Coding conventions and cleanup.
This commit is contained in:
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e549d7c0c6
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8410a5e685
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@ -32,8 +32,6 @@
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#include FT_GLYPH_H
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#include FT_BBOX_H
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#include <trigo.h>
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#include <font/fontconfig.h>
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#include <convert_basic_shapes_to_polygon.h>
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#include <core/utf8.h>
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using namespace KIFONT;
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@ -64,23 +64,17 @@ public:
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void OutlineToSegments( CONTOURS* aContours );
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private:
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void contourToSegmentsAndArcs( CONTOUR& aResult, unsigned int aContourIndex ) const;
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void newContour();
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void addContourPoint( const VECTOR2D& p );
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int approximateContour( const GLYPH_POINTS& aPoints, const std::vector<bool>& aPointOnCurve,
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GLYPH_POINTS& aResult ) const;
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bool approximateBezierCurve( GLYPH_POINTS& result, const GLYPH_POINTS& bezier ) const;
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bool approximateQuadraticBezierCurve( GLYPH_POINTS& result, const GLYPH_POINTS& bezier ) const;
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bool approximateCubicBezierCurve( GLYPH_POINTS& result, const GLYPH_POINTS& bezier ) const;
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/**
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* @return 1 if aContour is in clockwise order, -1 if it is in
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* counterclockwise order, or 0 if the winding can't be
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* determined.
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* @return 1 if aContour is in clockwise order, -1 if it is in counterclockwise order,
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* or 0 if the winding can't be determined.
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*/
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int winding( const GLYPH_POINTS& aContour ) const;
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@ -56,10 +56,10 @@
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#include <math/box2.h>
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#include <math/vector2d.h>
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class PolygonTriangulation
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class POLYGON_TRIANGULATION
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{
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public:
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PolygonTriangulation( SHAPE_POLY_SET::TRIANGULATED_POLYGON& aResult ) :
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POLYGON_TRIANGULATION( SHAPE_POLY_SET::TRIANGULATED_POLYGON& aResult ) :
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m_result( aResult )
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{};
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@ -74,7 +74,8 @@ public:
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/// Place the polygon Vertices into a circular linked list
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/// and check for lists that have only 0, 1 or 2 elements and
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/// therefore cannot be polygons
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Vertex* firstVertex = createList( aPoly );
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VERTEX* firstVertex = createList( aPoly );
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if( !firstVertex || firstVertex->prev == firstVertex->next )
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return false;
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@ -86,9 +87,9 @@ public:
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}
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private:
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struct Vertex
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struct VERTEX
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{
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Vertex( size_t aIndex, double aX, double aY, PolygonTriangulation* aParent ) :
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VERTEX( size_t aIndex, double aX, double aY, POLYGON_TRIANGULATION* aParent ) :
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i( aIndex ),
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x( aX ),
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y( aY ),
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@ -96,14 +97,14 @@ private:
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{
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}
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Vertex& operator=( const Vertex& ) = delete;
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Vertex& operator=( Vertex&& ) = delete;
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VERTEX& operator=( const VERTEX& ) = delete;
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VERTEX& operator=( VERTEX&& ) = delete;
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bool operator==( const Vertex& rhs ) const
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bool operator==( const VERTEX& rhs ) const
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{
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return this->x == rhs.x && this->y == rhs.y;
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}
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bool operator!=( const Vertex& rhs ) const { return !( *this == rhs ); }
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bool operator!=( const VERTEX& rhs ) const { return !( *this == rhs ); }
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/**
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@ -116,14 +117,14 @@ private:
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* @return the newly created vertex in the polygon that does not include the
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* reference vertex.
