1151 lines
28 KiB
C++
1151 lines
28 KiB
C++
/*
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* KiRouter - a push-and-(sometimes-)shove PCB router
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*
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* Copyright (C) 2013-2017 CERN
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* Copyright (C) 2016-2020 KiCad Developers, see AUTHORS.txt for contributors.
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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 modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation, either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* 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 along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <core/optional.h>
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#include <math/box2.h>
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#include <math/vector2d.h>
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#include "pns_line.h"
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#include "pns_node.h"
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#include "pns_via.h"
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#include "pns_utils.h"
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#include <geometry/shape_rect.h>
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namespace PNS {
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LINE::LINE( const LINE& aOther )
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: LINK_HOLDER( aOther ),
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m_line( aOther.m_line ),
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m_width( aOther.m_width ),
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m_snapThreshhold( aOther.m_snapThreshhold )
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{
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m_net = aOther.m_net;
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m_movable = aOther.m_movable;
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m_layers = aOther.m_layers;
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m_via = aOther.m_via;
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m_hasVia = aOther.m_hasVia;
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m_marker = aOther.m_marker;
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m_rank = aOther.m_rank;
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m_blockingObstacle = aOther.m_blockingObstacle;
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copyLinks( &aOther );
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}
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LINE::~LINE()
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{
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}
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LINE& LINE::operator=( const LINE& aOther )
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{
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m_line = aOther.m_line;
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m_width = aOther.m_width;
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m_net = aOther.m_net;
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m_movable = aOther.m_movable;
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m_layers = aOther.m_layers;
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m_via = aOther.m_via;
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m_hasVia = aOther.m_hasVia;
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m_marker = aOther.m_marker;
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m_rank = aOther.m_rank;
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m_owner = aOther.m_owner;
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m_snapThreshhold = aOther.m_snapThreshhold;
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m_blockingObstacle = aOther.m_blockingObstacle;
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copyLinks( &aOther );
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return *this;
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}
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LINE* LINE::Clone() const
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{
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LINE* l = new LINE( *this );
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return l;
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}
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void LINE::Mark( int aMarker ) const
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{
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m_marker = aMarker;
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for( const LINKED_ITEM* s : m_links )
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s->Mark( aMarker );
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}
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void LINE::Unmark( int aMarker ) const
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{
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for( const LINKED_ITEM* s : m_links )
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s->Unmark( aMarker );
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m_marker = 0;
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}
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int LINE::Marker() const
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{
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int marker = m_marker;
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for( auto s : m_links )
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{
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marker |= s->Marker();
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}
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return marker;
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}
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SEGMENT* SEGMENT::Clone() const
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{
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SEGMENT* s = new SEGMENT;
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s->m_seg = m_seg;
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s->m_net = m_net;
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s->m_layers = m_layers;
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s->m_marker = m_marker;
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s->m_rank = m_rank;
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return s;
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}
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int LINE::CountCorners( int aAngles ) const
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{
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int count = 0;
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for( int i = 0; i < m_line.SegmentCount() - 1; i++ )
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{
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const SEG seg1 = m_line.CSegment( i );
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const SEG seg2 = m_line.CSegment( i + 1 );
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const DIRECTION_45 dir1( seg1 );
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const DIRECTION_45 dir2( seg2 );
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DIRECTION_45::AngleType a = dir1.Angle( dir2 );
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if( a & aAngles )
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count++;
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}
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return count;
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}
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bool LINE::Walkaround( const SHAPE_LINE_CHAIN& aObstacle, SHAPE_LINE_CHAIN& aPath, bool aCw ) const
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{
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const SHAPE_LINE_CHAIN& line( CLine() );
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if( line.SegmentCount() < 1 )
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{
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return false;
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}
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const auto pFirst = line.CPoint(0);
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const auto pLast = line.CPoint(-1);
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bool inFirst = aObstacle.PointInside( pFirst ) && !aObstacle.PointOnEdge( pFirst );
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bool inLast = aObstacle.PointInside( pLast ) && !aObstacle.PointOnEdge( pLast );
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// We can't really walk around if the beginning or the end of the path lies inside the obstacle hull.
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// Double check if it's not on the hull itself as this triggers many unroutable corner cases.
