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 // SquaredDistance returns 0 only when pt lies exactly on the
2066 // segment. Clipper2 rounds corridor-cut vertices to integer
2067 // coordinates; they can land within 1nm of an endpoint but are
2068 // not true pinch points.
2069 if( pt != a && pt != b && SEG( a, b ).SquaredDistance( pt ) == 0 )
2070 {
2071 insertSegIdx = segIdx;
2072 insertVertIdx = vertIdx;
2073 break;
2074 }
2075 }
2076 }
2077 }
2078 else
2079 {
2080 RTree<intptr_t, int, 2, double> rtree;
2081
2082 for( int i = 0; i < count; ++i )
2083 {
2084 const VECTOR2I& a = outline.CPoint( i );
2085 const VECTOR2I& b = outline.CPoint( ( i + 1 ) % count );
2086 int bmin[2] = { std::min( a.x, b.x ), std::min( a.y, b.y ) };
2087 int bmax[2] = { std::max( a.x, b.x ), std::max( a.y, b.y ) };
2088 rtree.Insert( bmin, bmax, i );
2089 }
2090
2091 for( int vertIdx = 0; vertIdx < count && insertSegIdx < 0; ++vertIdx )
2092 {
2093 const VECTOR2I& pt = outline.CPoint( vertIdx );
2094 const int prevSeg = ( vertIdx + count - 1 ) % count;
2095 int bmin[2] = { pt.x, pt.y };
2096 int bmax[2] = { pt.x, pt.y };
2097
2098 rtree.Search( bmin, bmax,
2099 [&]( const intptr_t& segIdx ) -> bool
2100 {
2101 if( segIdx == prevSeg || segIdx == vertIdx )
2102 return true;
2103
2104 const VECTOR2I& a = outline.CPoint( segIdx );
2105 const VECTOR2I& b = outline.CPoint( ( segIdx + 1 ) % count );
2106
2107 // SquaredDistance returns 0 only when pt lies exactly on the
2108 // segment. Clipper2 rounds corridor-cut vertices to integer
2109 // coordinates; they can land within 1nm of an endpoint but
2110 // are not true pinch points.
2111 if( pt != a && pt != b && SEG( a, b ).SquaredDistance( pt ) == 0 )
2112 {
2113 insertSegIdx = segIdx;
2114 insertVertIdx = vertIdx;
2115 return false;
2116 }
2117
2118 return true;
2119 } );
2120 }
2121 }
2122
2123 if( insertSegIdx < 0 )
2124 break;
2125
2126 // Split the polygon at the pinch point into two separate polygons.
2127 // Polygon 1: vertices from (insertSegIdx+1) to insertVertIdx
2128 // Polygon 2: vertices from insertVertIdx to insertSegIdx
2129
2130 const int splitStart1 = ( insertSegIdx + 1 ) % count;
2131
2132 // Calculate sizes for each polygon
2133 int size1, size2;
2134
2135 if( insertVertIdx >= splitStart1 )
2136 size1 = insertVertIdx - splitStart1 + 1;
2137 else
2138 size1 = count - splitStart1 + insertVertIdx + 1;
2139
2140 if( insertSegIdx >= insertVertIdx )
2141 size2 = insertSegIdx - insertVertIdx + 1;
2142 else
2143 size2 = count - insertVertIdx + insertSegIdx + 1;
2144
2145 if( size1 < 3 || size2 < 3 )
2146 break;
2147
2148 SHAPE_LINE_CHAIN poly1;
2149 SHAPE_LINE_CHAIN poly2;
2150 poly1.ReservePoints( size1 );
2151 poly2.ReservePoints( size2 );
2152
2153 int idx = splitStart1;
2154
2155 for( int i = 0; i < size1; ++i )
2156 {
2157 poly1.Append( outline.CPoint( idx ) );
2158 idx = ( idx + 1 ) % count;
2159 }
2160
2161 poly1.SetClosed( true );
2162
2163 idx = insertVertIdx;
2164
2165 for( int i = 0; i < size2; ++i )
2166 {
2167 poly2.Append( outline.CPoint( idx ) );
2168 idx = ( idx + 1 ) % count;
2169 }
2170
2171 poly2.SetClosed( true );
2172
2173 m_polys[polyIdx][0] = std::move( poly1 );
2174
2175 POLYGON np;
2176 np.push_back( std::move( poly2 ) );
2177 m_polys.push_back( std::move( np ) );
2178
2179 changed = true;
2180 }
2181 }
2182}
2183
2184
2186{
2188
2190
2191 booleanOp( Clipper2Lib::ClipType::Union, empty );
2192}
2193
2194
2196{
2197 for( POLYGON& paths : m_polys )
2198 {
2199 for( SHAPE_LINE_CHAIN& path : paths )
2200 {
2201 path.Simplify( aTolerance );
2202 }
2203 }
2204}
2205
2206
2208{
2209 // We are expecting only one main outline, but this main outline can have holes
2210 // if holes: combine holes and remove them from the main outline.
