Coding conventions and cleanup.

This commit is contained in:
Jeff Young 2024-01-12 17:09:52 +00:00
parent e549d7c0c6
commit 8410a5e685
4 changed files with 61 additions and 68 deletions

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@ -32,8 +32,6 @@
#include FT_GLYPH_H
#include FT_BBOX_H
#include <trigo.h>
#include <font/fontconfig.h>
#include <convert_basic_shapes_to_polygon.h>
#include <core/utf8.h>
using namespace KIFONT;

View File

@ -64,23 +64,17 @@ public:
void OutlineToSegments( CONTOURS* aContours );
private:
void contourToSegmentsAndArcs( CONTOUR& aResult, unsigned int aContourIndex ) const;
void newContour();
void addContourPoint( const VECTOR2D& p );
int approximateContour( const GLYPH_POINTS& aPoints, const std::vector<bool>& aPointOnCurve,
GLYPH_POINTS& aResult ) const;
bool approximateBezierCurve( GLYPH_POINTS& result, const GLYPH_POINTS& bezier ) const;
bool approximateQuadraticBezierCurve( GLYPH_POINTS& result, const GLYPH_POINTS& bezier ) const;
bool approximateCubicBezierCurve( GLYPH_POINTS& result, const GLYPH_POINTS& bezier ) const;
/**
* @return 1 if aContour is in clockwise order, -1 if it is in
* counterclockwise order, or 0 if the winding can't be
* determined.
* @return 1 if aContour is in clockwise order, -1 if it is in counterclockwise order,
* or 0 if the winding can't be determined.
*/
int winding( const GLYPH_POINTS& aContour ) const;

