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{
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 thread-local 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 thread_local 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 thread-local 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 thread_local 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
1665void SHAPE_POLY_SET::Fracture( bool aSimplify )
1666{
1667 if( aSimplify )
1668 Simplify(); // remove overlapping holes/degeneracy
1669
1670 for( POLYGON& paths : m_polys )
1671 fractureSingle( paths );
1672}
1673
1674
1676{
1677 assert( aPoly.size() == 1 );
1678
1679 struct EDGE
1680 {
1681 int m_index = 0;
1682 SHAPE_LINE_CHAIN* m_poly = nullptr;
1683 bool m_duplicate = false;
1684
1685 EDGE( SHAPE_LINE_CHAIN* aPolygon, int aIndex ) :
1686 m_index( aIndex ),
1687 m_poly( aPolygon )
1688 {}
1689
1690 bool compareSegs( const SEG& s1, const SEG& s2 ) const
1691 {
1692 return (s1.A == s2.B && s1.B == s2.A);
1693 }
1694
1695 bool operator==( const EDGE& aOther ) const
1696 {
1697 return compareSegs( m_poly->CSegment( m_index ),
1698 aOther.m_poly->CSegment( aOther.m_index ) );
1699 }
1700
1701 bool operator!=( const EDGE& aOther ) const
1702 {
1703 return !compareSegs( m_poly->CSegment( m_index ),
1704 aOther.m_poly->CSegment( aOther.m_index ) );
1705 }
1706
1707 struct HASH
1708 {
1709 std::size_t operator()( const EDGE& aEdge ) const
1710 {
1711 const SEG& a = aEdge.m_poly->CSegment( aEdge.m_index );
1712 std::size_t seed = 0xa82de1c0;
1713 hash_combine( seed, a.A.x, a.B.x, a.A.y, a.B.y );
1714 return seed;
1715 }
1716 };
1717 };
1718
1719 struct EDGE_LIST_ENTRY
1720 {
1721 int index;
1722 EDGE_LIST_ENTRY* next;
1723 };
1724
1725 std::unordered_set<EDGE, EDGE::HASH> uniqueEdges;
1726
1727 SHAPE_LINE_CHAIN lc = aPoly[0];
1728 lc.Simplify();
1729
1730 auto edgeList = std::make_unique<EDGE_LIST_ENTRY[]>( lc.SegmentCount() );
1731
1732 for( int i = 0; i < lc.SegmentCount(); i++ )
1733 {
1734 edgeList[i].index = i;
1735 edgeList[i].next = &edgeList[ (i != lc.SegmentCount() - 1) ? i + 1 : 0 ];
1736 }
1737
1738 std::unordered_set<EDGE_LIST_ENTRY*> queue;
1739
1740 for( int i = 0; i < lc.SegmentCount(); i++ )
1741 {
1742 EDGE e( &lc, i );
1743 uniqueEdges.insert( e );
1744 }
1745
1746 for( int i = 0; i < lc.SegmentCount(); i++ )
1747 {
1748 EDGE e( &lc, i );
1749 auto it = uniqueEdges.find( e );
1750
1751 if( it != uniqueEdges.end() && it->m_index != i )
1752 {
1753 int e1 = it->m_index;
1754 int e2 = i;
1755
1756 if( e1 > e2 )
1757 std::swap( e1, e2 );
1758
1759 int e1_prev = e1 - 1;
1760
1761 if( e1_prev < 0 )
1762 e1_prev = lc.SegmentCount() - 1;
1763
1764 int e2_prev = e2 - 1;
1765
1766 if( e2_prev < 0 )
1767 e2_prev = lc.SegmentCount() - 1;
1768
1769 int e1_next = e1 + 1;
1770
1771 if( e1_next == lc.SegmentCount() )
1772 e1_next = 0;
1773
1774 int e2_next = e2 + 1;
1775
1776 if( e2_next == lc.SegmentCount() )
1777 e2_next = 0;
1778
1779 edgeList[e1_prev].next = &edgeList[ e2_next ];
1780 edgeList[e2_prev].next = &edgeList[ e1_next ];
1781 edgeList[i].next = nullptr;
1782 edgeList[it->m_index].next = nullptr;
1783 }
1784 }
1785
1786 for( int i = 0; i < lc.SegmentCount(); i++ )
1787 {
1788 if( edgeList[i].next )
1789 queue.insert( &edgeList[i] );
1790 }
1791
1792 auto edgeBuf = std::make_unique<EDGE_LIST_ENTRY* []>( lc.SegmentCount() );
1793
1794 int n = 0;
1795 int outline = -1;
1796
1798 double max_poly = 0.0;
1799
1800 while( queue.size() )
1801 {
1802 EDGE_LIST_ENTRY* e_first = *queue.begin();
1803 EDGE_LIST_ENTRY* e = e_first;
1804 int cnt = 0;
1805
1806 do
1807 {
1808 edgeBuf[cnt++] = e;
1809 e = e->next;
1810 } while( e && e != e_first );
1811
1812 SHAPE_LINE_CHAIN outl;
1813
1814 for( int i = 0; i < cnt; i++ )
1815 {
1816 VECTOR2I p = lc.CPoint( edgeBuf[i]->index );
1817 outl.Append( p );
1818 queue.erase( edgeBuf[i] );
1819 }
1820
1821 outl.SetClosed( true );
1822
1823 double area = std::fabs( outl.Area() );
1824
1825 if( area > max_poly )
1826 {
1827 outline = n;
1828 max_poly = area;
1829 }
1830
1831 result.push_back( outl );
1832 n++;
1833 }
1834
1835 if( outline > 0 )
1836 std::swap( result[0], result[outline] );
1837
1838 aPoly = std::move( result );
1839}
1840
1841
1843{
1844 // Iterate through all the polygons on the set
1845 for( const POLYGON& paths : m_polys )
1846 {
1847 // If any of them has more than one contour, it is a hole.
1848 if( paths.size() > 1 )
1849 return true;
1850 }
1851
1852 // Return false if and only if every polygon has just one outline, without holes.
