773 lines
22 KiB
C++
773 lines
22 KiB
C++
#include "solvespace.h"
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Vector STriangle::Normal(void) {
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Vector ab = b.Minus(a), bc = c.Minus(b);
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return ab.Cross(bc);
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}
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double STriangle::MinAltitude(void) {
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double altA = a.DistanceToLine(b, c.Minus(b)),
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altB = b.DistanceToLine(c, a.Minus(c)),
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altC = c.DistanceToLine(a, b.Minus(a));
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return min(altA, min(altB, altC));
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}
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bool STriangle::ContainsPoint(Vector p) {
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Vector n = Normal();
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if(MinAltitude() < LENGTH_EPS) {
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// shouldn't happen; zero-area triangle
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return false;
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}
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return ContainsPointProjd(n.WithMagnitude(1), p);
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}
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bool STriangle::ContainsPointProjd(Vector n, Vector p) {
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Vector ab = b.Minus(a), bc = c.Minus(b), ca = a.Minus(c);
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Vector no_ab = n.Cross(ab);
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if(no_ab.Dot(p) < no_ab.Dot(a) - LENGTH_EPS) return false;
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Vector no_bc = n.Cross(bc);
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if(no_bc.Dot(p) < no_bc.Dot(b) - LENGTH_EPS) return false;
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Vector no_ca = n.Cross(ca);
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if(no_ca.Dot(p) < no_ca.Dot(c) - LENGTH_EPS) return false;
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return true;
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}
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void STriangle::FlipNormal(void) {
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SWAP(Vector, a, b);
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SWAP(Vector, an, bn);
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}
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STriangle STriangle::From(STriMeta meta, Vector a, Vector b, Vector c) {
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STriangle tr;
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ZERO(&tr);
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tr.meta = meta;
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tr.a = a;
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tr.b = b;
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tr.c = c;
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return tr;
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}
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SEdge SEdge::From(Vector a, Vector b) {
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SEdge se = { 0, 0, 0, a, b };
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return se;
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}
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void SEdgeList::Clear(void) {
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l.Clear();
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}
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void SEdgeList::AddEdge(Vector a, Vector b, int auxA, int auxB) {
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SEdge e; ZERO(&e);
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e.a = a;
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e.b = b;
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e.auxA = auxA;
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e.auxB = auxB;
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l.Add(&e);
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}
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bool SEdgeList::AssembleContour(Vector first, Vector last, SContour *dest,
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SEdge *errorAt, bool keepDir)
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{
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int i;
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dest->AddPoint(first);
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dest->AddPoint(last);
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do {
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for(i = 0; i < l.n; i++) {
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SEdge *se = &(l.elem[i]);
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if(se->tag) continue;
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if(se->a.Equals(last)) {
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dest->AddPoint(se->b);
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last = se->b;
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se->tag = 1;
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break;
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}
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// Don't allow backwards edges if keepDir is true.
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if(!keepDir && se->b.Equals(last)) {
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dest->AddPoint(se->a);
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last = se->a;
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se->tag = 1;
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break;
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}
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}
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if(i >= l.n) {
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// Couldn't assemble a closed contour; mark where.
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if(errorAt) {
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errorAt->a = first;
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errorAt->b = last;
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}
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return false;
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}
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} while(!last.Equals(first));
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return true;
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}
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bool SEdgeList::AssemblePolygon(SPolygon *dest, SEdge *errorAt, bool keepDir) {
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dest->Clear();
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bool allClosed = true;
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for(;;) {
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Vector first, last;
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int i;
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for(i = 0; i < l.n; i++) {
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if(!l.elem[i].tag) {
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first = l.elem[i].a;
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last = l.elem[i].b;
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l.elem[i].tag = 1;
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break;
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}
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}
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if(i >= l.n) {
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return allClosed;
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}
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// Create a new empty contour in our polygon, and finish assembling
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// into that contour.