2211 // Note also we are usingin polygon
2212 // calculations, but it is not mandatory. It is used mainly
2213 // because there is usually only very few vertices in area outlines
2214 SHAPE_POLY_SET::POLYGON& outline = Polygon( 0 );
2215 SHAPE_POLY_SET holesBuffer;
2216
2217 // Move holes stored in outline to holesBuffer:
2218 // The first SHAPE_LINE_CHAIN is the main outline, others are holes
2219 while( outline.size() > 1 )
2220 {
2221 holesBuffer.AddOutline( outline.back() );
2222 outline.pop_back();
2223 }
2224
2225 Simplify();
2226
2227 // If any hole, subtract it to main outline
2228 if( holesBuffer.OutlineCount() )
2229 {
2230 holesBuffer.Simplify();
2231 BooleanSubtract( holesBuffer );
2232 }
2233
2234 // In degenerate cases, simplify might return no outlines
2235 if( OutlineCount() > 0 )
2237
2238 return OutlineCount();
2239}
2240
2241
2242const std::string SHAPE_POLY_SET::Format( bool aCplusPlus ) const
2243{
2244 std::stringstream ss;
2245
2246 ss << "SHAPE_LINE_CHAIN poly; \n";
2247
2248 for( unsigned i = 0; i < m_polys.size(); i++ )
2249 {
2250 for( unsigned j = 0; j < m_polys[i].size(); j++ )
2251 {
2252
2253 ss << "{ auto tmp = " << m_polys[i][j].Format() << ";\n";
2254
2255 SHAPE_POLY_SET poly;
2256
2257 if( j == 0 )
2258 {
2259 ss << " poly.AddOutline(tmp); } \n";
2260 }
2261 else
2262 {
2263 ss << " poly.AddHole(tmp); } \n";
2264 }
2265
2266 }
2267 }
2268
2269 return ss.str();
2270}
2271
2272
2273bool SHAPE_POLY_SET::Parse( std::stringstream& aStream )
2274{
2275 std::string tmp;
2276
2277 aStream >> tmp;
2278
2279 if( tmp != "polyset" )
2280 return false;
2281
2282 aStream >> tmp;
2283
2284 int n_polys = atoi( tmp.c_str() );
2285
2286 if( n_polys < 0 )
2287 return false;
2288
2289 for( int i = 0; i < n_polys; i++ )
2290 {
2291 POLYGON paths;
2292
2293 aStream >> tmp;
2294
2295 if( tmp != "poly" )
2296 return false;
2297
2298 aStream >> tmp;
2299 int n_outlines = atoi( tmp.c_str() );
2300
2301 if( n_outlines < 0 )
2302 return false;
2303
2304 for( int j = 0; j < n_outlines; j++ )
2305 {
2306 SHAPE_LINE_CHAIN outline;
2307
2308 outline.SetClosed( true );
2309
2310 aStream >> tmp;
2311 int n_vertices = atoi( tmp.c_str() );
2312
2313 for( int v = 0; v < n_vertices; v++ )
2314 {
2315 VECTOR2I p;
2316
2317 aStream >> tmp; p.x = atoi( tmp.c_str() );
2318 aStream >> tmp; p.y = atoi( tmp.c_str() );
2319 outline.Append( p );
2320 }
2321
2322 paths.push_back( std::move( outline ) );
2323 }
2324
2325 m_polys.push_back( std::move( paths ) );
2326 }
2327
2328 return true;
2329}
2330
2331
2332const BOX2I SHAPE_POLY_SET::BBox( int aClearance ) const
2333{
2334 BOX2I bb;
2335
2336 for( unsigned i = 0; i < m_polys.size(); i++ )
2337 {
2338 if( i == 0 )
2339 bb = m_polys[i][0].BBox();
2340 else
2341 bb.Merge( m_polys[i][0].BBox() );
2342 }
2343
2344 bb.Inflate( aClearance );
2345 return bb;
2346}
2347
2348
2350{
2351 BOX2I bb;
2352
2353 for( unsigned i = 0; i < m_polys.size(); i++ )
2354 {
2355 if( i == 0 )
2356 bb = *m_polys[i][0].GetCachedBBox();
2357 else
2358 bb.Merge( *m_polys[i][0].GetCachedBBox() );
2359 }
2360
2361 return bb;
2362}
2363
2364
2365bool SHAPE_POLY_SET::PointOnEdge( const VECTOR2I& aP, int aAccuracy ) const
2366{
2367 // Iterate through all the polygons in the set
2368 for( const POLYGON& polygon : m_polys )
2369 {
2370 // Iterate through all the line chains in the polygon
2371 for( const SHAPE_LINE_CHAIN& lineChain : polygon )
2372 {
2373 if( lineChain.PointOnEdge( aP, aAccuracy ) )
2374 return true;
2375 }
2376 }
2377
2378 return false;
2379}
2380
2381
2382bool SHAPE_POLY_SET::Collide( const SEG& aSeg, int aClearance, int* aActual,
2383 VECTOR2I* aLocation ) const
2384{
2385 VECTOR2I nearest;
2386 ecoord dist_sq = SquaredDistanceToSeg( aSeg, aLocation ? &nearest : nullptr );
2387
2388 if( dist_sq == 0 || dist_sq < SEG::Square( aClearance ) )
2389 {
2390 if( aLocation )
2391 *aLocation = nearest;
2392
2393 if( aActual )
2394 *aActual = sqrt( dist_sq );
2395
2396 return true;
2397 }
2398
2399 return false;
2400}
2401
2402
2403bool SHAPE_POLY_SET::Collide( const VECTOR2I& aP, int aClearance, int* aActual,
2404 VECTOR2I* aLocation ) const
2405{
2406 if( IsEmpty() || VertexCount() == 0 )
2407 return false;
2408
2409 VECTOR2I nearest;
2410 ecoord dist_sq = SquaredDistance( aP, false, aLocation ? &nearest : nullptr );
2411
2412 if( dist_sq == 0 || dist_sq < SEG::Square( aClearance ) )
2413 {
2414 if( aLocation )
2415 *aLocation = nearest;
2416
2417 if( aActual )
2418 *aActual = sqrt( dist_sq );
2419
2420 return true;
2421 }
2422
2423 return false;
2424}
2425
2426
2427bool SHAPE_POLY_SET::Collide( const SHAPE* aShape, int aClearance, int* aActual,
2428 VECTOR2I* aLocation ) const
2429{
2430 // A couple of simple cases are worth trying before we fall back on triangulation.