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if( inFirst || inLast )
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{
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return false;
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}
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enum VERTEX_TYPE { INSIDE = 0, OUTSIDE, ON_EDGE };
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// Represents an entry in directed graph of hull/path vertices. Scanning this graph
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// starting from the path's first point results (if possible) with a correct walkaround path
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struct VERTEX
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{
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// vertex classification (inside/outside/exactly on the hull)
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VERTEX_TYPE type;
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// true = vertex coming from the hull primitive
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bool isHull;
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// position
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VECTOR2I pos;
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// list of neighboring vertices
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std::vector<VERTEX*> neighbours;
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// index of this vertex in path (pnew)
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int indexp = -1;
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// index of this vertex in the hull (hnew)
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int indexh = -1;
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// visited indicator (for BFS search)
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bool visited = false;
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};
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SHAPE_LINE_CHAIN::INTERSECTIONS ips;
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line.Intersect( aObstacle, ips );
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SHAPE_LINE_CHAIN pnew( CLine() ), hnew( aObstacle );
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std::vector<VERTEX> vts;
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auto findVertex = [&]( VECTOR2I pos) -> VERTEX*
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{
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for( VERTEX& v : vts )
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{
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if(v.pos == pos )
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return &v;
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}
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return nullptr;
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};
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// make sure all points that lie on the edge of the hull also exist as vertices in the path
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for( int i = 0; i < pnew.PointCount(); i++ )
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{
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const VECTOR2I &p = pnew.CPoint(i);
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if( hnew.PointOnEdge( p ) )
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{
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SHAPE_LINE_CHAIN::INTERSECTION ip;
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ip.p = p;
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ips.push_back( ip );
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}
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}
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// insert all intersections found into the new hull/path SLCs
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for( auto ip : ips )
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{
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bool isNewP, isNewH;
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if( pnew.Find( ip.p ) < 0 )
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{
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pnew.Split(ip.p);
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}
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if( hnew.Find( ip.p ) < 0 )
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{
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hnew.Split(ip.p);
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}
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}
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// we assume the default orientation of the hulls is clockwise, so just reverse the vertex
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// order if the caller wants a counter-clockwise walkaround
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if ( !aCw )
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hnew = hnew.Reverse();
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vts.reserve( 2 * ( hnew.PointCount() + pnew.PointCount() ) );
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// create a graph of hull/path vertices and classify them (inside/on edge/outside the hull)
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for( int i = 0; i < pnew.PointCount(); i++ )
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{
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auto p = pnew.CPoint(i);
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bool onEdge = hnew.PointOnEdge( p );
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bool inside = hnew.PointInside( p );
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VERTEX v;
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v.indexp = i;
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v.isHull = false;
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v.pos = p;
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v.type = inside && !onEdge ? INSIDE : onEdge ? ON_EDGE : OUTSIDE;
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vts.push_back( v );
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}
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// each path vertex neighbour list points for sure to the next vertex in the path
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for( int i = 0; i < pnew.PointCount() - 1; i++ )
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{
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vts[i].neighbours.push_back( &vts[ i+1 ] );
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}
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// insert hull vertices into the graph
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for( int i = 0; i < hnew.PointCount(); i++ )
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{
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auto hp = hnew.CPoint( i );
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auto vn = findVertex( hp );
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// if vertex already present (it's very likely that in recursive shoving hull and path vertices will overlap)
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// just mark it as a path vertex that also belongs to the hull
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if( vn )
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{
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vn->isHull = true;
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vn->indexh = i;
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}
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else // new hull vertex
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{
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VERTEX v;
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v.pos = hp;
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v.type = ON_EDGE;
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v.indexh = i;
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v.isHull = true;
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vts.push_back( v );
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}
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}
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// go around the hull and fix up the neighbour link lists
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for( int i = 0; i < hnew.PointCount(); i++ )
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{
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auto vc = findVertex( hnew.CPoint(i ) );
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auto vnext = findVertex( hnew.CPoint( i+1 ) );
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if(vc && vnext)
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vc->neighbours.push_back(vnext);
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}
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// vts[0] = start point
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VERTEX* v = &vts[0];
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SHAPE_LINE_CHAIN out;
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int iterLimit = 1000;
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// keep scanning the graph until we reach the end point of the path
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while ( v->indexp != (pnew.PointCount() - 1) )
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{
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iterLimit--;
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// I'm not 100% sure this algorithm doesn't have bugs that may cause it to freeze,
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// so here's a temporary iteration limit
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if( iterLimit == 0 )
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{
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return false;
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}
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if(v->visited)
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{
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// loop found? clip to beginning of the loop
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out = out.Slice(0, out.Find( v->pos ) );
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break;
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}
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out.Append( v->pos );
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VERTEX* v_next = nullptr;
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if (v->type == OUTSIDE)
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{
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// current vertex is outside? first look for any vertex further down the path
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// that is not inside the hull
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out.Append(v->pos);
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for( auto vn : v->neighbours )
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{
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if( (vn->indexp > v->indexp) && vn->type != INSIDE )
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{
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v_next = vn;
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break;
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}
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}
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// such a vertex must always be present, if not, bummer.
