Performance fixes for the board from hell....
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@ -1518,7 +1518,7 @@ bool SHAPE_POLY_SET::Collide( const SHAPE* aShape, int aClearance, int* aActual,
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return false;
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}
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const_cast<SHAPE_POLY_SET*>( this )->CacheTriangulation( true );
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const_cast<SHAPE_POLY_SET*>( this )->CacheTriangulation( false );
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int actual = INT_MAX;
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VECTOR2I location;
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@ -320,11 +320,37 @@ public:
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*/
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bool QueryColliding( EDA_RECT aBox, SHAPE* aRefShape, PCB_LAYER_ID aLayer ) const
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{
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SHAPE_POLY_SET* poly = dynamic_cast<SHAPE_POLY_SET*>( aRefShape );
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int min[2] = { aBox.GetX(), aBox.GetY() };
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int max[2] = { aBox.GetRight(), aBox.GetBottom() };
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bool collision = false;
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auto visit =
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// Special case the polygon case. Otherwise we'll call its Collide() method which will
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// triangulate it as well and then do triangle/triangle collisions. This ends up being
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// slower than 4 calls to PointInside().
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auto polyVisitor =
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[&]( ITEM_WITH_SHAPE* aItem ) -> bool
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{
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SHAPE* shape = aItem->shape;
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wxASSERT( dynamic_cast<SHAPE_POLY_SET::TRIANGULATED_POLYGON::TRI*>( shape ) );
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auto tri = static_cast<SHAPE_POLY_SET::TRIANGULATED_POLYGON::TRI*>( shape );
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const SHAPE_LINE_CHAIN& outline = poly->Outline( 0 );
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if( outline.PointInside( tri->GetPoint( 0 ) )
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|| outline.PointInside( tri->GetPoint( 1 ) )
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|| outline.PointInside( tri->GetPoint( 2 ) )
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|| tri->PointInside( outline.CPoint( 0 ) ) )
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{
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collision = true;
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return false;
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}
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return true;
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};
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auto visitor =
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[&]( ITEM_WITH_SHAPE* aItem ) -> bool
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{
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if( aRefShape->Collide( aItem->shape, 0 ) )
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@ -336,7 +362,10 @@ public:
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return true;
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};
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this->m_tree[aLayer]->Search( min, max, visit );
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if( poly && poly->OutlineCount() == 1 )
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this->m_tree[aLayer]->Search( min, max, polyVisitor );
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else
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this->m_tree[aLayer]->Search( min, max, visitor );
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return collision;
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}
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@ -997,6 +997,8 @@ void ZONE::CacheTriangulation( PCB_LAYER_ID aLayer )
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{
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for( std::pair<const PCB_LAYER_ID, std::shared_ptr<SHAPE_POLY_SET>>& pair : m_FilledPolysList )
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pair.second->CacheTriangulation();
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m_Poly->CacheTriangulation( false );
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}
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else
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{
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