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
1666{
1667 Simplify(); // remove overlapping holes/degeneracy
1668
1669 for( POLYGON& paths : m_polys )
1670 fractureSingle( paths );
1671}
1672
1673
1675{
1676 assert( aPoly.size() == 1 );
1677
1678 struct EDGE
1679 {
1680 int m_index = 0;
1681 SHAPE_LINE_CHAIN* m_poly = nullptr;
1682 bool m_duplicate = false;
1683
1684 EDGE( SHAPE_LINE_CHAIN* aPolygon, int aIndex ) :
1685 m_index( aIndex ),
1686 m_poly( aPolygon )
1687 {}
1688
1689 bool compareSegs( const SEG& s1, const SEG& s2 ) const
1690 {
1691 return (s1.A == s2.B && s1.B == s2.A);
1692 }
1693
1694 bool operator==( const EDGE& aOther ) const
1695 {
1696 return compareSegs( m_poly->CSegment( m_index ),
1697 aOther.m_poly->CSegment( aOther.m_index ) );
1698 }
1699
1700 bool operator!=( const EDGE& aOther ) const
1701 {
1702 return !compareSegs( m_poly->CSegment( m_index ),
1703 aOther.m_poly->CSegment( aOther.m_index ) );
1704 }
1705
1706 struct HASH
1707 {
1708 std::size_t operator()( const EDGE& aEdge ) const
1709 {
1710 const SEG& a = aEdge.m_poly->CSegment( aEdge.m_index );
1711 std::size_t seed = 0xa82de1c0;
1712 hash_combine( seed, a.A.x, a.B.x, a.A.y, a.B.y );
1713 return seed;
1714 }
1715 };
1716 };
1717
1718 struct EDGE_LIST_ENTRY
1719 {
1720 int index;
1721 EDGE_LIST_ENTRY* next;
1722 };
1723
1724 std::unordered_set<EDGE, EDGE::HASH> uniqueEdges;
1725
1726 SHAPE_LINE_CHAIN lc = aPoly[0];
1727 lc.Simplify();
1728
1729 auto edgeList = std::make_unique<EDGE_LIST_ENTRY[]>( lc.SegmentCount() );
1730
1731 for( int i = 0; i < lc.SegmentCount(); i++ )
1732 {
1733 edgeList[i].index = i;
1734 edgeList[i].next = &edgeList[ (i != lc.SegmentCount() - 1) ? i + 1 : 0 ];
1735 }
1736
1737 std::unordered_set<EDGE_LIST_ENTRY*> queue;
1738
1739 for( int i = 0; i < lc.SegmentCount(); i++ )
1740 {
1741 EDGE e( &lc, i );
1742 uniqueEdges.insert( e );
1743 }
1744
1745 for( int i = 0; i < lc.SegmentCount(); i++ )
1746 {
1747 EDGE e( &lc, i );
1748 auto it = uniqueEdges.find( e );
1749
1750 if( it != uniqueEdges.end() && it->m_index != i )
1751 {
1752 int e1 = it->m_index;
1753 int e2 = i;
1754
1755 if( e1 > e2 )
1756 std::swap( e1, e2 );
1757
1758 int e1_prev = e1 - 1;
1759
1760 if( e1_prev < 0 )
1761 e1_prev = lc.SegmentCount() - 1;
1762
1763 int e2_prev = e2 - 1;
1764
1765 if( e2_prev < 0 )
1766 e2_prev = lc.SegmentCount() - 1;
1767
1768 int e1_next = e1 + 1;
1769
1770 if( e1_next == lc.SegmentCount() )
1771 e1_next = 0;
1772
1773 int e2_next = e2 + 1;
1774
1775 if( e2_next == lc.SegmentCount() )
1776 e2_next = 0;
1777
1778 edgeList[e1_prev].next = &edgeList[ e2_next ];
1779 edgeList[e2_prev].next = &edgeList[ e1_next ];
1780 edgeList[i].next = nullptr;
1781 edgeList[it->m_index].next = nullptr;
1782 }
1783 }
1784
1785 for( int i = 0; i < lc.SegmentCount(); i++ )
1786 {
1787 if( edgeList[i].next )
1788 queue.insert( &edgeList[i] );
1789 }
1790
1791 auto edgeBuf = std::make_unique<EDGE_LIST_ENTRY* []>( lc.SegmentCount() );
1792
1793 int n = 0;
1794 int outline = -1;
1795
1797 double max_poly = 0.0;
1798
1799 while( queue.size() )
1800 {
1801 EDGE_LIST_ENTRY* e_first = *queue.begin();
1802 EDGE_LIST_ENTRY* e = e_first;
1803 int cnt = 0;
1804
1805 do
1806 {
1807 edgeBuf[cnt++] = e;
1808 e = e->next;
1809 } while( e && e != e_first );
1810
1811 SHAPE_LINE_CHAIN outl;
1812
1813 for( int i = 0; i < cnt; i++ )
1814 {
1815 VECTOR2I p = lc.CPoint( edgeBuf[i]->index );
1816 outl.Append( p );
1817 queue.erase( edgeBuf[i] );
1818 }
1819
1820 outl.SetClosed( true );
1821
1822 double area = std::fabs( outl.Area() );
1823
1824 if( area > max_poly )
1825 {
1826 outline = n;
1827 max_poly = area;
1828 }
1829
1830 result.push_back( outl );
1831 n++;
1832 }
1833
1834 if( outline > 0 )
1835 std::swap( result[0], result[outline] );
1836
1837 aPoly = std::move( result );
1838}
1839
1840
1842{
1843 // Iterate through all the polygons on the set
1844 for( const POLYGON& paths : m_polys )
1845 {
1846 // If any of them has more than one contour, it is a hole.
1847 if( paths.size() > 1 )
1848 return true;
1849 }
1850
1851 // Return false if and only if every polygon has just one outline, without holes.
1852 return false;
1853}
1854
1855
1857{
1858 for( POLYGON& path : m_polys )
1860
1861 Simplify(); // remove overlapping holes/degeneracy
1862}
1863
1864
1865bool SHAPE_POLY_SET::isExteriorWaist( const SEG& aSegA, const SEG& aSegB ) const
1866{
1867 const VECTOR2I da = aSegA.B - aSegA.A;
1868
1869 int axis = std::abs( da.x ) >= std::abs( da.y ) ? 0 : 1;
1870
1871 std::array<VECTOR2I,4> pts = { aSegA.A, aSegA.B, aSegB.A, aSegB.B };
1872
1873 std::sort( pts.begin(), pts.end(), [axis]( const VECTOR2I& p, const VECTOR2I& q )
1874 {
1875 if( axis == 0 )
1876 return p.x < q.x || ( p.x == q.x && p.y < q.y );
1877 else
1878 return p.y < q.y || ( p.y == q.y && p.x < q.x );
1879 } );
1880
1881 VECTOR2I s = pts[1];
1882 VECTOR2I e = pts[2];
1883
1884 // Check if there is polygon material on either side of the overlapping segments
1885 // Get the midpoint between s and e for testing
1886 VECTOR2I midpoint = ( s + e ) / 2;
1887
1888 // Create perpendicular offset vector to check both sides
1889 VECTOR2I segDir = e - s;
1890
1891 if( segDir.EuclideanNorm() > 25 )
1892 {
1893 VECTOR2I perp = segDir.Perpendicular().Resize( 10 );
1894
1895 // Test points on both sides of the overlapping segment
1896 bool side1 = PointInside( midpoint + perp );
1897 bool side2 = PointInside( midpoint - perp );
1898
1899 // Only return true if both sides are outside the polygon
1900 // This is the case for non-fractured segments
1901 if( !side1 && !side2 )
1902 {
1903 wxLogTrace( wxT( "collinear" ), wxT( "Found exterior waist between (%d,%d)-(%d,%d) and (%d,%d)-(%d,%d)" ),
1904 aSegA.A.x, aSegA.A.y, aSegA.B.x, aSegA.B.y,
1905 aSegB.A.x, aSegB.A.y, aSegB.B.x, aSegB.B.y );
1906 return true;
1907 }
1908 }
1909
1910 return false;
1911}
1912
1913
1915{
1916 for( size_t polyIdx = 0; polyIdx < m_polys.size(); ++polyIdx )
1917 {
1918 bool changed = true;
1919
1920 while( changed )
1921 {
1922 changed = false;
1923
1924 SHAPE_LINE_CHAIN& outline = m_polys[polyIdx][0];
1925 intptr_t count = outline.PointCount();
1926
1927 RTree<intptr_t, intptr_t, 2, intptr_t> rtree;
1928
1929 for( intptr_t i = 0; i < count; ++i )
1930 {
1931 const VECTOR2I& a = outline.CPoint( i );
1932 const VECTOR2I& b = outline.CPoint( ( i + 1 ) % count );
1933 intptr_t min[2] = { std::min( a.x, b.x ), std::min( a.y, b.y ) };