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if (!v_next)
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return false;
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}
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else if (v->type == ON_EDGE)
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{
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// current vertex lies on the hull? first look for the hull/path vertex with the index (N+1)
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for( VERTEX* vn: v->neighbours)
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{
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if( vn->type == ON_EDGE &&
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( vn->indexp == ( v->indexp + 1 ) ) &&
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( vn->indexh == ( ( v->indexh + 1 ) % hnew.PointCount() ) ) )
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{
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v_next = vn;
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break;
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}
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}
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// nothing found? look for the first vertex outside the hull then
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if( !v_next )
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{
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for( VERTEX* vn: v->neighbours)
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{
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if( vn->type == OUTSIDE )
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{
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v_next = vn;
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break;
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}
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}
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}
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// still nothing found? try to find the next (index-wise) point on the hull. I guess
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// we should never reach this part of the code, but who really knows?
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if( !v_next )
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{
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for( VERTEX* vn: v->neighbours)
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{
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if ( vn->type == ON_EDGE )
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{
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if( vn->indexh == ( (v->indexh + 1) % hnew.PointCount() ) )
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{
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v_next = vn;
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break;
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}
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}
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}
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}
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}
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v->visited = true;
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v = v_next;
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if( !v )
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return false;
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}
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out.Append( v->pos );
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out.Simplify();
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aPath = out;
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return true;
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}
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const SHAPE_LINE_CHAIN SEGMENT::Hull( int aClearance, int aWalkaroundThickness, int aLayer ) const
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{
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return SegmentHull( m_seg, aClearance, aWalkaroundThickness );
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}
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bool LINE::Is45Degree() const
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{
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for( int i = 0; i < m_line.SegmentCount(); i++ )
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{
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const SEG& s = m_line.CSegment( i );
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if( m_line.isArc( i ) )
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continue;
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if( s.Length() < 10 )
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continue;
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double angle = 180.0 / M_PI *
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atan2( (double) s.B.y - (double) s.A.y,
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(double) s.B.x - (double) s.A.x );
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if( angle < 0 )
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angle += 360.0;
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double angle_a = fabs( fmod( angle, 45.0 ) );
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if( angle_a > 1.0 && angle_a < 44.0 )
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return false;
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}
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return true;
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}
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const LINE LINE::ClipToNearestObstacle( NODE* aNode ) const
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{
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const int IterationLimit = 5;
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int i;
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LINE l( *this );
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for( i = 0; i < IterationLimit; i++ )
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{
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NODE::OPT_OBSTACLE obs = aNode->NearestObstacle( &l );
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if( obs )
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{
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l.RemoveVia();
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int p = l.Line().Split( obs->m_ipFirst );
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l.Line().Remove( p + 1, -1 );
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} else
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break;
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}
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if( i == IterationLimit )
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l.Line().Clear();
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return l;
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}
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SHAPE_LINE_CHAIN dragCornerInternal( const SHAPE_LINE_CHAIN& aOrigin, const VECTOR2I& aP )
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{
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OPT<SHAPE_LINE_CHAIN> picked;
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int i;
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int d = 2;
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wxASSERT( aOrigin.PointCount() > 0 );
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if( aOrigin.PointCount() == 1 )
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{
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return DIRECTION_45().BuildInitialTrace( aOrigin.CPoint( 0 ), aP );
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}
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else if( aOrigin.SegmentCount() == 1 )
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{
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DIRECTION_45 dir( aOrigin.CPoint( 0 ) - aOrigin.CPoint( 1 ) );
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return DIRECTION_45().BuildInitialTrace( aOrigin.CPoint( 0 ), aP, dir.IsDiagonal() );
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}
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if( aOrigin.CSegment( -1 ).Length() > 100000 * 30 ) // fixme: constant/parameter?
