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author | saurabhb17 | 2020-02-26 16:20:48 +0530 |
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committer | GitHub | 2020-02-26 16:20:48 +0530 |
commit | b77f5d9d8097c38159c6f60917995d6af13bbe1c (patch) | |
tree | 1392c90227aeea231c1d86371131e04c40382918 /common/geometry/shape_poly_set.cpp | |
parent | dadc4d490966a24efe15b5cc533ef8695986048a (diff) | |
parent | 003d02608917e7a69d1a98438837e94ccf68352a (diff) | |
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Merge pull request #4 from FOSSEE/develop
merging dev into master
Diffstat (limited to 'common/geometry/shape_poly_set.cpp')
-rw-r--r-- | common/geometry/shape_poly_set.cpp | 805 |
1 files changed, 805 insertions, 0 deletions
diff --git a/common/geometry/shape_poly_set.cpp b/common/geometry/shape_poly_set.cpp new file mode 100644 index 0000000..ce28926 --- /dev/null +++ b/common/geometry/shape_poly_set.cpp @@ -0,0 +1,805 @@ +/* + * This program source code file is part of KiCad, a free EDA CAD application. + * + * Copyright (C) 2015 CERN + * @author Tomasz Wlostowski <tomasz.wlostowski@cern.ch> + * + * Point in polygon algorithm adapted from Clipper Library (C) Angus Johnson, + * subject to Clipper library license. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, you may find one here: + * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html + * or you may search the http://www.gnu.org website for the version 2 license, + * or you may write to the Free Software Foundation, Inc., + * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA + */ + + +#include <vector> +#include <cstdio> +#include <set> +#include <list> +#include <algorithm> + +#include <boost/foreach.hpp> + +#include <geometry/shape.h> +#include <geometry/shape_line_chain.h> +#include <geometry/shape_poly_set.h> + +using namespace ClipperLib; + +SHAPE_POLY_SET::SHAPE_POLY_SET() : + SHAPE( SH_POLY_SET ) +{ + +} + + +SHAPE_POLY_SET::~SHAPE_POLY_SET() +{ +} + + +int SHAPE_POLY_SET::NewOutline() +{ + SHAPE_LINE_CHAIN empty_path; + POLYGON poly; + poly.push_back( empty_path ); + m_polys.push_back( poly ); + return m_polys.size() - 1; +} + + +int SHAPE_POLY_SET::NewHole( int aOutline ) +{ + m_polys.back().push_back( SHAPE_LINE_CHAIN() ); + + return m_polys.back().size() - 2; +} + + +int SHAPE_POLY_SET::Append( int x, int y, int aOutline, int aHole ) +{ + if( aOutline < 0 ) + aOutline += m_polys.size(); + + int idx; + + if( aHole < 0 ) + idx = 0; + else + idx = aHole + 1; + + assert( aOutline < (int)m_polys.size() ); + assert( idx < (int)m_polys[aOutline].size() ); + + m_polys[aOutline][idx].Append( x, y ); + + return m_polys[aOutline][idx].PointCount(); +} + + +int SHAPE_POLY_SET::VertexCount( int aOutline , int aHole ) const +{ + if( aOutline < 0 ) + aOutline += m_polys.size(); + + int idx; + + if( aHole < 0 ) + idx = 0; + else + idx = aHole + 1; + + assert ( aOutline < (int)m_polys.size() ); + assert ( idx < (int)m_polys[aOutline].size() ); + + return m_polys[aOutline][idx].PointCount(); +} + + +const VECTOR2I& SHAPE_POLY_SET::CVertex( int index, int aOutline , int aHole ) const +{ + if( aOutline < 0 ) + aOutline += m_polys.size(); + + int idx; + + if( aHole < 0 ) + idx = 0; + else + idx = aHole + 1; + + assert( aOutline < (int)m_polys.size() ); + assert( idx < (int)m_polys[aOutline].size() ); + + return m_polys[aOutline][idx].CPoint( index ); +} + + +VECTOR2I& SHAPE_POLY_SET::Vertex( int index, int aOutline , int aHole ) +{ + if( aOutline < 0 ) + aOutline += m_polys.size(); + + int idx; + + if( aHole < 0 ) + idx = 0; + else + idx = aHole + 1; + + assert( aOutline < (int)m_polys.size() ); + assert( idx < (int)m_polys[aOutline].size() ); + + return m_polys[aOutline][idx].Point( index ); +} + + +int SHAPE_POLY_SET::AddOutline( const SHAPE_LINE_CHAIN& aOutline ) +{ + assert( aOutline.IsClosed() ); + + POLYGON poly; + + poly.push_back( aOutline ); + + m_polys.push_back( poly ); + + return m_polys.size() - 1; +} + + +int SHAPE_POLY_SET::AddHole( const SHAPE_LINE_CHAIN& aHole, int aOutline ) +{ + assert ( m_polys.size() ); + + if( aOutline < 0 ) + aOutline += m_polys.size(); + + POLYGON& poly = m_polys[aOutline]; + + assert( poly.size() ); + + poly.push_back( aHole ); + + return poly.size() - 1; +} + + +const Path SHAPE_POLY_SET::convertToClipper( const SHAPE_LINE_CHAIN& aPath, bool aRequiredOrientation ) +{ + Path c_path; + + for( int i = 0; i < aPath.PointCount(); i++ ) + { + const VECTOR2I& vertex = aPath.CPoint( i ); + c_path.push_back( IntPoint( vertex.x, vertex.y ) ); + } + + if( Orientation( c_path ) != aRequiredOrientation ) + ReversePath( c_path ); + + return c_path; +} + + +const SHAPE_LINE_CHAIN SHAPE_POLY_SET::convertFromClipper( const Path& aPath ) +{ + SHAPE_LINE_CHAIN lc; + + for( unsigned int i = 0; i < aPath.size(); i++ ) + lc.Append( aPath[i].X, aPath[i].Y ); + + return lc; +} + +void SHAPE_POLY_SET::booleanOp( ClipType aType, const SHAPE_POLY_SET& aOtherShape, + bool aFastMode ) +{ + Clipper c; + + if( !aFastMode ) + c.StrictlySimple( true ); + + BOOST_FOREACH( const POLYGON& poly, m_polys ) + { + for( unsigned int i = 0; i < poly.size(); i++ ) + c.AddPath( convertToClipper( poly[i], i > 0 ? false : true ), ptSubject, true ); + } + + BOOST_FOREACH( const POLYGON& poly, aOtherShape.m_polys ) + { + for( unsigned int i = 0; i < poly.size(); i++ ) + c.AddPath( convertToClipper( poly[i], i > 0 ? false : true ), ptClip, true ); + } + + PolyTree solution; + + c.Execute( aType, solution, pftNonZero, pftNonZero ); + + importTree( &solution ); +} + + +void SHAPE_POLY_SET::booleanOp( ClipperLib::ClipType aType, + const SHAPE_POLY_SET& aShape, + const SHAPE_POLY_SET& aOtherShape, + bool aFastMode ) +{ + Clipper c; + + if( !aFastMode ) + c.StrictlySimple( true ); + + BOOST_FOREACH( const POLYGON& poly, aShape.m_polys ) + { + for( unsigned int i = 0; i < poly.size(); i++ ) + c.AddPath( convertToClipper( poly[i], i > 0 ? false : true ), ptSubject, true ); + } + + BOOST_FOREACH( const POLYGON& poly, aOtherShape.m_polys ) + { + for( unsigned int i = 0; i < poly.size(); i++ ) + c.AddPath( convertToClipper( poly[i], i > 0 ? false : true ), ptClip, true ); + } + + PolyTree solution; + + c.Execute( aType, solution, pftNonZero, pftNonZero ); + + importTree( &solution ); +} + + +void SHAPE_POLY_SET::BooleanAdd( const SHAPE_POLY_SET& b, bool aFastMode ) +{ + booleanOp( ctUnion, b, aFastMode ); +} + + +void SHAPE_POLY_SET::BooleanSubtract( const SHAPE_POLY_SET& b, bool aFastMode ) +{ + booleanOp( ctDifference, b, aFastMode ); +} + + +void SHAPE_POLY_SET::BooleanIntersection( const SHAPE_POLY_SET& b, bool aFastMode ) +{ + booleanOp( ctIntersection, b, aFastMode ); +} + + +void SHAPE_POLY_SET::BooleanAdd( const SHAPE_POLY_SET& a, const SHAPE_POLY_SET& b, bool aFastMode ) +{ + booleanOp( ctUnion, a, b, aFastMode ); +} + + +void SHAPE_POLY_SET::BooleanSubtract( const SHAPE_POLY_SET& a, const SHAPE_POLY_SET& b, bool aFastMode ) +{ + booleanOp( ctDifference, a, b, aFastMode ); +} + + +void SHAPE_POLY_SET::BooleanIntersection( const SHAPE_POLY_SET& a, const SHAPE_POLY_SET& b, bool aFastMode ) +{ + booleanOp( ctIntersection, a, b, aFastMode ); +} + + +void SHAPE_POLY_SET::Inflate( int aFactor, int aCircleSegmentsCount ) +{ + ClipperOffset c; + + BOOST_FOREACH( const POLYGON& poly, m_polys ) + { + for( unsigned int i = 0; i < poly.size(); i++ ) + c.AddPath( convertToClipper( poly[i], i > 0 ? false : true ), jtRound, etClosedPolygon ); + } + + PolyTree solution; + + c.ArcTolerance = fabs( (double) aFactor ) / M_PI / aCircleSegmentsCount; + + c.Execute( solution, aFactor ); + + importTree( &solution ); +} + + +void SHAPE_POLY_SET::importTree( PolyTree* tree) +{ + m_polys.clear(); + + for( PolyNode* n = tree->GetFirst(); n; n = n->GetNext() ) + { + if( !n->IsHole() ) + { + POLYGON paths; + paths.push_back( convertFromClipper( n->Contour ) ); + + for( unsigned int i = 0; i < n->Childs.size(); i++ ) + paths.push_back( convertFromClipper( n->Childs[i]->Contour ) ); + + m_polys.push_back(paths); + } + } +} + +// Polygon fracturing code. Work in progress. + +struct FractureEdge +{ + FractureEdge( bool connected, SHAPE_LINE_CHAIN* owner, int index ) : + m_connected( connected ), + m_next( NULL ) + { + m_p1 = owner->CPoint( index ); + m_p2 = owner->CPoint( index + 1 ); + } + + FractureEdge( int y = 0 ) : + m_connected( false ), + m_next( NULL ) + { + m_p1.x = m_p2.y = y; + } + + FractureEdge( bool connected, const VECTOR2I& p1, const VECTOR2I& p2 ) : + m_connected( connected ), + m_p1( p1 ), + m_p2( p2 ), + m_next( NULL ) + { + } + + bool matches( int y ) const + { + int y_min = std::min( m_p1.y, m_p2.y ); + int y_max = std::max( m_p1.y, m_p2.y ); + + return ( y >= y_min ) && ( y <= y_max ); + } + + bool m_connected; + VECTOR2I m_p1, m_p2; + FractureEdge* m_next; +}; + + +typedef std::vector<FractureEdge*> FractureEdgeSet; + +static int processEdge( FractureEdgeSet& edges, FractureEdge* edge ) +{ + int x = edge->m_p1.x; + int y = edge->m_p1.y; + int min_dist = std::numeric_limits<int>::max(); + int x_nearest = 0; + + FractureEdge* e_nearest = NULL; + + for( FractureEdgeSet::iterator i = edges.begin(); i != edges.end(); ++i ) + { + if( !(*i)->matches( y ) ) + continue; + + int x_intersect; + + if( (*i)->m_p1.y == (*i)->m_p2.y ) // horizontal edge + x_intersect = std::max ( (*i)->m_p1.x, (*i)->m_p2.x ); + else + x_intersect = (*i)->m_p1.x + rescale((*i)->m_p2.x - (*i)->m_p1.x, y - (*i)->m_p1.y, (*i)->m_p2.y - (*i)->m_p1.y ); + + int dist = ( x - x_intersect ); + + if( dist >= 0 && dist < min_dist && (*i)->m_connected ) + { + min_dist = dist; + x_nearest = x_intersect; + e_nearest = (*i); + } + } + + if( e_nearest && e_nearest->m_connected ) + { + int count = 0; + + FractureEdge* lead1 = new FractureEdge( true, VECTOR2I( x_nearest, y ), VECTOR2I( x, y ) ); + FractureEdge* lead2 = new FractureEdge( true, VECTOR2I( x, y ), VECTOR2I( x_nearest, y ) ); + FractureEdge* split_2 = new FractureEdge( true, VECTOR2I( x_nearest, y ), e_nearest->m_p2 ); + + edges.push_back( split_2 ); + edges.push_back( lead1 ); + edges.push_back( lead2 ); + + FractureEdge* link = e_nearest->m_next; + + e_nearest->m_p2 = VECTOR2I( x_nearest, y ); + e_nearest->m_next = lead1; + lead1->m_next = edge; + + FractureEdge*last; + for( last = edge; last->m_next != edge; last = last->m_next ) + { + last->m_connected = true; + count++; + } + + last->m_connected = true; + last->m_next = lead2; + lead2->m_next = split_2; + split_2->m_next = link; + + return count + 1; + } + + return 0; +} + +void SHAPE_POLY_SET::fractureSingle( POLYGON& paths ) +{ + FractureEdgeSet edges; + FractureEdgeSet border_edges; + FractureEdge* root = NULL; + + bool first = true; + + if( paths.size() == 1 ) + return; + + int num_unconnected = 0; + + BOOST_FOREACH( SHAPE_LINE_CHAIN& path, paths ) + { + int index = 0; + + FractureEdge *prev = NULL, *first_edge = NULL; + + int x_min = std::numeric_limits<int>::max(); + + for( int i = 0; i < path.PointCount(); i++ ) + { + const VECTOR2I& p = path.CPoint( i ); + + if( p.x < x_min ) + x_min = p.x; + } + + for( int i = 0; i < path.PointCount(); i++ ) + { + FractureEdge* fe = new FractureEdge( first, &path, index++ ); + + if( !root ) + root = fe; + + if( !first_edge ) + first_edge = fe; + + if( prev ) + prev->m_next = fe; + + if( i == path.PointCount() - 1 ) + fe->m_next = first_edge; + + prev = fe; + edges.push_back( fe ); + + if( !first ) + { + if( fe->m_p1.x == x_min ) + border_edges.push_back( fe ); + } + + if( !fe->m_connected ) + num_unconnected++; + } + first = false; // first path is always the outline + } + + // keep connecting holes to the main outline, until there's no holes left... + while( num_unconnected > 0 ) + { + int x_min = std::numeric_limits<int>::max(); + + FractureEdge* smallestX = NULL; + + // find the left-most hole edge and merge with the outline + for( FractureEdgeSet::iterator i = border_edges.begin(); i != border_edges.end(); ++i ) + { + int xt = (*i)->m_p1.x; + + if( ( xt < x_min ) && ! (*i)->m_connected ) + { + x_min = xt; + smallestX = *i; + } + } + + num_unconnected -= processEdge( edges, smallestX ); + } + + paths.clear(); + SHAPE_LINE_CHAIN newPath; + + newPath.SetClosed( true ); + + FractureEdge* e; + + for( e = root; e->m_next != root; e = e->m_next ) + newPath.Append( e->m_p1 ); + + newPath.Append( e->m_p1 ); + + for( FractureEdgeSet::iterator i = edges.begin(); i != edges.end(); ++i ) + delete *i; + + paths.push_back( newPath ); +} + + +void SHAPE_POLY_SET::Fracture( bool aFastMode ) +{ + Simplify( aFastMode ); // remove overlapping holes/degeneracy + + BOOST_FOREACH( POLYGON& paths, m_polys ) + { + fractureSingle( paths ); + } +} + + +void SHAPE_POLY_SET::Simplify( bool aFastMode ) +{ + SHAPE_POLY_SET empty; + + booleanOp( ctUnion, empty, aFastMode ); +} + + +const std::string SHAPE_POLY_SET::Format() const +{ + std::stringstream ss; + + ss << "polyset " << m_polys.size() << "\n"; + + for( unsigned i = 0; i < m_polys.size(); i++ ) + { + ss << "poly " << m_polys[i].size() << "\n"; + for( unsigned j = 0; j < m_polys[i].size(); j++) + { + ss << m_polys[i][j].PointCount() << "\n"; + for( int v = 0; v < m_polys[i][j].PointCount(); v++) + ss << m_polys[i][j].CPoint( v ).x << " " << m_polys[i][j].CPoint( v ).y << "\n"; + } + ss << "\n"; + } + + return ss.str(); +} + + +bool SHAPE_POLY_SET::Parse( std::stringstream& aStream ) +{ + std::string tmp; + + aStream >> tmp; + + if( tmp != "polyset" ) + return false; + + aStream >> tmp; + + int n_polys = atoi( tmp.c_str() ); + + if( n_polys < 0 ) + return false; + + for( int i = 0; i < n_polys; i++ ) + { + POLYGON paths; + + aStream >> tmp; + + if( tmp != "poly" ) + return false; + + aStream >> tmp; + int n_outlines = atoi( tmp.c_str() ); + + if( n_outlines < 0 ) + return false; + + for( int j = 0; j < n_outlines; j++ ) + { + SHAPE_LINE_CHAIN outline; + + outline.SetClosed( true ); + + aStream >> tmp; + int n_vertices = atoi( tmp.c_str() ); + for( int v = 0; v < n_vertices; v++ ) + { + VECTOR2I p; + + aStream >> tmp; p.x = atoi( tmp.c_str() ); + aStream >> tmp; p.y = atoi( tmp.c_str() ); + outline.Append( p ); + } + + paths.push_back( outline ); + } + + m_polys.push_back( paths ); + } + return true; +} + + +const BOX2I SHAPE_POLY_SET::BBox( int aClearance ) const +{ + BOX2I bb; + + for( unsigned i = 0; i < m_polys.size(); i++ ) + { + if( i == 0 ) + bb = m_polys[i][0].BBox(); + else + bb.Merge( m_polys[i][0].BBox() ); + } + + bb.Inflate( aClearance ); + return bb; +} + + +void SHAPE_POLY_SET::RemoveAllContours() +{ + m_polys.clear(); +} + + +void SHAPE_POLY_SET::DeletePolygon( int aIdx ) +{ + m_polys.erase( m_polys.begin() + aIdx ); +} + + +void SHAPE_POLY_SET::Append( const SHAPE_POLY_SET& aSet ) +{ + m_polys.insert( m_polys.end(), aSet.m_polys.begin(), aSet.m_polys.end() ); +} + + +void SHAPE_POLY_SET::Append( const VECTOR2I& aP, int aOutline, int aHole ) +{ + Append( aP.x, aP.y, aOutline, aHole ); +} + + +bool SHAPE_POLY_SET::Contains( const VECTOR2I& aP, int aSubpolyIndex ) const +{ + // fixme: support holes! + + if( m_polys.size() == 0 ) // empty set? + return false; + + if( aSubpolyIndex >= 0 ) + return pointInPolygon( aP, m_polys[aSubpolyIndex][0] ); + + BOOST_FOREACH ( const POLYGON& polys, m_polys ) + { + if( polys.size() == 0 ) + continue; + + if( pointInPolygon( aP, polys[0] ) ) + return true; + } + + return false; +} + + +bool SHAPE_POLY_SET::pointInPolygon( const VECTOR2I& aP, const SHAPE_LINE_CHAIN& aPath ) const +{ + int result = 0; + int cnt = aPath.PointCount(); + + if ( !aPath.BBox().Contains( aP ) ) // test with bounding box first + return false; + + if( cnt < 3 ) + return false; + + VECTOR2I ip = aPath.CPoint( 0 ); + + for( int i = 1; i <= cnt; ++i ) + { + VECTOR2I ipNext = ( i == cnt ? aPath.CPoint( 0 ) : aPath.CPoint( i ) ); + + if( ipNext.y == aP.y ) + { + if( ( ipNext.x == aP.x ) || ( ip.y == aP.y && + ( ( ipNext.x > aP.x ) == ( ip.x < aP.x ) ) ) ) + return true; + } + + if( ( ip.y < aP.y ) != ( ipNext.y < aP.y ) ) + { + if( ip.x >= aP.x ) + { + if( ipNext.x > aP.x ) + result = 1 - result; + else + { + int64_t d = (int64_t)( ip.x - aP.x ) * (int64_t)( ipNext.y - aP.y ) - + (int64_t)( ipNext.x - aP.x ) * (int64_t)( ip.y - aP.y ); + + if( !d ) + return true; + + if( ( d > 0 ) == ( ipNext.y > ip.y ) ) + result = 1 - result; + } + } + else + { + if( ipNext.x > aP.x ) + { + int64_t d = (int64_t)( ip.x - aP.x ) * (int64_t)( ipNext.y - aP.y ) - + (int64_t)( ipNext.x - aP.x ) * (int64_t)( ip.y - aP.y ); + + if( !d ) + return true; + + if( ( d > 0 ) == ( ipNext.y > ip.y ) ) + result = 1 - result; + } + } + } + + ip = ipNext; + } + + return result ? true : false; +} + + +void SHAPE_POLY_SET::Move( const VECTOR2I& aVector ) +{ + BOOST_FOREACH( POLYGON &poly, m_polys ) + { + BOOST_FOREACH( SHAPE_LINE_CHAIN &path, poly ) + { + path.Move( aVector ); + } + } +} + + +int SHAPE_POLY_SET::TotalVertices() const +{ + int c = 0; + + BOOST_FOREACH( const POLYGON& poly, m_polys ) + { + BOOST_FOREACH ( const SHAPE_LINE_CHAIN& path, poly ) + { + c += path.PointCount(); + } + } + + return c; +} |