390 lines
13 KiB
C++
390 lines
13 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015 CERN
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* @author Tomasz Wlostowski <tomasz.wlostowski@cern.ch>
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef __SHAPE_POLY_SET_H
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#define __SHAPE_POLY_SET_H
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#include <vector>
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#include <cstdio>
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#include <geometry/shape.h>
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#include <geometry/shape_line_chain.h>
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#include "clipper.hpp"
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/**
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* Class SHAPE_POLY_SET
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*
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* Represents a set of closed polygons. Polygons may be nonconvex, self-intersecting
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* and have holes. Provides boolean operations (using Clipper library as the backend).
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*
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* TODO: add convex partitioning & spatial index
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*/
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class SHAPE_POLY_SET : public SHAPE
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{
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public:
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///> represents a single polygon outline with holes. The first entry is the outline,
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///> the remaining (if any), are the holes
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typedef std::vector<SHAPE_LINE_CHAIN> POLYGON;
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/**
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* Class ITERATOR_TEMPLATE
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*
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* Base class for iterating over all vertices in a given SHAPE_POLY_SET
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*/
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template <class T>
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class ITERATOR_TEMPLATE
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{
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public:
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bool IsEndContour() const
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{
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return m_currentVertex + 1 == m_poly->CPolygon( m_currentOutline )[0].PointCount();
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}
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bool IsLastContour() const
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{
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return m_currentOutline == m_lastOutline;
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}
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operator bool() const
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{
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return m_currentOutline <= m_lastOutline;
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}
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void Advance()
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{
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m_currentVertex ++;
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if( m_currentVertex >= m_poly->CPolygon( m_currentOutline )[0].PointCount() )
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{
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m_currentVertex = 0;
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m_currentOutline++;
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}
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}
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void operator++( int dummy )
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{
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Advance();
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}
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void operator++()
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{
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Advance();
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}
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T& Get()
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{
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return m_poly->Polygon( m_currentOutline )[0].Point( m_currentVertex );
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}
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T& operator*()
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{
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return Get();
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}
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T* operator->()
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{
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return &Get();
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}
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private:
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friend class SHAPE_POLY_SET;
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SHAPE_POLY_SET* m_poly;
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int m_currentOutline;
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int m_lastOutline;
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int m_currentVertex;
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};
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typedef ITERATOR_TEMPLATE<VECTOR2I> ITERATOR;
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typedef ITERATOR_TEMPLATE<const VECTOR2I> CONST_ITERATOR;
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SHAPE_POLY_SET();
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~SHAPE_POLY_SET();
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///> Creates a new empty polygon in the set and returns its index
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int NewOutline();
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///> Creates a new hole in a given outline
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int NewHole( int aOutline = -1 );
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///> Adds a new outline to the set and returns its index
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int AddOutline( const SHAPE_LINE_CHAIN& aOutline );
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///> Adds a new hole to the given outline (default: last) and returns its index
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int AddHole( const SHAPE_LINE_CHAIN& aHole, int aOutline = -1 );
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///> Appends a vertex at the end of the given outline/hole (default: the last outline)
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int Append( int x, int y, int aOutline = -1, int aHole = -1 );
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///> Merges polygons from two sets.