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d = 1;
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for( i = aOrigin.SegmentCount() - d; i >= 0; i-- )
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{
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DIRECTION_45 d_start( aOrigin.CSegment( i ) );
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VECTOR2I p_start = aOrigin.CPoint( i );
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SHAPE_LINE_CHAIN paths[2];
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DIRECTION_45 dirs[2];
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DIRECTION_45 d_prev = ( i > 0 ? DIRECTION_45( aOrigin.CSegment( i-1 ) ) : DIRECTION_45() );
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int dirCount = 0;
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for( int j = 0; j < 2; j++ )
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{
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paths[j] = d_start.BuildInitialTrace( p_start, aP, j );
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if( paths[j].SegmentCount() < 1 )
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continue;
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assert( dirCount < int( sizeof( dirs ) / sizeof( dirs[0] ) ) );
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dirs[dirCount] = DIRECTION_45( paths[j].CSegment( 0 ) );
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++dirCount;
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}
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for( int j = 0; j < dirCount; j++ )
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{
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if( dirs[j] == d_start )
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{
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picked = paths[j];
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break;
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}
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}
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if( picked )
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break;
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for( int j = 0; j < dirCount; j++ )
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{
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if( dirs[j].IsObtuse( d_prev ) )
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{
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picked = paths[j];
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break;
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}
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}
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if( picked )
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break;
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}
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if( picked )
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{
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SHAPE_LINE_CHAIN path = aOrigin.Slice( 0, i );
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path.Append( *picked );
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return path;
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}
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DIRECTION_45 dir( aOrigin.CPoint( -1 ) - aOrigin.CPoint( -2 ) );
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return DIRECTION_45().BuildInitialTrace( aOrigin.CPoint( 0 ), aP, dir.IsDiagonal() );
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}
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void LINE::dragCorner45( const VECTOR2I& aP, int aIndex )
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{
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SHAPE_LINE_CHAIN path;
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VECTOR2I snapped = snapDraggedCorner( m_line, aP, aIndex );
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if( aIndex == 0 )
|
|
path = dragCornerInternal( m_line.Reverse(), snapped ).Reverse();
|
|
else if( aIndex == m_line.SegmentCount() )
|
|
path = dragCornerInternal( m_line, snapped );
|
|
else
|
|
{
|
|
