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; for( 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 ); }