1853 return false;
1854}
1855
1856
1858{
1859 for( POLYGON& path : m_polys )
1861
1862 Simplify(); // remove overlapping holes/degeneracy
1863}
1864
1865
1866bool SHAPE_POLY_SET::isExteriorWaist( const SEG& aSegA, const SEG& aSegB ) const
1867{
1868 const VECTOR2I da = aSegA.B - aSegA.A;
1869
1870 int axis = std::abs( da.x ) >= std::abs( da.y ) ? 0 : 1;
1871
1872 std::array<VECTOR2I,4> pts = { aSegA.A, aSegA.B, aSegB.A, aSegB.B };
1873
1874 std::sort( pts.begin(), pts.end(), [axis]( const VECTOR2I& p, const VECTOR2I& q )
1875 {
1876 if( axis == 0 )
1877 return p.x < q.x || ( p.x == q.x && p.y < q.y );
1878 else
1879 return p.y < q.y || ( p.y == q.y && p.x < q.x );
1880 } );
1881
1882 VECTOR2I s = pts[1];
1883 VECTOR2I e = pts[2];
1884
1885 // Check if there is polygon material on either side of the overlapping segments
1886 // Get the midpoint between s and e for testing
1887 VECTOR2I midpoint = ( s + e ) / 2;
1888
1889 // Create perpendicular offset vector to check both sides
1890 VECTOR2I segDir = e - s;
1891
1892 if( segDir.EuclideanNorm() > 25 )
1893 {
1894 VECTOR2I perp = segDir.Perpendicular().Resize( 10 );
1895
1896 // Test points on both sides of the overlapping segment
1897 bool side1 = PointInside( midpoint + perp );
1898 bool side2 = PointInside( midpoint - perp );
1899
1900 // Only return true if both sides are outside the polygon
1901 // This is the case for non-fractured segments
1902 if( !side1 && !side2 )
1903 {
1904 wxLogTrace( wxT( "collinear" ), wxT( "Found exterior waist between (%d,%d)-(%d,%d) and (%d,%d)-(%d,%d)" ),
1905 aSegA.A.x, aSegA.A.y, aSegA.B.x, aSegA.B.y,
1906 aSegB.A.x, aSegB.A.y, aSegB.B.x, aSegB.B.y );
1907 return true;
1908 }
1909 }
1910
1911 return false;
1912}
1913
1914
1916{
1917 for( size_t polyIdx = 0; polyIdx < m_polys.size(); ++polyIdx )
1918 {
1919 bool changed = true;
1920
1921 while( changed )
1922 {
1923 changed = false;
1924
1925 SHAPE_LINE_CHAIN& outline = m_polys[polyIdx][0];
1926 intptr_t count = outline.PointCount();
1927
1928 RTree<intptr_t, intptr_t, 2, intptr_t> rtree;
1929
1930 for( intptr_t i = 0; i < count; ++i )
1931 {
1932 const VECTOR2I& a = outline.CPoint( i );
1933 const VECTOR2I& b = outline.CPoint( ( i + 1 ) % count );
1934 intptr_t min[2] = { std::min( a.x, b.x ), std::min( a.y, b.y ) };
1935 intptr_t max[2] = { std::max( a.x, b.x ), std::max( a.y, b.y ) };
1936 rtree.Insert( min, max, i );
1937 }
1938
1939 bool found = false;
1940 int segA = -1;
1941 int segB = -1;
1942
1943 for( intptr_t i = 0; i < count && !found; ++i )
1944 {
1945 const VECTOR2I& a = outline.CPoint( i );
1946 const VECTOR2I& b = outline.CPoint( ( i + 1 ) % count );
1947 SEG seg( a, b );
1948 intptr_t min[2] = { std::min( a.x, b.x ), std::min( a.y, b.y ) };
1949 intptr_t max[2] = { std::max( a.x, b.x ), std::max( a.y, b.y ) };
1950
1951 auto visitor =
1952 [&]( const int& j ) -> bool
1953 {
1954 if( j == i || j == ( ( i + 1 ) % count ) || j == ( ( i + count - 1 ) % count ) )
1955 return true;
1956
1957 VECTOR2I oa = outline.CPoint( j );
1958 VECTOR2I ob = outline.CPoint( ( j + 1 ) % count );
1959 SEG other( oa, ob );
1960
1961 // Skip segments that share start/end points. This is the case for
1962 // fractured segments
1963 if( oa == a && ob == b )
1964 return true;
1965
1966 if( oa == b && ob == a )
1967 return true;
1968
1969 if( seg.ApproxCollinear( other, 10 ) && isExteriorWaist( seg, other ) )
1970 {
1971 segA = i;
1972 segB = j;
1973 found = true;
1974 return false;
1975 }
1976
1977 return true;
1978 };
1979
1980 rtree.Search( min, max, visitor );
1981 }
1982
1983 if( !found )
1984 break;
1985
1986 int a0 = segA;
1987 int a1 = ( segA + 1 ) % outline.PointCount();
1988 int b0 = segB;
1989 int b1 = ( segB + 1 ) % outline.PointCount();
1990
1991 SHAPE_LINE_CHAIN lc1;
1992 int idx = a1;
1993 lc1.Append( outline.CPoint( idx ) );
1994
1995 while( idx != b0 )
1996 {
1997 idx = ( idx + 1 ) % outline.PointCount();
1998 lc1.Append( outline.CPoint( idx ) );
1999 }
2000
2001 lc1.SetClosed( true );
2002
2003 SHAPE_LINE_CHAIN lc2;
2004 idx = b1;
2005 lc2.Append( outline.CPoint( idx ) );
2006
2007 while( idx != a0 )
2008 {
2009 idx = ( idx + 1 ) % outline.PointCount();
2010 lc2.Append( outline.CPoint( idx ) );
2011 }
2012
2013 lc2.SetClosed( true );
2014
2015 m_polys[polyIdx][0] = std::move( lc1 );
2016
2017 POLYGON np;
2018 np.push_back( std::move( lc2 ) );
2019 m_polys.push_back( std::move( np ) );
2020
2021 changed = true;
2022 }
2023 }
2024}
2025
2026
2028{
2029 for( size_t polyIdx = 0; polyIdx < m_polys.size(); ++polyIdx )
2030 {
2031 bool changed = true;
2032
2033 while( changed )
2034 {
2035 changed = false;
2036
2037 SHAPE_LINE_CHAIN& outline = m_polys[polyIdx][0];
2038 const int count = outline.PointCount();
2039
2040 if( count < 4 )
2041 break;
2042
2043 int insertSegIdx = -1;
2044 int insertVertIdx = -1;
2045
2046 // For small polygons, direct O(n²) search is faster than R-tree overhead
2047 constexpr int RTREE_THRESHOLD = 32;
2048
2049 if( count < RTREE_THRESHOLD )
2050 {
2051 for( int vertIdx = 0; vertIdx < count && insertSegIdx < 0; ++vertIdx )
2052 {
2053 const VECTOR2I& pt = outline.CPoint( vertIdx );
2054 const int prevSeg = ( vertIdx + count - 1 ) % count;
2055
2056 for( int segIdx = 0; segIdx < count; ++segIdx )
2057 {
2058 // Skip adjacent segments
2059 if( segIdx == prevSeg || segIdx == vertIdx )
2060 continue;
2061
2062 const VECTOR2I& a = outline.CPoint( segIdx );
2063 const VECTOR2I& b = outline.CPoint( ( segIdx + 1 ) % count );
2064
2065 if( pt != a && pt != b && SEG( a, b ).Contains( pt ) )
2066 {
2067 insertSegIdx = segIdx;
2068 insertVertIdx = vertIdx;
2069 break;
2070 }
2071 }
2072 }
2073 }
2074 else
2075 {
2076 RTree<intptr_t, int, 2, double> rtree;
2077
2078 for( int i = 0; i < count; ++i )
2079 {
2080 const VECTOR2I& a = outline.CPoint( i );
2081 const VECTOR2I& b = outline.CPoint( ( i + 1 ) % count );
2082 int bmin[2] = { std::min( a.x, b.x ), std::min( a.y, b.y ) };
2083 int bmax[2] = { std::max( a.x, b.x ), std::max( a.y, b.y ) };
2084 rtree.Insert( bmin, bmax, i );
2085 }
2086
2087 for( int vertIdx = 0; vertIdx < count && insertSegIdx < 0; ++vertIdx )
2088 {
2089 const VECTOR2I& pt = outline.CPoint( vertIdx );
2090 const int prevSeg = ( vertIdx + count - 1 ) % count;
2091 int bmin[2] = { pt.x, pt.y };
2092 int bmax[2] = { pt.x, pt.y };
2093
2094 rtree.Search( bmin, bmax,
2095 [&]( const intptr_t& segIdx ) -> bool
2096 {
2097 if( segIdx == prevSeg || segIdx == vertIdx )
2098 return true;
2099
2100 const VECTOR2I& a = outline.CPoint( segIdx );
2101 const VECTOR2I& b = outline.CPoint( ( segIdx + 1 ) % count );
2102
2103 if( pt != a && pt != b && SEG( a, b ).Contains( pt ) )
2104 {
2105 insertSegIdx = segIdx;
2106 insertVertIdx = vertIdx;
2107 return false;
2108 }
2109
2110 return true;
2111 } );
2112 }
2113 }
2114
2115 if( insertSegIdx < 0 )
2116 break;
2117
2118 // Split the polygon at the pinch point into two separate polygons.