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*/
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Vertex* split( Vertex* b )
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VERTEX* split( VERTEX* b )
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{
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parent->m_vertices.emplace_back( i, x, y, parent );
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Vertex* a2 = &parent->m_vertices.back();
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VERTEX* a2 = &parent->m_vertices.back();
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parent->m_vertices.emplace_back( b->i, b->x, b->y, parent );
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Vertex* b2 = &parent->m_vertices.back();
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Vertex* an = next;
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Vertex* bp = b->prev;
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VERTEX* b2 = &parent->m_vertices.back();
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VERTEX* an = next;
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VERTEX* bp = b->prev;
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next = b;
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b->prev = this;
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@ -172,7 +173,7 @@ private:
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*/
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void updateList()
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{
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Vertex* p = next;
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VERTEX* p = next;
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while( p != this )
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{
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@ -201,14 +202,14 @@ private:
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*/
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void zSort()
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{
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std::deque<Vertex*> queue;
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std::deque<VERTEX*> queue;
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queue.push_back( this );
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for( auto p = next; p && p != this; p = p->next )
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queue.push_back( p );
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std::sort( queue.begin(), queue.end(), []( const Vertex* a, const Vertex* b )
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std::sort( queue.begin(), queue.end(), []( const VERTEX* a, const VERTEX* b )
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{
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if( a->z != b->z )
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return a->z < b->z;
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@ -222,7 +223,7 @@ private:
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return a->i < b->i;
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} );
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Vertex* prev_elem = nullptr;
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VERTEX* prev_elem = nullptr;
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for( auto elem : queue )
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{
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@ -240,7 +241,7 @@ private:
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/**
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* Check to see if triangle surrounds our current vertex
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*/
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bool inTriangle( const Vertex& a, const Vertex& b, const Vertex& c )
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bool inTriangle( const VERTEX& a, const VERTEX& b, const VERTEX& c )
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{
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return ( c.x - x ) * ( a.y - y ) - ( a.x - x ) * ( c.y - y ) >= 0
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&& ( a.x - x ) * ( b.y - y ) - ( b.x - x ) * ( a.y - y ) >= 0
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@ -250,18 +251,18 @@ private:
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const size_t i;
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const double x;
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const double y;
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PolygonTriangulation* parent;
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POLYGON_TRIANGULATION* parent;
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// previous and next vertices nodes in a polygon ring
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Vertex* prev = nullptr;
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Vertex* next = nullptr;
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VERTEX* prev = nullptr;
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VERTEX* next = nullptr;
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// z-order curve value
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int32_t z = 0;
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// previous and next nodes in z-order
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Vertex* prevZ = nullptr;
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Vertex* nextZ = nullptr;
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VERTEX* prevZ = nullptr;
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VERTEX* nextZ = nullptr;
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};
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/**
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@ -294,10 +295,10 @@ private:
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* as the NULL triangles are inserted as Steiner points to improve the
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* triangulation regularity of polygons
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*/
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Vertex* removeNullTriangles( Vertex* aStart )
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VERTEX* removeNullTriangles( VERTEX* aStart )
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{
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Vertex* retval = nullptr;
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Vertex* p = aStart->next;
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VERTEX* retval = nullptr;
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VERTEX* p = aStart->next;
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while( p != aStart )
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{
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@ -328,9 +329,9 @@ private:
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/**
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* Take a Clipper path and converts it into a circular, doubly-linked list for triangulation.
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*/
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Vertex* createList( const ClipperLib::Path& aPath )
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VERTEX* createList( const ClipperLib::Path& aPath )
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{
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Vertex* tail = nullptr;
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VERTEX* tail = nullptr;
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double sum = 0.0;
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auto len = aPath.size();
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@ -369,9 +370,9 @@ private:
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/**
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* Take a #SHAPE_LINE_CHAIN and links each point into a circular, doubly-linked list.
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*/
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Vertex* createList( const SHAPE_LINE_CHAIN& points )
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VERTEX* createList( const SHAPE_LINE_CHAIN& points )
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{
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Vertex* tail = nullptr;
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VERTEX* tail = nullptr;
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double sum = 0.0;
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// Check for winding order
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@ -411,14 +412,14 @@ private:
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* an edited file), we create a single triangle and remove both vertices before attempting
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* to.
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*/
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bool earcutList( Vertex* aPoint, int pass = 0 )
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bool earcutList( VERTEX* aPoint, int pass = 0 )
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{
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if( !aPoint )
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return true;
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Vertex* stop = aPoint;
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Vertex* prev;
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Vertex* next;
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VERTEX* stop = aPoint;
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VERTEX* prev;
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VERTEX* next;
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while( aPoint->prev != aPoint->next )
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{
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continue;
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}
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Vertex* nextNext = next->next;
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VERTEX* nextNext = next->next;
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if( *prev != *nextNext && intersects( prev, aPoint, next, nextNext ) &&
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locallyInside( prev, nextNext ) &&
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@ -504,11 +505,11 @@ private:
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*
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* @return true if aEar is the apex point of a ear in the polygon.
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*/
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bool isEar( Vertex* aEar ) const
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bool isEar( VERTEX* aEar ) const
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{
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const Vertex* a = aEar->prev;
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const Vertex* b = aEar;
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const Vertex* c = aEar->next;
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const VERTEX* a = aEar->prev;
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const VERTEX* b = aEar;
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const VERTEX* c = aEar->next;
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// If the area >=0, then the three points for a concave sequence
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// with b as the reflex point
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const int32_t maxZ = zOrder( maxTX, maxTY );
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// first look for points inside the triangle in increasing z-order
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Vertex* p = aEar->nextZ;
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VERTEX* p = aEar->nextZ;
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while( p && p->z <= maxZ )
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{
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@ -560,20 +561,20 @@ private:
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* independently. This is assured to generate at least one new ear if the
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* split is successful
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*/
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bool splitPolygon( Vertex* start )
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bool splitPolygon( VERTEX* start )
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{
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Vertex* origPoly = start;
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VERTEX* origPoly = start;
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do
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{
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Vertex* marker = origPoly->next->next;
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VERTEX* marker = origPoly->next->next;
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while( marker != origPoly->prev )
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{
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// Find a diagonal line that is wholly enclosed by the polygon interior
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if( origPoly->i != marker->i && goodSplit( origPoly, marker ) )
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{
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Vertex* newPoly = origPoly->split( marker );
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VERTEX* newPoly = origPoly->split( marker );
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origPoly->updateList();
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newPoly->updateList();
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* and the midpoint. Finally, we check to split creates two new polygons,
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* each with positive area.