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@ -56,10 +56,10 @@
#include <math/box2.h>
#include <math/vector2d.h>
class PolygonTriangulation
class POLYGON_TRIANGULATION
{
public:
PolygonTriangulation( SHAPE_POLY_SET::TRIANGULATED_POLYGON& aResult ) :
POLYGON_TRIANGULATION( SHAPE_POLY_SET::TRIANGULATED_POLYGON& aResult ) :
m_result( aResult )
{};
@ -74,7 +74,8 @@ public:
/// Place the polygon Vertices into a circular linked list
/// and check for lists that have only 0, 1 or 2 elements and
/// therefore cannot be polygons
Vertex* firstVertex = createList( aPoly );
VERTEX* firstVertex = createList( aPoly );
if( !firstVertex || firstVertex->prev == firstVertex->next )
return false;
@ -86,9 +87,9 @@ public:
}
private:
struct Vertex
struct VERTEX
{
Vertex( size_t aIndex, double aX, double aY, PolygonTriangulation* aParent ) :
VERTEX( size_t aIndex, double aX, double aY, POLYGON_TRIANGULATION* aParent ) :
i( aIndex ),
x( aX ),
y( aY ),
@ -96,14 +97,14 @@ private:
{
}
Vertex& operator=( const Vertex& ) = delete;
Vertex& operator=( Vertex&& ) = delete;
VERTEX& operator=( const VERTEX& ) = delete;
VERTEX& operator=( VERTEX&& ) = delete;
bool operator==( const Vertex& rhs ) const
bool operator==( const VERTEX& rhs ) const
{
return this->x == rhs.x && this->y == rhs.y;
}
bool operator!=( const Vertex& rhs ) const { return !( *this == rhs ); }
bool operator!=( const VERTEX& rhs ) const { return !( *this == rhs ); }
/**
@ -116,14 +117,14 @@ private:
* @return the newly created vertex in the polygon that does not include the
* reference vertex.
*/
Vertex* split( Vertex* b )
VERTEX* split( VERTEX* b )
{
parent->m_vertices.emplace_back( i, x, y, parent );
Vertex* a2 = &parent->m_vertices.back();
VERTEX* a2 = &parent->m_vertices.back();
parent->m_vertices.emplace_back( b->i, b->x, b->y, parent );
Vertex* b2 = &parent->m_vertices.back();
Vertex* an = next;
Vertex* bp = b->prev;
VERTEX* b2 = &parent->m_vertices.back();
VERTEX* an = next;
VERTEX* bp = b->prev;
next = b;
b->prev = this;
@ -172,7 +173,7 @@ private:
*/
void updateList()
{
Vertex* p = next;
VERTEX* p = next;
while( p != this )
{
@ -201,14 +202,14 @@ private:
*/
void zSort()
{
std::deque<Vertex*> queue;
std::deque<VERTEX*> queue;
queue.push_back( this );
for( auto p = next; p && p != this; p = p->next )
queue.push_back( p );
std::sort( queue.begin(), queue.end(), []( const Vertex* a, const Vertex* b )
std::sort( queue.begin(), queue.end(), []( const VERTEX* a, const VERTEX* b )
{
if( a->z != b->z )
return a->z < b->z;
@ -222,7 +223,7 @@ private:
return a->i < b->i;
} );
Vertex* prev_elem = nullptr;
VERTEX* prev_elem = nullptr;
for( auto elem : queue )
{
@ -240,7 +241,7 @@ private:
/**
* Check to see if triangle surrounds our current vertex
*/
bool inTriangle( const Vertex& a, const Vertex& b, const Vertex& c )
bool inTriangle( const VERTEX& a, const VERTEX& b, const VERTEX& c )
{
return ( c.x - x ) * ( a.y - y ) - ( a.x - x ) * ( c.y - y ) >= 0
&& ( a.x - x ) * ( b.y - y ) - ( b.x - x ) * ( a.y - y ) >= 0
@ -250,18 +251,18 @@ private:
const size_t i;
const double x;
const double y;
PolygonTriangulation* parent;
POLYGON_TRIANGULATION* parent;
// previous and next vertices nodes in a polygon ring
Vertex* prev = nullptr;
Vertex* next = nullptr;
VERTEX* prev = nullptr;
VERTEX* next = nullptr;
// z-order curve value
int32_t z = 0;
// previous and next nodes in z-order
Vertex* prevZ = nullptr;
Vertex* nextZ = nullptr;
VERTEX* prevZ = nullptr;
VERTEX* nextZ = nullptr;
};
/**
@ -294,10 +295,10 @@ private:
* as the NULL triangles are inserted as Steiner points to improve the
* triangulation regularity of polygons
*/
Vertex* removeNullTriangles( Vertex* aStart )
VERTEX* removeNullTriangles( VERTEX* aStart )
{
Vertex* retval = nullptr;
Vertex* p = aStart->next;
VERTEX* retval = nullptr;
VERTEX* p = aStart->next;
while( p != aStart )
{
@ -328,9 +329,9 @@ private:
/**
* Take a Clipper path and converts it into a circular, doubly-linked list for triangulation.
*/
Vertex* createList( const ClipperLib::Path& aPath )
VERTEX* createList( const ClipperLib::Path& aPath )
{
Vertex* tail = nullptr;
VERTEX* tail = nullptr;
double sum = 0.0;
auto len = aPath.size();
@ -369,9 +370,9 @@ private:
/**
* Take a #SHAPE_LINE_CHAIN and links each point into a circular, doubly-linked list.
*/
Vertex* createList( const SHAPE_LINE_CHAIN& points )
VERTEX* createList( const SHAPE_LINE_CHAIN& points )
{
Vertex* tail = nullptr;
VERTEX* tail = nullptr;
double sum = 0.0;
// Check for winding order
@ -411,14 +412,14 @@ private:
* an edited file), we create a single triangle and remove both vertices before attempting
* to.
*/
bool earcutList( Vertex* aPoint, int pass = 0 )
bool earcutList( VERTEX* aPoint, int pass = 0 )
{
if( !aPoint )
return true;
Vertex* stop = aPoint;
Vertex* prev;
Vertex* next;
VERTEX* stop = aPoint;
VERTEX* prev;
VERTEX* next;
while( aPoint->prev != aPoint->next )
{
@ -437,7 +438,7 @@ private:
continue;
}
