFromCaches() const
const BOX2I BBox(int aClearance=0) const override
Compute a bounding box of the shape, with a margin of aClearance a collision.
void importTree(Clipper2Lib::PolyTree64 &tree, const std::vector< CLIPPER_Z_VALUE > &aZValueBuffer, const std::vector< SHAPE_ARC > &aArcBuffe)
SEGMENT_ITERATOR_TEMPLATE< const SEG > CONST_SEGMENT_ITERATOR
bool IsSelfIntersecting() const
Check whether any of the polygons in the set is self intersecting.
const SEG & GetSeg() const
int GetWidth() const override
virtual bool Collide(const VECTOR2I &aP, int aClearance=0, int *aActual=nullptr, VECTOR2I *aLocation=nullptr) const
Check if the boundary of shape (this) lies closer to the point aP than aClearance,...
Definition shape.h:181
VECTOR2I::extended_type ecoord
Definition shape.h:301
SHAPE(SHAPE_TYPE aType)
Create an empty shape of type aType.
Definition shape.h:136
static constexpr extended_type ECOORD_MAX
Definition vector2d.h:76
T EuclideanNorm() const
Compute the Euclidean norm of the vector, which is defined as sqrt(x ** 2 + y ** 2).
Definition vector2d.h:283
constexpr VECTOR2< T > Perpendicular() const
Compute the perpendicular vector.
Definition vector2d.h:314
VECTOR2< T > Resize(T aNewLength) const
Return a vector of the same direction, but length specified in aNewLength.
Definition vector2d.h:385
CORNER_STRATEGY
define how inflate transform build inflated polygon
@ ROUND_ACUTE_CORNERS
Acute angles are rounded.
@ CHAMFER_ACUTE_CORNERS
Acute angles are chamfered.
@ CHAMFER_ALL_CORNERS
All angles are chamfered.
@ ROUND_ALL_CORNERS
All angles are rounded.
@ ALLOW_ACUTE_CORNERS
just inflate the polygon. Acute angles create spikes
static bool empty(const wxTextEntryBase *aCtrl)
static constexpr EDA_ANGLE FULL_CIRCLE
Definition eda_angle.h:409
a few functions useful in geometry calculations.
int GetArcToSegmentCount(int aRadius, int aErrorMax, const EDA_ANGLE &aArcAngle)
static constexpr void hash_combine(std::size_t &seed)
This is a dummy function to take the final case of hash_combine below.
Definition hash.h:32
FLIP_DIRECTION
Definition mirror.h:27
EDA_ANGLE abs(const EDA_ANGLE &aAngle)
Definition eda_angle.h:400
static PGM_BASE * process
Definition pgm_base.cpp:910
#define TRIANGULATE_TRACE
#define TRIANGULATESIMPLIFICATIONLEVEL
CITER next(CITER it)
Definition ptree.cpp:124
@ SH_POLY_SET
set of polygons (with holes, etc.)
Definition shape.h:52
@ SH_CIRCLE
circle
Definition shape.h:50
@ SH_SEGMENT
line segment
Definition shape.h:48
static void fractureSingleCacheFriendly(SHAPE_POLY_SET::POLYGON &paths)
static void fractureSingleSlow(SHAPE_POLY_SET::POLYGON &paths)
static FractureEdge * processHole(FractureEdgeSet &edges, FractureEdge::Index provokingIndex, FractureEdge::Index edgeIndex, FractureEdge::Index bridgeIndex)
std::vector< FractureEdge > FractureEdgeSet
std::vector< FractureEdgeSlow * > FractureEdgeSetSlow
#define SEG_CNT_MAX
static SHAPE_POLY_SET partitionPolyIntoRegularCellGrid(const SHAPE_POLY_SET &aPoly, int aSize)
#define ENABLECACHEFRIENDLYFRACTURE
static int processEdge(FractureEdgeSetSlow &edges, FractureEdgeSlow *edge)
Holds information on each point of a SHAPE_LINE_CHAIN that is retrievable after an operation with Cli...
FractureEdgeSlow * m_next
bool matches(int y) const
FractureEdgeSlow(bool connected, const VECTOR2I &p1, const VECTOR2I &p2)
FractureEdge(const VECTOR2I &p1, const VECTOR2I &p2, Index next)
FractureEdge()=default
bool matches(int y) const
A storage class for 128-bit hash value.
Definition hash_128.h:36
virtual const BOX2I BBox(int aClearance=0) const override
Compute a bounding box of the shape, with a margin of aClearance a collision.
Structure to hold the necessary information in order to index a vertex on a SHAPE_POLY_SET object: th...
SHAPE_CIRCLE circle(c.m_circle_center, c.m_circle_radius)
VECTOR2I location
int actual
wxString result
Test unit parsing edge cases and error handling.
int delta
#define M_PI
T rescale(T aNumerator, T aValue, T aDenominator)
Scale a number (value) by rational (numerator/denominator).
Definition util.h:139
VECTOR2< int32_t > VECTOR2I
Definition vector2d.h:695
VECTOR2< double > VECTOR2D
Definition vector2d.h:694