1934 intptr_t max[2] = { std::max( a.x, b.x ), std::max( a.y, b.y ) };
1935 rtree.Insert( min, max, i );
1936 }
1937
1938 bool found = false;
1939 int segA = -1;
1940 int segB = -1;
1941
1942 for( intptr_t i = 0; i < count && !found; ++i )
1943 {
1944 const VECTOR2I& a = outline.CPoint( i );
1945 const VECTOR2I& b = outline.CPoint( ( i + 1 ) % count );
1946 SEG seg( a, b );
1947 intptr_t min[2] = { std::min( a.x, b.x ), std::min( a.y, b.y ) };
1948 intptr_t max[2] = { std::max( a.x, b.x ), std::max( a.y, b.y ) };
1949
1950 auto visitor =
1951 [&]( const int& j ) -> bool
1952 {
1953 if( j == i || j == ( ( i + 1 ) % count ) || j == ( ( i + count - 1 ) % count ) )
1954 return true;
1955
1956 VECTOR2I oa = outline.CPoint( j );
1957 VECTOR2I ob = outline.CPoint( ( j + 1 ) % count );
1958 SEG other( oa, ob );
1959
1960 // Skip segments that share start/end points. This is the case for
1961 // fractured segments
1962 if( oa == a && ob == b )
1963 return true;
1964
1965 if( oa == b && ob == a )
1966 return true;
1967
1968 if( seg.ApproxCollinear( other, 10 ) && isExteriorWaist( seg, other ) )
1969 {
1970 segA = i;
1971 segB = j;
1972 found = true;
1973 return false;
1974 }
1975
1976 return true;
1977 };
1978
1979 rtree.Search( min, max, visitor );
1980 }
1981
1982 if( !found )
1983 break;
1984
1985 int a0 = segA;
1986 int a1 = ( segA + 1 ) % outline.PointCount();
1987 int b0 = segB;
1988 int b1 = ( segB + 1 ) % outline.PointCount();
1989
1990 SHAPE_LINE_CHAIN lc1;
1991 int idx = a1;
1992 lc1.Append( outline.CPoint( idx ) );
1993
1994 while( idx != b0 )
1995 {
1996 idx = ( idx + 1 ) % outline.PointCount();
1997 lc1.Append( outline.CPoint( idx ) );
1998 }
1999
2000 lc1.SetClosed( true );
2001
2002 SHAPE_LINE_CHAIN lc2;
2003 idx = b1;
2004 lc2.Append( outline.CPoint( idx ) );
2005
2006 while( idx != a0 )
2007 {
2008 idx = ( idx + 1 ) % outline.PointCount();
2009 lc2.Append( outline.CPoint( idx ) );
2010 }
2011
2012 lc2.SetClosed( true );
2013
2014 m_polys[polyIdx][0] = std::move( lc1 );
2015
2016 POLYGON np;
2017 np.push_back( std::move( lc2 ) );
2018 m_polys.push_back( std::move( np ) );
2019
2020 changed = true;
2021 }
2022 }
2023}
2024
2025
2027{
2028 for( size_t polyIdx = 0; polyIdx < m_polys.size(); ++polyIdx )
2029 {
2030 bool changed = true;
2031
2032 while( changed )
2033 {
2034 changed = false;
2035
2036 SHAPE_LINE_CHAIN& outline = m_polys[polyIdx][0];
2037 const int count = outline.PointCount();
2038
2039 if( count < 4 )
2040 break;
2041
2042 int insertSegIdx = -1;
2043 int insertVertIdx = -1;
2044
2045 // For small polygons, direct O(n²) search is faster than R-tree overhead
2046 constexpr int RTREE_THRESHOLD = 32;
2047
2048 if( count < RTREE_THRESHOLD )
2049 {
2050 for( int vertIdx = 0; vertIdx < count && insertSegIdx < 0; ++vertIdx )
2051 {
2052 const VECTOR2I& pt = outline.CPoint( vertIdx );
2053 const int prevSeg = ( vertIdx + count - 1 ) % count;
2054
2055 for( int segIdx = 0; segIdx < count; ++segIdx )
2056 {
2057 // Skip adjacent segments
2058 if( segIdx == prevSeg || segIdx == vertIdx )
2059 continue;
2060
2061 const VECTOR2I& a = outline.CPoint( segIdx );
2062 const VECTOR2I& b = outline.CPoint( ( segIdx + 1 ) % count );
2063
2064 if( pt != a && pt != b && SEG( a, b ).Contains( pt ) )
2065 {
2066 insertSegIdx = segIdx;
2067 insertVertIdx = vertIdx;
2068 break;
2069 }
2070 }
2071 }
2072 }
2073 else
2074 {
2075 RTree<intptr_t, int, 2, double> rtree;
2076
2077 for( int i = 0; i < count; ++i )
2078 {
2079 const VECTOR2I& a = outline.CPoint( i );
2080 const VECTOR2I& b = outline.CPoint( ( i + 1 ) % count );
2081 int bmin[2] = { std::min( a.x, b.x ), std::min( a.y, b.y ) };
2082 int bmax[2] = { std::max( a.x, b.x ), std::max( a.y, b.y ) };
2083 rtree.Insert( bmin, bmax, i );
2084 }
2085
2086 for( int vertIdx = 0; vertIdx < count && insertSegIdx < 0; ++vertIdx )
2087 {
2088 const VECTOR2I& pt = outline.CPoint( vertIdx );
2089 const int prevSeg = ( vertIdx + count - 1 ) % count;
2090 int bmin[2] = { pt.x, pt.y };
2091 int bmax[2] = { pt.x, pt.y };
2092
2093 rtree.Search( bmin, bmax,
2094 [&]( const intptr_t& segIdx ) -> bool
2095 {
2096 if( segIdx == prevSeg || segIdx == vertIdx )
2097 return true;
2098
2099 const VECTOR2I& a = outline.CPoint( segIdx );
2100 const VECTOR2I& b = outline.CPoint( ( segIdx + 1 ) % count );
2101
2102 if( pt != a && pt != b && SEG( a, b ).Contains( pt ) )
2103 {
2104 insertSegIdx = segIdx;
2105 insertVertIdx = vertIdx;
2106 return false;
2107 }
2108
2109 return true;
2110 } );
2111 }
2112 }
2113
2114 if( insertSegIdx < 0 )
2115 break;
2116
2117 // Split the polygon at the pinch point into two separate polygons.
2118 // Polygon 1: vertices from (insertSegIdx+1) to insertVertIdx
2119 // Polygon 2: vertices from insertVertIdx to insertSegIdx
2120
2121 const int splitStart1 = ( insertSegIdx + 1 ) % count;
2122
2123 // Calculate sizes for each polygon
2124 int size1, size2;
2125
2126 if( insertVertIdx >= splitStart1 )
2127 size1 = insertVertIdx - splitStart1 + 1;
2128 else
2129 size1 = count - splitStart1 + insertVertIdx + 1;
2130
2131 if( insertSegIdx >= insertVertIdx )
2132 size2 = insertSegIdx - insertVertIdx + 1;
2133 else
2134 size2 = count - insertVertIdx + insertSegIdx + 1;
2135
2136 if( size1 < 3 || size2 < 3 )
2137 break;
2138
2139 SHAPE_LINE_CHAIN poly1;
2140 SHAPE_LINE_CHAIN poly2;
2141 poly1.ReservePoints( size1 );
2142 poly2.ReservePoints( size2 );
2143
2144 int idx = splitStart1;
2145
2146 for( int i = 0; i < size1; ++i )
2147 {
2148 poly1.Append( outline.CPoint( idx ) );
2149 idx = ( idx + 1 ) % count;
2150 }
2151
2152 poly1.SetClosed( true );
2153
2154 idx = insertVertIdx;
2155
2156 for( int i = 0; i < size2; ++i )
2157 {
2158 poly2.Append( outline.CPoint( idx ) );
2159 idx = ( idx + 1 ) % count;
2160 }
2161
2162 poly2.SetClosed( true );
2163
2164 m_polys[polyIdx][0] = std::move( poly1 );
2165
2166 POLYGON np;
2167 np.push_back( std::move( poly2 ) );
2168 m_polys.push_back( std::move( np ) );
2169
2170 changed = true;
2171 }
2172 }
2173}
2174
2175
2177{
2179
2181
2182 booleanOp( Clipper2Lib::ClipType::Union, empty );
2183}
2184
2185
2187{
2188 for( POLYGON& paths : m_polys )
2189 {
2190 for( SHAPE_LINE_CHAIN& path : paths )
2191 {
2192 path.Simplify( aTolerance );
2193 }
2194 }
2195}
2196
2197
2199{
2200 // We are expecting only one main outline, but this main outline can have holes
2201 // if holes: combine holes and remove them from the main outline.