Vertex* nextNext = next->next;
VERTEX* nextNext = next->next;
if( *prev != *nextNext && intersects( prev, aPoint, next, nextNext ) &&
locallyInside( prev, nextNext ) &&
@ -504,11 +505,11 @@ private:
*
* @return true if aEar is the apex point of a ear in the polygon.
*/
bool isEar( Vertex* aEar ) const
bool isEar( VERTEX* aEar ) const
{
const Vertex* a = aEar->prev;
const Vertex* b = aEar;
const Vertex* c = aEar->next;
const VERTEX* a = aEar->prev;
const VERTEX* b = aEar;
const VERTEX* c = aEar->next;
// If the area >=0, then the three points for a concave sequence
// with b as the reflex point
@ -526,7 +527,7 @@ private:
const int32_t maxZ = zOrder( maxTX, maxTY );
// first look for points inside the triangle in increasing z-order
Vertex* p = aEar->nextZ;
VERTEX* p = aEar->nextZ;
while( p && p->z <= maxZ )
{
@ -560,20 +561,20 @@ private:
* independently. This is assured to generate at least one new ear if the
* split is successful
*/
bool splitPolygon( Vertex* start )
bool splitPolygon( VERTEX* start )
{
Vertex* origPoly = start;
VERTEX* origPoly = start;
do
{
Vertex* marker = origPoly->next->next;
VERTEX* marker = origPoly->next->next;
while( marker != origPoly->prev )
{
// Find a diagonal line that is wholly enclosed by the polygon interior
if( origPoly->i != marker->i && goodSplit( origPoly, marker ) )
{
Vertex* newPoly = origPoly->split( marker );
VERTEX* newPoly = origPoly->split( marker );
origPoly->updateList();
newPoly->updateList();
@ -599,7 +600,7 @@ private:
* and the midpoint. Finally, we check to split creates two new polygons,
* each with positive area.
*/
bool goodSplit( const Vertex* a, const Vertex* b ) const
bool goodSplit( const VERTEX* a, const VERTEX* b ) const
{
bool a_on_edge = ( a->nextZ && *a == *a->nextZ ) || ( a->prevZ && *a == *a->prevZ );
bool b_on_edge = ( b->nextZ && *b == *b->nextZ ) || ( b->prevZ && *b == *b->prevZ );
@ -616,7 +617,7 @@ private:
/**
* Return the twice the signed area of the triangle formed by vertices p, q, and r.
*/
double area( const Vertex* p, const Vertex* q, const Vertex* r ) const
double area( const VERTEX* p, const VERTEX* q, const VERTEX* r ) const
{
return ( q->y - p->y ) * ( r->x - q->x ) - ( q->x - p->x ) * ( r->y - q->y );
}
@ -630,7 +631,7 @@ private:
/**
* If p, q, and r are collinear and r lies between p and q, then return true.
*/
constexpr bool overlapping( const Vertex* p, const Vertex* q, const Vertex* r ) const
constexpr bool overlapping( const VERTEX* p, const VERTEX* q, const VERTEX* r ) const
{
return q->x <= std::max( p->x, r->x ) &&
q->x >= std::min( p->x, r->x ) &&
@ -643,7 +644,7 @@ private:
*
* @return true if p1-p2 intersects q1-q2.
*/
bool intersects( const Vertex* p1, const Vertex* q1, const Vertex* p2, const Vertex* q2 ) const
bool intersects( const VERTEX* p1, const VERTEX* q1, const VERTEX* p2, const VERTEX* q2 ) const
{
int sign1 = sign( area( p1, q1, p2 ) );
int sign2 = sign( area( p1, q1, q2 ) );
@ -675,9 +676,9 @@ private:
*
* @return true if the segment intersects the edge of the polygon.
*/
bool intersectsPolygon( const Vertex* a, const Vertex* b ) const
bool intersectsPolygon( const VERTEX* a, const VERTEX* b ) const
{
const Vertex* p = a->next;
const VERTEX* p = a->next;
do
{
@ -702,7 +703,7 @@ private:
*
* @return true if the segment from a->b is inside a's polygon next to vertex a.
*/
bool locallyInside( const Vertex* a, const Vertex* b ) const
bool locallyInside( const VERTEX* a, const VERTEX* b ) const
{
if( area( a->prev, a, a->next ) < 0 )
return area( a, b, a->next ) >= 0 && area( a, a->prev, b ) >= 0;
@ -713,9 +714,9 @@ private:
/**
* Check to see if the segment halfway point between a and b is inside the polygon
*/
bool middleInside( const Vertex* a, const Vertex* b ) const
bool middleInside( const VERTEX* a, const VERTEX* b ) const
{
const Vertex* p = a;
const VERTEX* p = a;
bool inside = false;
double px = ( a->x + b->x ) / 2;
double py = ( a->y + b->y ) / 2;
@ -738,12 +739,12 @@ private:
*
* @return a pointer to the newly created vertex.
*/
Vertex* insertVertex( const VECTOR2I& pt, Vertex* last )
VERTEX* insertVertex( const VECTOR2I& pt, VERTEX* last )
{
m_result.AddVertex( pt );
m_vertices.emplace_back( m_result.GetVertexCount() - 1, pt.x, pt.y, this );
Vertex* p = &m_vertices.back();
VERTEX* p = &m_vertices.back();
if( !last )
{
@ -762,7 +763,7 @@ private:
private:
BOX2I m_bbox;
std::deque<Vertex> m_vertices;
std::deque<VERTEX> m_vertices;
SHAPE_POLY_SET::TRIANGULATED_POLYGON& m_result;
};

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@ -3016,7 +3016,7 @@ void SHAPE_POLY_SET::CacheTriangulation( bool aPartition, bool aSimplify )
dest.erase( dest.end() - 1 );
dest.push_back( std::make_unique<TRIANGULATED_POLYGON>( forOutline ) );
PolygonTriangulation tess( *dest.back() );
POLYGON_TRIANGULATION tess( *dest.back() );
// If the tessellation fails, we re-fracture the polygon, which will
// first simplify the system before fracturing and removing the holes