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dest->AddEmptyContour();
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if(!AssembleContour(first, last, &(dest->l.elem[dest->l.n-1]),
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errorAt, keepDir))
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{
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allClosed = false;
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}
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// But continue assembling, even if some of the contours are open
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}
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}
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//-----------------------------------------------------------------------------
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// Test if the specified edge crosses any of the edges in our list. Two edges
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// are not considered to cross if they share an endpoint (within LENGTH_EPS),
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// but they are considered to cross if they are coincident and overlapping.
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// If pi is not NULL, then a crossing is returned in that.
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//-----------------------------------------------------------------------------
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int SEdgeList::AnyEdgeCrossings(Vector a, Vector b, Vector *ppi) {
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Vector d = b.Minus(a);
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double t_eps = LENGTH_EPS/d.Magnitude();
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int cnt = 0;
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SEdge *se;
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for(se = l.First(); se; se = l.NextAfter(se)) {
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double dist_a, dist_b;
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double t, tse;
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bool skew;
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Vector pi;
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bool inOrEdge0, inOrEdge1;
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Vector dse = (se->b).Minus(se->a);
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double tse_eps = LENGTH_EPS/dse.Magnitude();
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if(a.Equals(se->a) && b.Equals(se->b)) goto intersects;
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if(b.Equals(se->a) && a.Equals(se->b)) goto intersects;
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dist_a = (se->a).DistanceToLine(a, d),
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dist_b = (se->b).DistanceToLine(a, d);
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// Can't just test if dist_a equals dist_b; they could be on opposite
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// sides, since it's unsigned.
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double m = sqrt(d.Magnitude()*dse.Magnitude());
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if(sqrt(fabs(d.Dot(dse))) > (m - LENGTH_EPS)) {
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// The edges are parallel.
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if(fabs(dist_a) > LENGTH_EPS) {
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// and not coincident, so can't be interesecting
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continue;
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}
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// The edges are coincident. Make sure that neither endpoint lies
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// on the other
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double t;
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t = ((se->a).Minus(a)).DivPivoting(d);
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if(t > t_eps && t < (1 - t_eps)) goto intersects;
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t = ((se->b).Minus(a)).DivPivoting(d);
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if(t > t_eps && t < (1 - t_eps)) goto intersects;
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t = a.Minus(se->a).DivPivoting(dse);
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if(t > tse_eps && t < (1 - tse_eps)) goto intersects;
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t = b.Minus(se->a).DivPivoting(dse);
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if(t > tse_eps && t < (1 - tse_eps)) goto intersects;
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// So coincident but disjoint, okay.
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continue;
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}
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// Lines are not parallel, so look for an intersection.
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pi = Vector::AtIntersectionOfLines(a, b, se->a, se->b,
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&skew,
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&t, &tse);
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if(skew) continue;
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inOrEdge0 = (t > -t_eps) && (t < (1 + t_eps));
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inOrEdge1 = (tse > -tse_eps) && (tse < (1 + tse_eps));
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if(inOrEdge0 && inOrEdge1) {
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if((se->a).Equals(a) || (se->b).Equals(a) ||
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(se->a).Equals(b) || (se->b).Equals(b))
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{
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// Not an intersection if we share an endpoint with an edge
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continue;
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}
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// But it's an intersection if a vertex of one edge lies on the
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// inside of the other (or if they cross away from either's
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// vertex).
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if(ppi) *ppi = pi;
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goto intersects;
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}
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continue;
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intersects:
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cnt++;
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// and continue with the loop
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}
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return cnt;
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}
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//-----------------------------------------------------------------------------
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// Returns true if the intersecting edge list contains an edge that shares
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// an endpoint with one of our edges.