2202 // Note also we are usingin polygon
2203 // calculations, but it is not mandatory. It is used mainly
2204 // because there is usually only very few vertices in area outlines
2205 SHAPE_POLY_SET::POLYGON& outline = Polygon( 0 );
2206 SHAPE_POLY_SET holesBuffer;
2207
2208 // Move holes stored in outline to holesBuffer:
2209 // The first SHAPE_LINE_CHAIN is the main outline, others are holes
2210 while( outline.size() > 1 )
2211 {
2212 holesBuffer.AddOutline( outline.back() );
2213 outline.pop_back();
2214 }
2215
2216 Simplify();
2217
2218 // If any hole, subtract it to main outline
2219 if( holesBuffer.OutlineCount() )
2220 {
2221 holesBuffer.Simplify();
2222 BooleanSubtract( holesBuffer );
2223 }
2224
2225 // In degenerate cases, simplify might return no outlines
2226 if( OutlineCount() > 0 )
2228
2229 return OutlineCount();
2230}
2231
2232
2233const std::string SHAPE_POLY_SET::Format( bool aCplusPlus ) const
2234{
2235 std::stringstream ss;
2236
2237 ss << "SHAPE_LINE_CHAIN poly; \n";
2238
2239 for( unsigned i = 0; i < m_polys.size(); i++ )
2240 {
2241 for( unsigned j = 0; j < m_polys[i].size(); j++ )
2242 {
2243
2244 ss << "{ auto tmp = " << m_polys[i][j].Format() << ";\n";
2245
2246 SHAPE_POLY_SET poly;
2247
2248 if( j == 0 )
2249 {
2250 ss << " poly.AddOutline(tmp); } \n";
2251 }
2252 else
2253 {
2254 ss << " poly.AddHole(tmp); } \n";
2255 }
2256
2257 }
2258 }
2259
2260 return ss.str();
2261}
2262
2263
2264bool SHAPE_POLY_SET::Parse( std::stringstream& aStream )
2265{
2266 std::string tmp;
2267
2268 aStream >> tmp;
2269
2270 if( tmp != "polyset" )
2271 return false;
2272
2273 aStream >> tmp;
2274
2275 int n_polys = atoi( tmp.c_str() );
2276
2277 if( n_polys < 0 )
2278 return false;
2279
2280 for( int i = 0; i < n_polys; i++ )
2281 {
2282 POLYGON paths;
2283
2284 aStream >> tmp;
2285
2286 if( tmp != "poly" )
2287 return false;
2288
2289 aStream >> tmp;
2290 int n_outlines = atoi( tmp.c_str() );
2291
2292 if( n_outlines < 0 )
2293 return false;
2294
2295 for( int j = 0; j < n_outlines; j++ )
2296 {
2297 SHAPE_LINE_CHAIN outline;
2298
2299 outline.SetClosed( true );
2300
2301 aStream >> tmp;
2302 int n_vertices = atoi( tmp.c_str() );
2303
2304 for( int v = 0; v < n_vertices; v++ )
2305 {
2306 VECTOR2I p;
2307
2308 aStream >> tmp; p.x = atoi( tmp.c_str() );
2309 aStream >> tmp; p.y = atoi( tmp.c_str() );
2310 outline.Append( p );
2311 }
2312
2313 paths.push_back( std::move( outline ) );
2314 }
2315
2316 m_polys.push_back( std::move( paths ) );
2317 }
2318
2319 return true;
2320}
2321
2322
2323const BOX2I SHAPE_POLY_SET::BBox( int aClearance ) const
2324{
2325 BOX2I bb;
2326
2327 for( unsigned i = 0; i < m_polys.size(); i++ )
2328 {
2329 if( i == 0 )
2330 bb = m_polys[i][0].BBox();
2331 else
2332 bb.Merge( m_polys[i][0].BBox() );
2333 }
2334
2335 bb.Inflate( aClearance );
2336 return bb;
2337}
2338
2339
2341{
2342 BOX2I bb;
2343
2344 for( unsigned i = 0; i < m_polys.size(); i++ )
2345 {
2346 if( i == 0 )
2347 bb = *m_polys[i][0].GetCachedBBox();
2348 else
2349 bb.Merge( *m_polys[i][0].GetCachedBBox() );
2350 }
2351
2352 return bb;
2353}
2354
2355
2356bool SHAPE_POLY_SET::PointOnEdge( const VECTOR2I& aP, int aAccuracy ) const
2357{
2358 // Iterate through all the polygons in the set
2359 for( const POLYGON& polygon : m_polys )
2360 {
2361 // Iterate through all the line chains in the polygon
2362 for( const SHAPE_LINE_CHAIN& lineChain : polygon )
2363 {
2364 if( lineChain.PointOnEdge( aP, aAccuracy ) )
2365 return true;
2366 }
2367 }
2368
2369 return false;
2370}
2371
2372
2373bool SHAPE_POLY_SET::Collide( const SEG& aSeg, int aClearance, int* aActual,
2374 VECTOR2I* aLocation ) const
2375{
2376 VECTOR2I nearest;
2377 ecoord dist_sq = SquaredDistanceToSeg( aSeg, aLocation ? &nearest : nullptr );
2378
2379 if( dist_sq == 0 || dist_sq < SEG::Square( aClearance ) )
2380 {
2381 if( aLocation )
2382 *aLocation = nearest;
2383
2384 if( aActual )
2385 *aActual = sqrt( dist_sq );
2386
2387 return true;
2388 }
2389
2390 return false;
2391}
2392
2393
2394bool SHAPE_POLY_SET::Collide( const VECTOR2I& aP, int aClearance, int* aActual,
2395 VECTOR2I* aLocation ) const
2396{
2397 if( IsEmpty() || VertexCount() == 0 )
2398 return false;
2399
2400 VECTOR2I nearest;
2401 ecoord dist_sq = SquaredDistance( aP, false, aLocation ? &nearest : nullptr );
2402
2403 if( dist_sq == 0 || dist_sq < SEG::Square( aClearance ) )
2404 {
2405 if( aLocation )
2406 *aLocation = nearest;
2407
2408 if( aActual )
2409 *aActual = sqrt( dist_sq );
2410
2411 return true;
2412 }
2413
2414 return false;
2415}
2416
2417
2418bool SHAPE_POLY_SET::Collide( const SHAPE* aShape, int aClearance, int* aActual,
2419 VECTOR2I* aLocation ) const
2420{
2421 // A couple of simple cases are worth trying before we fall back on triangulation.
