686 lines
21 KiB
C++
686 lines
21 KiB
C++
/*
|
|
* This program source code file is part of KiCad, a free EDA CAD application.
|
|
*
|
|
* Modifications Copyright (C) 2018-2021 KiCad Developers
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, you may find one here:
|
|
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
|
|
* or you may search the http://www.gnu.org website for the version 2 license,
|
|
* or you may write to the Free Software Foundation, Inc.,
|
|
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
|
|
*
|
|
* Based on Uniform Plane Subdivision algorithm from Lamot, Marko, and Borut Žalik.
|
|
* "A fast polygon triangulation algorithm based on uniform plane subdivision."
|
|
* Computers & graphics 27, no. 2 (2003): 239-253.
|
|
*
|
|
* Code derived from:
|
|
* K-3D which is Copyright (c) 2005-2006, Romain Behar, GPL-2, license above
|
|
* earcut which is Copyright (c) 2016, Mapbox, ISC
|
|
*
|
|
* ISC License:
|
|
* Permission to use, copy, modify, and/or distribute this software for any purpose
|
|
* with or without fee is hereby granted, provided that the above copyright notice
|
|
* and this permission notice appear in all copies.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
|
|
* REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
|
|
* FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
|
|
* INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
|
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
|
|
* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
|
|
* THIS SOFTWARE.
|
|
*
|
|
*/
|
|
|
|
#ifndef __POLYGON_TRIANGULATION_H
|
|
#define __POLYGON_TRIANGULATION_H
|
|
|
|
#include <algorithm>
|
|
#include <deque>
|
|
#include <cmath>
|
|
|
|
#include <clipper.hpp>
|
|
#include <geometry/shape_line_chain.h>
|
|
#include <geometry/shape_poly_set.h>
|
|
#include <math/box2.h>
|
|
#include <math/vector2d.h>
|
|
|
|
class PolygonTriangulation
|
|
{
|
|
public:
|
|
PolygonTriangulation( SHAPE_POLY_SET::TRIANGULATED_POLYGON& aResult ) :
|
|
m_result( aResult )
|
|
{};
|
|
|
|
bool TesselatePolygon( const SHAPE_LINE_CHAIN& aPoly )
|
|
{
|
|
m_bbox = aPoly.BBox();
|
|
m_result.Clear();
|
|
|
|
if( !m_bbox.GetWidth() || !m_bbox.GetHeight() )
|
|
return false;
|
|
|
|
/// Place the polygon Vertices into a circular linked list
|
|
/// and check for lists that have only 0, 1 or 2 elements and
|
|
/// therefore cannot be polygons
|
|
Vertex* firstVertex = createList( aPoly );
|
|
if( !firstVertex || firstVertex->prev == firstVertex->next )
|
|
return false;
|
|
|
|
firstVertex->updateList();
|
|
|
|
auto retval = earcutList( firstVertex );
|
|
m_vertices.clear();
|
|
return retval;
|
|
}
|
|
|
|
private:
|
|
struct Vertex
|
|
{
|
|
Vertex( size_t aIndex, double aX, double aY, PolygonTriangulation* aParent ) :
|
|
i( aIndex ),
|
|
x( aX ),
|
|
y( aY ),
|
|
parent( aParent )
|
|
{
|
|
}
|
|
|
|
Vertex& operator=( const Vertex& ) = delete;
|
|
Vertex& operator=( Vertex&& ) = delete;
|
|
|
|
bool operator==( const Vertex& rhs ) const
|
|
{
|
|
return this->x == rhs.x && this->y == rhs.y;
|
|
}
|
|
bool operator!=( const Vertex& rhs ) const { return !( *this == rhs ); }
|
|
|
|
|
|
/**
|
|
* Split the referenced polygon between the reference point and
|
|
* vertex b, assuming they are in the same polygon. Notes that while we
|
|
* create a new vertex pointer for the linked list, we maintain the same
|
|
* vertex index value from the original polygon. In this way, we have
|
|
* two polygons that both share the same vertices.
|
|
*
|
|
* @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->m_vertices.back();
|
|
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;
|
|
}
|
|
|
|
/**
|
|
* Remove the node from the linked list and z-ordered linked list.
|
|
*/
|
|
void remove()
|
|
{
|
|
next->prev = prev;
|
|
prev->next = next;
|
|
|
|
if( prevZ )
|
|
prevZ->nextZ = nextZ;
|
|
|
|
if( nextZ )
|
|
nextZ->prevZ = prevZ;
|
|
|
|
next = NULL;
|
|
prev = NULL;
|
|
nextZ = NULL;
|
|
prevZ = NULL;
|
|
}
|
|
|
|
void updateOrder()
|
|
{
|
|
if( !z )
|
|
z = parent->zOrder( x, y );
|
|
}
|
|
|
|
/**
|
|
* After inserting or changing nodes, this function should be called to
|
|
* remove duplicate vertices and ensure z-ordering is correct.