// Are we next to an arc? Insert a new point so we slice correctly
|
|
if( m_line.CShapes()[aIndex + 1] >= 0 )
|
|
m_line.Insert( aIndex + 1, m_line.CPoint( aIndex + 1 ) );
|
|
|
|
// fixme: awkward behaviour for "outwards" drags
|
|
path = dragCornerInternal( m_line.Slice( 0, aIndex ), snapped );
|
|
SHAPE_LINE_CHAIN path_rev =
|
|
dragCornerInternal( m_line.Slice( aIndex + 1, -1 ).Reverse(), snapped ).Reverse();
|
|
path.Append( path_rev );
|
|
}
|
|
|
|
path.Simplify();
|
|
m_line = path;
|
|
}
|
|
|
|
void LINE::dragCornerFree( const VECTOR2I& aP, int aIndex )
|
|
{
|
|
const std::vector<ssize_t>& shapes = m_line.CShapes();
|
|
|
|
// If we're asked to drag the end of an arc, insert a new vertex to drag instead
|
|
if( shapes[aIndex] >= 0 )
|
|
{
|
|
if( aIndex > 0 && shapes[aIndex - 1] == -1 )
|
|
m_line.Insert( aIndex, m_line.GetPoint( aIndex ) );
|
|
else if( aIndex < shapes.size() - 1 && shapes[aIndex + 1] != shapes[aIndex] )
|
|
{
|
|
aIndex++;
|
|
m_line.Insert( aIndex, m_line.GetPoint( aIndex ) );
|
|
}
|
|
else
|
|
wxASSERT_MSG( false, "Attempt to dragCornerFree in the middle of an arc!" );
|
|
}
|
|
|
|
m_line.SetPoint( aIndex, aP );
|
|
m_line.Simplify();
|
|
}
|
|
|
|
void LINE::DragCorner( const VECTOR2I& aP, int aIndex, bool aFreeAngle )
|
|
{
|
|
wxCHECK_RET( aIndex >= 0, "Negative index passed to LINE::DragCorner" );
|
|
|
|
if( aFreeAngle )
|
|
{
|
|
dragCornerFree( aP, aIndex );
|
|
}
|
|
else
|
|
{
|
|
dragCorner45( aP, aIndex );
|
|
}
|
|
}
|
|
|
|
void LINE::DragSegment( const VECTOR2I& aP, int aIndex, bool aFreeAngle )
|
|
{
|
|
if( aFreeAngle )
|
|
{
|
|
assert( false );
|
|
}
|
|
else
|
|
{
|
|
dragSegment45( aP, aIndex );
|
|
}
|
|
}
|
|
|
|
VECTOR2I LINE::snapDraggedCorner(
|
|
const SHAPE_LINE_CHAIN& aPath, const VECTOR2I& aP, int aIndex ) const
|
|
{
|
|
int s_start = std::max( aIndex - 2, 0 );
|
|
int s_end = std::min( aIndex + 2, aPath.SegmentCount() - 1 );
|
|
|
|
int i, j;
|
|
int best_dist = INT_MAX;
|
|
VECTOR2I best_snap = aP;
|
|
|
|
if( m_snapThreshhold <= 0 )
|
|
return aP;
|
|
|
|
for( i = s_start; i <= s_end; i++ )
|
|
{
|
|
const SEG& a = aPath.CSegment( i );
|
|
|
|
for( j = s_start; j < i; j++ )
|
|
{
|
|
const SEG& b = aPath.CSegment( j );
|
|
|
|
if( !( DIRECTION_45( a ).IsObtuse( DIRECTION_45( b ) ) ) )
|
|
continue;
|
|
|
|
OPT_VECTOR2I ip = a.IntersectLines( b );
|
|
|
|
if( ip )
|
|
{
|
|
int dist = ( *ip - aP ).EuclideanNorm();
|
|
|
|
if( dist < m_snapThreshhold && dist < best_dist )
|
|
{
|
|
best_dist = dist;
|
|
best_snap = *ip;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return best_snap;
|
|
}
|
|
|
|
VECTOR2I LINE::snapToNeighbourSegments(
|
|
const SHAPE_LINE_CHAIN& aPath, const VECTOR2I& aP, int aIndex ) const
|
|
{
|
|
VECTOR2I snap_p[2];
|
|
DIRECTION_45 dragDir( aPath.CSegment( aIndex ) );
|
|
int snap_d[2] = { -1, -1 };
|
|
|
|
if( m_snapThreshhold == 0 )
|
|
return aP;
|
|
|
|
if( aIndex >= 2 )
|
|
{
|
|
SEG s = aPath.CSegment( aIndex - 2 );
|
|
|
|
if( DIRECTION_45( s ) == dragDir )
|
|
snap_d[0] = s.LineDistance( aP );
|
|
|
|
snap_p[0] = s.A;
|
|
}
|
|
|
|
if( aIndex < aPath.SegmentCount() - 2 )
|
|
{
|
|
SEG s = aPath.CSegment( aIndex + 2 );
|
|
|
|
if( DIRECTION_45( s ) == dragDir )
|
|
snap_d[1] = s.LineDistance( aP );
|
|
|
|
snap_p[1] = s.A;
|
|
}
|
|
|
|
VECTOR2I best = aP;
|
|
int minDist = INT_MAX;
|
|
|
|
for( int i = 0; i < 2; i++ )
|
|
{
|
|
if( snap_d[i] >= 0 && snap_d[i] < minDist && snap_d[i] <= m_snapThreshhold )
|
|
{
|
|
minDist = snap_d[i];
|
|
best = snap_p[i];
|
|
}
|
|
}
|
|
|
|
return best;
|
|
}
|
|
|
|
void LINE::dragSegment45( const VECTOR2I& aP, int aIndex )
|
|
{
|
|
SHAPE_LINE_CHAIN path( m_line );
|
|
VECTOR2I target( aP );
|
|
|
|
wxASSERT( aIndex < m_line.PointCount() );
|
|
|
|
SEG guideA[2], guideB[2];
|
|
int index = aIndex;
|
|
|
|
target = snapToNeighbourSegments( path, aP, aIndex );
|
|
|
|
const std::vector<ssize_t>& shapes = path.CShapes();
|
|
|
|
// We require a valid s_prev and s_next. If we are at the start or end of the line, we insert
|
|
// a new point at the start or end so there is a zero-length segment for prev or next (we will
|
|
// resize it as part of the drag operation). If we are next to an arc, we do this also, as we
|
|
// cannot drag away one of the arc's points.