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//-----------------------------------------------------------------------------
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bool SEdgeList::ContainsEdgeFrom(SEdgeList *sel) {
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SEdge *se;
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for(se = l.First(); se; se = l.NextAfter(se)) {
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if(sel->ContainsEdge(se)) return true;
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}
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return false;
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}
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bool SEdgeList::ContainsEdge(SEdge *set) {
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SEdge *se;
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for(se = l.First(); se; se = l.NextAfter(se)) {
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if((se->a).Equals(set->a) && (se->b).Equals(set->b)) return true;
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if((se->b).Equals(set->a) && (se->a).Equals(set->b)) return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Remove unnecessary edges: if two are anti-parallel then remove both, and if
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// two are parallel then remove one.
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//-----------------------------------------------------------------------------
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void SEdgeList::CullExtraneousEdges(void) {
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l.ClearTags();
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int i, j;
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for(i = 0; i < l.n; i++) {
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SEdge *se = &(l.elem[i]);
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for(j = i+1; j < l.n; j++) {
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SEdge *set = &(l.elem[j]);
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if((set->a).Equals(se->a) && (set->b).Equals(se->b)) {
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// Two parallel edges exist; so keep only the first one.
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set->tag = 1;
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}
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if((set->a).Equals(se->b) && (set->b).Equals(se->a)) {
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// Two anti-parallel edges exist; so keep neither.
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se->tag = 1;
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set->tag = 1;
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}
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}
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}
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l.RemoveTagged();
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}
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//-----------------------------------------------------------------------------
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// We have an edge list that contains only collinear edges, maybe with more
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// splits than necessary. Merge any collinear segments that join.
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//-----------------------------------------------------------------------------
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static Vector LineStart, LineDirection;
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static int ByTAlongLine(const void *av, const void *bv)
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{
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SEdge *a = (SEdge *)av,
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*b = (SEdge *)bv;
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double ta = (a->a.Minus(LineStart)).DivPivoting(LineDirection),
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tb = (b->a.Minus(LineStart)).DivPivoting(LineDirection);
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return (ta > tb) ? 1 : -1;
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}
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void SEdgeList::MergeCollinearSegments(Vector a, Vector b) {
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LineStart = a;
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LineDirection = b.Minus(a);
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qsort(l.elem, l.n, sizeof(l.elem[0]), ByTAlongLine);
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l.ClearTags();
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int i;
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for(i = 1; i < l.n; i++) {
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SEdge *prev = &(l.elem[i-1]),
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*now = &(l.elem[i]);
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if((prev->b).Equals(now->a)) {
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// The previous segment joins up to us; so merge it into us.
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prev->tag = 1;
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now->a = prev->a;
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}
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}
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l.RemoveTagged();
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}
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void SPointList::Clear(void) {
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l.Clear();
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}
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bool SPointList::ContainsPoint(Vector pt) {
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SPoint *p;
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for(p = l.First(); p; p = l.NextAfter(p)) {
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if(pt.Equals(p->p)) {
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return true;
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}
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}
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return false;
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}
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void SPointList::IncrementTagFor(Vector pt) {
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SPoint *p;
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for(p = l.First(); p; p = l.NextAfter(p)) {
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if(pt.Equals(p->p)) {
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(p->tag)++;
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return;
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}
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}
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SPoint pa;
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pa.p = pt;
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pa.tag = 1;
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l.Add(&pa);
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}
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void SPointList::Add(Vector pt) {
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SPoint p;
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ZERO(&p);
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p.p = pt;
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l.Add(&p);
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}
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void SContour::AddPoint(Vector p) {
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SPoint sp;
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sp.tag = 0;
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sp.p = p;
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l.Add(&sp);
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}
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void SContour::MakeEdgesInto(SEdgeList *el) {
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int i;
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for(i = 0; i < (l.n-1); i++) {
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SEdge e;
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e.tag = 0;
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e.a = l.elem[i].p;
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e.b = l.elem[i+1].p;
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el->l.Add(&e);
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}
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}
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void SContour::CopyInto(SContour *dest) {
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SPoint *sp;
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for(sp = l.First(); sp; sp = l.NextAfter(sp)) {
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dest->AddPoint(sp->p);
