Fix "false intersection" case and attempt to fix "missing intersection"
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318435aedb
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2573ac19a5
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@ -67,7 +67,7 @@ static T within_range(T x, T minval, T maxval, T wrap)
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return rv;
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}
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static bool sliceContainsPoint( SHAPE_ARC a, VECTOR2D p )
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static bool sliceContainsPoint( const SHAPE_ARC& a, const VECTOR2I& p )
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{
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double phi = 180.0 / M_PI * atan2( p.y - a.GetCenter().y, p.x - a.GetCenter().x );
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double ca = a.GetCentralAngle();
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@ -87,96 +87,39 @@ static bool sliceContainsPoint( SHAPE_ARC a, VECTOR2D p )
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return within_range( phi, sa, ea, 360.0 );
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}
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static int arclineIntersect( const SHAPE_ARC& a, const SEG& s, VECTOR2D* pts )
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static int arclineIntersect( const SHAPE_ARC& a, const SEG& s, std::vector<VECTOR2I>* ips )
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{
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VECTOR2I c = a.GetCenter();
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double r = a.GetRadius();
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VECTOR2I nearest = s.LineProject( c );
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CIRCLE circ( a.GetCenter(), a.GetRadius() );
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double nd = (c - nearest).EuclideanNorm();
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std::vector<VECTOR2I> intersections = circ.IntersectLine( s );
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/*overlay->SetStrokeColor( RED );
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overlay->AnnotatedPoint( s.A, 200000 );
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overlay->SetStrokeColor( GREEN );
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overlay->AnnotatedPoint( s.B, 200000 );
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overlay->SetStrokeColor( YELLOW );
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overlay->AnnotatedPoint( c, 200000 );
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size_t originalSize = ips->size();
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overlay->SetStrokeColor( WHITE );
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overlay->Arc( a );
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overlay->SetStrokeColor( DARKGRAY );
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overlay->Circle( a.GetCenter(), a.GetRadius() );*/
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if( nd > r )
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return 0;
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double ll = r * r - nd * nd;
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double l = 0;
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if( ll > 0 )
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l = sqrt(ll);
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int n = 0;
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VECTOR2I perp = ( s.B - s.A ).Resize( l );
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VECTOR2I p0( nearest + perp );
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VECTOR2I p1( nearest - perp );
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if( sliceContainsPoint( a, p0 ) ) { pts[n] = p0; n++; }
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if( sliceContainsPoint( a, p1 ) ) { pts[n] = p1; n++; }
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//for(int i = 0; i < n ; i++) overlay->AnnotatedPoint( pts[i], 40000 );
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return n;
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}
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int intersectArc2Arc( const SHAPE_ARC& a1, const SHAPE_ARC& a2, VECTOR2D* ips )
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{
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VECTOR2I dc( a2.GetCenter() - a1.GetCenter() );
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double dcl = dc.EuclideanNorm();
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double r1 = a1.GetRadius();
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double r2 = a2.GetRadius();
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if( dc.x == 0 && dc.y == 0 )
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for( const VECTOR2I& intersection : intersections )
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{
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if(r1 == r2)
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{
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ips[0] = a1.GetP0();
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return 1;
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}
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if( sliceContainsPoint( a, intersection ) )
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ips->push_back( intersection );
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}
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double d = ( dcl * dcl - r2*r2 + r1*r1 ) / (2 * dcl);
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return ips->size() - originalSize;
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}
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//overlay->SetStrokeColor( DARKGRAY );
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//overlay->Circle( a1.GetCenter(), a1.GetRadius() );
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//overlay->SetStrokeColor( DARKGRAY );
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//overlay->Circle( a2.GetCenter(), a2.GetRadius() );
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int intersectArc2Arc( const SHAPE_ARC& a1, const SHAPE_ARC& a2, std::vector<VECTOR2I>* ips )
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{
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CIRCLE circ1( a1.GetCenter(), a1.GetRadius() );
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CIRCLE circ2( a2.GetCenter(), a2.GetRadius() );
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double r1sq = r1 * r1;
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double dsq = d * d;
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std::vector<VECTOR2I> intersections = circ1.Intersect( circ2 );
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if( r1sq < dsq )
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return 0;
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size_t originalSize = ips->size();
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double q = sqrt ( r1sq - dsq );
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for( const VECTOR2I& intersection : intersections )
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{
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if( sliceContainsPoint( a1, intersection ) && sliceContainsPoint( a2, intersection ) )
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ips->push_back( intersection );
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}
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// printf("d %.1f q %.1f dcl %.1f\n", d, q, dcl );
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VECTOR2D pp = a1.GetCenter() + dc.Resize( d );
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VECTOR2D ip0 = pp + dc.Perpendicular().Resize(q);
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VECTOR2D ip1 = pp - dc.Perpendicular().Resize(q);