2422
2423 if( aShape->Type() == SH_SEGMENT )
2424 {
2425 const SHAPE_SEGMENT* segment = static_cast<const SHAPE_SEGMENT*>( aShape );
2426 int extra = segment->GetWidth() / 2;
2427
2428 if( Collide( segment->GetSeg(), aClearance + extra, aActual, aLocation ) )
2429 {
2430 if( aActual )
2431 *aActual = std::max( 0, *aActual - extra );
2432
2433 return true;
2434 }
2435
2436 return false;
2437 }
2438
2439 if( aShape->Type() == SH_CIRCLE )
2440 {
2441 const SHAPE_CIRCLE* circle = static_cast<const SHAPE_CIRCLE*>( aShape );
2442 int extra = circle->GetRadius();
2443
2444 if( Collide( circle->GetCenter(), aClearance + extra, aActual, aLocation ) )
2445 {
2446 if( aActual )
2447 *aActual = std::max( 0, *aActual - extra );
2448
2449 return true;
2450 }
2451
2452 return false;
2453 }
2454
2455 const_cast<SHAPE_POLY_SET*>( this )->CacheTriangulation( false );
2456
2457 int actual = INT_MAX;
2459
2460 for( const std::unique_ptr<TRIANGULATED_POLYGON>& tpoly : m_triangulatedPolys )
2461 {
2462 for( const TRIANGULATED_POLYGON::TRI& tri : tpoly->Triangles() )
2463 {
2464 if( aActual || aLocation )
2465 {
2466 int triActual;
2467 VECTOR2I triLocation;
2468
2469 if( aShape->Collide( &tri, aClearance, &triActual, &triLocation ) )
2470 {
2471 if( triActual < actual )
2472 {
2473 actual = triActual;
2474 location = triLocation;
2475 }
2476 }
2477 }
2478 else // A much faster version of above
2479 {
2480 if( aShape->Collide( &tri, aClearance ) )
2481 return true;
2482 }
2483 }
2484 }
2485
2486 if( actual < INT_MAX )
2487 {
2488 if( aActual )
2489 *aActual = std::max( 0, actual );
2490
2491 if( aLocation )
2492 *aLocation = location;
2493
2494 return true;
2495 }
2496
2497 return false;
2498}
2499
2500
2502{
2503 m_polys.clear();
2504 m_triangulatedPolys.clear();
2505 m_triangulationValid = false;
2506}
2507
2508
2509void SHAPE_POLY_SET::RemoveContour( int aContourIdx, int aPolygonIdx )
2510{
2511 // Default polygon is the last one
2512 if( aPolygonIdx < 0 )
2513 aPolygonIdx += m_polys.size();
2514
2515 m_polys[aPolygonIdx].erase( m_polys[aPolygonIdx].begin() + aContourIdx );
2516}
2517
2518
2519void SHAPE_POLY_SET::RemoveOutline( int aOutlineIdx )
2520{
2521 m_polys.erase( m_polys.begin() + aOutlineIdx );
2522}
2523
2524
2526{
2527 int removed = 0;
2528
2529 ITERATOR iterator = IterateWithHoles();
2530
2531 VECTOR2I contourStart = *iterator;
2532 VECTOR2I segmentStart, segmentEnd;
2533
2534 VERTEX_INDEX indexStart;
2535 std::vector<VERTEX_INDEX> indices_to_remove;
2536
2537 while( iterator )
2538 {
2539 // Obtain first point and its index
2540 segmentStart = *iterator;
2541 indexStart = iterator.GetIndex();
2542
2543 // Obtain last point
2544 if( iterator.IsEndContour() )
2545 {
2546 segmentEnd = contourStart;
2547
2548 // Advance
2549 iterator++;
2550
2551 // If we have rolled into the next contour, remember its position
2552 // segmentStart and segmentEnd remain valid for comparison here
2553 if( iterator )
2554 contourStart = *iterator;
2555 }
2556 else
2557 {
2558 // Advance
2559 iterator++;
2560
2561 // If we have reached the end of the SHAPE_POLY_SET, something is broken here
2562 wxCHECK_MSG( iterator, removed, wxT( "Invalid polygon. Reached end without noticing. Please report this error" ) );
2563
2564 segmentEnd = *iterator;
2565 }
2566
2567 // Remove segment start if both points are equal
2568 if( segmentStart == segmentEnd )
2569 {
2570 indices_to_remove.push_back( indexStart );
2571 removed++;
2572 }
2573 }
2574
2575 // Proceed in reverse direction to remove the vertices because they are stored as absolute indices in a vector
2576 // Removing in reverse order preserves the remaining index values
2577 for( auto it = indices_to_remove.rbegin(); it != indices_to_remove.rend(); ++it )
2578 RemoveVertex( *it );
2579
2580 return removed;
2581}
2582
2583
2585{
2586 m_polys.erase( m_polys.begin() + aIdx );
2587}
2588
2589
2591{
2592 m_polys.erase( m_polys.begin() + aIdx );
2593
2595 {
2596 for( int ii = m_triangulatedPolys.size() - 1; ii >= 0; --ii )
2597 {
2598 std::unique_ptr<TRIANGULATED_POLYGON>& triangleSet = m_triangulatedPolys[ii];
2599
2600 if( triangleSet->GetSourceOutlineIndex() == aIdx )
2601 m_triangulatedPolys.erase( m_triangulatedPolys.begin() + ii );
2602 else if( triangleSet->GetSourceOutlineIndex() > aIdx )
2603 triangleSet->SetSourceOutlineIndex( triangleSet->GetSourceOutlineIndex() - 1 );
2604 }
2605
2606 if( aUpdateHash )
2607 {
2608 m_hash = checksum();
2609 m_hashValid = true;
2610 }
2611 }
2612}
2613
2614
2620
2621
2623{
2624 m_polys.insert( m_polys.end(), aSet.m_polys.begin(), aSet.m_polys.end() );
2625}
2626
2627
2628void SHAPE_POLY_SET::Append( const VECTOR2I& aP, int aOutline, int aHole )
2629{
2630 Append( aP.x, aP.y, aOutline, aHole );
2631}
2632
2633
2635 SHAPE_POLY_SET::VERTEX_INDEX* aClosestVertex,
2636 int aClearance ) const
2637{
2638 // Shows whether there was a collision
2639 bool collision = false;
2640
2641 // Difference vector between each vertex and aPoint.
2643 ecoord distance_squared;
2644 ecoord clearance_squared = SEG::Square( aClearance );
2645
2646 for( CONST_ITERATOR iterator = CIterateWithHoles(); iterator; iterator++ )
2647 {
2648 // Get the difference vector between current vertex and aPoint
2649 delta = *iterator - aPoint;
2650
2651 // Compute distance
2652 distance_squared = delta.SquaredEuclideanNorm();
2653
2654 // Check for collisions
2655 if( distance_squared <= clearance_squared )
2656 {
2657 if( !aClosestVertex )
2658 return true;
2659
2660 collision = true;
2661
2662 // Update clearance to look for closer vertices
2663 clearance_squared = distance_squared;
2664
2665 // Store the indices that identify the vertex
2666 *aClosestVertex = iterator.GetIndex();
2667 }
2668 }
2669
2670 return collision;
2671}
2672
2673
2675 SHAPE_POLY_SET::VERTEX_INDEX* aClosestVertex,
2676 int aClearance ) const
2677{
2678 // Shows whether there was a collision
2679 bool collision = false;
2680 ecoord clearance_squared = SEG::Square( aClearance );
2681
2682 for( CONST_SEGMENT_ITERATOR iterator = CIterateSegmentsWithHoles(); iterator; iterator++ )
2683 {
2684 const SEG currentSegment = *iterator;
2685 ecoord distance_squared = currentSegment.SquaredDistance( aPoint );
2686
2687 // Check for collisions
2688 if( distance_squared <= clearance_squared )
2689 {
2690 if( !aClosestVertex )
2691 return true;
2692
2693 collision = true;
2694
2695 // Update clearance to look for closer edges
2696 clearance_squared = distance_squared;
2697
2698 // Store the indices that identify the vertex
2699 *aClosestVertex = iterator.GetIndex();
2700 }
2701 }
2702
2703 return collision;
2704}
2705
2706
2708{
2709 for( int polygonIdx = 0; polygonIdx < OutlineCount(); polygonIdx++ )
2710 {
2711 COutline( polygonIdx ).GenerateBBoxCache();
2712
2713 for( int holeIdx = 0; holeIdx < HoleCount( polygonIdx ); holeIdx++ )
2714 CHole( polygonIdx, holeIdx ).GenerateBBoxCache();
2715 }
2716}
2717
2718
2719bool SHAPE_POLY_SET::Contains( const VECTOR2I& aP, int aSubpolyIndex, int aAccuracy,
2720 bool aUseBBoxCaches ) const
2721{
2722 if( m_polys.empty() )
2723 return false;
2724
2725 // If there is a polygon specified, check the condition against that polygon
2726 if( aSubpolyIndex >= 0 )
2727 return containsSingle( aP, aSubpolyIndex, aAccuracy, aUseBBoxCaches );
2728
2729 // In any other case, check it against all polygons in the set
2730 for( int polygonIdx = 0; polygonIdx < OutlineCount(); polygonIdx++ )
2731 {
2732 if( containsSingle( aP, polygonIdx, aAccuracy, aUseBBoxCaches ) )
2733 return true;
2734 }
2735
2736 return false;
2737}
2738
2739
2740void SHAPE_POLY_SET::RemoveVertex( int aGlobalIndex )
2741{
2743
2744 // Assure the to be removed vertex exists, abort otherwise
2745 if( GetRelativeIndices( aGlobalIndex, &index ) )
2747 else
2748 throw( std::out_of_range( "aGlobalIndex-th vertex does not exist" ) );
2749}
2750
2751
2753{
2754 m_polys[aIndex.m_polygon][aIndex.m_contour].Remove( aIndex.m_vertex );
2755}
2756
2757
2758void SHAPE_POLY_SET::SetVertex( int aGlobalIndex, const VECTOR2I& aPos )
2759{
2761
2762 if( GetRelativeIndices( aGlobalIndex, &index ) )
2763 SetVertex( index, aPos );
2764 else
2765 throw( std::out_of_range( "aGlobalIndex-th vertex does not exist" ) );
2766}
2767
2768
2769void SHAPE_POLY_SET::SetVertex( const VERTEX_INDEX& aIndex, const VECTOR2I& aPos )
2770{
2771 m_polys[aIndex.m_polygon][aIndex.m_contour].SetPoint( aIndex.m_vertex, aPos );
2772}
2773
2774
2775bool SHAPE_POLY_SET::containsSingle( const VECTOR2I& aP, int aSubpolyIndex, int aAccuracy,
2776 bool aUseBBoxCaches ) const
2777{
2778 // Check that the point is inside the outline
2779 if( m_polys[aSubpolyIndex][0].PointInside( aP, aAccuracy ) )
2780 {
2781 // Check that the point is not in any of the holes
2782 for( int holeIdx = 0; holeIdx < HoleCount( aSubpolyIndex ); holeIdx++ )
2783 {
2784 const SHAPE_LINE_CHAIN& hole = CHole( aSubpolyIndex, holeIdx );
2785
2786 // If the point is inside a hole it is outside of the polygon. Do not use aAccuracy
2787 // here as it's meaning would be inverted.