2431
2432 if( aShape->Type() == SH_SEGMENT )
2433 {
2434 const SHAPE_SEGMENT* segment = static_cast<const SHAPE_SEGMENT*>( aShape );
2435 int extra = segment->GetWidth() / 2;
2436
2437 if( Collide( segment->GetSeg(), aClearance + extra, aActual, aLocation ) )
2438 {
2439 if( aActual )
2440 *aActual = std::max( 0, *aActual - extra );
2441
2442 return true;
2443 }
2444
2445 return false;
2446 }
2447
2448 if( aShape->Type() == SH_CIRCLE )
2449 {
2450 const SHAPE_CIRCLE* circle = static_cast<const SHAPE_CIRCLE*>( aShape );
2451 int extra = circle->GetRadius();
2452
2453 if( Collide( circle->GetCenter(), aClearance + extra, aActual, aLocation ) )
2454 {
2455 if( aActual )
2456 *aActual = std::max( 0, *aActual - extra );
2457
2458 return true;
2459 }
2460
2461 return false;
2462 }
2463
2464 const_cast<SHAPE_POLY_SET*>( this )->CacheTriangulation( false );
2465
2466 int actual = INT_MAX;
2468
2469 for( const std::unique_ptr<TRIANGULATED_POLYGON>& tpoly : m_triangulatedPolys )
2470 {
2471 for( const TRIANGULATED_POLYGON::TRI& tri : tpoly->Triangles() )
2472 {
2473 if( aActual || aLocation )
2474 {
2475 int triActual;
2476 VECTOR2I triLocation;
2477
2478 if( aShape->Collide( &tri, aClearance, &triActual, &triLocation ) )
2479 {
2480 if( triActual < actual )
2481 {
2482 actual = triActual;
2483 location = triLocation;
2484 }
2485 }
2486 }
2487 else // A much faster version of above
2488 {
2489 if( aShape->Collide( &tri, aClearance ) )
2490 return true;
2491 }
2492 }
2493 }
2494
2495 if( actual < INT_MAX )
2496 {
2497 if( aActual )
2498 *aActual = std::max( 0, actual );
2499
2500 if( aLocation )
2501 *aLocation = location;
2502
2503 return true;
2504 }
2505
2506 return false;
2507}
2508
2509
2511{
2512 m_polys.clear();
2513 m_triangulatedPolys.clear();
2514 m_triangulationValid = false;
2515}
2516
2517
2518void SHAPE_POLY_SET::RemoveContour( int aContourIdx, int aPolygonIdx )
2519{
2520 // Default polygon is the last one
2521 if( aPolygonIdx < 0 )
2522 aPolygonIdx += m_polys.size();
2523
2524 m_polys[aPolygonIdx].erase( m_polys[aPolygonIdx].begin() + aContourIdx );
2525}
2526
2527
2528void SHAPE_POLY_SET::RemoveOutline( int aOutlineIdx )
2529{
2530 m_polys.erase( m_polys.begin() + aOutlineIdx );
2531}
2532
2533
2535{
2536 int removed = 0;
2537
2538 ITERATOR iterator = IterateWithHoles();
2539
2540 VECTOR2I contourStart = *iterator;
2541 VECTOR2I segmentStart, segmentEnd;
2542
2543 VERTEX_INDEX indexStart;
2544 std::vector<VERTEX_INDEX> indices_to_remove;
2545
2546 while( iterator )
2547 {
2548 // Obtain first point and its index
2549 segmentStart = *iterator;
2550 indexStart = iterator.GetIndex();
2551
2552 // Obtain last point
2553 if( iterator.IsEndContour() )
2554 {
2555 segmentEnd = contourStart;
2556
2557 // Advance
2558 iterator++;
2559
2560 // If we have rolled into the next contour, remember its position
2561 // segmentStart and segmentEnd remain valid for comparison here
2562 if( iterator )
2563 contourStart = *iterator;
2564 }
2565 else
2566 {
2567 // Advance
2568 iterator++;
2569
2570 // If we have reached the end of the SHAPE_POLY_SET, something is broken here
2571 wxCHECK_MSG( iterator, removed, wxT( "Invalid polygon. Reached end without noticing. Please report this error" ) );
2572
2573 segmentEnd = *iterator;
2574 }
2575
2576 // Remove segment start if both points are equal
2577 if( segmentStart == segmentEnd )
2578 {
2579 indices_to_remove.push_back( indexStart );
2580 removed++;
2581 }
2582 }
2583
2584 // Proceed in reverse direction to remove the vertices because they are stored as absolute indices in a vector
2585 // Removing in reverse order preserves the remaining index values
2586 for( auto it = indices_to_remove.rbegin(); it != indices_to_remove.rend(); ++it )
2587 RemoveVertex( *it );
2588
2589 return removed;
2590}
2591
2592
2594{
2595 m_polys.erase( m_polys.begin() + aIdx );
2596}
2597
2598
2600{
2601 m_polys.erase( m_polys.begin() + aIdx );
2602
2604 {
2605 for( int ii = m_triangulatedPolys.size() - 1; ii >= 0; --ii )
2606 {
2607 std::unique_ptr<TRIANGULATED_POLYGON>& triangleSet = m_triangulatedPolys[ii];
2608
2609 if( triangleSet->GetSourceOutlineIndex() == aIdx )
2610 m_triangulatedPolys.erase( m_triangulatedPolys.begin() + ii );
2611 else if( triangleSet->GetSourceOutlineIndex() > aIdx )
2612 triangleSet->SetSourceOutlineIndex( triangleSet->GetSourceOutlineIndex() - 1 );
2613 }
2614
2615 if( aUpdateHash )
2616 {
2617 m_hash = checksum();
2618 m_hashValid = true;
2619 }
2620 }
2621}
2622
2623
2629
2630
2632{
2633 m_polys.insert( m_polys.end(), aSet.m_polys.begin(), aSet.m_polys.end() );
2634}
2635
2636
2637void SHAPE_POLY_SET::Append( const VECTOR2I& aP, int aOutline, int aHole )
2638{
2639 Append( aP.x, aP.y, aOutline, aHole );
2640}
2641
2642
2644 SHAPE_POLY_SET::VERTEX_INDEX* aClosestVertex,
2645 int aClearance ) const
2646{
2647 // Shows whether there was a collision
2648 bool collision = false;
2649
2650 // Difference vector between each vertex and aPoint.
