Check for vertex placement against original size. Since we are
potentially adding vertices that are out of order with the original
polygon, we only want to check against the first set of vertices when
checking for polygon collision
Fixes https://gitlab.com/kicad/code/kicad/-/issues/17664
When we add vertices to the tesselation routines, we cannot reuse these
without the original vertex points.
It may be possible to copy and modify the vertices from the hint data so
that they are properly positioned but naive attempts (moving based on
first point) did not work, so for now, we disable the hint cache when
the vertex sizes do not match as this prevents OOB access
Fixes https://gitlab.com/kicad/code/kicad/-/issues/17621
Polygon intersections happen against the original outline, not against
the currently remaining polygon. This avoids pathalogical cases
Adds new simplification system to avoid duplicated points
Adds new edge-splitting algorithm to provide additional fall-back
Verifies that polygon cuts do not swap holes for outlines (negative
area)
Fixes https://gitlab.com/kicad/code/kicad/-/issues/17559
The minor triangles cost the same amount of compute time as larger ones
but do not have a material effect on the zone display. This skips these
minor triangles when earcutting
Logging is useful when we find an area that cannot be triangulated.
This will be used to generated test cases.
Skipping minor untesselated areas means that the polygon will still be
considered fully tesselated (and not sent back again and again) even if
the tesselation misses an area less than the configured limit.
Currently, this is 31^2nm.
Allow for overlapping points in input polygon. This is relatively
common on a grid and should be used as potential split points to shave
additional ears
Fixes https://gitlab.com/kicad/code/kicad/-/issues/16933
This maintains the primary goal of ensuring that bad splits do not allow
the triangulation process to continue. Instead, we boot this back up to
the top-level where we will simplify the polygon before triangulating
again.
Fixes https://gitlab.com/kicad/code/kicad/-/issues/16624
- Avoid double-splitting a single point
- Check for mid-line intersections
- Avoid splitting zero-area polygons
- Keep full z-list for intersection checks
Fixes https://gitlab.com/kicad/code/kicad/-/issues/16241
Nominally, the zcode of a vertex is unique. This is not 100% true,
however, as we must interlace two 32-bit numbers into a single 32-bit
number. Sorting needs to account for the possibility that the zcode
will be the same while other elements of the vertex are different. This
commit fixes the broken boolean logic to more clearly handle these cases
Fixes https://gitlab.com/kicad/code/kicad/issues/13867
If the last three points of a tesselation are concave, we will never be
able to triangulate them. They were likely formed from a bad polygon,
so we will drop the triangle and return completed
Fixes https://gitlab.com/kicad/code/kicad/issues/9380
* Split up the thirdparty code into the thirdparty folder (#3637)
* Create a new kimath static library containing all the math functions
This is part of cleaning the build system for #1906.
2020-01-07 17:12:59 +00:00
Renamed from include/geometry/polygon_triangulation.h (Browse further)