2788 if( hole.PointInside( aP, 1, aUseBBoxCaches ) )
2789 return false;
2790 }
2791
2792 return true;
2793 }
2794
2795 return false;
2796}
2797
2798
2799void SHAPE_POLY_SET::Move( const VECTOR2I& aVector )
2800{
2801 for( POLYGON& poly : m_polys )
2802 {
2803 for( SHAPE_LINE_CHAIN& path : poly )
2804 path.Move( aVector );
2805 }
2806
2807 for( std::unique_ptr<TRIANGULATED_POLYGON>& tri : m_triangulatedPolys )
2808 tri->Move( aVector );
2809
2810 m_hash = checksum();
2811 m_hashValid = true;
2812}
2813
2814
2815void SHAPE_POLY_SET::Mirror( const VECTOR2I& aRef, FLIP_DIRECTION aFlipDirection )
2816{
2817 for( POLYGON& poly : m_polys )
2818 {
2819 for( SHAPE_LINE_CHAIN& path : poly )
2820 path.Mirror( aRef, aFlipDirection );
2821 }
2822
2825}
2826
2827
2828void SHAPE_POLY_SET::Rotate( const EDA_ANGLE& aAngle, const VECTOR2I& aCenter )
2829{
2830 for( POLYGON& poly : m_polys )
2831 {
2832 for( SHAPE_LINE_CHAIN& path : poly )
2833 path.Rotate( aAngle, aCenter );
2834 }
2835
2836 // Don't re-cache if the triangulation is already invalid
2839}
2840
2841
2843{
2844 int c = 0;
2845
2846 for( const POLYGON& poly : m_polys )
2847 {
2848 for( const SHAPE_LINE_CHAIN& path : poly )
2849 c += path.PointCount();
2850 }
2851
2852 return c;
2853}
2854
2855
2856SHAPE_POLY_SET::POLYGON SHAPE_POLY_SET::ChamferPolygon( unsigned int aDistance, int aIndex )
2857{
2858 return chamferFilletPolygon( CHAMFERED, aDistance, aIndex, 0 );
2859}
2860
2861
2862SHAPE_POLY_SET::POLYGON SHAPE_POLY_SET::FilletPolygon( unsigned int aRadius, int aErrorMax,
2863 int aIndex )
2864{
2865 return chamferFilletPolygon( FILLETED, aRadius, aIndex, aErrorMax );
2866}
2867
2868
2870 VECTOR2I* aNearest ) const
2871{
2872 // We calculate the min dist between the segment and each outline segment. However, if the
2873 // segment to test is inside the outline, and does not cross any edge, it can be seen outside
2874 // the polygon. Therefore test if a segment end is inside (testing only one end is enough).
2875 // Use an accuracy of "1" to say that we don't care if it's exactly on the edge or not.
2876 if( containsSingle( aPoint, aPolygonIndex, 1 ) )
2877 {
2878 if( aNearest )
2879 *aNearest = aPoint;
2880
2881 return 0;
2882 }
2883
2884 CONST_SEGMENT_ITERATOR iterator = CIterateSegmentsWithHoles( aPolygonIndex );
2885
2886 SEG::ecoord minDistance = (*iterator).SquaredDistance( aPoint );
2887
2888 for( iterator++; iterator && minDistance > 0; iterator++ )
2889 {
2890 SEG::ecoord currentDistance = (*iterator).SquaredDistance( aPoint );
2891
2892 if( currentDistance < minDistance )
2893 {
2894 if( aNearest )
2895 *aNearest = (*iterator).NearestPoint( aPoint );
2896
2897 minDistance = currentDistance;
2898 }
2899 }
2900
2901 return minDistance;
2902}
2903
2904
2906 VECTOR2I* aNearest ) const
2907{
2908 // Check if the segment is fully-contained. If so, its midpoint is a good-enough nearest point.
2909 if( containsSingle( aSegment.A, aPolygonIndex, 1 ) &&
2910 containsSingle( aSegment.B, aPolygonIndex, 1 ) )
2911 {
2912 if( aNearest )
2913 *aNearest = ( aSegment.A + aSegment.B ) / 2;
2914
2915 return 0;
2916 }
2917
2918 CONST_SEGMENT_ITERATOR iterator = CIterateSegmentsWithHoles( aPolygonIndex );
2919 SEG::ecoord minDistance = (*iterator).SquaredDistance( aSegment );
2920
2921 if( aNearest && minDistance == 0 )
2922 *aNearest = ( *iterator ).NearestPoint( aSegment );
2923
2924 for( iterator++; iterator && minDistance > 0; iterator++ )
2925 {
2926 SEG::ecoord currentDistance = (*iterator).SquaredDistance( aSegment );
2927
2928 if( currentDistance < minDistance )
2929 {
2930 if( aNearest )
2931 *aNearest = (*iterator).NearestPoint( aSegment );
2932
2933 minDistance = currentDistance;
2934 }
2935 }
2936
2937 // Return the maximum of minDistance and zero
2938 return minDistance < 0 ? 0 : minDistance;
2939}
2940
2941
2942SEG::ecoord SHAPE_POLY_SET::SquaredDistance( const VECTOR2I& aPoint, bool aOutlineOnly,
2943 VECTOR2I* aNearest ) const
2944{
2945 wxASSERT_MSG( !aOutlineOnly, wxT( "Warning: SHAPE_POLY_SET::SquaredDistance does not yet "
2946 "support aOutlineOnly==true" ) );
2947
2948 SEG::ecoord currentDistance_sq;
2949 SEG::ecoord minDistance_sq = VECTOR2I::ECOORD_MAX;
2950 VECTOR2I nearest;
2951
2952 // Iterate through all the polygons and get the minimum distance.
2953 for( unsigned int polygonIdx = 0; polygonIdx < m_polys.size(); polygonIdx++ )
2954 {
2955 currentDistance_sq = SquaredDistanceToPolygon( aPoint, polygonIdx,
2956 aNearest ? &nearest : nullptr );
2957
2958 if( currentDistance_sq < minDistance_sq )
2959 {
2960 if( aNearest )
2961 *aNearest = nearest;
2962
2963 minDistance_sq = currentDistance_sq;
2964 }
2965 }
2966
2967 return minDistance_sq;
2968}
2969
2970
2972{
2973 SEG::ecoord currentDistance_sq;
2974 SEG::ecoord minDistance_sq = VECTOR2I::ECOORD_MAX;
2975 VECTOR2I nearest;
2976
2977 // Iterate through all the polygons and get the minimum distance.