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void Append( const SHAPE_POLY_SET& aSet );
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///> Appends a vertex at the end of the given outline/hole (default: the last outline)
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void Append( const VECTOR2I& aP, int aOutline = -1, int aHole = -1 );
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///> Returns the index-th vertex in a given hole outline within a given outline
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VECTOR2I& Vertex( int index, int aOutline = -1, int aHole = -1 );
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///> Returns the index-th vertex in a given hole outline within a given outline
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const VECTOR2I& CVertex( int index, int aOutline = -1, int aHole = -1 ) const;
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///> Returns true if any of the outlines is self-intersecting
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bool IsSelfIntersecting();
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///> Returns the number of outlines in the set
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int OutlineCount() const { return m_polys.size(); }
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///> Returns the number of vertices in a given outline/hole
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int VertexCount( int aOutline = -1, int aHole = -1 ) const;
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///> Returns the number of holes in a given outline
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int HoleCount( int aOutline ) const
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{
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if( (aOutline > (int)m_polys.size()) || (m_polys[aOutline].size() < 2) )
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return 0;
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return m_polys[aOutline].size() - 1;
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}
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///> Returns the reference to aIndex-th outline in the set
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SHAPE_LINE_CHAIN& Outline( int aIndex )
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{
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return m_polys[aIndex][0];
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}
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///> Returns the reference to aHole-th hole in the aIndex-th outline
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SHAPE_LINE_CHAIN& Hole( int aOutline, int aHole )
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{
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return m_polys[aOutline][aHole + 1];
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}
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///> Returns the aIndex-th subpolygon in the set
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POLYGON& Polygon( int aIndex )
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{
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return m_polys[aIndex];
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}
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const SHAPE_LINE_CHAIN& COutline( int aIndex ) const
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{
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return m_polys[aIndex][0];
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}
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const SHAPE_LINE_CHAIN& CHole( int aOutline, int aHole ) const
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{
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return m_polys[aOutline][aHole + 1];
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}
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const POLYGON& CPolygon( int aIndex ) const
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{
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return m_polys[aIndex];
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}
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///> Returns an iterator object, for iterating between aFirst and aLast outline.
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ITERATOR Iterate( int aFirst, int aLast )
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{
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ITERATOR iter;
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iter.m_poly = this;
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iter.m_currentOutline = aFirst;
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iter.m_lastOutline = aLast < 0 ? OutlineCount() - 1 : aLast;
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iter.m_currentVertex = 0;
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return iter;
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}
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///> Returns an iterator object, for iterating aOutline-th outline
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ITERATOR Iterate( int aOutline )
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{
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return Iterate( aOutline, aOutline );
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}
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///> Returns an iterator object, for all outlines in the set (no holes)
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ITERATOR Iterate()
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{
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return Iterate( 0, OutlineCount() - 1 );
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}
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CONST_ITERATOR CIterate( int aFirst, int aLast ) const
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{
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CONST_ITERATOR iter;
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iter.m_poly = const_cast<SHAPE_POLY_SET*>( this );
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iter.m_currentOutline = aFirst;
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iter.m_lastOutline = aLast < 0 ? OutlineCount() - 1 : aLast;
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iter.m_currentVertex = 0;
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return iter;
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}
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CONST_ITERATOR CIterate( int aOutline ) const
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{
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return CIterate( aOutline, aOutline );
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}
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CONST_ITERATOR CIterate() const
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{
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return CIterate( 0, OutlineCount() - 1 );
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}
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/** operations on polygons use a aFastMode param
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* if aFastMode is PM_FAST (true) the result can be a weak polygon
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* if aFastMode is PM_STRICTLY_SIMPLE (false) (default) the result is (theorically) a strictly
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* simple polygon, but calculations can be really significantly time consuming
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* Most of time PM_FAST is preferable.
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* PM_STRICTLY_SIMPLE can be used in critical cases (Gerber output for instance)
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*/
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enum POLYGON_MODE
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{
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PM_FAST = true,
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PM_STRICTLY_SIMPLE = false
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};
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///> Performs boolean polyset union
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///> For aFastMode meaning, see function booleanOp
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void BooleanAdd( const SHAPE_POLY_SET& b, POLYGON_MODE aFastMode );
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///> Performs boolean polyset difference
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///> For aFastMode meaning, see function booleanOp
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void BooleanSubtract( const SHAPE_POLY_SET& b, POLYGON_MODE aFastMode );
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///> Performs boolean polyset intersection
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///> For aFastMode meaning, see function booleanOp
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void BooleanIntersection( const SHAPE_POLY_SET& b, POLYGON_MODE aFastMode );
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///> Performs boolean polyset union between a and b, store the result in it self
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///> For aFastMode meaning, see function booleanOp
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void BooleanAdd( const SHAPE_POLY_SET& a, const SHAPE_POLY_SET& b,
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POLYGON_MODE aFastMode );
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///> Performs boolean polyset difference between a and b, store the result in it self
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///> For aFastMode meaning, see function booleanOp
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void BooleanSubtract( const SHAPE_POLY_SET& a, const SHAPE_POLY_SET& b,
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POLYGON_MODE aFastMode );
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///> Performs boolean polyset intersection between a and b, store the result in it self
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///> For aFastMode meaning, see function booleanOp
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void BooleanIntersection( const SHAPE_POLY_SET& a, const SHAPE_POLY_SET& b,
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POLYGON_MODE aFastMode );
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///> Performs outline inflation/deflation, using round corners.