2119 // Polygon 1: vertices from (insertSegIdx+1) to insertVertIdx
2120 // Polygon 2: vertices from insertVertIdx to insertSegIdx
2121
2122 const int splitStart1 = ( insertSegIdx + 1 ) % count;
2123
2124 // Calculate sizes for each polygon
2125 int size1, size2;
2126
2127 if( insertVertIdx >= splitStart1 )
2128 size1 = insertVertIdx - splitStart1 + 1;
2129 else
2130 size1 = count - splitStart1 + insertVertIdx + 1;
2131
2132 if( insertSegIdx >= insertVertIdx )
2133 size2 = insertSegIdx - insertVertIdx + 1;
2134 else
2135 size2 = count - insertVertIdx + insertSegIdx + 1;
2136
2137 if( size1 < 3 || size2 < 3 )
2138 break;
2139
2140 SHAPE_LINE_CHAIN poly1;
2141 SHAPE_LINE_CHAIN poly2;
2142 poly1.ReservePoints( size1 );
2143 poly2.ReservePoints( size2 );
2144
2145 int idx = splitStart1;
2146
2147 for( int i = 0; i < size1; ++i )
2148 {
2149 poly1.Append( outline.CPoint( idx ) );
2150 idx = ( idx + 1 ) % count;
2151 }
2152
2153 poly1.SetClosed( true );
2154
2155 idx = insertVertIdx;
2156
2157 for( int i = 0; i < size2; ++i )
2158 {
2159 poly2.Append( outline.CPoint( idx ) );
2160 idx = ( idx + 1 ) % count;
2161 }
2162
2163 poly2.SetClosed( true );
2164
2165 m_polys[polyIdx][0] = std::move( poly1 );
2166
2167 POLYGON np;
2168 np.push_back( std::move( poly2 ) );
2169 m_polys.push_back( std::move( np ) );
2170
2171 changed = true;
2172 }
2173 }
2174}
2175
2176
2178{
2180
2182
2183 booleanOp( Clipper2Lib::ClipType::Union, empty );
2184}
2185
2186
2188{
2189 for( POLYGON& paths : m_polys )
2190 {
2191 for( SHAPE_LINE_CHAIN& path : paths )
2192 {
2193 path.Simplify( aTolerance );
2194 }
2195 }
2196}
2197
2198
2200{
2201 // We are expecting only one main outline, but this main outline can have holes
2202 // if holes: combine holes and remove them from the main outline.
2203 // Note also we are usingin polygon
2204 // calculations, but it is not mandatory. It is used mainly
2205 // because there is usually only very few vertices in area outlines
2206 SHAPE_POLY_SET::POLYGON& outline = Polygon( 0 );
2207 SHAPE_POLY_SET holesBuffer;
2208
2209 // Move holes stored in outline to holesBuffer:
2210 // The first SHAPE_LINE_CHAIN is the main outline, others are holes
2211 while( outline.size() > 1 )
2212 {
2213 holesBuffer.AddOutline( outline.back() );
2214 outline.pop_back();
2215 }
2216
2217 Simplify();
2218
2219 // If any hole, subtract it to main outline
2220 if( holesBuffer.OutlineCount() )
2221 {
2222 holesBuffer.Simplify();
2223 BooleanSubtract( holesBuffer );
2224 }
2225
2226 // In degenerate cases, simplify might return no outlines
2227 if( OutlineCount() > 0 )
2229
2230 return OutlineCount();
2231}
2232
2233
2234const std::string SHAPE_POLY_SET::Format( bool aCplusPlus ) const
2235{
2236 std::stringstream ss;
2237
2238 ss << "SHAPE_LINE_CHAIN poly; \n";
2239
2240 for( unsigned i = 0; i < m_polys.size(); i++ )
2241 {
2242 for( unsigned j = 0; j < m_polys[i].size(); j++ )
2243 {
2244
2245 ss << "{ auto tmp = " << m_polys[i][j].Format() << ";\n";
2246
2247 SHAPE_POLY_SET poly;
2248
2249 if( j == 0 )
2250 {
2251 ss << " poly.AddOutline(tmp); } \n";
2252 }
2253 else
2254 {
2255 ss << " poly.AddHole(tmp); } \n";
2256 }
2257
2258 }
2259 }
2260
2261 return ss.str();
2262}
2263
2264
2265bool SHAPE_POLY_SET::Parse( std::stringstream& aStream )
2266{
2267 std::string tmp;
2268
2269 aStream >> tmp;
2270
2271 if( tmp != "polyset" )
2272 return false;
2273
2274 aStream >> tmp;
2275
2276 int n_polys = atoi( tmp.c_str() );
2277
2278 if( n_polys < 0 )
2279 return false;
2280
2281 for( int i = 0; i < n_polys; i++ )
2282 {
2283 POLYGON paths;
2284
2285 aStream >> tmp;
2286
2287 if( tmp != "poly" )
2288 return false;
2289
2290 aStream >> tmp;
2291 int n_outlines = atoi( tmp.c_str() );
2292
2293 if( n_outlines < 0 )
2294 return false;
2295
2296 for( int j = 0; j < n_outlines; j++ )
2297 {
2298 SHAPE_LINE_CHAIN outline;
2299
2300 outline.SetClosed( true );
2301
2302 aStream >> tmp;
2303 int n_vertices = atoi( tmp.c_str() );
2304
2305 for( int v = 0; v < n_vertices; v++ )
2306 {
2307 VECTOR2I p;
2308
2309 aStream >> tmp; p.x = atoi( tmp.c_str() );
2310 aStream >> tmp; p.y = atoi( tmp.c_str() );
2311 outline.Append( p );
2312 }
2313
2314 paths.push_back( std::move( outline ) );
2315 }
2316
2317 m_polys.push_back( std::move( paths ) );
2318 }
2319
2320 return true;
2321}
2322
2323
2324const BOX2I SHAPE_POLY_SET::BBox( int aClearance ) const
2325{
2326 BOX2I bb;
2327
2328 for( unsigned i = 0; i < m_polys.size(); i++ )
2329 {
2330 if( i == 0 )
2331 bb = m_polys[i][0].BBox();
2332 else
2333 bb.Merge( m_polys[i][0].BBox() );
2334 }
2335
2336 bb.Inflate( aClearance );
2337 return bb;
2338}
2339
2340
2342{
2343 BOX2I bb;
2344
2345 for( unsigned i = 0; i < m_polys.size(); i++ )
2346 {
2347 if( i == 0 )
2348 bb = *m_polys[i][0].GetCachedBBox();
2349 else
2350 bb.Merge( *m_polys[i][0].GetCachedBBox() );
2351 }
2352
2353 return bb;
2354}
2355
2356
2357bool SHAPE_POLY_SET::PointOnEdge( const VECTOR2I& aP, int aAccuracy ) const
2358{
2359 // Iterate through all the polygons in the set
2360 for( const POLYGON& polygon : m_polys )
2361 {
2362 // Iterate through all the line chains in the polygon
2363 for( const SHAPE_LINE_CHAIN& lineChain : polygon )
2364 {
2365 if( lineChain.PointOnEdge( aP, aAccuracy ) )
2366 return true;
2367 }
2368 }
2369
2370 return false;
2371}
2372
2373
2374bool SHAPE_POLY_SET::Collide( const SEG& aSeg, int aClearance, int* aActual,
2375 VECTOR2I* aLocation ) const
2376{
2377 VECTOR2I nearest;
2378 ecoord dist_sq = SquaredDistanceToSeg( aSeg, aLocation ? &nearest : nullptr );
2379
2380 if( dist_sq == 0 || dist_sq < SEG::Square( aClearance ) )
2381 {
2382 if( aLocation )
2383 *aLocation = nearest;
2384
2385 if( aActual )
2386 *aActual = sqrt( dist_sq );
2387
2388 return true;
2389 }
2390
2391 return false;
2392}
2393
2394
2395bool SHAPE_POLY_SET::Collide( const VECTOR2I& aP, int aClearance, int* aActual,
2396 VECTOR2I* aLocation ) const
2397{
2398 if( IsEmpty() || VertexCount() == 0 )
2399 return false;
2400
2401 VECTOR2I nearest;
2402 ecoord dist_sq = SquaredDistance( aP, false, aLocation ? &nearest : nullptr );
2403
2404 if( dist_sq == 0 || dist_sq < SEG::Square( aClearance ) )
2405 {
2406 if( aLocation )
2407 *aLocation = nearest;
2408
2409 if( aActual )
2410 *aActual = sqrt( dist_sq );
2411
2412 return true;
2413 }
2414
2415 return false;
2416}
2417
2418
2419bool SHAPE_POLY_SET::Collide( const SHAPE* aShape, int aClearance, int* aActual,
2420 VECTOR2I* aLocation ) const
2421{
2422 // A couple of simple cases are worth trying before we fall back on triangulation.