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*/
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bool goodSplit( const Vertex* a, const Vertex* b ) const
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bool goodSplit( const VERTEX* a, const VERTEX* b ) const
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{
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bool a_on_edge = ( a->nextZ && *a == *a->nextZ ) || ( a->prevZ && *a == *a->prevZ );
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bool b_on_edge = ( b->nextZ && *b == *b->nextZ ) || ( b->prevZ && *b == *b->prevZ );
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/**
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* Return the twice the signed area of the triangle formed by vertices p, q, and r.
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*/
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double area( const Vertex* p, const Vertex* q, const Vertex* r ) const
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double area( const VERTEX* p, const VERTEX* q, const VERTEX* r ) const
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{
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return ( q->y - p->y ) * ( r->x - q->x ) - ( q->x - p->x ) * ( r->y - q->y );
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}
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@ -630,7 +631,7 @@ private:
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/**
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* If p, q, and r are collinear and r lies between p and q, then return true.
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*/
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constexpr bool overlapping( const Vertex* p, const Vertex* q, const Vertex* r ) const
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constexpr bool overlapping( const VERTEX* p, const VERTEX* q, const VERTEX* r ) const
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{
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return q->x <= std::max( p->x, r->x ) &&
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q->x >= std::min( p->x, r->x ) &&
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@ -643,7 +644,7 @@ private:
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*
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* @return true if p1-p2 intersects q1-q2.
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*/
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bool intersects( const Vertex* p1, const Vertex* q1, const Vertex* p2, const Vertex* q2 ) const
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bool intersects( const VERTEX* p1, const VERTEX* q1, const VERTEX* p2, const VERTEX* q2 ) const
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{
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int sign1 = sign( area( p1, q1, p2 ) );
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int sign2 = sign( area( p1, q1, q2 ) );
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*
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* @return true if the segment intersects the edge of the polygon.
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*/
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bool intersectsPolygon( const Vertex* a, const Vertex* b ) const
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bool intersectsPolygon( const VERTEX* a, const VERTEX* b ) const
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{
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const Vertex* p = a->next;
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const VERTEX* p = a->next;
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do
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{
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@ -702,7 +703,7 @@ private:
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*
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* @return true if the segment from a->b is inside a's polygon next to vertex a.
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*/
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bool locallyInside( const Vertex* a, const Vertex* b ) const
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bool locallyInside( const VERTEX* a, const VERTEX* b ) const
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{
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if( area( a->prev, a, a->next ) < 0 )
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return area( a, b, a->next ) >= 0 && area( a, a->prev, b ) >= 0;
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@ -713,9 +714,9 @@ private:
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/**
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* Check to see if the segment halfway point between a and b is inside the polygon
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*/
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bool middleInside( const Vertex* a, const Vertex* b ) const
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bool middleInside( const VERTEX* a, const VERTEX* b ) const
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{
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const Vertex* p = a;
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const VERTEX* p = a;
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bool inside = false;
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double px = ( a->x + b->x ) / 2;
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double py = ( a->y + b->y ) / 2;
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@ -738,12 +739,12 @@ private:
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*
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* @return a pointer to the newly created vertex.
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*/
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Vertex* insertVertex( const VECTOR2I& pt, Vertex* last )
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VERTEX* insertVertex( const VECTOR2I& pt, VERTEX* last )
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{
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m_result.AddVertex( pt );
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m_vertices.emplace_back( m_result.GetVertexCount() - 1, pt.x, pt.y, this );
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Vertex* p = &m_vertices.back();
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VERTEX* p = &m_vertices.back();
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if( !last )
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{
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@ -762,7 +763,7 @@ private:
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private:
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BOX2I m_bbox;
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std::deque<Vertex> m_vertices;
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std::deque<VERTEX> m_vertices;
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SHAPE_POLY_SET::TRIANGULATED_POLYGON& m_result;
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};
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@ -3016,7 +3016,7 @@ void SHAPE_POLY_SET::CacheTriangulation( bool aPartition, bool aSimplify )
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dest.erase( dest.end() - 1 );
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dest.push_back( std::make_unique<TRIANGULATED_POLYGON>( forOutline ) );
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PolygonTriangulation tess( *dest.back() );
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POLYGON_TRIANGULATION tess( *dest.back() );
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// If the tessellation fails, we re-fracture the polygon, which will
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// first simplify the system before fracturing and removing the holes
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