solvespace/polygon.cpp

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#include "solvespace.h"
bool SEdgeList::AssemblePolygon(SPolygon *dest, SEdge *errorAt) {
dest->Clear();
l.ClearTags();
for(;;) {
Vector first, last;
int i;
for(i = 0; i < l.n; i++) {
if(!l.elem[i].tag) {
first = l.elem[i].a;
last = l.elem[i].b;
l.elem[i].tag = 1;
break;
}
}
if(i >= l.n) {
return true;
}
dest->AddEmptyContour();
dest->AddPoint(first);
dest->AddPoint(last);
do {
for(i = 0; i < l.n; i++) {
SEdge *se = &(l.elem[i]);
if(se->tag) continue;
if(se->a.Equals(last)) {
dest->AddPoint(se->b);
last = se->b;
se->tag = 1;
break;
}
if(se->b.Equals(last)) {
dest->AddPoint(se->a);
last = se->a;
se->tag = 1;
break;
}
}
if(i >= l.n) {
// Couldn't assemble a closed contour; mark where.
errorAt->a = first;
errorAt->b = last;
return false;
}
} while(!last.Equals(first));
}
}
void SPolygon::Clear(void) {
int i;
for(i = 0; i < l.n; i++) {
(l.elem[i]).l.Clear();
}
l.Clear();
}
void SPolygon::AddEmptyContour(void) {
SContour c;
memset(&c, 0, sizeof(c));
l.Add(&c);
}
void SPolygon::AddPoint(Vector p) {
if(l.n < 1) oops();
SPoint sp;
sp.tag = 0;
sp.p = p;
// Add to the last contour in the list
(l.elem[l.n-1]).l.Add(&sp);
}
void SPolygon::MakeEdgesInto(SEdgeList *el) {
int i;
for(i = 0; i < l.n; i++) {
(l.elem[i]).MakeEdgesInto(el);
}
}
Vector SPolygon::Normal(void) {
if(l.n < 1) return Vector::MakeFrom(0, 0, 0);
return (l.elem[0]).Normal();
}
void SContour::MakeEdgesInto(SEdgeList *el) {
int i;
for(i = 0; i < (l.n-1); i++) {
SEdge e;
e.a = l.elem[i].p;
e.b = l.elem[i+1].p;
el->l.Add(&e);
}
}
Vector SContour::Normal(void) {
if(l.n < 3) return Vector::MakeFrom(0, 0, 0);
Vector u = (l.elem[0].p).Minus(l.elem[1].p);
Vector v;
double dot = 2;
// Find the edge in the contour that's closest to perpendicular to the
// first edge, since that will give best numerical stability.
for(int i = 1; i < (l.n-1); i++) {
Vector vt = (l.elem[i].p).Minus(l.elem[i+1].p);
double dott = fabs(vt.Dot(u)/(u.Magnitude()*vt.Magnitude()));
if(dott < dot) {
dot = dott;
v = vt;
}
}
return (u.Cross(v)).WithMagnitude(1);
}