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}
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}
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void SContour::FindPointWithMinX(void) {
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SPoint *sp;
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xminPt = Vector::From(1e10, 1e10, 1e10);
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for(sp = l.First(); sp; sp = l.NextAfter(sp)) {
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if(sp->p.x < xminPt.x) {
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xminPt = sp->p;
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}
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}
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}
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Vector SContour::ComputeNormal(void) {
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Vector n = Vector::From(0, 0, 0);
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for(int i = 0; i < l.n - 2; i++) {
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Vector u = (l.elem[i+1].p).Minus(l.elem[i+0].p).WithMagnitude(1);
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Vector v = (l.elem[i+2].p).Minus(l.elem[i+1].p).WithMagnitude(1);
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Vector nt = u.Cross(v);
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if(nt.Magnitude() > n.Magnitude()) {
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n = nt;
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}
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}
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return n.WithMagnitude(1);
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}
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Vector SContour::AnyEdgeMidpoint(void) {
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if(l.n < 2) oops();
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return ((l.elem[0].p).Plus(l.elem[1].p)).ScaledBy(0.5);
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}
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bool SContour::IsClockwiseProjdToNormal(Vector n) {
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// Degenerate things might happen as we draw; doesn't really matter
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// what we do then.
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if(n.Magnitude() < 0.01) return true;
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// An arbitrary 2d coordinate system that has n as its normal
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Vector u = n.Normal(0);
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Vector v = n.Normal(1);
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double area = 0;
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for(int i = 0; i < (l.n - 1); i++) {
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double u0 = (l.elem[i ].p).Dot(u);
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double v0 = (l.elem[i ].p).Dot(v);
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double u1 = (l.elem[i+1].p).Dot(u);
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double v1 = (l.elem[i+1].p).Dot(v);
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area += ((v0 + v1)/2)*(u1 - u0);
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}
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return (area < 0);
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}
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bool SContour::ContainsPointProjdToNormal(Vector n, Vector p) {
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Vector u = n.Normal(0);
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Vector v = n.Normal(1);
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double up = p.Dot(u);
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double vp = p.Dot(v);
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bool inside = false;
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for(int i = 0; i < (l.n - 1); i++) {
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double ua = (l.elem[i ].p).Dot(u);
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double va = (l.elem[i ].p).Dot(v);
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// The curve needs to be exactly closed; approximation is death.
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double ub = (l.elem[(i+1)%(l.n-1)].p).Dot(u);
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double vb = (l.elem[(i+1)%(l.n-1)].p).Dot(v);
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if ((((va <= vp) && (vp < vb)) ||
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((vb <= vp) && (vp < va))) &&
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(up < (ub - ua) * (vp - va) / (vb - va) + ua))
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{
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inside = !inside;
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}
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}
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return inside;
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}
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bool SContour::AllPointsInPlane(Vector n, double d, Vector *notCoplanarAt) {
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for(int i = 0; i < l.n; i++) {
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Vector p = l.elem[i].p;
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double dd = n.Dot(p) - d;
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if(fabs(dd) > 10*LENGTH_EPS) {
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*notCoplanarAt = p;
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return false;
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}
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}
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return true;
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}
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void SContour::Reverse(void) {
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l.Reverse();
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}
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void SPolygon::Clear(void) {
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int i;
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for(i = 0; i < l.n; i++) {
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(l.elem[i]).l.Clear();
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}
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l.Clear();
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}
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void SPolygon::AddEmptyContour(void) {
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SContour c;
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memset(&c, 0, sizeof(c));
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l.Add(&c);
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}
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void SPolygon::MakeEdgesInto(SEdgeList *el) {
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int i;
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for(i = 0; i < l.n; i++) {
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(l.elem[i]).MakeEdgesInto(el);
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}
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}
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Vector SPolygon::ComputeNormal(void) {
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if(l.n < 1) return Vector::From(0, 0, 0);
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return (l.elem[0]).ComputeNormal();
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}
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bool SPolygon::ContainsPoint(Vector p) {
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return (WindingNumberForPoint(p) % 2) == 1;
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}
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int SPolygon::WindingNumberForPoint(Vector p) {
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int winding = 0;
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int i;
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for(i = 0; i < l.n; i++) {
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SContour *sc = &(l.elem[i]);
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if(sc->ContainsPointProjdToNormal(normal, p)) {
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winding++;
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}
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}
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return winding;
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}
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void SPolygon::FixContourDirections(void) {
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// At output, the contour's tag will be 1 if we reversed it, else 0.
