WindowManager::~WindowManager() { printf("deleting WindowManager()\n"); FreeClear( WindowManager::windows ); }
void Convert_shape_line_polygon_to_triangles( const SHAPE_POLY_SET &aPolyList, CGENERICCONTAINER2D &aDstContainer, float aBiuTo3DunitsScale , const BOARD_ITEM &aBoardItem ) { unsigned int nOutlines = aPolyList.OutlineCount(); for( unsigned int idx = 0; idx < nOutlines; ++idx ) { const SHAPE_LINE_CHAIN &outlinePath = aPolyList.COutline( idx ); wxASSERT( outlinePath.PointCount() >= 3 ); std::vector<SFVEC2I64> scaledOutline; scaledOutline.resize( outlinePath.PointCount() ); // printf("\nidx: %u\n", idx); // Apply a scale to the points for( unsigned int i = 0; i < (unsigned int)outlinePath.PointCount(); ++i ) { const VECTOR2I& a = outlinePath.CPoint( i ); #ifdef APPLY_EDGE_SHRINK scaledOutline[i] = SFVEC2I64( (glm::int64)a.x * POLY_SCALE_FACT, (glm::int64)a.y * POLY_SCALE_FACT ); #else scaledOutline[i] = SFVEC2I64( (glm::int64)a.x, (glm::int64)a.y ); #endif } #ifdef APPLY_EDGE_SHRINK // Apply a modification to the points EdgeShrink( scaledOutline ); #endif // Copy to a array of pointers std::vector<p2t::Point*> polyline; polyline.resize( outlinePath.PointCount() ); for( unsigned int i = 0; i < (unsigned int)scaledOutline.size(); ++i ) { const SFVEC2I64 &a = scaledOutline[i]; //printf("%lu %lu\n", a.x, a.y); polyline[i] = new p2t::Point( (double)a.x, (double)a.y ); } // Start creating the structured to be triangulated p2t::CDT* cdt = new p2t::CDT( polyline ); // Add holes for this outline unsigned int nHoles = aPolyList.HoleCount( idx ); std::vector< std::vector<p2t::Point*> > polylineHoles; polylineHoles.resize( nHoles ); for( unsigned int idxHole = 0; idxHole < nHoles; ++idxHole ) { const SHAPE_LINE_CHAIN &outlineHoles = aPolyList.CHole( idx, idxHole ); wxASSERT( outlineHoles.PointCount() >= 3 ); std::vector<SFVEC2I64> scaledHole; scaledHole.resize( outlineHoles.PointCount() ); // Apply a scale to the points for( unsigned int i = 0; i < (unsigned int)outlineHoles.PointCount(); ++i ) { const VECTOR2I &h = outlineHoles.CPoint( i ); #ifdef APPLY_EDGE_SHRINK scaledHole[i] = SFVEC2I64( (glm::int64)h.x * POLY_SCALE_FACT, (glm::int64)h.y * POLY_SCALE_FACT ); #else scaledHole[i] = SFVEC2I64( (glm::int64)h.x, (glm::int64)h.y ); #endif } #ifdef APPLY_EDGE_SHRINK // Apply a modification to the points EdgeShrink( scaledHole ); #endif // Resize and reserve space polylineHoles[idxHole].resize( outlineHoles.PointCount() ); for( unsigned int i = 0; i < (unsigned int)outlineHoles.PointCount(); ++i ) { const SFVEC2I64 &h = scaledHole[i]; polylineHoles[idxHole][i] = new p2t::Point( h.x, h.y ); } cdt->AddHole( polylineHoles[idxHole] ); } // Triangulate cdt->Triangulate(); // Hint: if you find any crashes on the triangulation poly2tri library, // you can use the following site to debug the points and it will mark // the errors in the polygon: // http://r3mi.github.io/poly2tri.js/ // Get and add triangles std::vector<p2t::Triangle*> triangles; triangles = cdt->GetTriangles(); #ifdef APPLY_EDGE_SHRINK const double conver_d = (double)aBiuTo3DunitsScale * POLY_SCALE_FACT_INVERSE; #else const double conver_d = (double)aBiuTo3DunitsScale; #endif for( unsigned int i = 0; i < triangles.size(); ++i ) { p2t::Triangle& t = *triangles[i]; p2t::Point& a = *t.GetPoint( 0 ); p2t::Point& b = *t.GetPoint( 1 ); p2t::Point& c = *t.GetPoint( 2 ); aDstContainer.Add( new CTRIANGLE2D( SFVEC2F( a.x * conver_d, -a.y * conver_d ), SFVEC2F( b.x * conver_d, -b.y * conver_d ), SFVEC2F( c.x * conver_d, -c.y * conver_d ), aBoardItem ) ); } // Delete created data delete cdt; // Free points FreeClear(polyline); for( unsigned int idxHole = 0; idxHole < nHoles; ++idxHole ) { FreeClear( polylineHoles[idxHole] ); } } }