2423
2424 if( aShape->Type() == SH_SEGMENT )
2425 {
2426 const SHAPE_SEGMENT* segment = static_cast<const SHAPE_SEGMENT*>( aShape );
2427 int extra = segment->GetWidth() / 2;
2428
2429 if( Collide( segment->GetSeg(), aClearance + extra, aActual, aLocation ) )
2430 {
2431 if( aActual )
2432 *aActual = std::max( 0, *aActual - extra );
2433
2434 return true;
2435 }
2436
2437 return false;
2438 }
2439
2440 if( aShape->Type() == SH_CIRCLE )
2441 {
2442 const SHAPE_CIRCLE* circle = static_cast<const SHAPE_CIRCLE*>( aShape );
2443 int extra = circle->GetRadius();
2444
2445 if( Collide( circle->GetCenter(), aClearance + extra, aActual, aLocation ) )
2446 {
2447 if( aActual )
2448 *aActual = std::max( 0, *aActual - extra );
2449
2450 return true;
2451 }
2452
2453 return false;
2454 }
2455
2456 const_cast<SHAPE_POLY_SET*>( this )->CacheTriangulation( false );
2457
2458 int actual = INT_MAX;
2460
2461 for( const std::unique_ptr<TRIANGULATED_POLYGON>& tpoly : m_triangulatedPolys )
2462 {
2463 for( const TRIANGULATED_POLYGON::TRI& tri : tpoly->Triangles() )
2464 {
2465 if( aActual || aLocation )
2466 {
2467 int triActual;
2468 VECTOR2I triLocation;
2469
2470 if( aShape->Collide( &tri, aClearance, &triActual, &triLocation ) )
2471 {
2472 if( triActual < actual )
2473 {
2474 actual = triActual;
2475 location = triLocation;
2476 }
2477 }
2478 }
2479 else // A much faster version of above
2480 {
2481 if( aShape->Collide( &tri, aClearance ) )
2482 return true;
2483 }
2484 }
2485 }
2486
2487 if( actual < INT_MAX )
2488 {
2489 if( aActual )
2490 *aActual = std::max( 0, actual );
2491
2492 if( aLocation )
2493 *aLocation = location;
2494
2495 return true;
2496 }
2497
2498 return false;
2499}
2500
2501
2503{
2504 m_polys.clear();
2505 m_triangulatedPolys.clear();
2506 m_triangulationValid = false;
2507}
2508
2509
2510void SHAPE_POLY_SET::RemoveContour( int aContourIdx, int aPolygonIdx )
2511{
2512 // Default polygon is the last one
2513 if( aPolygonIdx < 0 )
2514 aPolygonIdx += m_polys.size();
2515
2516 m_polys[aPolygonIdx].erase( m_polys[aPolygonIdx].begin() + aContourIdx );
2517}
2518
2519
2520void SHAPE_POLY_SET::RemoveOutline( int aOutlineIdx )
2521{
2522 m_polys.erase( m_polys.begin() + aOutlineIdx );
2523}
2524
2525
2527{
2528 int removed = 0;
2529
2530 ITERATOR iterator = IterateWithHoles();
2531
2532 VECTOR2I contourStart = *iterator;
2533 VECTOR2I segmentStart, segmentEnd;
2534
2535 VERTEX_INDEX indexStart;
2536 std::vector<VERTEX_INDEX> indices_to_remove;
2537
2538 while( iterator )
2539 {
2540 // Obtain first point and its index
2541 segmentStart = *iterator;
2542 indexStart = iterator.GetIndex();
2543
2544 // Obtain last point
2545 if( iterator.IsEndContour() )
2546 {
2547 segmentEnd = contourStart;
2548
2549 // Advance
2550 iterator++;
2551
2552 // If we have rolled into the next contour, remember its position
2553 // segmentStart and segmentEnd remain valid for comparison here
2554 if( iterator )
2555 contourStart = *iterator;
2556 }
2557 else
2558 {
2559 // Advance
2560 iterator++;
2561
2562 // If we have reached the end of the SHAPE_POLY_SET, something is broken here
2563 wxCHECK_MSG( iterator, removed, wxT( "Invalid polygon. Reached end without noticing. Please report this error" ) );
2564
2565 segmentEnd = *iterator;
2566 }
2567
2568 // Remove segment start if both points are equal
2569 if( segmentStart == segmentEnd )
2570 {
2571 indices_to_remove.push_back( indexStart );
2572 removed++;
2573 }
2574 }
2575
2576 // Proceed in reverse direction to remove the vertices because they are stored as absolute indices in a vector
2577 // Removing in reverse order preserves the remaining index values
2578 for( auto it = indices_to_remove.rbegin(); it != indices_to_remove.rend(); ++it )
2579 RemoveVertex( *it );
2580
2581 return removed;
2582}
2583
2584
2586{
2587 m_polys.erase( m_polys.begin() + aIdx );
2588}
2589
2590
2592{
2593 m_polys.erase( m_polys.begin() + aIdx );
2594
2596 {
2597 for( int ii = m_triangulatedPolys.size() - 1; ii >= 0; --ii )
2598 {
2599 std::unique_ptr<TRIANGULATED_POLYGON>& triangleSet = m_triangulatedPolys[ii];
2600
2601 if( triangleSet->GetSourceOutlineIndex() == aIdx )
2602 m_triangulatedPolys.erase( m_triangulatedPolys.begin() + ii );
2603 else if( triangleSet->GetSourceOutlineIndex() > aIdx )
2604 triangleSet->SetSourceOutlineIndex( triangleSet->GetSourceOutlineIndex() - 1 );
2605 }
2606
2607 if( aUpdateHash )
2608 {
2609 m_hash = checksum();
2610 m_hashValid = true;
2611 }
2612 }
2613}
2614
2615
2621
2622
2624{
2625 m_polys.insert( m_polys.end(), aSet.m_polys.begin(), aSet.m_polys.end() );
2626}
2627
2628
2629void SHAPE_POLY_SET::Append( const VECTOR2I& aP, int aOutline, int aHole )
2630{
2631 Append( aP.x, aP.y, aOutline, aHole );
2632}
2633
2634
2636 SHAPE_POLY_SET::VERTEX_INDEX* aClosestVertex,
2637 int aClearance ) const
2638{
2639 // Shows whether there was a collision
2640 bool collision = false;
2641
2642 // Difference vector between each vertex and aPoint.
