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@ -268,14 +268,21 @@ bool RESTRICT_VERTEX_RANGE_CONSTRAINT::Check( int aVertex1, int aVertex2, const |
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return true; |
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} |
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// fixme: integrate into SHAPE_LINE_CHAIN, check corner cases against current PointInside implementation
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/**
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* Determine if a point is located within a given polygon |
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* |
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* @todo fixme: integrate into SHAPE_LINE_CHAIN, check corner cases against current PointInside implementation |
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* |
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* @param aL Polygon |
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* @param aP Point to check for location within the polygon |
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* |
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* @return false if point is not polygon boundary aL, true if within or on the polygon boundary |
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*/ |
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static bool pointInside2( const SHAPE_LINE_CHAIN& aL, const VECTOR2I& aP ) |
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{ |
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if( !aL.IsClosed() || aL.SegmentCount() < 3 ) |
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return false; |
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// returns 0 if false, +1 if true, -1 if pt ON polygon boundary
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int result = 0; |
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size_t cnt = aL.PointCount(); |
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@ -288,7 +295,7 @@ static bool pointInside2( const SHAPE_LINE_CHAIN& aL, const VECTOR2I& aP ) |
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if( ipNext.y == aP.y ) |
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{ |
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if( (ipNext.x ==aP.x) || ( ip.y == aP.y && ( (ipNext.x >aP.x) == (ip.x <aP.x) ) ) ) |
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return -1; |
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return true; // pt on polyground boundary
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} |
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if( (ip.y <aP.y) != (ipNext.y <aP.y) ) |
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@ -299,13 +306,13 @@ static bool pointInside2( const SHAPE_LINE_CHAIN& aL, const VECTOR2I& aP ) |
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result = 1 - result; |
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else |
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{ |
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double d = static_cast<double>( ip.x - aP.x ) * |
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double d = static_cast<double>( ip.x - aP.x ) * |
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static_cast<double>( ipNext.y - aP.y ) - |
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static_cast<double>( ipNext.x - aP.x ) * |
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static_cast<double>( ipNext.x - aP.x ) * |
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static_cast<double>( ip.y - aP.y ); |
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if( !d ) |
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return -1; |
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return true; // pt on polyground boundary
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if( (d > 0) == (ipNext.y > ip.y) ) |
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result = 1 - result; |
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@ -319,7 +326,7 @@ static bool pointInside2( const SHAPE_LINE_CHAIN& aL, const VECTOR2I& aP ) |
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((double)ipNext.x -aP.x) * ((double)ip.y -aP.y); |
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if( !d ) |
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return -1; |
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return true; // pt on polyground boundary
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if( (d > 0) == (ipNext.y > ip.y) ) |
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result = 1 - result; |
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@ -585,7 +592,7 @@ bool OPTIMIZER::Optimize( LINE* aLine, LINE* aResult ) |
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auto c = new PRESERVE_VERTEX_CONSTRAINT( m_world, m_preservedVertex ); |
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AddConstraint( c ); |
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} |
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if( m_effortLevel & RESTRICT_VERTEX_RANGE ) |
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{ |
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auto c = new RESTRICT_VERTEX_RANGE_CONSTRAINT( m_world, m_restrictedVertexRange.first, |
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