|
|
*/
|
|
void updateList()
|
|
{
|
|
Vertex* p = next;
|
|
|
|
while( p != this )
|
|
{
|
|
/**
|
|
* Remove duplicates
|
|
*/
|
|
if( *p == *p->next )
|
|
{
|
|
p = p->prev;
|
|
p->next->remove();
|
|
|
|
if( p == p->next )
|
|
break;
|
|
}
|
|
|
|
p->updateOrder();
|
|
p = p->next;
|
|
};
|
|
|
|
updateOrder();
|
|
zSort();
|
|
}
|
|
|
|
/**
|
|
* Sort all vertices in this vertex's list by their Morton code.
|
|
*/
|
|
void zSort()
|
|
{
|
|
std::deque<Vertex*> queue;
|
|
|
|
queue.push_back( this );
|
|
|
|
for( auto p = next; p && p != this; p = p->next )
|
|
queue.push_back( p );
|
|
|
|
std::sort( queue.begin(), queue.end(), []( const Vertex* a, const Vertex* b )
|
|
{
|
|
return a->z < b->z;
|
|
} );
|
|
|
|
Vertex* prev_elem = nullptr;
|
|
|
|
for( auto elem : queue )
|
|
{
|
|
if( prev_elem )
|
|
prev_elem->nextZ = elem;
|
|
|
|
elem->prevZ = prev_elem;
|
|
prev_elem = elem;
|
|
}
|
|
|
|
prev_elem->nextZ = nullptr;
|
|
}
|
|
|
|
|
|
/**
|
|
* Check to see if triangle surrounds our current vertex
|
|
*/
|
|
bool inTriangle( const Vertex& a, const Vertex& b, const Vertex& c )
|
|
{
|
|
return ( c.x - x ) * ( a.y - y ) - ( a.x - x ) * ( c.y - y ) >= 0
|
|
&& ( a.x - x ) * ( b.y - y ) - ( b.x - x ) * ( a.y - y ) >= 0
|
|
&& ( b.x - x ) * ( c.y - y ) - ( c.x - x ) * ( b.y - y ) >= 0;
|
|
}
|
|
|
|
const size_t i;
|
|
const double x;
|
|
const double y;
|
|
PolygonTriangulation* parent;
|
|
|
|
// previous and next vertices nodes in a polygon ring
|
|
Vertex* prev = nullptr;
|
|
Vertex* next = nullptr;
|
|
|
|
// z-order curve value
|
|
int32_t z = 0;
|
|
|
|
// previous and next nodes in z-order
|
|
Vertex* prevZ = nullptr;
|
|
Vertex* nextZ = nullptr;
|
|
};
|
|
|
|
/**
|
|
* Calculate the Morton code of the Vertex
|
|
* http://www.graphics.stanford.edu/~seander/bithacks.html#InterleaveBMN
|
|
*
|
|
*/
|
|
int32_t zOrder( const double aX, const double aY ) const
|
|
{
|
|
int32_t x = static_cast<int32_t>( 32767.0 * ( aX - m_bbox.GetX() ) / m_bbox.GetWidth() );
|
|
int32_t y = static_cast<int32_t>( 32767.0 * ( aY - m_bbox.GetY() ) / m_bbox.GetHeight() );
|
|
|
|
x = ( x | ( x << 8 ) ) & 0x00FF00FF;
|
|
x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
|
|
x = ( x | ( x << 2 ) ) & 0x33333333;
|
|
x = ( x | ( x << 1 ) ) & 0x55555555;
|
|
|
|
y = ( y | ( y << 8 ) ) & 0x00FF00FF;
|
|
y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
|
|
y = ( y | ( y << 2 ) ) & 0x33333333;
|
|
y = ( y | ( y << 1 ) ) & 0x55555555;
|
|
|
|
return x | ( y << 1 );
|
|
}
|
|
|
|
/**
|
|
* Iterate through the list to remove NULL triangles if they exist.