2644 ecoord distance_squared;
2645 ecoord clearance_squared = SEG::Square( aClearance );
2646
2647 for( CONST_ITERATOR iterator = CIterateWithHoles(); iterator; iterator++ )
2648 {
2649 // Get the difference vector between current vertex and aPoint
2650 delta = *iterator - aPoint;
2651
2652 // Compute distance
2653 distance_squared = delta.SquaredEuclideanNorm();
2654
2655 // Check for collisions
2656 if( distance_squared <= clearance_squared )
2657 {
2658 if( !aClosestVertex )
2659 return true;
2660
2661 collision = true;
2662
2663 // Update clearance to look for closer vertices
2664 clearance_squared = distance_squared;
2665
2666 // Store the indices that identify the vertex
2667 *aClosestVertex = iterator.GetIndex();
2668 }
2669 }
2670
2671 return collision;
2672}
2673
2674
2676 SHAPE_POLY_SET::VERTEX_INDEX* aClosestVertex,
2677 int aClearance ) const
2678{
2679 // Shows whether there was a collision
2680 bool collision = false;
2681 ecoord clearance_squared = SEG::Square( aClearance );
2682
2683 for( CONST_SEGMENT_ITERATOR iterator = CIterateSegmentsWithHoles(); iterator; iterator++ )
2684 {
2685 const SEG currentSegment = *iterator;
2686 ecoord distance_squared = currentSegment.SquaredDistance( aPoint );
2687
2688 // Check for collisions
2689 if( distance_squared <= clearance_squared )
2690 {
2691 if( !aClosestVertex )
2692 return true;
2693
2694 collision = true;
2695
2696 // Update clearance to look for closer edges
2697 clearance_squared = distance_squared;
2698
2699 // Store the indices that identify the vertex
2700 *aClosestVertex = iterator.GetIndex();
2701 }
2702 }
2703
2704 return collision;
2705}
2706
2707
2709{
2710 for( int polygonIdx = 0; polygonIdx < OutlineCount(); polygonIdx++ )
2711 {
2712 COutline( polygonIdx ).GenerateBBoxCache();
2713
2714 for( int holeIdx = 0; holeIdx < HoleCount( polygonIdx ); holeIdx++ )
2715 CHole( polygonIdx, holeIdx ).GenerateBBoxCache();
2716 }
2717}
2718
2719
2720bool SHAPE_POLY_SET::Contains( const VECTOR2I& aP, int aSubpolyIndex, int aAccuracy,
2721 bool aUseBBoxCaches ) const
2722{
2723 if( m_polys.empty() )
2724 return false;
2725
2726 // If there is a polygon specified, check the condition against that polygon
2727 if( aSubpolyIndex >= 0 )
2728 return containsSingle( aP, aSubpolyIndex, aAccuracy, aUseBBoxCaches );
2729
2730 // In any other case, check it against all polygons in the set
2731 for( int polygonIdx = 0; polygonIdx < OutlineCount(); polygonIdx++ )
2732 {
2733 if( containsSingle( aP, polygonIdx, aAccuracy, aUseBBoxCaches ) )
2734 return true;
2735 }
2736
2737 return false;
2738}
2739
2740
2741void SHAPE_POLY_SET::RemoveVertex( int aGlobalIndex )
2742{
2744
2745 // Assure the to be removed vertex exists, abort otherwise
2746 if( GetRelativeIndices( aGlobalIndex, &index ) )
2748 else
2749 throw( std::out_of_range( "aGlobalIndex-th vertex does not exist" ) );
2750}
2751
2752
2754{
2755 m_polys[aIndex.m_polygon][aIndex.m_contour].Remove( aIndex.m_vertex );
2756}
2757
2758
2759void SHAPE_POLY_SET::SetVertex( int aGlobalIndex, const VECTOR2I& aPos )
2760{
2762
2763 if( GetRelativeIndices( aGlobalIndex, &index ) )
2764 SetVertex( index, aPos );
2765 else
2766 throw( std::out_of_range( "aGlobalIndex-th vertex does not exist" ) );
2767}
2768
2769
2770void SHAPE_POLY_SET::SetVertex( const VERTEX_INDEX& aIndex, const VECTOR2I& aPos )
2771{
2772 m_polys[aIndex.m_polygon][aIndex.m_contour].SetPoint( aIndex.m_vertex, aPos );
2773}
2774
2775
2776bool SHAPE_POLY_SET::containsSingle( const VECTOR2I& aP, int aSubpolyIndex, int aAccuracy,
2777 bool aUseBBoxCaches ) const
2778{
2779 // Check that the point is inside the outline
2780 if( m_polys[aSubpolyIndex][0].PointInside( aP, aAccuracy ) )
2781 {
2782 // Check that the point is not in any of the holes
2783 for( int holeIdx = 0; holeIdx < HoleCount( aSubpolyIndex ); holeIdx++ )
2784 {
2785 const SHAPE_LINE_CHAIN& hole = CHole( aSubpolyIndex, holeIdx );
2786
2787 // If the point is inside a hole it is outside of the polygon. Do not use aAccuracy
2788 // here as it's meaning would be inverted.
2789 if( hole.PointInside( aP, 1, aUseBBoxCaches ) )
2790 return false;
2791 }
2792
2793 return true;
2794 }
2795
2796 return false;
2797}
2798
2799
2800void SHAPE_POLY_SET::Move( const VECTOR2I& aVector )
2801{
2802 for( POLYGON& poly : m_polys )
2803 {
2804 for( SHAPE_LINE_CHAIN& path : poly )
2805 path.Move( aVector );
2806 }
2807
2808 for( std::unique_ptr<TRIANGULATED_POLYGON>& tri : m_triangulatedPolys )
2809 tri->Move( aVector );
2810
2811 m_hash = checksum();
2812 m_hashValid = true;
2813}
2814
2815
2816void SHAPE_POLY_SET::Mirror( const VECTOR2I& aRef, FLIP_DIRECTION aFlipDirection )
2817{
2818 for( POLYGON& poly : m_polys )
2819 {
2820 for( SHAPE_LINE_CHAIN& path : poly )
2821 path.Mirror( aRef, aFlipDirection );
2822 }
2823
2826}
2827
2828
2829void SHAPE_POLY_SET::Rotate( const EDA_ANGLE& aAngle, const VECTOR2I& aCenter )
2830{
2831 for( POLYGON& poly : m_polys )
2832 {
2833 for( SHAPE_LINE_CHAIN& path : poly )
2834 path.Rotate( aAngle, aCenter );
2835 }
2836
2837 // Don't re-cache if the triangulation is already invalid
2840}
2841
2842
2844{
2845 int c = 0;
2846
2847 for( const POLYGON& poly : m_polys )
2848 {
2849 for( const SHAPE_LINE_CHAIN& path : poly )
2850 c += path.PointCount();
2851 }
2852
2853 return c;
2854}
2855
2856
2857SHAPE_POLY_SET::POLYGON SHAPE_POLY_SET::ChamferPolygon( unsigned int aDistance, int aIndex )
2858{
2859 return chamferFilletPolygon( CHAMFERED, aDistance, aIndex, 0 );
2860}
2861
2862
2863SHAPE_POLY_SET::POLYGON SHAPE_POLY_SET::FilletPolygon( unsigned int aRadius, int aErrorMax,
2864 int aIndex )
2865{
2866 return chamferFilletPolygon( FILLETED, aRadius, aIndex, aErrorMax );
2867}
2868
2869
2871 VECTOR2I* aNearest ) const
2872{
2873 // We calculate the min dist between the segment and each outline segment. However, if the
2874 // segment to test is inside the outline, and does not cross any edge, it can be seen outside
2875 // the polygon. Therefore test if a segment end is inside (testing only one end is enough).
2876 // Use an accuracy of "1" to say that we don't care if it's exactly on the edge or not.
2877 if( containsSingle( aPoint, aPolygonIndex, 1 ) )
2878 {
2879 if( aNearest )
2880 *aNearest = aPoint;
2881
2882 return 0;
2883 }
2884
2885 CONST_SEGMENT_ITERATOR iterator = CIterateSegmentsWithHoles( aPolygonIndex );
2886
2887 SEG::ecoord minDistance = (*iterator).SquaredDistance( aPoint );
2888
2889 for( iterator++; iterator && minDistance > 0; iterator++ )
2890 {
2891 SEG::ecoord currentDistance = (*iterator).SquaredDistance( aPoint );
2892
2893 if( currentDistance < minDistance )
2894 {
2895 if( aNearest )
2896 *aNearest = (*iterator).NearestPoint( aPoint );
2897
2898 minDistance = currentDistance;
2899 }
2900 }
2901
2902 return minDistance;
2903}
2904
2905
2907 VECTOR2I* aNearest ) const
2908{
2909 // Check if the segment is fully-contained. If so, its midpoint is a good-enough nearest point.