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l.ClearTags();
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// Outside curve looks counterclockwise, projected against our normal.
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int i, j;
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for(i = 0; i < l.n; i++) {
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SContour *sc = &(l.elem[i]);
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if(sc->l.n < 2) continue;
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// The contours may not intersect, but they may share vertices; so
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// testing a vertex for point-in-polygon may fail, but the midpoint
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// of an edge is okay.
|
|
Vector pt = (((sc->l.elem[0]).p).Plus(sc->l.elem[1].p)).ScaledBy(0.5);
|
|
|
|
sc->timesEnclosed = 0;
|
|
bool outer = true;
|
|
for(j = 0; j < l.n; j++) {
|
|
if(i == j) continue;
|
|
SContour *sct = &(l.elem[j]);
|
|
if(sct->ContainsPointProjdToNormal(normal, pt)) {
|
|
outer = !outer;
|
|
(sc->timesEnclosed)++;
|
|
}
|
|
}
|
|
|
|
bool clockwise = sc->IsClockwiseProjdToNormal(normal);
|
|
if(clockwise && outer || (!clockwise && !outer)) {
|
|
sc->Reverse();
|
|
sc->tag = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool SPolygon::IsEmpty(void) {
|
|
if(l.n == 0 || l.elem[0].l.n == 0) return true;
|
|
return false;
|
|
}
|
|
|
|
Vector SPolygon::AnyPoint(void) {
|
|
if(IsEmpty()) oops();
|
|
return l.elem[0].l.elem[0].p;
|
|
}
|
|
|
|
bool SPolygon::AllPointsInPlane(Vector *notCoplanarAt) {
|
|
if(IsEmpty()) return true;
|
|
|
|
Vector p0 = AnyPoint();
|
|
double d = normal.Dot(p0);
|
|
|
|
for(int i = 0; i < l.n; i++) {
|
|
if(!(l.elem[i]).AllPointsInPlane(normal, d, notCoplanarAt)) {
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool SPolygon::SelfIntersecting(Vector *intersectsAt) {
|
|
SEdgeList el;
|
|
ZERO(&el);
|
|
MakeEdgesInto(&el);
|
|
|
|
SEdge *se;
|
|
for(se = el.l.First(); se; se = el.l.NextAfter(se)) {
|
|
int inters = el.AnyEdgeCrossings(se->a, se->b, intersectsAt);
|
|
if(inters != 1) return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static int TriMode, TriVertexCount;
|
|
static Vector Tri1, TriNMinus1, TriNMinus2;
|
|
static Vector TriNormal;
|
|
static SMesh *TriMesh;
|
|
static STriMeta TriMeta;
|
|
static void GLX_CALLBACK TriBegin(int mode)
|
|
{
|
|
TriMode = mode;
|
|
TriVertexCount = 0;
|
|
}
|
|
static void GLX_CALLBACK TriEnd(void)
|
|
{
|
|
}
|
|
static void GLX_CALLBACK TriVertex(Vector *triN)
|
|
{
|
|
if(TriVertexCount == 0) {
|
|
Tri1 = *triN;
|
|
}
|
|
if(TriMode == GL_TRIANGLES) {
|
|
if((TriVertexCount % 3) == 2) {
|
|