|
|
*
|
|
* This should only be called as a last resort when tesselation fails
|
|
* as the NULL triangles are inserted as Steiner points to improve the
|
|
* triangulation regularity of polygons
|
|
*/
|
|
Vertex* removeNullTriangles( Vertex* aStart )
|
|
{
|
|
Vertex* retval = nullptr;
|
|
Vertex* p = aStart->next;
|
|
|
|
while( p != aStart )
|
|
{
|
|
if( area( p->prev, p, p->next ) == 0.0 )
|
|
{
|
|
p = p->prev;
|
|
p->next->remove();
|
|
retval = aStart;
|
|
|
|
if( p == p->next )
|
|
break;
|
|
}
|
|
p = p->next;
|
|
};
|
|
|
|
// We needed an end point above that wouldn't be removed, so
|
|
// here we do the final check for this as a Steiner point
|
|
if( area( aStart->prev, aStart, aStart->next ) == 0.0 )
|
|
{
|
|
retval = p->next;
|
|
p->remove();
|
|
}
|
|
|
|
return retval;
|
|
}
|
|
|
|
/**
|
|
* Take a Clipper path and converts it into a circular, doubly-linked list for triangulation.
|
|
*/
|
|
Vertex* createList( const ClipperLib::Path& aPath )
|
|
{
|
|
Vertex* tail = nullptr;
|
|
double sum = 0.0;
|
|
auto len = aPath.size();
|
|
|
|
// Check for winding order
|
|
for( size_t i = 0; i < len; i++ )
|
|
{
|
|
auto p1 = aPath.at( i );
|
|
auto p2 = aPath.at( ( i + 1 ) < len ? i + 1 : 0 );
|
|
|
|
sum += ( ( p2.X - p1.X ) * ( p2.Y + p1.Y ) );
|
|
}
|
|
|
|
if( sum <= 0.0 )
|
|
{
|
|
for( auto point : aPath )
|
|
tail = insertVertex( VECTOR2I( point.X, point.Y ), tail );
|
|
}
|
|
else
|
|
{
|
|
for( size_t i = 0; i < len; i++ )
|
|
{
|
|
auto p = aPath.at( len - i - 1 );
|
|
tail = insertVertex( VECTOR2I( p.X, p.Y ), tail );
|
|
}
|
|
}
|
|
|
|
if( tail && ( *tail == *tail->next ) )
|
|
{
|
|
tail->next->remove();
|
|
}
|
|
|
|
return tail;
|
|
|
|
}
|
|
|
|
/**
|
|
* Take a #SHAPE_LINE_CHAIN and links each point into a circular, doubly-linked list.
|
|
*/
|
|
Vertex* createList( const SHAPE_LINE_CHAIN& points )
|
|
{
|
|
Vertex* tail = nullptr;
|
|
double sum = 0.0;
|
|
|
|
// Check for winding order
|
|
for( int i = 0; i < points.PointCount(); i++ )
|
|
{
|
|
VECTOR2D p1 = points.CPoint( i );
|
|
VECTOR2D p2 = points.CPoint( i + 1 );
|
|
|
|
sum += ( ( p2.x - p1.x ) * ( p2.y + p1.y ) );
|
|
}
|
|
|
|
if( sum > 0.0 )
|
|
for( int i = points.PointCount() - 1; i >= 0; i--)
|
|
tail = insertVertex( points.CPoint( i ), tail );
|
|
else
|
|
for( int i = 0; i < points.PointCount(); i++ )
|
|
tail = insertVertex( points.CPoint( i ), tail );
|
|
|
|
if( tail && ( *tail == *tail->next ) )
|
|
{
|
|
tail->next->remove();
|
|
}
|
|
|
|
return tail;
|
|
}
|
|
|
|
/**
|
|
* Walk through a circular linked list starting at \a aPoint.
|
|
*
|
|
* For each point, test to see if the adjacent points form a triangle that is completely
|
|
* enclosed by the remaining polygon (an "ear" sticking off the polygon). If the three
|
|
* points form an ear, we log the ear's location and remove the center point from the
|
|
* linked list.
|
|
*
|
|
* This function can be called recursively in the case of difficult polygons. In cases
|
|
* where there is an intersection (not technically allowed by KiCad, but could exist in
|
|
* an edited file), we create a single triangle and remove both vertices before attempting
|
|
* to.