2910 if( containsSingle( aSegment.A, aPolygonIndex, 1 ) &&
2911 containsSingle( aSegment.B, aPolygonIndex, 1 ) )
2912 {
2913 if( aNearest )
2914 *aNearest = ( aSegment.A + aSegment.B ) / 2;
2915
2916 return 0;
2917 }
2918
2919 CONST_SEGMENT_ITERATOR iterator = CIterateSegmentsWithHoles( aPolygonIndex );
2920 SEG::ecoord minDistance = (*iterator).SquaredDistance( aSegment );
2921
2922 if( aNearest && minDistance == 0 )
2923 *aNearest = ( *iterator ).NearestPoint( aSegment );
2924
2925 for( iterator++; iterator && minDistance > 0; iterator++ )
2926 {
2927 SEG::ecoord currentDistance = (*iterator).SquaredDistance( aSegment );
2928
2929 if( currentDistance < minDistance )
2930 {
2931 if( aNearest )
2932 *aNearest = (*iterator).NearestPoint( aSegment );
2933
2934 minDistance = currentDistance;
2935 }
2936 }
2937
2938 // Return the maximum of minDistance and zero
2939 return minDistance < 0 ? 0 : minDistance;
2940}
2941
2942
2943SEG::ecoord SHAPE_POLY_SET::SquaredDistance( const VECTOR2I& aPoint, bool aOutlineOnly,
2944 VECTOR2I* aNearest ) const
2945{
2946 wxASSERT_MSG( !aOutlineOnly, wxT( "Warning: SHAPE_POLY_SET::SquaredDistance does not yet "
2947 "support aOutlineOnly==true" ) );
2948
2949 SEG::ecoord currentDistance_sq;
2950 SEG::ecoord minDistance_sq = VECTOR2I::ECOORD_MAX;
2951 VECTOR2I nearest;
2952
2953 // Iterate through all the polygons and get the minimum distance.
2954 for( unsigned int polygonIdx = 0; polygonIdx < m_polys.size(); polygonIdx++ )
2955 {
2956 currentDistance_sq = SquaredDistanceToPolygon( aPoint, polygonIdx,
2957 aNearest ? &nearest : nullptr );
2958
2959 if( currentDistance_sq < minDistance_sq )
2960 {
2961 if( aNearest )
2962 *aNearest = nearest;
2963
2964 minDistance_sq = currentDistance_sq;
2965 }
2966 }
2967
2968 return minDistance_sq;
2969}
2970
2971
2973{
2974 SEG::ecoord currentDistance_sq;
2975 SEG::ecoord minDistance_sq = VECTOR2I::ECOORD_MAX;
2976 VECTOR2I nearest;
2977
2978 // Iterate through all the polygons and get the minimum distance.
2979 for( unsigned int polygonIdx = 0; polygonIdx < m_polys.size(); polygonIdx++ )
2980 {
2981 currentDistance_sq = SquaredDistanceToPolygon( aSegment, polygonIdx,
2982 aNearest ? &nearest : nullptr );
2983
2984 if( currentDistance_sq < minDistance_sq )
2985 {
2986 if( aNearest )
2987 *aNearest = nearest;
2988
2989 minDistance_sq = currentDistance_sq;
2990 }
2991 }
2992
2993 return minDistance_sq;
2994}
2995
2996
2998{
3000
3001 // Get the polygon and contour where the vertex is. If the vertex does not exist, return false
3002 if( !GetRelativeIndices( aGlobalIdx, &index ) )
3003 return false;
3004
3005 // The contour is a hole if its index is greater than zero
3006 return index.m_contour > 0;
3007}
3008
3009
3011{
3012 SHAPE_POLY_SET chamfered;
3013
3014 for( unsigned int idx = 0; idx < m_polys.size(); idx++ )
3015 chamfered.m_polys.push_back( ChamferPolygon( aDistance, idx ) );
3016
3017 return chamfered;
3018}
3019
3020
3021SHAPE_POLY_SET SHAPE_POLY_SET::Fillet( int aRadius, int aErrorMax )
3022{
3023 SHAPE_POLY_SET filleted;
3024
3025 for( size_t idx = 0; idx < m_polys.size(); idx++ )
3026 filleted.m_polys.push_back( FilletPolygon( aRadius, aErrorMax, idx ) );
3027
3028 return filleted;
3029}
3030
3031
3033{
3034 SHAPE::operator=( aOther );
3035 m_polys = aOther.m_polys;
3036
3037 m_triangulatedPolys.clear();
3038
3039 if( aOther.IsTriangulationUpToDate() )
3040 {
3041 m_triangulatedPolys.reserve( aOther.TriangulatedPolyCount() );
3042
3043 for( unsigned i = 0; i < aOther.TriangulatedPolyCount(); i++ )
3044 {
3045 const TRIANGULATED_POLYGON* poly = aOther.TriangulatedPolygon( i );
3046 m_triangulatedPolys.push_back( std::make_unique<TRIANGULATED_POLYGON>( *poly ) );
3047 }
3048
3049 m_hash = aOther.m_hash;
3050 m_hashValid = aOther.m_hashValid;
3052 }
3053 else
3054 {
3055 m_hash.Clear();
3056 m_hashValid = false;
3057 m_triangulationValid = false;
3058 }
3059
3060 return *this;
3061}
3062
3063
3065{
3066 if( !m_hashValid )
3067 return checksum();
3068
3069 return m_hash;
3070}
3071
3072
3074{
3076 return false;
3077
3078 if( !m_hashValid )
3079 return false;
3080
3081 HASH_128 hash = checksum();
3082
3083 return hash == m_hash;
3084}
3085
3086
3088{
3089 BOX2I bb = aPoly.BBox();
3090
3091 double w = bb.GetWidth();
3092 double h = bb.GetHeight();
3093
3094 if( w == 0.0 || h == 0.0 )
3095 return aPoly;
3096
3097 int n_cells_x, n_cells_y;
3098
3099 if( w > h )
3100 {
3101 n_cells_x = w / aSize;
3102 n_cells_y = floor( h / w * n_cells_x ) + 1;
3103 }
3104 else
3105 {
3106 n_cells_y = h / aSize;
3107 n_cells_x = floor( w / h * n_cells_y ) + 1;
3108 }
3109
3110 SHAPE_POLY_SET ps1( aPoly ), ps2( aPoly ), maskSetOdd, maskSetEven;
3111
3112 for( int yy = 0; yy < n_cells_y; yy++ )
3113 {
3114 for( int xx = 0; xx < n_cells_x; xx++ )
3115 {
3116 VECTOR2I p;
3117
3118 p.x = bb.GetX() + w * xx / n_cells_x;
3119 p.y = bb.GetY() + h * yy / n_cells_y;
3120
3121 VECTOR2I p2;
3122
3123 p2.x = bb.GetX() + w * ( xx + 1 ) / n_cells_x;
3124 p2.y = bb.GetY() + h * ( yy + 1 ) / n_cells_y;
3125
3126
3127 SHAPE_LINE_CHAIN mask;
3128 mask.Append( VECTOR2I( p.x, p.y ) );
3129 mask.Append( VECTOR2I( p2.x, p.y ) );
3130 mask.Append( VECTOR2I( p2.x, p2.y ) );
3131 mask.Append( VECTOR2I( p.x, p2.y ) );
3132 mask.SetClosed( true );
3133
3134 if( ( xx ^ yy ) & 1 )
3135 maskSetOdd.AddOutline( mask );
3136 else
3137 maskSetEven.AddOutline( mask );
3138 }
3139 }
3140
3141 ps1.BooleanIntersection( maskSetOdd );
3142 ps2.BooleanIntersection( maskSetEven );
3143 ps1.Fracture();
3144 ps2.Fracture();
3145
3146 for( int i = 0; i < ps2.OutlineCount(); i++ )
3147 ps1.AddOutline( ps2.COutline( i ) );
3148
3149 if( ps1.OutlineCount() )
3150 return ps1;
3151 else
3152 return aPoly;
3153}
3154
3155
3156void SHAPE_POLY_SET::cacheTriangulation( bool aPartition, bool aSimplify,
3157 std::vector<std::unique_ptr<TRIANGULATED_POLYGON>>* aHintData )
3158{
3159 std::unique_lock<std::mutex> lock( m_triangulationMutex );
3160
3162 {
3163 if( m_hash == checksum() )
3164 return;
3165 }
3166
3167 // Invalidate, in case anything goes wrong below
3168 m_triangulationValid = false;
3169 m_hashValid = false;
3170
3171 auto triangulate =
3172 []( SHAPE_POLY_SET& polySet, int forOutline,
3173 std::vector<std::unique_ptr<TRIANGULATED_POLYGON>>& dest,
3174 std::vector<std::unique_ptr<TRIANGULATED_POLYGON>>* hintData )
3175 {
3176 bool triangulationValid = false;
3177 int pass = 0;
3178 int index = 0;
3179
3180 if( hintData && hintData->size() != (unsigned) polySet.OutlineCount() )
3181 hintData = nullptr;
3182
3183 while( polySet.OutlineCount() > 0 )
3184 {
3185 if( !dest.empty() && dest.back()->GetTriangleCount() == 0 )
3186 dest.erase( dest.end() - 1 );
3187
3188 dest.push_back( std::make_unique<TRIANGULATED_POLYGON>( forOutline ) );
3189 POLYGON_TRIANGULATION tess( *dest.back() );
3190
3191 // If the tessellation fails, we re-fracture the polygon, which will
3192 // first simplify the system before fracturing and removing the holes
3193 // This may result in multiple, disjoint polygons.