2978 for( unsigned int polygonIdx = 0; polygonIdx < m_polys.size(); polygonIdx++ )
2979 {
2980 currentDistance_sq = SquaredDistanceToPolygon( aSegment, polygonIdx,
2981 aNearest ? &nearest : nullptr );
2982
2983 if( currentDistance_sq < minDistance_sq )
2984 {
2985 if( aNearest )
2986 *aNearest = nearest;
2987
2988 minDistance_sq = currentDistance_sq;
2989 }
2990 }
2991
2992 return minDistance_sq;
2993}
2994
2995
2997{
2999
3000 // Get the polygon and contour where the vertex is. If the vertex does not exist, return false
3001 if( !GetRelativeIndices( aGlobalIdx, &index ) )
3002 return false;
3003
3004 // The contour is a hole if its index is greater than zero
3005 return index.m_contour > 0;
3006}
3007
3008
3010{
3011 SHAPE_POLY_SET chamfered;
3012
3013 for( unsigned int idx = 0; idx < m_polys.size(); idx++ )
3014 chamfered.m_polys.push_back( ChamferPolygon( aDistance, idx ) );
3015
3016 return chamfered;
3017}
3018
3019
3020SHAPE_POLY_SET SHAPE_POLY_SET::Fillet( int aRadius, int aErrorMax )
3021{
3022 SHAPE_POLY_SET filleted;
3023
3024 for( size_t idx = 0; idx < m_polys.size(); idx++ )
3025 filleted.m_polys.push_back( FilletPolygon( aRadius, aErrorMax, idx ) );
3026
3027 return filleted;
3028}
3029
3030
3032{
3033 SHAPE::operator=( aOther );
3034 m_polys = aOther.m_polys;
3035
3036 m_triangulatedPolys.clear();
3037
3038 if( aOther.IsTriangulationUpToDate() )
3039 {
3040 m_triangulatedPolys.reserve( aOther.TriangulatedPolyCount() );
3041
3042 for( unsigned i = 0; i < aOther.TriangulatedPolyCount(); i++ )
3043 {
3044 const TRIANGULATED_POLYGON* poly = aOther.TriangulatedPolygon( i );
3045 m_triangulatedPolys.push_back( std::make_unique<TRIANGULATED_POLYGON>( *poly ) );
3046 }
3047
3048 m_hash = aOther.m_hash;
3049 m_hashValid = aOther.m_hashValid;
3051 }
3052 else
3053 {
3054 m_hash.Clear();
3055 m_hashValid = false;
3056 m_triangulationValid = false;
3057 }
3058
3059 return *this;
3060}
3061
3062
3064{
3065 if( !m_hashValid )
3066 return checksum();
3067
3068 return m_hash;
3069}
3070
3071
3073{
3075 return false;
3076
3077 if( !m_hashValid )
3078 return false;
3079
3080 HASH_128 hash = checksum();
3081
3082 return hash == m_hash;
3083}
3084
3085
3087{
3088 BOX2I bb = aPoly.BBox();
3089
3090 double w = bb.GetWidth();
3091 double h = bb.GetHeight();
3092
3093 if( w == 0.0 || h == 0.0 )
3094 return aPoly;
3095
3096 int n_cells_x, n_cells_y;
3097
3098 if( w > h )
3099 {
3100 n_cells_x = w / aSize;
3101 n_cells_y = floor( h / w * n_cells_x ) + 1;
3102 }
3103 else
3104 {
3105 n_cells_y = h / aSize;
3106 n_cells_x = floor( w / h * n_cells_y ) + 1;
3107 }
3108
3109 SHAPE_POLY_SET ps1( aPoly ), ps2( aPoly ), maskSetOdd, maskSetEven;
3110
3111 for( int yy = 0; yy < n_cells_y; yy++ )
3112 {
3113 for( int xx = 0; xx < n_cells_x; xx++ )
3114 {
3115 VECTOR2I p;
3116
3117 p.x = bb.GetX() + w * xx / n_cells_x;
3118 p.y = bb.GetY() + h * yy / n_cells_y;
3119
3120 VECTOR2I p2;
3121
3122 p2.x = bb.GetX() + w * ( xx + 1 ) / n_cells_x;
3123 p2.y = bb.GetY() + h * ( yy + 1 ) / n_cells_y;
3124
3125
3126 SHAPE_LINE_CHAIN mask;
3127 mask.Append( VECTOR2I( p.x, p.y ) );
3128 mask.Append( VECTOR2I( p2.x, p.y ) );
3129 mask.Append( VECTOR2I( p2.x, p2.y ) );
3130 mask.Append( VECTOR2I( p.x, p2.y ) );
3131 mask.SetClosed( true );
3132
3133 if( ( xx ^ yy ) & 1 )
3134 maskSetOdd.AddOutline( mask );
3135 else
3136 maskSetEven.AddOutline( mask );
3137 }
3138 }
3139
3140 ps1.BooleanIntersection( maskSetOdd );
3141 ps2.BooleanIntersection( maskSetEven );
3142 ps1.Fracture();
3143 ps2.Fracture();
3144
3145 for( int i = 0; i < ps2.OutlineCount(); i++ )
3146 ps1.AddOutline( ps2.COutline( i ) );
3147
3148 if( ps1.OutlineCount() )
3149 return ps1;
3150 else
3151 return aPoly;
3152}
3153
3154
3155void SHAPE_POLY_SET::cacheTriangulation( bool aPartition, bool aSimplify,
3156 std::vector<std::unique_ptr<TRIANGULATED_POLYGON>>* aHintData )
3157{
3158 std::unique_lock<std::mutex> lock( m_triangulationMutex );
3159
3161 {
3162 if( m_hash == checksum() )
3163 return;
3164 }
3165
3166 // Invalidate, in case anything goes wrong below
3167 m_triangulationValid = false;
3168 m_hashValid = false;
3169
3170 auto triangulate =
3171 []( SHAPE_POLY_SET& polySet, int forOutline,
3172 std::vector<std::unique_ptr<TRIANGULATED_POLYGON>>& dest,
3173 std::vector<std::unique_ptr<TRIANGULATED_POLYGON>>* hintData )
3174 {
3175 bool triangulationValid = false;
3176 int pass = 0;
3177 int index = 0;
3178
3179 if( hintData && hintData->size() != (unsigned) polySet.OutlineCount() )
3180 hintData = nullptr;
3181
3182 while( polySet.OutlineCount() > 0 )
3183 {
3184 if( !dest.empty() && dest.back()->GetTriangleCount() == 0 )
3185 dest.erase( dest.end() - 1 );
3186
3187 dest.push_back( std::make_unique<TRIANGULATED_POLYGON>( forOutline ) );
3188 POLYGON_TRIANGULATION tess( *dest.back() );
3189
3190 // If the tessellation fails, we re-fracture the polygon, which will
3191 // first simplify the system before fracturing and removing the holes
3192 // This may result in multiple, disjoint polygons.
3193 if( !tess.TesselatePolygon( polySet.Polygon( 0 ).front(),
3194 hintData ? hintData->at( index ).get() : nullptr ) )
3195 {
3196 ++pass;
3197
3198 if( pass == 1 )
3199 {
3201 }
3202 // In Clipper2, there is only one type of simplification
3203 else
3204 {
3205 break;
3206 }
3207
3208 triangulationValid = false;
3209 hintData = nullptr;
3210 continue;
3211 }
3212
3213 polySet.DeletePolygon( 0 );
3214 index++;
3215 triangulationValid = true;
3216 }
3217
3218 return triangulationValid;
3219 };
3220
3221 m_triangulatedPolys.clear();
3222
3223 if( aPartition )
3224 {
3225 for( int ii = 0; ii < OutlineCount(); ++ii )
3226 {
3227 // This partitions into regularly-sized grids (1cm in Pcbnew)
3228 SHAPE_POLY_SET flattened( Outline( ii ) );
3229
3230 for( int jj = 0; jj < HoleCount( ii ); ++jj )
3231 flattened.AddHole( Hole( ii, jj ) );
3232
3233 flattened.ClearArcs();
3234
3235 if( flattened.HasHoles() || flattened.IsSelfIntersecting() )
3236 {
3237 flattened.splitSelfTouchingOutlines();
3238 flattened.Fracture();
3239 }
3240 else if( aSimplify )
3241 flattened.Simplify();
3242
3243 SHAPE_POLY_SET partitions = partitionPolyIntoRegularCellGrid( flattened, 1e7 );
3244
3245 // This pushes the triangulation for all polys in partitions
3246 // to be referenced to the ii-th polygon
3247 if( !triangulate( partitions, ii , m_triangulatedPolys, aHintData ) )
3248 {
3249 wxLogTrace( TRIANGULATE_TRACE, "Failed to triangulate partitioned polygon %d", ii );
3250 }
3251 else
3252 {
3253 m_hash = checksum();
3254 m_hashValid = true;
3255 // Set valid flag only after everything has been updated
3256 m_triangulationValid = true;
3257 }
3258 }
3259 }
3260 else
3261 {
3262 SHAPE_POLY_SET tmpSet( *this );
3263
