Fully backport polygon triangulation from 8.0

This commit is contained in:
Seth Hillbrand 2024-02-15 09:00:55 -08:00
parent 5878ac5aaf
commit 8a3a11e2f8
2 changed files with 80 additions and 107 deletions

View File

@ -1,7 +1,7 @@
/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Modifications Copyright (C) 2018-2021 KiCad Developers
* Modifications Copyright (C) 2018-2023 KiCad Developers
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
@ -57,19 +57,16 @@
#include <math/vector2d.h>
#define TRIANGULATE_TRACE "triangulate"
class PolygonTriangulation
class POLYGON_TRIANGULATION
{
public:
PolygonTriangulation( SHAPE_POLY_SET::TRIANGULATED_POLYGON& aResult ) :
POLYGON_TRIANGULATION( SHAPE_POLY_SET::TRIANGULATED_POLYGON& aResult ) :
m_result( aResult )
{};
bool TesselatePolygon( const SHAPE_LINE_CHAIN& aPoly )
{
m_bbox = aPoly.BBox();
m_prefactor_x = 32767.0 / m_bbox.GetWidth();
m_prefactor_y = 32767.0 / m_bbox.GetHeight();
m_result.Clear();
if( !m_bbox.GetWidth() || !m_bbox.GetHeight() )
@ -78,7 +75,8 @@ 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;
@ -90,9 +88,9 @@ 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 ),
@ -100,14 +98,14 @@ 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 ); }
/**
@ -120,14 +118,14 @@ 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;
@ -176,7 +174,7 @@ private:
*/
void updateList()
{
Vertex* p = next;
VERTEX* p = next;
while( p != this )
{
@ -205,14 +203,14 @@ 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;
@ -226,7 +224,7 @@ private:
return a->i < b->i;
} );
Vertex* prev_elem = nullptr;
VERTEX* prev_elem = nullptr;
for( auto elem : queue )
{
@ -244,7 +242,7 @@ 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
@ -254,18 +252,18 @@ 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;
};
/**
@ -275,8 +273,8 @@ private:
*/
int32_t zOrder( const double aX, const double aY ) const
{
int32_t x = static_cast<int32_t>( m_prefactor_x * ( aX - m_bbox.GetX() ) );
int32_t y = static_cast<int32_t>( m_prefactor_y * ( aY - m_bbox.GetY() ) );
int32_t x = static_cast<int32_t>( 32767.0 * ( aX - m_bbox.GetX() ) / m_bbox.GetWidth() );
int32_t y = static_cast<int32_t>( 32767.0 * ( aY - m_bbox.GetY() ) / m_bbox.GetHeight() );
x = ( x | ( x << 8 ) ) & 0x00FF00FF;
x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
@ -298,10 +296,10 @@ 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 )
{
@ -332,9 +330,9 @@ 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();
@ -373,9 +371,9 @@ 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
@ -415,14 +413,14 @@ 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 )
{
@ -441,38 +439,26 @@ private:
continue;
}
Vertex* p = next;
bool removed = false;
VERTEX* nextNext = next->next;
do
if( *prev != *nextNext && intersects( prev, aPoint, next, nextNext ) &&
locallyInside( prev, nextNext ) &&
locallyInside( nextNext, prev ) )
{
Vertex* nextNext = p->next->next;
prev = p->prev;
m_result.AddTriangle( prev->i, aPoint->i, nextNext->i );
if( *prev != *nextNext && intersects( prev, p, p->next, nextNext ) &&
locallyInside( prev, nextNext ) &&
locallyInside( nextNext, prev ) )
{
m_result.AddTriangle( prev->i, p->i, nextNext->i );
// remove two nodes involved
next->remove();
aPoint->remove();
// remove two nodes involved
p->next->remove();
p->remove();
aPoint = nextNext;
stop = nextNext;
next = nextNext;
p = nextNext;
removed = true;
}
p = p->next;
} while ( p != next );
continue;
}
aPoint = next;
if( removed )
continue;
/*
* We've searched the entire polygon for available ears and there are still
* un-sliced nodes remaining.
@ -520,11 +506,11 @@ 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
@ -542,7 +528,7 @@ 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 )
{
@ -576,9 +562,9 @@ 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;
// Our first attempts to split the polygon will be at overlapping points.
// These are natural split points and we only need to switch the loop directions
@ -586,7 +572,7 @@ private:
// need to create a new segment to disconnect the two loops.
do
{
Vertex* nextZ = origPoly->nextZ;
VERTEX* nextZ = origPoly->nextZ;
if( nextZ && *nextZ == *origPoly )
{
@ -599,7 +585,7 @@ private:
return earcutList( origPoly ) && earcutList( nextZ );
}
Vertex* prevZ = origPoly->prevZ;
VERTEX* prevZ = origPoly->prevZ;
if( prevZ && *prevZ == *origPoly )
{
@ -622,31 +608,19 @@ private:
// a valid line (does not cross the existing polygon)
do
{
Vertex* marker = origPoly->next->next;
if( m_splits.count( origPoly ) )
{
origPoly = origPoly->next;
continue;
}
VERTEX* marker = origPoly->next->next;
while( marker != origPoly->prev )
{
if( m_splits.count( marker ) )
{
marker = marker->next;
continue;
}
// 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 );
m_splits.insert( origPoly );
m_splits.insert( marker );
origPoly->updateList();
newPoly->updateList();
return ( earcutList( origPoly ) && earcutList( newPoly ) );
return earcutList( origPoly ) && earcutList( newPoly );
}
marker = marker->next;
@ -667,7 +641,7 @@ 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 );
@ -678,16 +652,18 @@ private:
return no_intersect && local_split && ( same_dir || has_len ) && !a_on_edge && !b_on_edge;
}
/**
* 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 );
}
constexpr int sign( double aVal ) const
{
return ( aVal > 0 ) - ( aVal < 0 );
@ -696,7 +672,7 @@ 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 ) &&
@ -709,7 +685,7 @@ 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 ) );
@ -741,9 +717,9 @@ 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
{
@ -768,7 +744,7 @@ 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;
@ -779,9 +755,9 @@ 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;
@ -804,12 +780,12 @@ 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 )
{
@ -828,10 +804,7 @@ private:
private:
BOX2I m_bbox;
double m_prefactor_x;
double m_prefactor_y;
std::deque<Vertex> m_vertices;
std::set<Vertex*> m_splits;
std::deque<VERTEX> m_vertices;
SHAPE_POLY_SET::TRIANGULATED_POLYGON& m_result;
};

View File

@ -2764,7 +2764,7 @@ 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