3194 if( !tess.TesselatePolygon( polySet.Polygon( 0 ).front(),
3195 hintData ? hintData->at( index ).get() : nullptr ) )
3196 {
3197 ++pass;
3198
3199 if( pass == 1 )
3200 {
3202 }
3203 // In Clipper2, there is only one type of simplification
3204 else
3205 {
3206 break;
3207 }
3208
3209 triangulationValid = false;
3210 hintData = nullptr;
3211 continue;
3212 }
3213
3214 polySet.DeletePolygon( 0 );
3215 index++;
3216 triangulationValid = true;
3217 }
3218
3219 return triangulationValid;
3220 };
3221
3222 m_triangulatedPolys.clear();
3223
3224 if( aPartition )
3225 {
3226 for( int ii = 0; ii < OutlineCount(); ++ii )
3227 {
3228 // This partitions into regularly-sized grids (1cm in Pcbnew)
3229 SHAPE_POLY_SET flattened( Outline( ii ) );
3230
3231 for( int jj = 0; jj < HoleCount( ii ); ++jj )
3232 flattened.AddHole( Hole( ii, jj ) );
3233
3234 flattened.ClearArcs();
3235
3236 if( flattened.HasHoles() || flattened.IsSelfIntersecting() )
3237 {
3238 flattened.splitSelfTouchingOutlines();
3239 flattened.Fracture();
3240 }
3241 else if( aSimplify )
3242 flattened.Simplify();
3243
3244 SHAPE_POLY_SET partitions = partitionPolyIntoRegularCellGrid( flattened, 1e7 );
3245
3246 // This pushes the triangulation for all polys in partitions
3247 // to be referenced to the ii-th polygon
3248 if( !triangulate( partitions, ii , m_triangulatedPolys, aHintData ) )
3249 {
3250 wxLogTrace( TRIANGULATE_TRACE, "Failed to triangulate partitioned polygon %d", ii );
3251 }
3252 else
3253 {
3254 m_hash = checksum();
3255 m_hashValid = true;
3256 // Set valid flag only after everything has been updated
3257 m_triangulationValid = true;
3258 }
3259 }
3260 }
3261 else
3262 {
3263 SHAPE_POLY_SET tmpSet( *this );
3264
3265 tmpSet.ClearArcs();
3267 tmpSet.Fracture();
3268
3269 if( !triangulate( tmpSet, -1, m_triangulatedPolys, aHintData ) )
3270 {
3271 wxLogTrace( TRIANGULATE_TRACE, "Failed to triangulate polygon" );
3272 }
3273 else
3274 {
3275 m_hash = checksum();
3276 m_hashValid = true;
3277 // Set valid flag only after everything has been updated
3278 m_triangulationValid = true;
3279 }
3280 }
3281}
3282
3283
3285{
3286 MMH3_HASH hash( 0x68AF835D ); // Arbitrary seed
3287
3288 hash.add( m_polys.size() );
3289
3290 for( const POLYGON& outline : m_polys )
3291 {
3292 hash.add( outline.size() );
3293
3294 for( const SHAPE_LINE_CHAIN& lc : outline )
3295 {
3296 hash.add( lc.PointCount() );
3297
3298 for( int i = 0; i < lc.PointCount(); i++ )
3299 {
3300 VECTOR2I pt = lc.CPoint( i );
3301
3302 hash.add( pt.x );
3303 hash.add( pt.y );
3304 }
3305 }
3306 }
3307
3308 return hash.digest();
3309}
3310
3311
3313{
3314 for( int i = 0; i < OutlineCount(); i++ )
3315 {
3316 if( hasTouchingHoles( CPolygon( i ) ) )
3317 return true;
3318 }
3319
3320 return false;
3321}
3322
3323
3325{
3326 std::set<long long> ptHashes;
3327
3328 for( const SHAPE_LINE_CHAIN& lc : aPoly )
3329 {
3330 for( const VECTOR2I& pt : lc.CPoints() )
3331 {
3332 const long long ptHash = (long long) pt.x << 32 | pt.y;
3333
3334 if( ptHashes.count( ptHash ) > 0 )
3335 return true;
3336
3337 ptHashes.insert( ptHash );
3338 }
3339 }
3340
3341 return false;
3342}
3343
3344
3349
3350
3352{
3353 size_t n = 0;
3354
3355 for( const std::unique_ptr<TRIANGULATED_POLYGON>& t : m_triangulatedPolys )
3356 n += t->GetTriangleCount();
3357
3358 return n;
3359}
3360
3361
3362void SHAPE_POLY_SET::GetIndexableSubshapes( std::vector<const SHAPE*>& aSubshapes ) const
3363{
3364 aSubshapes.reserve( GetIndexableSubshapeCount() );
3365
3366 for( const std::unique_ptr<TRIANGULATED_POLYGON>& tpoly : m_triangulatedPolys )
3367 {
3368 for( const TRIANGULATED_POLYGON::TRI& tri : tpoly->Triangles() )
3369 aSubshapes.push_back( &tri );
3370 }
3371}
3372
3373
3375{
3376 BOX2I bbox( parent->m_vertices[a] );
3377 bbox.Merge( parent->m_vertices[b] );
3378 bbox.Merge( parent->m_vertices[c] );
3379
3380 if( aClearance != 0 )
3381 bbox.Inflate( aClearance );
3382
3383 return bbox;
3384}
3385
3386
3388{
3389 m_triangles.emplace_back( a, b, c, this );
3390}
3391
3392
3394{
3396 m_vertices = aOther.m_vertices;
3397 m_triangles = aOther.m_triangles;
3398
3399 for( TRI& tri : m_triangles )
3400 tri.parent = this;
3401}
3402
3403
3405{
3407 m_vertices = aOther.m_vertices;
3408 m_triangles = aOther.m_triangles;
3409
3410 for( TRI& tri : m_triangles )
3411 tri.parent = this;
3412
3413 return *this;
3414}
3415
3416
3418 m_sourceOutline( aSourceOutline )
3419{
3420}
3421
3422
3426
3427
3428void SHAPE_POLY_SET::Scale( double aScaleFactorX, double aScaleFactorY, const VECTOR2I& aCenter )
3429{
3430 for( POLYGON& poly : m_polys )
3431 {
3432 for( SHAPE_LINE_CHAIN& path : poly )
3433 {
3434 for( int i = 0; i < path.PointCount(); i++ )
3435 {
3436 VECTOR2I pt = path.CPoint( i );
3437 VECTOR2D vec;
3438 vec.x = ( pt.x - aCenter.x ) * aScaleFactorX;
3439 vec.y = ( pt.y - aCenter.y ) * aScaleFactorY;
3440 pt.x = KiROUND<double, int>( aCenter.x + vec.x );
3441 pt.y = KiROUND<double, int>( aCenter.y + vec.y );
3442 path.SetPoint( i, pt );
3443 }
3444 }
3445 }
3446
3449}
3450
3451
3452void
3453SHAPE_POLY_SET::BuildPolysetFromOrientedPaths( const std::vector<SHAPE_LINE_CHAIN>& aPaths,
3454 bool aEvenOdd )
3455{
3456 Clipper2Lib::Clipper64 clipper;
3457 Clipper2Lib::PolyTree64 tree;
3458 Clipper2Lib::Paths64 paths;
3459
3460 for( const SHAPE_LINE_CHAIN& path : aPaths )
3461 {
3462 Clipper2Lib::Path64 lc;
3463 lc.reserve( path.PointCount() );
3464
3465 for( int i = 0; i < path.PointCount(); i++ )