3264 tmpSet.ClearArcs();
3266 tmpSet.Fracture();
3267
3268 if( !triangulate( tmpSet, -1, m_triangulatedPolys, aHintData ) )
3269 {
3270 wxLogTrace( TRIANGULATE_TRACE, "Failed to triangulate polygon" );
3271 }
3272 else
3273 {
3274 m_hash = checksum();
3275 m_hashValid = true;
3276 // Set valid flag only after everything has been updated
3277 m_triangulationValid = true;
3278 }
3279 }
3280}
3281
3282
3284{
3285 MMH3_HASH hash( 0x68AF835D ); // Arbitrary seed
3286
3287 hash.add( m_polys.size() );
3288
3289 for( const POLYGON& outline : m_polys )
3290 {
3291 hash.add( outline.size() );
3292
3293 for( const SHAPE_LINE_CHAIN& lc : outline )
3294 {
3295 hash.add( lc.PointCount() );
3296
3297 for( int i = 0; i < lc.PointCount(); i++ )
3298 {
3299 VECTOR2I pt = lc.CPoint( i );
3300
3301 hash.add( pt.x );
3302 hash.add( pt.y );
3303 }
3304 }
3305 }
3306
3307 return hash.digest();
3308}
3309
3310
3312{
3313 for( int i = 0; i < OutlineCount(); i++ )
3314 {
3315 if( hasTouchingHoles( CPolygon( i ) ) )
3316 return true;
3317 }
3318
3319 return false;
3320}
3321
3322
3324{
3325 std::set<long long> ptHashes;
3326
3327 for( const SHAPE_LINE_CHAIN& lc : aPoly )
3328 {
3329 for( const VECTOR2I& pt : lc.CPoints() )
3330 {
3331 const long long ptHash = (long long) pt.x << 32 | pt.y;
3332
3333 if( ptHashes.count( ptHash ) > 0 )
3334 return true;
3335
3336 ptHashes.insert( ptHash );
3337 }
3338 }
3339
3340 return false;
3341}
3342
3343
3348
3349
3351{
3352 size_t n = 0;
3353
3354 for( const std::unique_ptr<TRIANGULATED_POLYGON>& t : m_triangulatedPolys )
3355 n += t->GetTriangleCount();
3356
3357 return n;
3358}
3359
3360
3361void SHAPE_POLY_SET::GetIndexableSubshapes( std::vector<const SHAPE*>& aSubshapes ) const
3362{
3363 aSubshapes.reserve( GetIndexableSubshapeCount() );
3364
3365 for( const std::unique_ptr<TRIANGULATED_POLYGON>& tpoly : m_triangulatedPolys )
3366 {
3367 for( const TRIANGULATED_POLYGON::TRI& tri : tpoly->Triangles() )
3368 aSubshapes.push_back( &tri );
3369 }
3370}
3371
3372
3374{
3375 BOX2I bbox( parent->m_vertices[a] );
3376 bbox.Merge( parent->m_vertices[b] );
3377 bbox.Merge( parent->m_vertices[c] );
3378
3379 if( aClearance != 0 )
3380 bbox.Inflate( aClearance );
3381
3382 return bbox;
3383}
3384
3385
3387{
3388 m_triangles.emplace_back( a, b, c, this );
3389}
3390
3391
3393{
3395 m_vertices = aOther.m_vertices;
3396 m_triangles = aOther.m_triangles;
3397
3398 for( TRI& tri : m_triangles )
3399 tri.parent = this;
3400}
3401
3402
3404{
3406 m_vertices = aOther.m_vertices;
3407 m_triangles = aOther.m_triangles;
3408
3409 for( TRI& tri : m_triangles )
3410 tri.parent = this;
3411
3412 return *this;
3413}
3414
3415
3417 m_sourceOutline( aSourceOutline )
3418{
3419}
3420
3421
3425
3426
3427void SHAPE_POLY_SET::Scale( double aScaleFactorX, double aScaleFactorY, const VECTOR2I& aCenter )
3428{
3429 for( POLYGON& poly : m_polys )
3430 {
3431 for( SHAPE_LINE_CHAIN& path : poly )
3432 {
3433 for( int i = 0; i < path.PointCount(); i++ )
3434 {
3435 VECTOR2I pt = path.CPoint( i );
3436 VECTOR2D vec;
3437 vec.x = ( pt.x - aCenter.x ) * aScaleFactorX;
3438 vec.y = ( pt.y - aCenter.y ) * aScaleFactorY;
3439 pt.x = KiROUND<double, int>( aCenter.x + vec.x );
3440 pt.y = KiROUND<double, int>( aCenter.y + vec.y );
3441 path.SetPoint( i, pt );
3442 }
3443 }
3444 }
3445
3448}
3449
3450
3451void
3452SHAPE_POLY_SET::BuildPolysetFromOrientedPaths( const std::vector<SHAPE_LINE_CHAIN>& aPaths,
3453 bool aEvenOdd )
3454{
3455 Clipper2Lib::Clipper64 clipper;
3456 Clipper2Lib::PolyTree64 tree;
3457 Clipper2Lib::Paths64 paths;
3458
3459 for( const SHAPE_LINE_CHAIN& path : aPaths )
3460 {
3461 Clipper2Lib::Path64 lc;
3462 lc.reserve( path.PointCount() );
3463
3464 for( int i = 0; i < path.PointCount(); i++ )
3465 lc.emplace_back( path.CPoint( i ).x, path.CPoint( i ).y );
3466
3467 paths.push_back( std::move( lc ) );
3468 }
3469
3470 clipper.AddSubject( paths );
3471 clipper.Execute( Clipper2Lib::ClipType::Union, aEvenOdd ? Clipper2Lib::FillRule::EvenOdd
3472 : Clipper2Lib::FillRule::NonZero, tree );
3473
3474 std::vector<CLIPPER_Z_VALUE> zValues;
3475 std::vector<SHAPE_ARC> arcBuffer;
3476
3477 importTree( tree, zValues, arcBuffer );
3478 tree.Clear(); // Free used memory (not done in dtor)
3479}
3480
3481
3482bool SHAPE_POLY_SET::PointInside( const VECTOR2I& aPt, int aAccuracy, bool aUseBBoxCache ) const
3483{
3484 for( int idx = 0; idx < OutlineCount(); idx++ )
3485 {
3486 if( COutline( idx ).PointInside( aPt, aAccuracy, aUseBBoxCache ) )
3487 return true;
3488 }
3489
3490 return false;
3491}
3492
3493
3494const std::vector<SEG> SHAPE_POLY_SET::GenerateHatchLines( const std::vector<double>& aSlopes,
3495 int aSpacing, int aLineLength ) const
3496{
3497 std::vector<SEG> hatchLines;
3498
3499 // define range for hatch lines
3500 int min_x = CVertex( 0 ).x;
3501 int max_x = CVertex( 0 ).x;
3502 int min_y = CVertex( 0 ).y;
3503 int max_y = CVertex( 0 ).y;
3504
3505 for( auto iterator = CIterateWithHoles(); iterator; iterator++ )
3506 {
3507 if( iterator->x < min_x )
3508 min_x = iterator->x;
3509
3510 if( iterator->x > max_x )
3511 max_x = iterator->x;
3512
3513 if( iterator->y < min_y )
3514 min_y = iterator->y;
3515
3516 if( iterator->y > max_y )
3517 max_y = iterator->y;
3518 }
3519
3520 auto sortEndsByDescendingX =
3521 []( const VECTOR2I& ref, const VECTOR2I& tst )
3522 {
3523 return tst.x < ref.x;
3524 };
3525
3526 for( double slope : aSlopes )
3527 {
3528 int64_t max_a, min_a;
3529
3530 if( slope > 0 )
3531 {
3532 max_a = KiROUND<double, int64_t>( max_y - slope * min_x );
3533 min_a = KiROUND<double, int64_t>( min_y - slope * max_x );
3534 }
3535 else
3536 {
3537 max_a = KiROUND<double, int64_t>( max_y - slope * max_x );
3538 min_a = KiROUND<double, int64_t>( min_y - slope * min_x );
3539 }
3540
3541 min_a = ( min_a / aSpacing ) * aSpacing;
3542
3543 // loop through hatch lines
3544 std::vector<VECTOR2I> pointbuffer;
3545 pointbuffer.reserve( 256 );
3546
3547 for( int64_t a = min_a; a < max_a; a += aSpacing )
3548 {
3549 pointbuffer.clear();
3550
3551 // Iterate through all vertices
3552 for( auto iterator = CIterateSegmentsWithHoles(); iterator; iterator++ )
3553 {
3554 const SEG seg = *iterator;
3555 VECTOR2I pt;
3556
3557 if( seg.IntersectsLine( slope, a, pt ) )
3558 {
3559 // If the intersection point is outside the polygon, skip it
3560 if( pt.x < min_x || pt.x > max_x || pt.y < min_y || pt.y > max_y )
3561 continue;
3562
3563 // Add the intersection point to the buffer
3564 pointbuffer.emplace_back( KiROUND( pt.x ), KiROUND( pt.y ) );
3565 }
3566 }
3567
3568 // sort points in order of descending x (if more than 2) to
3569 // ensure the starting point and the ending point of the same segment
3570 // are stored one just after the other.