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int n_ips = 0;
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if( sliceContainsPoint( a1, ip0 ) )
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ips[n_ips++] = ip0;
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if( sliceContainsPoint( a1, ip1 ) )
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ips[n_ips++] = ip1;
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return n_ips;
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return ips->size() - originalSize;
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}
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@ -184,73 +127,51 @@ bool collideArc2Arc( const SHAPE_ARC& a1, const SHAPE_ARC& a2, int clearance, SE
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{
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SEG mediatrix( a1.GetCenter(), a2.GetCenter() );
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int nA = 0, nB = 0;
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VECTOR2D ptsA[8];
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VECTOR2D ptsB[8];
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std::vector<VECTOR2I> ips;
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VECTOR2D ips[4];
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if( intersectArc2Arc( a1, a2, ips ) > 0 )
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if( intersectArc2Arc( a1, a2, &ips ) > 0 )
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{
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minDistSeg.A = minDistSeg.B = ips[0];
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return true;
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}
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std::vector<VECTOR2I> ptsA;
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std::vector<VECTOR2I> ptsB;
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bool cocentered = ( mediatrix.A == mediatrix.B );
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// arcs don't have the same center point
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if( !cocentered )
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{
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nA = arclineIntersect( a1, mediatrix, ptsA );
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nB = arclineIntersect( a2, mediatrix, ptsB );
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arclineIntersect( a1, mediatrix, &ptsA );
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arclineIntersect( a2, mediatrix, &ptsB );
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}
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/*overlay->SetStrokeColor( LIGHTRED );
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overlay->Line( SEG( a2.GetP0(), a2.GetCenter() ) );
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overlay->Line( SEG( a2.GetP1(), a2.GetCenter() ) );*/
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arclineIntersect( a1, SEG( a2.GetP0(), a2.GetCenter() ), &ptsA );
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arclineIntersect( a1, SEG( a2.GetP1(), a2.GetCenter() ), &ptsA );
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nA += arclineIntersect( a1, SEG( a2.GetP0(), a2.GetCenter() ), ptsA + nA );
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nA += arclineIntersect( a1, SEG( a2.GetP1(), a2.GetCenter() ), ptsA + nA );
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arclineIntersect( a2, SEG( a1.GetP0(), a1.GetCenter() ), &ptsB );
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arclineIntersect( a2, SEG( a1.GetP1(), a1.GetCenter() ), &ptsB );
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ptsA.push_back( a1.GetP0() );
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ptsA.push_back( a1.GetP1() );
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ptsB.push_back( a2.GetP0() );
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ptsB.push_back( a2.GetP1() );
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/*overlay->SetStrokeColor( LIGHTBLUE );
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overlay->Line( SEG( a1.GetP0(), a1.GetCenter() ) );
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overlay->Line( SEG( a1.GetP1(), a1.GetCenter() ) );*/
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nB += arclineIntersect( a2, SEG( a1.GetP0(), a1.GetCenter() ), ptsB + nB );
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nB += arclineIntersect( a2, SEG( a1.GetP1(), a1.GetCenter() ), ptsB + nB );
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ptsA[nA++] = a1.GetP0();
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ptsA[nA++] = a1.GetP1();
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ptsB[nB++] = a2.GetP0();
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ptsB[nB++] = a2.GetP1();
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// printf("nA %d nB %d\n", nA, nB );
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double minDist;
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double minDist = std::numeric_limits<double>::max();
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bool minDistFound = false;
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for( int i = 0; i < nA; i++ )
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for( int j = 0; j < nB; j++ )
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for( const VECTOR2I& ptA: ptsA )
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for( const VECTOR2I& ptB : ptsB )
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{
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double dist =
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( ptsA[i] - ptsB[j] ).EuclideanNorm() - a1.GetWidth() / 2 - a2.GetWidth() / 2;
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/* overlay->SetStrokeColor( RED );
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overlay->AnnotatedPoint( ptsA[i], 100000 );
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overlay->SetStrokeColor( GREEN );
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overlay->AnnotatedPoint( ptsB[j], 100000 );*/
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//printf("dist %.1f\n", dist );
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double dist = ( ptA - ptB ).EuclideanNorm() - a1.GetWidth() / 2.0 - a2.GetWidth() / 2.0;
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if( dist < clearance )
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{
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if( !minDistFound || dist < minDist )
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{
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minDist = dist;
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minDistSeg = SEG( ptsA[i], ptsB[j] );
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minDistSeg = SEG( ptA, ptB );
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}
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minDistFound = true;
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@ -337,9 +258,9 @@ int playground_main_func( int argc, char* argv[] )
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for(int i = 0; i < arcs.size(); i+= 2)
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{
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SEG closestDist;
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VECTOR2D ips[2];
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std::vector<VECTOR2I> ips;
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bool collides = collideArc2Arc( arcs[i], arcs[i+1], 0, closestDist );
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int ni = intersectArc2Arc( arcs[i], arcs[i+1], ips );
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int ni = intersectArc2Arc( arcs[i], arcs[i+1], &ips );
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overlay->SetLineWidth( 10000.0 );
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overlay->SetStrokeColor( GREEN );
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