3466 lc.emplace_back( path.CPoint( i ).x, path.CPoint( i ).y );
3467
3468 paths.push_back( std::move( lc ) );
3469 }
3470
3471 clipper.AddSubject( paths );
3472 clipper.Execute( Clipper2Lib::ClipType::Union, aEvenOdd ? Clipper2Lib::FillRule::EvenOdd
3473 : Clipper2Lib::FillRule::NonZero, tree );
3474
3475 std::vector<CLIPPER_Z_VALUE> zValues;
3476 std::vector<SHAPE_ARC> arcBuffer;
3477
3478 importTree( tree, zValues, arcBuffer );
3479 tree.Clear(); // Free used memory (not done in dtor)
3480}
3481
3482
3483bool SHAPE_POLY_SET::PointInside( const VECTOR2I& aPt, int aAccuracy, bool aUseBBoxCache ) const
3484{
3485 for( int idx = 0; idx < OutlineCount(); idx++ )
3486 {
3487 if( COutline( idx ).PointInside( aPt, aAccuracy, aUseBBoxCache ) )
3488 return true;
3489 }
3490
3491 return false;
3492}
3493
3494
3495const std::vector<SEG> SHAPE_POLY_SET::GenerateHatchLines( const std::vector<double>& aSlopes,
3496 int aSpacing, int aLineLength ) const
3497{
3498 std::vector<SEG> hatchLines;
3499
3500 // define range for hatch lines
3501 int min_x = CVertex( 0 ).x;
3502 int max_x = CVertex( 0 ).x;
3503 int min_y = CVertex( 0 ).y;
3504 int max_y = CVertex( 0 ).y;
3505
3506 for( auto iterator = CIterateWithHoles(); iterator; iterator++ )
3507 {
3508 if( iterator->x < min_x )
3509 min_x = iterator->x;
3510
3511 if( iterator->x > max_x )
3512 max_x = iterator->x;
3513
3514 if( iterator->y < min_y )
3515 min_y = iterator->y;
3516
3517 if( iterator->y > max_y )
3518 max_y = iterator->y;
3519 }
3520
3521 auto sortEndsByDescendingX =
3522 []( const VECTOR2I& ref, const VECTOR2I& tst )
3523 {
3524 return tst.x < ref.x;
3525 };
3526
3527 for( double slope : aSlopes )
3528 {
3529 int64_t max_a, min_a;
3530
3531 if( slope > 0 )
3532 {
3533 max_a = KiROUND<double, int64_t>( max_y - slope * min_x );
3534 min_a = KiROUND<double, int64_t>( min_y - slope * max_x );
3535 }
3536 else
3537 {
3538 max_a = KiROUND<double, int64_t>( max_y - slope * max_x );
3539 min_a = KiROUND<double, int64_t>( min_y - slope * min_x );
3540 }
3541
3542 min_a = ( min_a / aSpacing ) * aSpacing;
3543
3544 // loop through hatch lines
3545 std::vector<VECTOR2I> pointbuffer;
3546 pointbuffer.reserve( 256 );
3547
3548 for( int64_t a = min_a; a < max_a; a += aSpacing )
3549 {
3550 pointbuffer.clear();
3551
3552 // Iterate through all vertices
3553 for( auto iterator = CIterateSegmentsWithHoles(); iterator; iterator++ )
3554 {
3555 const SEG seg = *iterator;
3556 VECTOR2I pt;
3557
3558 if( seg.IntersectsLine( slope, a, pt ) )
3559 {
3560 // If the intersection point is outside the polygon, skip it
3561 if( pt.x < min_x || pt.x > max_x || pt.y < min_y || pt.y > max_y )
3562 continue;
3563
3564 // Add the intersection point to the buffer
3565 pointbuffer.emplace_back( KiROUND( pt.x ), KiROUND( pt.y ) );
3566 }
3567 }
3568
3569 // sort points in order of descending x (if more than 2) to
3570 // ensure the starting point and the ending point of the same segment
3571 // are stored one just after the other.
3572 if( pointbuffer.size() > 2 )
3573 sort( pointbuffer.begin(), pointbuffer.end(), sortEndsByDescendingX );
3574
3575 // creates lines or short segments inside the complex polygon
3576 for( size_t ip = 0; ip + 1 < pointbuffer.size(); ip++ )
3577 {
3578 const VECTOR2I& p1 = pointbuffer[ip];
3579 const VECTOR2I& p2 = pointbuffer[ip + 1];
3580
3581 // Avoid duplicated intersections or segments
3582 if( p1 == p2 )
3583 continue;
3584
3585 SEG candidate( p1, p2 );
3586
3587 VECTOR2I mid( ( candidate.A.x + candidate.B.x ) / 2, ( candidate.A.y + candidate.B.y ) / 2 );
3588
3589 // Check if segment is inside the polygon by checking its middle point
3590 if( containsSingle( mid, 0, 1, true ) )
3591 {
3592 int dx = p2.x - p1.x;
3593
3594 // Push only one line for diagonal hatch or for small lines < twice
3595 // the line length; else push 2 small lines
3596 if( aLineLength == -1 || std::abs( dx ) < 2 * aLineLength )
3597 {
3598 hatchLines.emplace_back( candidate );
3599 }
3600 else
3601 {
3602 double dy = p2.y - p1.y;
3603 slope = dy / dx;
3604
3605 if( dx > 0 )
3606 dx = aLineLength;
3607 else
3608 dx = -aLineLength;
3609
3610 int x1 = KiROUND( p1.x + dx );
3611 int x2 = KiROUND( p2.x - dx );
3612 int y1 = KiROUND( p1.y + dx * slope );
3613 int y2 = KiROUND( p2.y - dx * slope );
3614
3615 hatchLines.emplace_back( SEG( p1.x, p1.y, x1, y1 ) );
3616
3617 hatchLines.emplace_back( SEG( p2.x, p2.y, x2, y2 ) );
3618 }
3619 }
3620 }
3621 }
3622 }
3623
3624 return hatchLines;
3625}
int index
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:457
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:542
bool ApproxCollinear(const SEG &aSeg, int aDistanceThreshold=1) const
Definition seg.cpp:795
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 ReservePoints(size_t aSize)
Allocate a number of points all at once (for performance).
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)
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
void splitSelfTouchingOutlines()
Split outline segments at vertices that lie on them (self-touching polygons).
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.
void Fracture(bool aSimplify=true)
Convert a set of polygons with holes to a single outline with "slits"/"fractures" connecting the oute...
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
#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...
std::string path
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