2652 ecoord distance_squared;
2653 ecoord clearance_squared = SEG::Square( aClearance );
2654
2655 for( CONST_ITERATOR iterator = CIterateWithHoles(); iterator; iterator++ )
2656 {
2657 // Get the difference vector between current vertex and aPoint
2658 delta = *iterator - aPoint;
2659
2660 // Compute distance
2661 distance_squared = delta.SquaredEuclideanNorm();
2662
2663 // Check for collisions
2664 if( distance_squared <= clearance_squared )
2665 {
2666 if( !aClosestVertex )
2667 return true;
2668
2669 collision = true;
2670
2671 // Update clearance to look for closer vertices
2672 clearance_squared = distance_squared;
2673
2674 // Store the indices that identify the vertex
2675 *aClosestVertex = iterator.GetIndex();
2676 }
2677 }
2678
2679 return collision;
2680}
2681
2682
2684 SHAPE_POLY_SET::VERTEX_INDEX* aClosestVertex,
2685 int aClearance ) const
2686{
2687 // Shows whether there was a collision
2688 bool collision = false;
2689 ecoord clearance_squared = SEG::Square( aClearance );
2690
2691 for( CONST_SEGMENT_ITERATOR iterator = CIterateSegmentsWithHoles(); iterator; iterator++ )
2692 {
2693 const SEG currentSegment = *iterator;
2694 ecoord distance_squared = currentSegment.SquaredDistance( aPoint );
2695
2696 // Check for collisions
2697 if( distance_squared <= clearance_squared )
2698 {
2699 if( !aClosestVertex )
2700 return true;
2701
2702 collision = true;
2703
2704 // Update clearance to look for closer edges
2705 clearance_squared = distance_squared;
2706
2707 // Store the indices that identify the vertex
2708 *aClosestVertex = iterator.GetIndex();
2709 }
2710 }
2711
2712 return collision;
2713}
2714
2715
2717{
2718 for( int polygonIdx = 0; polygonIdx < OutlineCount(); polygonIdx++ )
2719 {
2720 COutline( polygonIdx ).GenerateBBoxCache();
2721
2722 for( int holeIdx = 0; holeIdx < HoleCount( polygonIdx ); holeIdx++ )
2723 CHole( polygonIdx, holeIdx ).GenerateBBoxCache();
2724 }
2725}
2726
2727
2728bool SHAPE_POLY_SET::Contains( const VECTOR2I& aP, int aSubpolyIndex, int aAccuracy,
2729 bool aUseBBoxCaches ) const
2730{
2731 if( m_polys.empty() )
2732 return false;
2733
2734 // If there is a polygon specified, check the condition against that polygon
2735 if( aSubpolyIndex >= 0 )
2736 return containsSingle( aP, aSubpolyIndex, aAccuracy, aUseBBoxCaches );
2737
2738 // In any other case, check it against all polygons in the set
2739 for( int polygonIdx = 0; polygonIdx < OutlineCount(); polygonIdx++ )
2740 {
2741 if( containsSingle( aP, polygonIdx, aAccuracy, aUseBBoxCaches ) )
2742 return true;
2743 }
2744
2745 return false;
2746}
2747
2748
2749void SHAPE_POLY_SET::RemoveVertex( int aGlobalIndex )
2750{
2752
2753 // Assure the to be removed vertex exists, abort otherwise
2754 if( GetRelativeIndices( aGlobalIndex, &index ) )
2756 else
2757 throw( std::out_of_range( "aGlobalIndex-th vertex does not exist" ) );
2758}
2759
2760
2762{
2763 m_polys[aIndex.m_polygon][aIndex.m_contour].Remove( aIndex.m_vertex );
2764}
2765
2766
2767void SHAPE_POLY_SET::SetVertex( int aGlobalIndex, const VECTOR2I& aPos )
2768{
2770
2771 if( GetRelativeIndices( aGlobalIndex, &index ) )
2772 SetVertex( index, aPos );
2773 else
2774 throw( std::out_of_range( "aGlobalIndex-th vertex does not exist" ) );
2775}
2776
2777
2778void SHAPE_POLY_SET::SetVertex( const VERTEX_INDEX& aIndex, const VECTOR2I& aPos )
2779{
2780 m_polys[aIndex.m_polygon][aIndex.m_contour].SetPoint( aIndex.m_vertex, aPos );
2781}
2782
2783
2784bool SHAPE_POLY_SET::containsSingle( const VECTOR2I& aP, int aSubpolyIndex, int aAccuracy,
2785 bool aUseBBoxCaches ) const
2786{
2787 // Check that the point is inside the outline
2788 if( m_polys[aSubpolyIndex][0].PointInside( aP, aAccuracy ) )
2789 {
2790 // Check that the point is not in any of the holes
2791 for( int holeIdx = 0; holeIdx < HoleCount( aSubpolyIndex ); holeIdx++ )
2792 {
2793 const SHAPE_LINE_CHAIN& hole = CHole( aSubpolyIndex, holeIdx );
2794
2795 // If the point is inside a hole it is outside of the polygon. Do not use aAccuracy
2796 // here as it's meaning would be inverted.
2797 if( hole.PointInside( aP, 1, aUseBBoxCaches ) )
2798 return false;
2799 }
2800
2801 return true;
2802 }
2803
2804 return false;
2805}
2806
2807
2808void SHAPE_POLY_SET::Move( const VECTOR2I& aVector )
2809{
2810 for( POLYGON& poly : m_polys )
2811 {
2812 for( SHAPE_LINE_CHAIN& path : poly )
2813 path.Move( aVector );
2814 }
2815
2816 for( std::unique_ptr<TRIANGULATED_POLYGON>& tri : m_triangulatedPolys )
2817 tri->Move( aVector );
2818
2819 m_hash = checksum();
2820 m_hashValid = true;
2821}
2822
2823
2824void SHAPE_POLY_SET::Mirror( const VECTOR2I& aRef, FLIP_DIRECTION aFlipDirection )
2825{
2826 for( POLYGON& poly : m_polys )
2827 {
2828 for( SHAPE_LINE_CHAIN& path : poly )
2829 path.Mirror( aRef, aFlipDirection );
2830 }
2831
2834}
2835
2836
2837void SHAPE_POLY_SET::Rotate( const EDA_ANGLE& aAngle, const VECTOR2I& aCenter )
2838{
2839 for( POLYGON& poly : m_polys )
2840 {
2841 for( SHAPE_LINE_CHAIN& path : poly )
2842 path.Rotate( aAngle, aCenter );
2843 }
2844
2845 // Don't re-cache if the triangulation is already invalid
2848}
2849
2850
2852{
2853 int c = 0;
2854
2855 for( const POLYGON& poly : m_polys )
2856 {
2857 for( const SHAPE_LINE_CHAIN& path : poly )
2858 c += path.PointCount();
2859 }
2860
2861 return c;
2862}
2863
2864
2865SHAPE_POLY_SET::POLYGON SHAPE_POLY_SET::ChamferPolygon( unsigned int aDistance, int aIndex )
2866{
2867 return chamferFilletPolygon( CHAMFERED, aDistance, aIndex, 0 );
2868}
2869
2870
2871SHAPE_POLY_SET::POLYGON SHAPE_POLY_SET::FilletPolygon( unsigned int aRadius, int aErrorMax,
2872 int aIndex )
2873{
2874 return chamferFilletPolygon( FILLETED, aRadius, aIndex, aErrorMax );
2875}
2876
2877
2879 VECTOR2I* aNearest ) const
2880{
2881 // We calculate the min dist between the segment and each outline segment. However, if the
2882 // segment to test is inside the outline, and does not cross any edge, it can be seen outside
2883 // the polygon. Therefore test if a segment end is inside (testing only one end is enough).
