Strict-order points in connection_width
The connection width checker uses morton codes to order elements. The sort should be primarily morton-based but needs to be stable in order to ensure that nextZ/prevZ elements are properly placed as the actual next/prev elements in the list. Otherwise, hitting a fracture point might make us skip in the wrong direction Fixes https://gitlab.com/kicad/code/kicad/issues/12831
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@ -252,7 +252,10 @@ private:
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std::sort( queue.begin(), queue.end(), []( const Vertex* a, const Vertex* b )
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{
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return a->z < b->z;
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return a->z < b->z || ( a->z == b->z
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&& ( ( a->x < b->x )
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|| ( a->y < b->y )
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|| ( a->i < b->i ) ) );
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} );
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Vertex* prev_elem = nullptr;
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@ -309,39 +312,15 @@ private:
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return x | ( y << 1 );
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}
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/**
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* Checks to see if there is a "substantial" protrusion in each polygon produced by the cut from
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* aA to aB. Substantial in this case means that the polygon bulges out to a wider cross-section
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* than the distance from aA to aB
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* @param aA Starting point in the polygon
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* @param aB Ending point in the polygon
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* @return True if the two polygons are both "substantial"
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*/
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bool isSubstantial( Vertex* aA, Vertex* aB ) const
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constexpr bool same_point( const Vertex* aA, const Vertex* aB ) const
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{
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// `directions` is a bitfield where
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// bit 0 = pos y
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// bit 1 = neg y
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// bit 2 = pos x
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// bit 3 = neg x
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// So, once directions = 15, we have all directions
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int directions = 0;
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return aA && aB && aA->x == aB->x && aA->y == aB->y;
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}
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// This is a failsafe in case of invalid lists. Never check
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// more than the total number of points in m_vertices
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size_t checked = 0;
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size_t total_pts = m_vertices.size();
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Vertex* p0 = aA;
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Vertex* p;
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Vertex* nz = p0->nextZ;
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Vertex* pz = p0->prevZ;
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auto same_point =
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[]( const Vertex* a, const Vertex* b ) -> bool
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{
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return a && b && a->x == b->x && a->y == b->y;
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};
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Vertex* getNextOutlineVertex( const Vertex* aPt ) const
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{
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Vertex* nz = aPt->nextZ;
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Vertex* pz = aPt->prevZ;
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// If we hit a fracture point, we want to continue around the
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// edge we are working on and not switch to the pair edge
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@ -350,22 +329,76 @@ private:
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// a new fracture point, then we know that we are proceeding
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// in the wrong direction from the fracture and should
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// fall through to the next point
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if( same_point( p0, nz )
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if( same_point( aPt, nz )
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&& !( same_point( nz->next, nz->next->prevZ ) || same_point( nz->next, nz->next->nextZ ) ) )
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{
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p = nz->next;
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return nz->next;
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}
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else if( same_point( p0, pz )
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else if( same_point( aPt, pz )
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&& !( same_point( pz->next, pz->next->prevZ ) || same_point( pz->next, pz->next->nextZ ) ) )
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{
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p = pz->next;
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}
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else
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{
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p = p0->next;
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return pz->next;
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}
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while( p0 != aB && checked < total_pts && directions != 0b1111 )
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return aPt->next;
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}
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Vertex* getPrevOutlineVertex( const Vertex* aPt ) const
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{
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Vertex* nz = aPt->nextZ;
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Vertex* pz = aPt->prevZ;
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// If we hit a fracture point, we want to continue around the
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// edge we are working on and not switch to the pair edge
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// However, this will depend on which direction the initial
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// fracture hit is. If we find that we skip directly to
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// a new fracture point, then we know that we are proceeding
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// in the wrong direction from the fracture and should
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// fall through to the next point
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if( same_point( aPt, nz )
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&& !( same_point( nz->prev, nz->prev->nextZ ) || same_point( nz->prev, nz->prev->prevZ ) ) )
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{
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return nz->prev;
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}
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else if( same_point( aPt, pz )
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&& !( same_point( pz->prev, pz->prev->nextZ ) || same_point( pz->prev, pz->prev->prevZ ) ) )
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{
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return pz->prev;
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}
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return aPt->prev;
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}
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/**
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* Checks to see if there is a "substantial" protrusion in each polygon produced by the cut from
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* aA to aB. Substantial in this case means that the polygon bulges out to a wider cross-section
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* than the distance from aA to aB
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* @param aA Starting point in the polygon
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* @param aB Ending point in the polygon
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* @return True if the two polygons are both "substantial"
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*/
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bool isSubstantial( const Vertex* aA, const Vertex* aB ) const
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{
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// `directions` is a bitfield where
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// bit 0 = pos y
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// bit 1 = neg y
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// bit 2 = pos x
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// bit 3 = neg x
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// So, once directions = 15, we have all directions
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int directions = 0;
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constexpr int all_dirs = 0b1111;
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// This is a failsafe in case of invalid lists. Never check
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// more than the total number of points in m_vertices
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size_t checked = 0;
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size_t total_pts = m_vertices.size();
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const Vertex* p0 = aA;
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const Vertex* p = getNextOutlineVertex( p0 );
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while( !same_point( p0, aB ) && checked < total_pts && directions != all_dirs )
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{
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double diff_x = std::abs( p->x - p0->x );
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double diff_y = std::abs( p->y - p0->y );
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@ -396,32 +429,16 @@ private:
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wxCHECK_MSG( checked < total_pts, false, wxT( "Invalid polygon detected. Missing points to check" ) );
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if( directions != 15 )
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if( directions != all_dirs )
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return false;
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p0 = aA;
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nz = p0->nextZ;
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pz = p0->prevZ;
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if( nz && same_point( p0, nz )
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&& !( same_point( nz->prev, nz->prev->nextZ ) || same_point( nz->prev, nz->prev->prevZ ) ) )
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{
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p = nz->prev;
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}
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else if( pz && same_point( p0, pz )
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&& !( same_point( pz->prev, pz->prev->nextZ ) || same_point( pz->prev, pz->prev->prevZ ) ) )
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{
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p = pz->prev;
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}
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else
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{
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p = p0->prev;
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}
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p = getPrevOutlineVertex( p0 );
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directions = 0;
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checked = 0;
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while( p0 != aB && checked < total_pts && directions != 0b1111 )
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while( !same_point( p0, aB ) && checked < total_pts && directions != all_dirs )
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{
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double diff_x = std::abs( p->x - p0->x );
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double diff_y = std::abs( p->y - p0->y );
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@ -452,7 +469,7 @@ private:
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wxCHECK_MSG( checked < total_pts, false, wxT( "Invalid polygon detected. Missing points to check" ) );
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return ( directions == 15 );
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return ( directions == all_dirs );
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}
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/**
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@ -564,10 +581,13 @@ private:
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*/
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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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const Vertex* an = getNextOutlineVertex( a );
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const Vertex* ap = getPrevOutlineVertex( a );
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if( area( ap, a, an ) < 0 )
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return area( a, b, an ) >= 0 && area( a, ap, b ) >= 0;
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else
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return area( a, b, a->prev ) < 0 || area( a, a->next, b ) < 0;
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return area( a, b, ap ) < 0 || area( a, an, b ) < 0;
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}
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/**
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