Rearrange VERTEX and VERTEX_SET to please MSW/Apple

This commit is contained in:
Seth Hillbrand 2024-06-25 18:04:53 -07:00
parent 4fff28220e
commit a9d9d7ac06
2 changed files with 126 additions and 120 deletions

View File

@ -52,98 +52,7 @@
#include <math/box2.h>
#include <geometry/shape_line_chain.h>
class VERTEX;
class VERTEX_SET
{
friend class VERTEX;
public:
VERTEX_SET( int aSimplificationLevel )
{
m_simplificationLevel = aSimplificationLevel * ( VECTOR2I::extended_type ) aSimplificationLevel;
}
~VERTEX_SET() {}
void SetBoundingBox( const BOX2I& aBBox );
/**
* Insert a vertex into the vertex set
* @param aIndex the index of the vertex
* @param pt the point to insert
* @param last the last vertex in the list
* @return the newly inserted vertex
*/
VERTEX* insertVertex( int aIndex, const VECTOR2I& pt, VERTEX* last );
/**
* Create a list of vertices from a line chain
* @param points the line chain to create the list from
* @return the first vertex in the list
*/
VERTEX* createList( const SHAPE_LINE_CHAIN& points );
protected:
/**
* Get the next vertex in the outline, avoiding steiner points
* and points that overlap with splits
* @param aPt the current vertex
* @return the next vertex in the outline
*/
VERTEX* getNextOutlineVertex( const VERTEX* aPt ) const;
/**
* Get the previous vertex in the outline, avoiding steiner points
* and points that overlap with splits
* @param aPt the current vertex
* @return the previous vertex in the outline
*/
VERTEX* getPrevOutlineVertex( const VERTEX* aPt ) const;
/**
* Check whether the segment from vertex a -> vertex b is inside the polygon
* around the immediate area of vertex a.
*
* We don't define the exact area over which the segment is inside but it is guaranteed to
* be inside the polygon immediately adjacent to vertex a.
*
* @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;
/**
* Check if the middle of the segment from a to b is inside the polygon
* @param a the first vertex
* @param b the second vertex
* @return true if the point is in the middle of the triangle
*/
bool middleInside( const VERTEX* a, const VERTEX* b ) const;
/**
* Check if two vertices are at the same point
* @param aA the first vertex
* @param aB the second vertex
* @return true if the vertices are at the same point
*/
bool same_point( const VERTEX* aA, const VERTEX* aB ) const;
/**
* Note that while the inputs are doubles, these are scaled
* by the size of the bounding box to fit into a 32-bit Morton code
* @return the Morton code for the point (aX, aY)
*/
int32_t zOrder( const double aX, const double aY ) const;
/**
* @return the area of the triangle defined by the three vertices
*/
double area( const VERTEX* p, const VERTEX* q, const VERTEX* r ) const;
BOX2I m_bbox;
std::deque<VERTEX> m_vertices;
VECTOR2I::extended_type m_simplificationLevel;
};
class VERTEX_SET;
class VERTEX
{
@ -198,35 +107,9 @@ class VERTEX
* @return the newly created vertex in the polygon that does not include the
* reference vertex.
*/
VERTEX* split( VERTEX* b )
{
parent->m_vertices.emplace_back( i, x, y, parent );
VERTEX* a2 = parent->insertVertex( i, VECTOR2I( x, y ), nullptr );
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* split( VERTEX* b );
next = b;
b->prev = this;
a2->next = an;
an->prev = a2;
b2->next = a2;
a2->prev = b2;
bp->next = b2;
b2->prev = bp;
return b2;
}
void updateOrder()
{
if( !z )
z = parent->zOrder( x, y );
}
void updateOrder();
/**
* After inserting or changing nodes, this function should be called to
@ -347,6 +230,97 @@ class VERTEX
VERTEX* nextZ = nullptr;
};
class VERTEX_SET
{
friend class VERTEX;
public:
VERTEX_SET( int aSimplificationLevel )
{
m_simplificationLevel = aSimplificationLevel * ( VECTOR2I::extended_type ) aSimplificationLevel;
}
~VERTEX_SET() {}
void SetBoundingBox( const BOX2I& aBBox );
/**
* Insert a vertex into the vertex set
* @param aIndex the index of the vertex
* @param pt the point to insert
* @param last the last vertex in the list
* @return the newly inserted vertex
*/
VERTEX* insertVertex( int aIndex, const VECTOR2I& pt, VERTEX* last );
/**
* Create a list of vertices from a line chain
* @param points the line chain to create the list from
* @return the first vertex in the list
*/
VERTEX* createList( const SHAPE_LINE_CHAIN& points );
protected:
/**
* Get the next vertex in the outline, avoiding steiner points
* and points that overlap with splits
* @param aPt the current vertex
* @return the next vertex in the outline
*/
VERTEX* getNextOutlineVertex( const VERTEX* aPt ) const;
/**
* Get the previous vertex in the outline, avoiding steiner points
* and points that overlap with splits
* @param aPt the current vertex
* @return the previous vertex in the outline
*/
VERTEX* getPrevOutlineVertex( const VERTEX* aPt ) const;
/**
* Check whether the segment from vertex a -> vertex b is inside the polygon
* around the immediate area of vertex a.
*
* We don't define the exact area over which the segment is inside but it is guaranteed to
* be inside the polygon immediately adjacent to vertex a.
*
* @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;
/**
* Check if the middle of the segment from a to b is inside the polygon
* @param a the first vertex
* @param b the second vertex
* @return true if the point is in the middle of the triangle
*/
bool middleInside( const VERTEX* a, const VERTEX* b ) const;
/**
* Check if two vertices are at the same point
* @param aA the first vertex
* @param aB the second vertex
* @return true if the vertices are at the same point
*/
bool same_point( const VERTEX* aA, const VERTEX* aB ) const;
/**
* Note that while the inputs are doubles, these are scaled
* by the size of the bounding box to fit into a 32-bit Morton code
* @return the Morton code for the point (aX, aY)
*/
int32_t zOrder( const double aX, const double aY ) const;
/**
* @return the area of the triangle defined by the three vertices
*/
double area( const VERTEX* p, const VERTEX* q, const VERTEX* r ) const;
BOX2I m_bbox;
std::deque<VERTEX> m_vertices;
VECTOR2I::extended_type m_simplificationLevel;
};
#endif // VERTEX_SET_H

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@ -203,4 +203,36 @@ VERTEX* VERTEX_SET::insertVertex( int aIndex, const VECTOR2I& pt, VERTEX* last )
last->next = p;
}
return p;
}
VERTEX* VERTEX::split( VERTEX* b )
{
parent->m_vertices.emplace_back( i, x, y, parent );
VERTEX* a2 = parent->insertVertex( i, VECTOR2I( x, y ), nullptr );
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;
next = b;
b->prev = this;
a2->next = an;
an->prev = a2;
b2->next = a2;
a2->prev = b2;
bp->next = b2;
b2->prev = bp;
return b2;
}
void VERTEX::updateOrder()
{
if( !z )
z = parent->zOrder( x, y );
}