2884 // Use an accuracy of "1" to say that we don't care if it's exactly on the edge or not.
2885 if( containsSingle( aPoint, aPolygonIndex, 1 ) )
2886 {
2887 if( aNearest )
2888 *aNearest = aPoint;
2889
2890 return 0;
2891 }
2892
2893 CONST_SEGMENT_ITERATOR iterator = CIterateSegmentsWithHoles( aPolygonIndex );
2894
2895 SEG::ecoord minDistance = (*iterator).SquaredDistance( aPoint );
2896
2897 for( iterator++; iterator && minDistance > 0; iterator++ )
2898 {
2899 SEG::ecoord currentDistance = (*iterator).SquaredDistance( aPoint );
2900
2901 if( currentDistance < minDistance )
2902 {
2903 if( aNearest )
2904 *aNearest = (*iterator).NearestPoint( aPoint );
2905
2906 minDistance = currentDistance;
2907 }
2908 }
2909
2910 return minDistance;
2911}
2912
2913
2915 VECTOR2I* aNearest ) const
2916{
2917 // Check if the segment is fully-contained. If so, its midpoint is a good-enough nearest point.
2918 if( containsSingle( aSegment.A, aPolygonIndex, 1 ) &&
2919 containsSingle( aSegment.B, aPolygonIndex, 1 ) )
2920 {
2921 if( aNearest )
2922 *aNearest = ( aSegment.A + aSegment.B ) / 2;
2923
2924 return 0;
2925 }
2926
2927 CONST_SEGMENT_ITERATOR iterator = CIterateSegmentsWithHoles( aPolygonIndex );
2928 SEG::ecoord minDistance = (*iterator).SquaredDistance( aSegment );
2929
2930 if( aNearest && minDistance == 0 )
2931 *aNearest = ( *iterator ).NearestPoint( aSegment );
2932
2933 for( iterator++; iterator && minDistance > 0; iterator++ )
2934 {
2935 SEG::ecoord currentDistance = (*iterator).SquaredDistance( aSegment );
2936
2937 if( currentDistance < minDistance )
2938 {
2939 if( aNearest )
2940 *aNearest = (*iterator).NearestPoint( aSegment );
2941
2942 minDistance = currentDistance;
2943 }
2944 }
2945
2946 // Return the maximum of minDistance and zero
2947 return minDistance < 0 ? 0 : minDistance;
2948}
2949
2950
2951SEG::ecoord SHAPE_POLY_SET::SquaredDistance( const VECTOR2I& aPoint, bool aOutlineOnly,
2952 VECTOR2I* aNearest ) const
2953{
2954 wxASSERT_MSG( !aOutlineOnly, wxT( "Warning: SHAPE_POLY_SET::SquaredDistance does not yet "
2955 "support aOutlineOnly==true" ) );
2956
2957 SEG::ecoord currentDistance_sq;
2958 SEG::ecoord minDistance_sq = VECTOR2I::ECOORD_MAX;
2959 VECTOR2I nearest;
2960
2961 // Iterate through all the polygons and get the minimum distance.
2962 for( unsigned int polygonIdx = 0; polygonIdx < m_polys.size(); polygonIdx++ )
2963 {
2964 currentDistance_sq = SquaredDistanceToPolygon( aPoint, polygonIdx,
2965 aNearest ? &nearest : nullptr );
2966
2967 if( currentDistance_sq < minDistance_sq )
2968 {
2969 if( aNearest )
2970 *aNearest = nearest;
2971
2972 minDistance_sq = currentDistance_sq;
2973 }
2974 }
2975
2976 return minDistance_sq;
2977}
2978
2979
2981{
2982 SEG::ecoord currentDistance_sq;
2983 SEG::ecoord minDistance_sq = VECTOR2I::ECOORD_MAX;
2984 VECTOR2I nearest;
2985
2986 // Iterate through all the polygons and get the minimum distance.
2987 for( unsigned int polygonIdx = 0; polygonIdx < m_polys.size(); polygonIdx++ )
2988 {
2989 currentDistance_sq = SquaredDistanceToPolygon( aSegment, polygonIdx,
2990 aNearest ? &nearest : nullptr );
2991
2992 if( currentDistance_sq < minDistance_sq )
2993 {
2994 if( aNearest )
2995 *aNearest = nearest;
2996
2997 minDistance_sq = currentDistance_sq;
2998 }
2999 }
3000
3001 return minDistance_sq;
3002}
3003
3004
3006{
3008
3009 // Get the polygon and contour where the vertex is. If the vertex does not exist, return false
3010 if( !GetRelativeIndices( aGlobalIdx, &index ) )
3011 return false;
3012
3013 // The contour is a hole if its index is greater than zero
3014 return index.m_contour > 0;
3015}
3016
3017
3019{
3020 SHAPE_POLY_SET chamfered;
3021
3022 for( unsigned int idx = 0; idx < m_polys.size(); idx++ )
3023 chamfered.m_polys.push_back( ChamferPolygon( aDistance, idx ) );
3024
3025 return chamfered;
3026}
3027
3028
3029SHAPE_POLY_SET SHAPE_POLY_SET::Fillet( int aRadius, int aErrorMax )
3030{
3031 SHAPE_POLY_SET filleted;
3032
3033 for( size_t idx = 0; idx < m_polys.size(); idx++ )
3034 filleted.m_polys.push_back( FilletPolygon( aRadius, aErrorMax, idx ) );
3035
3036 return filleted;
3037}
3038
3039
3041{
3042 SHAPE::operator=( aOther );
3043 m_polys = aOther.m_polys;
3044
3045 m_triangulatedPolys.clear();
3046
3047 if( aOther.IsTriangulationUpToDate() )
3048 {
3049 m_triangulatedPolys.reserve( aOther.TriangulatedPolyCount() );
3050
3051 for( unsigned i = 0; i < aOther.TriangulatedPolyCount(); i++ )
3052 {
3053 const TRIANGULATED_POLYGON* poly = aOther.TriangulatedPolygon( i );