|
|
*/
|
|
bool earcutList( Vertex* aPoint, int pass = 0 )
|
|
{
|
|
if( !aPoint )
|
|
return true;
|
|
|
|
Vertex* stop = aPoint;
|
|
Vertex* prev;
|
|
Vertex* next;
|
|
|
|
while( aPoint->prev != aPoint->next )
|
|
{
|
|
prev = aPoint->prev;
|
|
next = aPoint->next;
|
|
|
|
if( isEar( aPoint ) )
|
|
{
|
|
m_result.AddTriangle( prev->i, aPoint->i, next->i );
|
|
aPoint->remove();
|
|
|
|
// Skip one vertex as the triangle will account for the prev node
|
|
aPoint = next->next;
|
|
stop = next->next;
|
|
|
|
continue;
|
|
}
|
|
|
|
Vertex* nextNext = next->next;
|
|
|
|
if( *prev != *nextNext && intersects( prev, aPoint, next, nextNext ) &&
|
|
locallyInside( prev, nextNext ) &&
|
|
locallyInside( nextNext, prev ) )
|
|
{
|
|
m_result.AddTriangle( prev->i, aPoint->i, nextNext->i );
|
|
|
|
// remove two nodes involved
|
|
next->remove();
|
|
aPoint->remove();
|
|
|
|
aPoint = nextNext;
|
|
stop = nextNext;
|
|
|
|
continue;
|
|
}
|
|
|
|
aPoint = next;
|
|
|
|
/*
|
|
* We've searched the entire polygon for available ears and there are still
|
|
* un-sliced nodes remaining.
|
|
*/
|
|
if( aPoint == stop )
|
|
{
|
|
// First, try to remove the remaining steiner points
|
|
// If aPoint is a steiner, we need to re-assign both the start and stop points
|
|
if( auto newPoint = removeNullTriangles( aPoint ) )
|
|
{
|
|
aPoint = newPoint;
|
|
stop = newPoint;
|
|
continue;
|
|
}
|
|
|
|
// If we don't have any NULL triangles left, cut the polygon in two and try again
|
|
splitPolygon( aPoint );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* At this point, our polygon should be fully tessellated.
|
|
*/
|
|
return( aPoint->prev == aPoint->next );
|
|
}
|
|
|
|
/**
|
|
* Check whether the given vertex is in the middle of an ear.
|
|
*
|
|
* This works by walking forward and backward in zOrder to the limits of the minimal
|
|
* bounding box formed around the triangle, checking whether any points are located
|
|
* inside the given triangle.
|
|
*
|
|
* @return true if aEar is the apex point of a ear in the polygon.
|
|
*/
|
|
bool isEar( Vertex* aEar ) const
|
|
{
|
|
const Vertex* a = aEar->prev;
|
|
const Vertex* b = aEar;
|
|
const Vertex* c = aEar->next;
|
|
|
|
// If the area >=0, then the three points for a concave sequence
|
|
// with b as the reflex point
|
|
if( area( a, b, c ) >= 0 )
|
|
return false;
|
|
|
|
// triangle bbox
|
|
const double minTX = std::min( a->x, std::min( b->x, c->x ) );
|
|
const double minTY = std::min( a->y, std::min( b->y, c->y ) );
|
|
const double maxTX = std::max( a->x, std::max( b->x, c->x ) );
|
|
const double maxTY = std::max( a->y, std::max( b->y, c->y ) );
|
|
|
|
// z-order range for the current triangle bounding box
|
|
const int32_t minZ = zOrder( minTX, minTY );
|
|
const int32_t maxZ = zOrder( maxTX, maxTY );
|
|
|
|
// first look for points inside the triangle in increasing z-order
|
|
Vertex* p = aEar->nextZ;
|
|
|
|
while( p && p->z <= maxZ )
|
|
{
|
|
if( p != a && p != c
|
|
&& p->inTriangle( *a, *b, *c )
|
|
&& area( p->prev, p, p->next ) >= 0 )
|
|
return false;
|
|
|
|
p = p->nextZ;
|
|
}
|
|
|
|
// then look for points in decreasing z-order
|
|
p = aEar->prevZ;
|
|
|
|
while( p && p->z >= minZ )
|
|
{
|
|
if( p != a && p != c
|
|
&& p->inTriangle( *a, *b, *c )
|
|
&& area( p->prev, p, p->next ) >= 0 )
|
|
return false;
|
|
|
|
p = p->prevZ;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* If we cannot find an ear to slice in the current polygon list, we
|
|
* use this to split the polygon into two separate lists and slice them each
|
|
* independently. This is assured to generate at least one new ear if the
|
|
* split is successful
|
|
*/
|
|
void splitPolygon( Vertex* start )
|
|
{
|
|
Vertex* origPoly = start;
|
|
|
|
do
|
|
{
|
|
Vertex* marker = origPoly->next->next;
|
|
|
|
while( marker != origPoly->prev )
|
|
{
|
|
// Find a diagonal line that is wholly enclosed by the polygon interior
|
|
if( origPoly->i != marker->i && goodSplit( origPoly, marker ) )
|
|
{
|
|
Vertex* newPoly = origPoly->split( marker );
|
|
|
|
origPoly->updateList();
|
|
newPoly->updateList();
|
|
|
|
earcutList( origPoly );
|
|
earcutList( newPoly );
|
|
return;
|
|
}
|
|
|
|
marker = marker->next;
|
|
}
|
|
|
|
origPoly = origPoly->next;
|
|
} while( origPoly != start );
|
|
}
|
|
|
|
/**
|
|
* Check if a segment joining two vertices lies fully inside the polygon.