3571 if( pointbuffer.size() > 2 )
3572 sort( pointbuffer.begin(), pointbuffer.end(), sortEndsByDescendingX );
3573
3574 // creates lines or short segments inside the complex polygon
3575 for( size_t ip = 0; ip + 1 < pointbuffer.size(); ip++ )
3576 {
3577 const VECTOR2I& p1 = pointbuffer[ip];
3578 const VECTOR2I& p2 = pointbuffer[ip + 1];
3579
3580 // Avoid duplicated intersections or segments
3581 if( p1 == p2 )
3582 continue;
3583
3584 SEG candidate( p1, p2 );
3585
3586 VECTOR2I mid( ( candidate.A.x + candidate.B.x ) / 2, ( candidate.A.y + candidate.B.y ) / 2 );
3587
3588 // Check if segment is inside the polygon by checking its middle point
3589 if( containsSingle( mid, 0, 1, true ) )
3590 {
3591 int dx = p2.x - p1.x;
3592
3593 // Push only one line for diagonal hatch or for small lines < twice
3594 // the line length; else push 2 small lines
3595 if( aLineLength == -1 || std::abs( dx ) < 2 * aLineLength )
3596 {
3597 hatchLines.emplace_back( candidate );
3598 }
3599 else
3600 {
3601 double dy = p2.y - p1.y;
3602 slope = dy / dx;
3603
3604 if( dx > 0 )
3605 dx = aLineLength;
3606 else
3607 dx = -aLineLength;
3608
3609 int x1 = KiROUND( p1.x + dx );
3610 int x2 = KiROUND( p2.x - dx );
3611 int y1 = KiROUND( p1.y + dx * slope );
3612 int y2 = KiROUND( p2.y - dx * slope );
3613
3614 hatchLines.emplace_back( SEG( p1.x, p1.y, x1, y1 ) );
3615
3616 hatchLines.emplace_back( SEG( p2.x, p2.y, x2, y2 ) );
3617 }
3618 }
3619 }
3620 }
3621 }
3622
3623 return hatchLines;
3624}
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)
void Fracture()
Convert a set of polygons with holes to a single outline with "slits"/"fractures" connecting the oute...
bool Collide(const SHAPE *aShape, int aClearance=0, int *aActual=nullptr, VECTOR2I *aLocation=nullptr) const override
Check if the boundary of shape (this) lies closer to the shape aShape than aClearance,...
void BuildPolysetFromOrientedPaths(const std::vector< SHAPE_LINE_CHAIN > &aPaths, bool aEvenOdd=false)
Build a SHAPE_POLY_SET from a bunch of outlines in provided in random order.
bool Parse(std::stringstream &aStream) override
int TotalVertices() const
Return total number of vertices stored in the set.
POLYGON & Polygon(int aIndex)
Return the aIndex-th subpolygon in the set.
int FullPointCount() const
Return the number of points in the shape poly set.
void GetArcs(std::vector< SHAPE_ARC > &aArcBuffer) const
Appends all the arcs in this polyset to aArcBuffer.
bool IsVertexInHole(int aGlobalIdx)
Check whether the aGlobalIndex-th vertex belongs to a hole.
int NormalizeAreaOutlines()
Convert a self-intersecting polygon to one (or more) non self-intersecting polygon(s).
void RemoveVertex(int aGlobalIndex)
Delete the aGlobalIndex-th vertex.
void unfractureSingle(POLYGON &path)
void inflateLine2(const SHAPE_LINE_CHAIN &aLine, int aAmount, int aCircleSegCount, CORNER_STRATEGY aCornerStrategy, bool aSimplify=false)
bool GetRelativeIndices(int aGlobalIdx, VERTEX_INDEX *aRelativeIndices) const
Convert a global vertex index —i.e., a number that globally identifies a vertex in a concatenated lis...
bool IsPolygonSelfIntersecting(int aPolygonIndex) const
Check whether the aPolygonIndex-th polygon in the set is self intersecting.
SHAPE_POLY_SET Subset(int aFirstPolygon, int aLastPolygon)
Return a subset of the polygons in this set, the ones between aFirstPolygon and aLastPolygon.
int RemoveNullSegments()
Look for null segments; ie, segments whose ends are exactly the same and deletes them.
HASH_128 checksum() const
void Inflate(int aAmount, CORNER_STRATEGY aCornerStrategy, int aMaxError, bool aSimplify=false)
Perform outline inflation/deflation.
int HoleCount(int aOutline) const
Returns the number of holes in a given outline.
int Append(int x, int y, int aOutline=-1, int aHole=-1, bool aAllowDuplication=false)
Appends a vertex at the end of the given outline/hole (default: the last outline)
int AddPolygon(const POLYGON &apolygon)
Adds a polygon to the set.
const std::vector< SEG > GenerateHatchLines(const std::vector< double > &aSlopes, int aSpacing, int aLineLength) const
const std::string Format(bool aCplusPlus=true) const override
void Simplify()
Simplify the polyset (merges overlapping polys, eliminates degeneracy/self-intersections)
std::vector< SHAPE_LINE_CHAIN > POLYGON
represents a single polygon outline with holes.
std::vector< std::unique_ptr< TRIANGULATED_POLYGON > > m_triangulatedPolys
ITERATOR_TEMPLATE< const VECTOR2I > CONST_ITERATOR
void inflate2(int aAmount, int aCircleSegCount, CORNER_STRATEGY aCornerStrategy, bool aSimplify=false)
int AddHole(const SHAPE_LINE_CHAIN &aHole, int aOutline=-1)
Adds a new hole to the given outline (default: last) and returns its index.
SEG::ecoord SquaredDistance(const VECTOR2I &aPoint, bool aOutlineOnly, VECTOR2I *aNearest) const
Compute the minimum distance squared between aPoint and all the polygons in the set.
void RemoveContour(int aContourIdx, int aPolygonIdx=-1)
Delete the aContourIdx-th contour of the aPolygonIdx-th polygon in the set.
void Unfracture()
Convert a single outline slitted ("fractured") polygon into a set ouf outlines with holes.
int ArcCount() const
Count the number of arc shapes present.
bool GetGlobalIndex(VERTEX_INDEX aRelativeIndices, int &aGlobalIdx) const
Compute the global index of a vertex from the relative indices of polygon, contour and vertex.
bool GetNeighbourIndexes(int aGlobalIndex, int *aPrevious, int *aNext) const
Return the global indexes of the previous and the next corner of the aGlobalIndex-th corner of a cont...
SHAPE_LINE_CHAIN & Outline(int aIndex)
Return the reference to aIndex-th outline in the set.
SHAPE_LINE_CHAIN & Hole(int aOutline, int aHole)
Return the reference to aHole-th hole in the aIndex-th outline.
int NewOutline()
Creates a new empty polygon in the set and returns its index.
void SimplifyOutlines(int aMaxError=0)
Simplifies the lines in the polyset.
void booleanOp(Clipper2Lib::ClipType aType, const SHAPE_POLY_SET &aOtherShape)
This is the engine to execute all polygon boolean transforms (AND, OR, ... and polygon simplification...
const TRIANGULATED_POLYGON * TriangulatedPolygon(int aIndex) const
bool hasTouchingHoles(const POLYGON &aPoly) const
Return true if the polygon set has any holes that touch share a vertex.
bool PointOnEdge(const VECTOR2I &aP, int aAccuracy=0) const
Check if point aP lies on an edge or vertex of some of the outlines or holes.
bool CollideVertex(const VECTOR2I &aPoint, VERTEX_INDEX *aClosestVertex=nullptr, int aClearance=0) const
Check whether aPoint collides with any vertex of any of the contours of the polygon.
void DeletePolygonAndTriangulationData(int aIdx, bool aUpdateHash=true)
Delete aIdx-th polygon and its triangulation data from the set.
unsigned int TriangulatedPolyCount() const
Return the number of triangulated polygons.
std::atomic< bool > m_triangulationValid
void UpdateTriangulationDataHash()
void BooleanIntersection(const SHAPE_POLY_SET &b)
Perform boolean polyset intersection.
int NewHole(int aOutline=-1)
Creates a new hole in a given outline.
SEG::ecoord SquaredDistanceToPolygon(VECTOR2I aPoint, int aIndex, VECTOR2I *aNearest) const
Compute the minimum distance between the aIndex-th polygon and aPoint.
CONST_SEGMENT_ITERATOR CIterateSegmentsWithHoles() const
Return an iterator object, for the aOutline-th outline in the set (with holes).
void cacheTriangulation(bool aPartition, bool aSimplify, std::vector< std::unique_ptr< TRIANGULATED_POLYGON > > *aHintData)
virtual size_t GetIndexableSubshapeCount() const override
SEG::ecoord SquaredDistanceToSeg(const SEG &aSegment, VECTOR2I *aNearest=nullptr) const
Compute the minimum distance squared between aSegment and all the polygons in the set.
void importPolyPath(const std::unique_ptr< Clipper2Lib::PolyPath64 > &aPolyPath, const std::vector< CLIPPER_Z_VALUE > &aZValueBuffer, const std::vector< SHAPE_ARC > &aArcBuffer)
void RebuildHolesFromContours()
Extract all contours from this polygon set, then recreate polygons with holes.
void Mirror(const VECTOR2I &aRef, FLIP_DIRECTION aFlipDirection)
Mirror the line points about y or x (or both)
void OffsetLineChain(const SHAPE_LINE_CHAIN &aLine, int aAmount, CORNER_STRATEGY aCornerStrategy, int aMaxError, bool aSimplify)
Perform offsetting of a line chain.
void BuildBBoxCaches() const
Construct BBoxCaches for Contains(), below.
std::vector< POLYGON > m_polys
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.
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