3054 m_triangulatedPolys.push_back( std::make_unique<TRIANGULATED_POLYGON>( *poly ) );
3055 }
3056
3057 m_hash = aOther.m_hash;
3058 m_hashValid = aOther.m_hashValid;
3060 }
3061 else
3062 {
3063 m_hash.Clear();
3064 m_hashValid = false;
3065 m_triangulationValid = false;
3066 }
3067
3068 return *this;
3069}
3070
3071
3073{
3074 if( !m_hashValid )
3075 return checksum();
3076
3077 return m_hash;
3078}
3079
3080
3082{
3084 return false;
3085
3086 if( !m_hashValid )
3087 return false;
3088
3089 HASH_128 hash = checksum();
3090
3091 return hash == m_hash;
3092}
3093
3094
3096{
3097 BOX2I bb = aPoly.BBox();
3098
3099 double w = bb.GetWidth();
3100 double h = bb.GetHeight();
3101
3102 if( w == 0.0 || h == 0.0 )
3103 return aPoly;
3104
3105 int n_cells_x, n_cells_y;
3106
3107 if( w > h )
3108 {
3109 n_cells_x = w / aSize;
3110 n_cells_y = floor( h / w * n_cells_x ) + 1;
3111 }
3112 else
3113 {
3114 n_cells_y = h / aSize;
3115 n_cells_x = floor( w / h * n_cells_y ) + 1;
3116 }
3117
3118 SHAPE_POLY_SET ps1( aPoly ), ps2( aPoly ), maskSetOdd, maskSetEven;
3119
3120 for( int yy = 0; yy < n_cells_y; yy++ )
3121 {
3122 for( int xx = 0; xx < n_cells_x; xx++ )
3123 {
3124 VECTOR2I p;
3125
3126 p.x = bb.GetX() + w * xx / n_cells_x;
3127 p.y = bb.GetY() + h * yy / n_cells_y;
3128
3129 VECTOR2I p2;
3130
3131 p2.x = bb.GetX() + w * ( xx + 1 ) / n_cells_x;
3132 p2.y = bb.GetY() + h * ( yy + 1 ) / n_cells_y;
3133
3134
3135 SHAPE_LINE_CHAIN mask;
3136 mask.Append( VECTOR2I( p.x, p.y ) );
3137 mask.Append( VECTOR2I( p2.x, p.y ) );
3138 mask.Append( VECTOR2I( p2.x, p2.y ) );
3139 mask.Append( VECTOR2I( p.x, p2.y ) );
3140 mask.SetClosed( true );
3141
3142 if( ( xx ^ yy ) & 1 )
3143 maskSetOdd.AddOutline( mask );
3144 else
3145 maskSetEven.AddOutline( mask );
3146 }
3147 }
3148
3149 ps1.BooleanIntersection( maskSetOdd );
3150 ps2.BooleanIntersection( maskSetEven );
3151 ps1.Fracture();
3152 ps2.Fracture();
3153
3154 for( int i = 0; i < ps2.OutlineCount(); i++ )
3155 ps1.AddOutline( ps2.COutline( i ) );
3156
3157 if( ps1.OutlineCount() )
3158 return ps1;
3159 else
3160 return aPoly;
3161}
3162
3163
3164void SHAPE_POLY_SET::cacheTriangulation( bool aPartition, bool aSimplify,
3165 std::vector<std::unique_ptr<TRIANGULATED_POLYGON>>* aHintData )
3166{
3167 std::unique_lock<std::mutex> lock( m_triangulationMutex );
3168
3170 {
3171 if( m_hash == checksum() )
3172 return;
3173 }
3174
3175 // Invalidate, in case anything goes wrong below
3176 m_triangulationValid = false;
3177 m_hashValid = false;
3178
3179 auto triangulate =
3180 []( SHAPE_POLY_SET& polySet, int forOutline,
3181 std::vector<std::unique_ptr<TRIANGULATED_POLYGON>>& dest,
3182 std::vector<std::unique_ptr<TRIANGULATED_POLYGON>>* hintData )
3183 {
3184 bool triangulationValid = false;
3185 int pass = 0;
3186 int index = 0;
3187
3188 if( hintData && hintData->size() != (unsigned) polySet.OutlineCount() )
3189 hintData = nullptr;
3190
3191 while( polySet.OutlineCount() > 0 )
3192 {
3193 if( !dest.empty() && dest.back()->GetTriangleCount() == 0 )
3194 dest.erase( dest.end() - 1 );
3195
3196 dest.push_back( std::make_unique<TRIANGULATED_POLYGON>( forOutline ) );
3197 POLYGON_TRIANGULATION tess( *dest.back() );
3198
3199 // If the tessellation fails, we re-fracture the polygon, which will
3200 // first simplify the system before fracturing and removing the holes
3201 // This may result in multiple, disjoint polygons.
3202 if( !tess.TesselatePolygon( polySet.Polygon( 0 ).front(),
3203 hintData ? hintData->at( index ).get() : nullptr ) )
3204 {
3205 ++pass;
3206
3207 if( pass == 1 )
3208 {
3210 }
3211 // In Clipper2, there is only one type of simplification
3212 else
3213 {
3214 break;
3215 }
3216
3217 triangulationValid = false;
3218 hintData = nullptr;
3219 continue;
3220 }
3221
3222 polySet.DeletePolygon( 0 );
3223 index++;
3224 triangulationValid = true;
3225 }
3226
3227 return triangulationValid;
3228 };
3229
3230 m_triangulatedPolys.clear();
3231
3232 if( aPartition )
3233 {
3234 for( int ii = 0; ii < OutlineCount(); ++ii )
3235 {
3236 // This partitions into regularly-sized grids (1cm in Pcbnew)
3237 SHAPE_POLY_SET flattened( Outline( ii ) );
3238
3239 for( int jj = 0; jj < HoleCount( ii ); ++jj )
3240 flattened.AddHole( Hole( ii, jj ) );
3241
3242 flattened.ClearArcs();
3243
3244 if( flattened.HasHoles() || flattened.IsSelfIntersecting() )
3245 {
3246 // Fracture first to merge holes into the outline before splitting
3247 // self-touching outlines. If splitSelfTouchingOutlines runs first,
3248 // the new split polygon gets no holes and its triangles span the
3249 // knockout areas.