|
|
* To do this, we first ensure that the line isn't along the polygon edge.
|
|
* Next, we know that if the line doesn't intersect the polygon, then it is
|
|
* either fully inside or fully outside the polygon. Finally, by checking whether
|
|
* the segment is enclosed by the local triangles, we distinguish between
|
|
* these two cases and no further checks are needed.
|
|
*/
|
|
bool goodSplit( const Vertex* a, const Vertex* b ) const
|
|
{
|
|
return a->next->i != b->i &&
|
|
a->prev->i != b->i &&
|
|
!intersectsPolygon( a, b ) &&
|
|
locallyInside( a, b );
|
|
}
|
|
|
|
/**
|
|
* Return the twice the signed area of the triangle formed by vertices p, q, and r.
|
|
*/
|
|
double area( const Vertex* p, const Vertex* q, const Vertex* r ) const
|
|
{
|
|
return ( q->y - p->y ) * ( r->x - q->x ) - ( q->x - p->x ) * ( r->y - q->y );
|
|
}
|
|
|
|
/**
|
|
* Check for intersection between two segments, end points included.
|
|
*
|
|
* @return true if p1-p2 intersects q1-q2.
|
|
*/
|
|
bool intersects( const Vertex* p1, const Vertex* q1, const Vertex* p2, const Vertex* q2 ) const
|
|
{
|
|
if( ( *p1 == *q1 && *p2 == *q2 ) || ( *p1 == *q2 && *p2 == *q1 ) )
|
|
return true;
|
|
|
|
return ( area( p1, q1, p2 ) > 0 ) != ( area( p1, q1, q2 ) > 0 )
|
|
&& ( area( p2, q2, p1 ) > 0 ) != ( area( p2, q2, q1 ) > 0 );
|
|
}
|
|
|
|
/**
|
|
* Check whether the segment from vertex a -> vertex b crosses any of the segments
|
|
* of the polygon of which vertex a is a member.
|
|
*
|
|
* @return true if the segment intersects the edge of the polygon.
|
|
*/
|
|
bool intersectsPolygon( const Vertex* a, const Vertex* b ) const
|
|
{
|
|
const Vertex* p = a->next;
|
|
|
|
do
|
|
{
|
|
if( p->i != a->i &&
|
|
p->next->i != a->i &&
|
|
p->i != b->i &&
|
|
p->next->i != b->i && intersects( p, p->next, a, b ) )
|
|
return true;
|
|
|
|
p = p->next;
|
|
} while( p != a );
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* 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
|
|
{
|
|
if( area( a->prev, a, a->next ) < 0 )
|
|
return area( a, b, a->next ) >= 0 && area( a, a->prev, b ) >= 0;
|
|
else
|
|
return area( a, b, a->prev ) < 0 || area( a, a->next, b ) < 0;
|
|
}
|
|
|
|
/**
|
|
* Create an entry in the vertices lookup and optionally inserts the newly created vertex
|
|
* into an existing linked list.
|
|
*
|
|
* @return a pointer to the newly created vertex.
|
|
*/
|
|
Vertex* insertVertex( const VECTOR2I& pt, Vertex* last )
|
|
{
|
|
m_result.AddVertex( pt );
|
|
m_vertices.emplace_back( m_result.GetVertexCount() - 1, pt.x, pt.y, this );
|
|
|
|
Vertex* p = &m_vertices.back();
|
|
|
|
if( !last )
|
|
{
|
|
p->prev = p;
|
|
p->next = p;
|
|
}
|
|
else
|
|
{
|
|
p->next = last->next;
|
|
p->prev = last;
|
|
last->next->prev = p;
|
|
last->next = p;
|
|
}
|
|
return p;
|
|
}
|
|
|
|
private:
|
|
BOX2I m_bbox;
|
|
std::deque<Vertex> m_vertices;
|
|
SHAPE_POLY_SET::TRIANGULATED_POLYGON& m_result;
|
|
};
|
|
|
|
#endif //__POLYGON_TRIANGULATION_H
|