TriMesh->AddTriangle(
|
|
TriMeta, TriNormal, TriNMinus2, TriNMinus1, *triN);
|
|
}
|
|
} else if(TriMode == GL_TRIANGLE_FAN) {
|
|
if(TriVertexCount >= 2) {
|
|
TriMesh->AddTriangle(
|
|
TriMeta, TriNormal, Tri1, TriNMinus1, *triN);
|
|
}
|
|
} else if(TriMode == GL_TRIANGLE_STRIP) {
|
|
if(TriVertexCount >= 2) {
|
|
TriMesh->AddTriangle(
|
|
TriMeta, TriNormal, TriNMinus2, TriNMinus1, *triN);
|
|
}
|
|
} else oops();
|
|
|
|
TriNMinus2 = TriNMinus1;
|
|
TriNMinus1 = *triN;
|
|
TriVertexCount++;
|
|
}
|
|
void SPolygon::TriangulateInto(SMesh *m) {
|
|
STriMeta meta;
|
|
ZERO(&meta);
|
|
TriangulateInto(m, meta);
|
|
}
|
|
void SPolygon::TriangulateInto(SMesh *m, STriMeta meta) {
|
|
TriMesh = m;
|
|
TriNormal = normal;
|
|
TriMeta = meta;
|
|
|
|
GLUtesselator *gt = gluNewTess();
|
|
gluTessCallback(gt, GLU_TESS_BEGIN, (glxCallbackFptr *)TriBegin);
|
|
gluTessCallback(gt, GLU_TESS_END, (glxCallbackFptr *)TriEnd);
|
|
gluTessCallback(gt, GLU_TESS_VERTEX, (glxCallbackFptr *)TriVertex);
|
|
|
|
glxTesselatePolygon(gt, this);
|
|
|
|
gluDeleteTess(gt);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Low-quality routines to cutter radius compensate a polygon. Assumes the
|
|
// polygon is in the xy plane, and the contours all go in the right direction
|
|
// with respect to normal (0, 0, -1).
|
|
//-----------------------------------------------------------------------------
|
|
void SPolygon::OffsetInto(SPolygon *dest, double r) {
|
|
int i;
|
|
dest->Clear();
|
|
for(i = 0; i < l.n; i++) {
|
|
SContour *sc = &(l.elem[i]);
|
|
dest->AddEmptyContour();
|
|
sc->OffsetInto(&(dest->l.elem[dest->l.n-1]), r);
|
|
}
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
// Calculate the intersection point of two lines. Returns true for success,
|
|
// false if they're parallel.
|
|
//-----------------------------------------------------------------------------
|
|
static bool IntersectionOfLines(double x0A, double y0A, double dxA, double dyA,
|
|
double x0B, double y0B, double dxB, double dyB,
|
|
double *xi, double *yi)
|
|
{
|
|
double A[2][2];
|
|
double b[2];
|
|
|
|
// The line is given to us in the form:
|
|
// (x(t), y(t)) = (x0, y0) + t*(dx, dy)
|
|
// so first rewrite it as
|
|
// (x - x0, y - y0) dot (dy, -dx) = 0
|
|
// x*dy - x0*dy - y*dx + y0*dx = 0
|
|
// x*dy - y*dx = (x0*dy - y0*dx)
|
|
|
|
// So write the matrix, pre-pivoted.
|
|
if(fabs(dyA) > fabs(dyB)) {
|
|
A[0][0] = dyA; A[0][1] = -dxA; b[0] = x0A*dyA - y0A*dxA;
|
|
A[1][0] = dyB; A[1][1] = -dxB; b[1] = x0B*dyB - y0B*dxB;
|
|
} else {
|
|
A[1][0] = dyA; A[1][1] = -dxA; b[1] = x0A*dyA - y0A*dxA;
|
|
A[0][0] = dyB; A[0][1] = -dxB; b[0] = x0B*dyB - y0B*dxB;
|
|
}
|
|
|
|
// Check the determinant; if it's zero then no solution.