|
|
|
|
if( index == 0 || shapes[index] >= 0 )
|
|
{
|
|
path.Insert( index > 0 ? index + 1 : 0, path.CPoint( index ) );
|
|
index++;
|
|
}
|
|
|
|
if( index == path.SegmentCount() - 1 )
|
|
{
|
|
path.Insert( path.PointCount() - 1, path.CPoint( -1 ) );
|
|
}
|
|
else if( shapes[index + 1] >= 0 )
|
|
{
|
|
path.Insert( index + 1, path.CPoint( index + 1 ) );
|
|
}
|
|
|
|
SEG dragged = path.CSegment( index );
|
|
DIRECTION_45 drag_dir( dragged );
|
|
|
|
SEG s_prev = path.CSegment( index - 1 );
|
|
SEG s_next = path.CSegment( index + 1 );
|
|
|
|
DIRECTION_45 dir_prev( s_prev );
|
|
DIRECTION_45 dir_next( s_next );
|
|
|
|
if( dir_prev == drag_dir )
|
|
{
|
|
dir_prev = dir_prev.Left();
|
|
path.Insert( index, path.CPoint( index ) );
|
|
index++;
|
|
}
|
|
else if( dir_prev == DIRECTION_45::UNDEFINED )
|
|
{
|
|
dir_prev = drag_dir.Left();
|
|
}
|
|
|
|
if( dir_next == drag_dir )
|
|
{
|
|
dir_next = dir_next.Right();
|
|
path.Insert( index + 1, path.CPoint( index + 1 ) );
|
|
}
|
|
else if( dir_next == DIRECTION_45::UNDEFINED )
|
|
{
|
|
dir_next = drag_dir.Right();
|
|
}
|
|
|
|
s_prev = path.CSegment( index - 1 );
|
|
s_next = path.CSegment( index + 1 );
|
|
dragged = path.CSegment( index );
|
|
|
|
if( aIndex == 0 )
|
|
{
|
|
guideA[0] = SEG( dragged.A, dragged.A + drag_dir.Right().ToVector() );
|
|
guideA[1] = SEG( dragged.A, dragged.A + drag_dir.Left().ToVector() );
|
|
}
|
|
else
|
|
{
|
|
if( dir_prev.Angle( drag_dir )
|
|
& ( DIRECTION_45::ANG_OBTUSE | DIRECTION_45::ANG_HALF_FULL ) )
|
|
{
|
|
guideA[0] = SEG( s_prev.A, s_prev.A + drag_dir.Left().ToVector() );
|
|
guideA[1] = SEG( s_prev.A, s_prev.A + drag_dir.Right().ToVector() );
|
|
}
|
|
else
|
|
guideA[0] = guideA[1] = SEG( dragged.A, dragged.A + dir_prev.ToVector() );
|
|
}
|
|
|
|
if( aIndex == m_line.SegmentCount() - 1 )
|
|
{
|
|
guideB[0] = SEG( dragged.B, dragged.B + drag_dir.Right().ToVector() );
|
|
guideB[1] = SEG( dragged.B, dragged.B + drag_dir.Left().ToVector() );
|
|
}
|
|
else
|
|
{
|
|
if( dir_next.Angle( drag_dir )
|
|
& ( DIRECTION_45::ANG_OBTUSE | DIRECTION_45::ANG_HALF_FULL ) )
|
|
{
|
|
guideB[0] = SEG( s_next.B, s_next.B + drag_dir.Left().ToVector() );
|
|
guideB[1] = SEG( s_next.B, s_next.B + drag_dir.Right().ToVector() );
|
|
}
|
|
else
|
|
guideB[0] = guideB[1] = SEG( dragged.B, dragged.B + dir_next.ToVector() );
|
|
}
|
|
|
|
SEG s_current( target, target + drag_dir.ToVector() );
|
|
|
|
int best_len = INT_MAX;
|
|
SHAPE_LINE_CHAIN best;
|
|
|
|
for( int i = 0; i < 2; i++ )
|
|
{
|
|
for( int j = 0; j < 2; j++ )
|
|
{
|
|
OPT_VECTOR2I ip1 = s_current.IntersectLines( guideA[i] );
|
|
OPT_VECTOR2I ip2 = s_current.IntersectLines( guideB[j] );
|
|
|
|
SHAPE_LINE_CHAIN np;
|
|
|
|
if( !ip1 || !ip2 )
|
|
continue;
|
|
|
|
SEG s1( s_prev.A, *ip1 );
|
|
SEG s2( *ip1, *ip2 );
|
|
SEG s3( *ip2, s_next.B );
|
|
|
|
OPT_VECTOR2I ip;
|
|
|
|
if( ( ip = s1.Intersect( s_next ) ) )
|
|
{
|
|
np.Append( s1.A );
|
|
np.Append( *ip );
|
|
np.Append( s_next.B );
|
|
}
|
|
else if( ( ip = s3.Intersect( s_prev ) ) )
|
|
{
|
|
np.Append( s_prev.A );
|
|
np.Append( *ip );
|
|
np.Append( s3.B );
|
|
}
|
|
else if( ( ip = s1.Intersect( s3 ) ) )
|
|
{
|
|
np.Append( s_prev.A );
|
|