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void Inflate( int aFactor, int aCircleSegmentsCount );
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///> Converts a set of polygons with holes to a singe outline with "slits"/"fractures" connecting the outer ring
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///> to the inner holes
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///> For aFastMode meaning, see function booleanOp
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void Fracture( POLYGON_MODE aFastMode );
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///> Converts a set of slitted polygons to a set of polygons with holes
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void Unfracture();
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///> Returns true if the polygon set has any holes.
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bool HasHoles() const;
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///> Simplifies the polyset (merges overlapping polys, eliminates degeneracy/self-intersections)
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///> For aFastMode meaning, see function booleanOp
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void Simplify( POLYGON_MODE aFastMode );
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/// @copydoc SHAPE::Format()
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const std::string Format() const;
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/// @copydoc SHAPE::Parse()
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bool Parse( std::stringstream& aStream );
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/// @copydoc SHAPE::Move()
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void Move( const VECTOR2I& aVector );
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/// @copydoc SHAPE::IsSolid()
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bool IsSolid() const
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{
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return true;
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}
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const BOX2I BBox( int aClearance = 0 ) const;
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// fixme: add collision support
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bool Collide( const VECTOR2I& aP, int aClearance = 0 ) const { return false; }
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bool Collide( const SEG& aSeg, int aClearance = 0 ) const { return false; }
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///> Returns true is a given subpolygon contains the point aP. If aSubpolyIndex < 0 (default value),
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///> checks all polygons in the set
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bool Contains( const VECTOR2I& aP, int aSubpolyIndex = -1 ) const;
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///> Returns true if the set is empty (no polygons at all)
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bool IsEmpty() const
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{
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return m_polys.size() == 0;
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}
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///> Removes all outlines & holes (clears) the polygon set.
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void RemoveAllContours();
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///> Returns total number of vertices stored in the set.
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int TotalVertices() const;
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///> Deletes aIdx-th polygon from the set
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void DeletePolygon( int aIdx );
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private:
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SHAPE_LINE_CHAIN& getContourForCorner( int aCornerId, int& aIndexWithinContour );
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VECTOR2I& vertex( int aCornerId );
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const VECTOR2I& cvertex( int aCornerId ) const;
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void fractureSingle( POLYGON& paths );
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void importTree( ClipperLib::PolyTree* tree );
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/** Function booleanOp
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* this is the engine to execute all polygon boolean transforms
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* (AND, OR, ... and polygon simplification (merging overlaping polygons)
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* @param aType is the transform type ( see ClipperLib::ClipType )
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* @param aOtherShape is the SHAPE_LINE_CHAIN to combine with me.
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* @param aFastMode is an option to choose if the result can be a weak polygon
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* or a stricty simple polygon.
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* if aFastMode is PM_FAST the result can be a weak polygon
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* if aFastMode is PM_STRICTLY_SIMPLE (default) the result is (theorically) a strictly
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* simple polygon, but calculations can be really significantly time consuming
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*/
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void booleanOp( ClipperLib::ClipType aType,
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const SHAPE_POLY_SET& aOtherShape, POLYGON_MODE aFastMode );
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void booleanOp( ClipperLib::ClipType aType,
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const SHAPE_POLY_SET& aShape,
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const SHAPE_POLY_SET& aOtherShape, POLYGON_MODE aFastMode );
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bool pointInPolygon( const VECTOR2I& aP, const SHAPE_LINE_CHAIN& aPath ) const;
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const ClipperLib::Path convertToClipper( const SHAPE_LINE_CHAIN& aPath, bool aRequiredOrientation );
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const SHAPE_LINE_CHAIN convertFromClipper( const ClipperLib::Path& aPath );
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typedef std::vector<POLYGON> Polyset;
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Polyset m_polys;
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};
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#endif
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