3250 flattened.Fracture();
3251 flattened.splitSelfTouchingOutlines();
3252 }
3253 else if( aSimplify )
3254 flattened.Simplify();
3255
3256 SHAPE_POLY_SET partitions = partitionPolyIntoRegularCellGrid( flattened, 1e7 );
3257
3258 // This pushes the triangulation for all polys in partitions
3259 // to be referenced to the ii-th polygon
3260 if( !triangulate( partitions, ii , m_triangulatedPolys, aHintData ) )
3261 {
3262 wxLogTrace( TRIANGULATE_TRACE, "Failed to triangulate partitioned polygon %d", ii );
3263 }
3264 else
3265 {
3266 m_hash = checksum();
3267 m_hashValid = true;
3268 // Set valid flag only after everything has been updated
3269 m_triangulationValid = true;
3270 }
3271 }
3272 }
3273 else
3274 {
3275 SHAPE_POLY_SET tmpSet( *this );
3276
3277 tmpSet.ClearArcs();
3278 tmpSet.Fracture();
3280
3281 if( !triangulate( tmpSet, -1, m_triangulatedPolys, aHintData ) )
3282 {
3283 wxLogTrace( TRIANGULATE_TRACE, "Failed to triangulate polygon" );
3284 }
3285 else
3286 {
3287 m_hash = checksum();
3288 m_hashValid = true;
3289 // Set valid flag only after everything has been updated
3290 m_triangulationValid = true;
3291 }
3292 }
3293}
3294
3295
3297{
3298 MMH3_HASH hash( 0x68AF835D ); // Arbitrary seed
3299
3300 hash.add( m_polys.size() );
3301
3302 for( const POLYGON& outline : m_polys )
3303 {
3304 hash.add( outline.size() );
3305
3306 for( const SHAPE_LINE_CHAIN& lc : outline )
3307 {
3308 hash.add( lc.PointCount() );
3309
3310 for( int i = 0; i < lc.PointCount(); i++ )
3311 {
3312 VECTOR2I pt = lc.CPoint( i );
3313
3314 hash.add( pt.x );
3315 hash.add( pt.y );
3316 }
3317 }
3318 }
3319
3320 return hash.digest();
3321}
3322
3323
3325{
3326 for( int i = 0; i < OutlineCount(); i++ )
3327 {
3328 if( hasTouchingHoles( CPolygon( i ) ) )
3329 return true;
3330 }
3331
3332 return false;
3333}
3334
3335
3337{
3338 std::set<long long> ptHashes;
3339
3340 for( const SHAPE_LINE_CHAIN& lc : aPoly )
3341 {
3342 for( const VECTOR2I& pt : lc.CPoints() )
3343 {
3344 const long long ptHash = (long long) pt.x << 32 | pt.y;
3345
3346 if( ptHashes.count( ptHash ) > 0 )
3347 return true;
3348
3349 ptHashes.insert( ptHash );
3350 }
3351 }
3352
3353 return false;
3354}
3355
3356
3361
3362
3364{
3365 size_t n = 0;
3366
3367 for( const std::unique_ptr<TRIANGULATED_POLYGON>& t : m_triangulatedPolys )
3368 n += t->GetTriangleCount();
3369
3370 return n;
3371}
3372
3373
3374void SHAPE_POLY_SET::GetIndexableSubshapes( std::vector<const SHAPE*>& aSubshapes ) const
3375{
3376 aSubshapes.reserve( GetIndexableSubshapeCount() );
3377
3378 for( const std::unique_ptr<TRIANGULATED_POLYGON>& tpoly : m_triangulatedPolys )
3379 {
3380 for( const TRIANGULATED_POLYGON::TRI& tri : tpoly->Triangles() )
3381 aSubshapes.push_back( &tri );
3382 }
3383}
3384
3385
3387{
3388 BOX2I bbox( parent->m_vertices[a] );
3389 bbox.Merge( parent->m_vertices[b] );
3390 bbox.Merge( parent->m_vertices[c] );
3391
3392 if( aClearance != 0 )
3393 bbox.Inflate( aClearance );
3394
3395 return bbox;
3396}
3397
3398
3400{
3401 m_triangles.emplace_back( a, b, c, this );
3402}
3403
3404
3406{
3408 m_vertices = aOther.m_vertices;
3409 m_triangles = aOther.m_triangles;
3410
3411 for( TRI& tri : m_triangles )
3412 tri.parent = this;
3413}
3414
3415
3417{
3419 m_vertices = aOther.m_vertices;
3420 m_triangles = aOther.m_triangles;
3421
3422 for( TRI& tri : m_triangles )
3423 tri.parent = this;
3424
3425 return *this;
3426}
3427
3428
3430 m_sourceOutline( aSourceOutline )
3431{
3432}
3433
3434
3438
3439
3440void SHAPE_POLY_SET::Scale( double aScaleFactorX, double aScaleFactorY, const VECTOR2I& aCenter )
3441{
3442 for( POLYGON& poly : m_polys )
3443 {
3444 for( SHAPE_LINE_CHAIN& path : poly )
3445 {
3446 for( int i = 0; i < path.PointCount(); i++ )
3447 {
3448 VECTOR2I pt = path.CPoint( i );
3449 VECTOR2D vec;
3450 vec.x = ( pt.x - aCenter.x ) * aScaleFactorX;
3451 vec.y = ( pt.y - aCenter.y ) * aScaleFactorY;
3452 pt.x = KiROUND<double, int>( aCenter.x + vec.x );
3453 pt.y = KiROUND<double, int>( aCenter.y + vec.y );
3454 path.SetPoint( i, pt );
3455 }
3456 }
3457 }
3458
3461}
3462
3463
3464void
3465SHAPE_POLY_SET::BuildPolysetFromOrientedPaths( const std::vector<SHAPE_LINE_CHAIN>& aPaths,
3466 bool aEvenOdd )
3467{
3468 Clipper2Lib::Clipper64 clipper;
3469 Clipper2Lib::PolyTree64 tree;
3470 Clipper2Lib::Paths64 paths;
3471
3472 for( const SHAPE_LINE_CHAIN& path : aPaths )
3473 {
3474 Clipper2Lib::Path64 lc;
3475 lc.reserve( path.PointCount() );
3476
3477 for( int i = 0; i < path.PointCount(); i++ )