np.Append( *ip );
|
|
np.Append( s_next.B );
|
|
}
|
|
else
|
|
{
|
|
np.Append( s_prev.A );
|
|
np.Append( *ip1 );
|
|
np.Append( *ip2 );
|
|
np.Append( s_next.B );
|
|
}
|
|
|
|
if( np.Length() < best_len )
|
|
{
|
|
best_len = np.Length();
|
|
best = np;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( m_line.PointCount() == 1 )
|
|
m_line = best;
|
|
else if( aIndex == 0 )
|
|
m_line.Replace( 0, 1, best );
|
|
else if( aIndex == m_line.SegmentCount() - 1 )
|
|
m_line.Replace( -2, -1, best );
|
|
else
|
|
m_line.Replace( aIndex, aIndex + 1, best );
|
|
|
|
m_line.Simplify();
|
|
}
|
|
|
|
|
|
bool LINE::CompareGeometry( const LINE& aOther )
|
|
{
|
|
return m_line.CompareGeometry( aOther.m_line );
|
|
}
|
|
|
|
|
|
void LINE::Reverse()
|
|
{
|
|
m_line = m_line.Reverse();
|
|
|
|
std::reverse( m_links.begin(), m_links.end() );
|
|
}
|
|
|
|
|
|
void LINE::AppendVia( const VIA& aVia )
|
|
{
|
|
if( m_line.PointCount() > 1 && aVia.Pos() == m_line.CPoint( 0 ) )
|
|
{
|
|
Reverse();
|
|
}
|
|
|
|
m_hasVia = true;
|
|
m_via = aVia;
|
|
m_via.SetNet( m_net );
|
|
}
|
|
|
|
|
|
void LINE::SetRank( int aRank )
|
|
{
|
|
m_rank = aRank;
|
|
|
|
for( auto s : m_links )
|
|
s->SetRank( aRank );
|
|
|
|
}
|
|
|
|
|
|
int LINE::Rank() const
|
|
{
|
|
int min_rank = INT_MAX;
|
|
|
|
if( IsLinked() ) {
|
|
for( auto s : m_links )
|
|
{
|
|
min_rank = std::min( min_rank, s->Rank() );
|
|
}
|
|
} else {
|
|
min_rank = m_rank;
|
|
}
|
|
|
|
int rank = ( min_rank == INT_MAX ) ? -1 : min_rank;
|
|
|
|
return rank;
|
|
}
|
|
|
|
|
|
void LINE::ClipVertexRange( int aStart, int aEnd )
|
|
{
|
|
/**
|
|
* We need to figure out which joints to keep after the clip operation, because arcs will have
|
|
* multiple vertices. It is assumed that anything calling this method will have determined the
|
|
* vertex range to clip based on joints, meaning we will never clip in the middle of an arc.
|
|
* Clipping in the middle of an arc would break this and various other things...
|
|
*/
|
|
int firstLink = 0;
|
|
int lastLink = std::max( 0, static_cast<int>( m_links.size() ) - 1 );
|
|
int arcIdx = -1;
|
|
int linkIdx = 0;
|
|
|
|
auto shapes = m_line.CShapes();
|
|
int numPoints = static_cast<int>( shapes.size() );
|
|
|
|
for( int i = 0; i < m_line.PointCount(); i++ )
|
|
{
|
|
if( i <= aStart )
|
|
firstLink = linkIdx;
|
|
|
|
if( shapes[i] >= 0 )
|
|
{
|
|
// Account for "hidden segments" between two arcs
|
|
if( i > aStart && ( shapes[i - 1] >= 0 ) && ( shapes[i - 1] != shapes[i] ) )
|
|
linkIdx++;
|
|
|
|
arcIdx = shapes[i];
|
|
|
|
// Skip over the rest of the arc vertices
|
|
while( i < numPoints && shapes[i] == arcIdx )
|
|
i++;
|
|
|
|
// Back up two vertices to restart at the segment coincident with the end of the arc
|
|
i -= 2;
|
|
}
|
|
|
|
if( i >= aEnd - 1 || linkIdx >= lastLink )
|
|
{
|
|
lastLink = linkIdx;
|
|
break;
|
|
}
|
|
|
|
linkIdx++;
|
|
}
|
|
|
|
wxASSERT( lastLink >= firstLink );
|
|
|
|
m_line = m_line.Slice( aStart, aEnd );
|
|
|
|
if( IsLinked() )
|
|
{
|
|
wxASSERT( m_links.size() < INT_MAX );
|
|
wxASSERT( static_cast<int>( m_links.size() ) >= ( lastLink - firstLink ) );
|
|
|
|
// Note: The range includes aEnd, but we have n-1 segments.