|
|
if(fabs(A[0][0]*A[1][1] - A[0][1]*A[1][0]) < LENGTH_EPS) {
|
|
return false;
|
|
}
|
|
|
|
// Solve
|
|
double v = A[1][0] / A[0][0];
|
|
A[1][0] -= A[0][0]*v;
|
|
A[1][1] -= A[0][1]*v;
|
|
b[1] -= b[0]*v;
|
|
|
|
// Back-substitute.
|
|
*yi = b[1] / A[1][1];
|
|
*xi = (b[0] - A[0][1]*(*yi)) / A[0][0];
|
|
|
|
return true;
|
|
}
|
|
void SContour::OffsetInto(SContour *dest, double r) {
|
|
int i;
|
|
|
|
for(i = 0; i < l.n; i++) {
|
|
Vector a, b, c;
|
|
Vector dp, dn;
|
|
double thetan, thetap;
|
|
|
|
a = l.elem[WRAP(i-1, (l.n-1))].p;
|
|
b = l.elem[WRAP(i, (l.n-1))].p;
|
|
c = l.elem[WRAP(i+1, (l.n-1))].p;
|
|
|
|
dp = a.Minus(b);
|
|
thetap = atan2(dp.y, dp.x);
|
|
|
|
dn = b.Minus(c);
|
|
thetan = atan2(dn.y, dn.x);
|
|
|
|
// A short line segment in a badly-generated polygon might look
|
|
// okay but screw up our sense of direction.
|
|
if(dp.Magnitude() < LENGTH_EPS || dn.Magnitude() < LENGTH_EPS) {
|
|
continue;
|
|
}
|
|
|
|
if(thetan > thetap && (thetan - thetap) > PI) {
|
|
thetap += 2*PI;
|
|
}
|
|
if(thetan < thetap && (thetap - thetan) > PI) {
|
|
thetan += 2*PI;
|
|
}
|
|
|
|
if(fabs(thetan - thetap) < (1*PI)/180) {
|
|
Vector p = { b.x - r*sin(thetap), b.y + r*cos(thetap) };
|
|
dest->AddPoint(p);
|
|
} else if(thetan < thetap) {
|
|
// This is an inside corner. We have two edges, Ep and En. Move
|
|
// out from their intersection by radius, normal to En, and
|
|
// then draw a line parallel to En. Move out from their
|
|
// intersection by radius, normal to Ep, and then draw a second
|
|
// line parallel to Ep. The point that we want to generate is
|
|
// the intersection of these two lines--it removes as much
|
|
// material as we can without removing any that we shouldn't.
|
|
double px0, py0, pdx, pdy;
|
|
double nx0, ny0, ndx, ndy;
|
|
double x, y;
|
|
|
|
px0 = b.x - r*sin(thetap);
|
|
py0 = b.y + r*cos(thetap);
|
|
pdx = cos(thetap);
|
|
pdy = sin(thetap);
|
|
|
|
nx0 = b.x - r*sin(thetan);
|
|
ny0 = b.y + r*cos(thetan);
|
|
ndx = cos(thetan);
|
|
ndy = sin(thetan);
|
|
|
|
IntersectionOfLines(px0, py0, pdx, pdy,
|
|
nx0, ny0, ndx, ndy,
|
|
&x, &y);
|
|
|
|
dest->AddPoint(Vector::From(x, y, 0));
|
|
} else {
|
|
if(fabs(thetap - thetan) < (6*PI)/180) {
|
|
Vector pp = { b.x - r*sin(thetap),
|
|
b.y + r*cos(thetap), 0 };
|
|
dest->AddPoint(pp);
|
|
|
|
Vector pn = { b.x - r*sin(thetan),
|
|
b.y + r*cos(thetan), 0 };
|
|
dest->AddPoint(pn);
|
|
} else {
|
|
double theta;
|
|
for(theta = thetap; theta <= thetan; theta += (6*PI)/180) {
|
|
Vector p = { b.x - r*sin(theta),
|
|
b.y + r*cos(theta), 0 };
|
|
dest->AddPoint(p);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|