3478 lc.emplace_back( path.CPoint( i ).x, path.CPoint( i ).y );
3479
3480 paths.push_back( std::move( lc ) );
3481 }
3482
3483 clipper.AddSubject( paths );
3484 clipper.Execute( Clipper2Lib::ClipType::Union, aEvenOdd ? Clipper2Lib::FillRule::EvenOdd
3485 : Clipper2Lib::FillRule::NonZero, tree );
3486
3487 std::vector<CLIPPER_Z_VALUE> zValues;
3488 std::vector<SHAPE_ARC> arcBuffer;
3489
3490 importTree( tree, zValues, arcBuffer );
3491 tree.Clear(); // Free used memory (not done in dtor)
3492}
3493
3494
3495bool SHAPE_POLY_SET::PointInside( const VECTOR2I& aPt, int aAccuracy, bool aUseBBoxCache ) const
3496{
3497 for( int idx = 0; idx < OutlineCount(); idx++ )
3498 {
3499 if( COutline( idx ).PointInside( aPt, aAccuracy, aUseBBoxCache ) )
3500 return true;
3501 }
3502
3503 return false;
3504}
3505
3506
3507const std::vector<SEG> SHAPE_POLY_SET::GenerateHatchLines( const std::vector<double>& aSlopes,
3508 int aSpacing, int aLineLength ) const
3509{
3510 std::vector<SEG> hatchLines;
3511
3512 // define range for hatch lines
3513 int min_x = CVertex( 0 ).x;
3514 int max_x = CVertex( 0 ).x;
3515 int min_y = CVertex( 0 ).y;
3516 int max_y = CVertex( 0 ).y;
3517
3518 for( auto iterator = CIterateWithHoles(); iterator; iterator++ )
3519 {
3520 if( iterator->x < min_x )
3521 min_x = iterator->x;
3522
3523 if( iterator->x > max_x )
3524 max_x = iterator->x;
3525
3526 if( iterator->y < min_y )
3527 min_y = iterator->y;
3528
3529 if( iterator->y > max_y )
3530 max_y = iterator->y;
3531 }
3532
3533 auto sortEndsByDescendingX =
3534 []( const VECTOR2I& ref, const VECTOR2I& tst )
3535 {
3536 return tst.x < ref.x;
3537 };
3538
3539 for( double slope : aSlopes )
3540 {
3541 int64_t max_a, min_a;
3542
3543 if( slope > 0 )
3544 {
3545 max_a = KiROUND<double, int64_t>( max_y - slope * min_x );
3546 min_a = KiROUND<double, int64_t>( min_y - slope * max_x );
3547 }
3548 else
3549 {
3550 max_a = KiROUND<double, int64_t>( max_y - slope * max_x );
3551 min_a = KiROUND<double, int64_t>( min_y - slope * min_x );
3552 }
3553
3554 min_a = ( min_a / aSpacing ) * aSpacing;
3555
3556 // loop through hatch lines
3557 std::vector<VECTOR2I> pointbuffer;
3558 pointbuffer.reserve( 256 );
3559
3560 for( int64_t a = min_a; a < max_a; a += aSpacing )
3561 {
3562 pointbuffer.clear();
3563
3564 // Iterate through all vertices
3565 for( auto iterator = CIterateSegmentsWithHoles(); iterator; iterator++ )
3566 {
3567 const SEG seg = *iterator;
3568 VECTOR2I pt;
3569
3570 if( seg.IntersectsLine( slope, a, pt ) )
3571 {
3572 // If the intersection point is outside the polygon, skip it
3573 if( pt.x < min_x || pt.x > max_x || pt.y < min_y || pt.y > max_y )
3574 continue;
3575
3576 // Add the intersection point to the buffer
3577 pointbuffer.emplace_back( KiROUND( pt.x ), KiROUND( pt.y ) );
3578 }
3579 }
3580
3581 // sort points in order of descending x (if more than 2) to
3582 // ensure the starting point and the ending point of the same segment
3583 // are stored one just after the other.
3584 if( pointbuffer.size() > 2 )
3585 sort( pointbuffer.begin(), pointbuffer.end(), sortEndsByDescendingX );
3586
3587 // creates lines or short segments inside the complex polygon
3588 for( size_t ip = 0; ip + 1 < pointbuffer.size(); ip++ )
3589 {
3590 const VECTOR2I& p1 = pointbuffer[ip];
3591 const VECTOR2I& p2 = pointbuffer[ip + 1];
3592
3593 // Avoid duplicated intersections or segments
3594 if( p1 == p2 )
3595 continue;
3596
3597 SEG candidate( p1, p2 );
3598
3599 VECTOR2I mid( ( candidate.A.x + candidate.B.x ) / 2, ( candidate.A.y + candidate.B.y ) / 2 );
3600
3601 // Check if segment is inside the polygon by checking its middle point
3602 if( containsSingle( mid, 0, 1, true ) )
3603 {
3604 int dx = p2.x - p1.x;
3605
3606 // Push only one line for diagonal hatch or for small lines < twice
3607 // the line length; else push 2 small lines
3608 if( aLineLength == -1 || std::abs( dx ) < 2 * aLineLength )
3609 {
3610 hatchLines.emplace_back( candidate );
3611 }
3612 else
3613 {
3614 double dy = p2.y - p1.y;
3615 slope = dy / dx;
3616
3617 if( dx > 0 )
3618 dx = aLineLength;
3619 else
3620 dx = -aLineLength;
3621
3622 int x1 = KiROUND( p1.x + dx );
3623 int x2 = KiROUND( p2.x - dx );
3624 int y1 = KiROUND( p1.y + dx * slope );
3625 int y2 = KiROUND( p2.y - dx * slope );
3626
3627 hatchLines.emplace_back( SEG( p1.x, p1.y, x1, y1 ) );
3628
3629 hatchLines.emplace_back( SEG( p2.x, p2.y, x2, y2 ) );
3630 }
3631 }
3632 }
3633 }
3634 }
3635
3636 return hatchLines;
3637}
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