|
|
std::rotate(
|
|
m_links.begin(),
|
|
m_links.begin() + firstLink,
|
|
m_links.begin() + lastLink
|
|
);
|
|
|
|
m_links.resize( lastLink - firstLink + 1 );
|
|
}
|
|
}
|
|
|
|
|
|
bool LINE::HasLoops() const
|
|
{
|
|
for( int i = 0; i < PointCount(); i++ )
|
|
{
|
|
for( int j = i + 2; j < PointCount(); j++ )
|
|
{
|
|
if( CPoint( i ) == CPoint( j ) )
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
static void extendBox( BOX2I& aBox, bool& aDefined, const VECTOR2I& aP )
|
|
{
|
|
if( aDefined )
|
|
{
|
|
aBox.Merge( aP );
|
|
}
|
|
else
|
|
{
|
|
aBox = BOX2I( aP, VECTOR2I( 0, 0 ) );
|
|
aDefined = true;
|
|
}
|
|
}
|
|
|
|
|
|
OPT_BOX2I LINE::ChangedArea( const LINE* aOther ) const
|
|
{
|
|
BOX2I area;
|
|
bool areaDefined = false;
|
|
|
|
int i_start = -1;
|
|
int i_end_self = -1, i_end_other = -1;
|
|
|
|
SHAPE_LINE_CHAIN self( m_line );
|
|
self.Simplify();
|
|
SHAPE_LINE_CHAIN other( aOther->m_line );
|
|
other.Simplify();
|
|
|
|
int np_self = self.PointCount();
|
|
int np_other = other.PointCount();
|
|
|
|
int n = std::min( np_self, np_other );
|
|
|
|
for( int i = 0; i < n; i++ )
|
|
{
|
|
const VECTOR2I p1 = self.CPoint( i );
|
|
const VECTOR2I p2 = other.CPoint( i );
|
|
|
|
if( p1 != p2 )
|
|
{
|
|
if( i != n - 1 )
|
|
{
|
|
SEG s = self.CSegment( i );
|
|
|
|
if( !s.Contains( p2 ) )
|
|
{
|
|
i_start = i;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
i_start = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
for( int i = 0; i < n; i++ )
|
|
{
|
|
const VECTOR2I p1 = self.CPoint( np_self - 1 - i );
|
|
const VECTOR2I p2 = other.CPoint( np_other - 1 - i );
|
|
|
|
if( p1 != p2 )
|
|
{
|
|
i_end_self = np_self - 1 - i;
|
|
i_end_other = np_other - 1 - i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( i_start < 0 )
|
|
i_start = n;
|
|
|
|
if( i_end_self < 0 )
|
|
i_end_self = np_self - 1;
|
|
|
|
if( i_end_other < 0 )
|
|
i_end_other = np_other - 1;
|
|
|
|
for( int i = i_start; i <= i_end_self; i++ )
|
|
extendBox( area, areaDefined, self.CPoint( i ) );
|
|
|
|
for( int i = i_start; i <= i_end_other; i++ )
|
|
extendBox( area, areaDefined, other.CPoint( i ) );
|
|
|
|
if( areaDefined )
|
|
{
|
|
area.Inflate( std::max( Width(), aOther->Width() ) );
|
|
return area;
|
|
}
|
|
|
|
return OPT_BOX2I();
|
|
}
|
|
|
|
|
|
bool LINE::HasLockedSegments() const
|
|
{
|
|
for( const auto seg : m_links )
|
|
{
|
|
if( seg->Marker() & MK_LOCKED )
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void LINE::Clear()
|
|
{
|
|
m_hasVia = false;
|
|
m_line.Clear();
|
|
}
|
|
|
|
|
|
}
|
|
|