示例#1
0
/**
 * Function NormalizeAreaOutlines
 * Convert a self-intersecting polygon to one (or more) non self-intersecting polygon(s)
 * @param aNewPolygonList = a std::vector<CPolyLine*> reference where to store new CPolyLine
 * needed by the normalization
 * @return the polygon count (always >= 1, because there is at least one polygon)
 * There are new polygons only if the polygon count  is > 1
 */
int CPolyLine::NormalizeAreaOutlines( std::vector<CPolyLine*>* aNewPolygonList )
{

    SHAPE_POLY_SET polySet = ConvertPolyListToPolySet( m_CornersList );

    // We are expecting only one main outline, but this main outline can have holes
    // if holes: combine holes and remove them from the main outline.
    // Note also we are using SHAPE_POLY_SET::PM_STRICTLY_SIMPLE in polygon
    // calculations, but it is not mandatory. It is used mainly
    // because there is usually only very few vertices in area outlines
    SHAPE_POLY_SET::POLYGON& outline = polySet.Polygon( 0 );
    SHAPE_POLY_SET holesBuffer;

    // Move holes stored in outline to holesBuffer:
    // The first SHAPE_LINE_CHAIN is the main outline, others are holes
    while( outline.size() > 1 )
    {
        holesBuffer.AddOutline( outline.back() );
        outline.pop_back();
    }

    polySet.Simplify( SHAPE_POLY_SET::PM_STRICTLY_SIMPLE);

    // If any hole, substract it to main outline
    if( holesBuffer.OutlineCount() )
    {
        holesBuffer.Simplify( SHAPE_POLY_SET::PM_FAST);
        polySet.BooleanSubtract( holesBuffer, SHAPE_POLY_SET::PM_STRICTLY_SIMPLE );
    }

    RemoveAllContours();

    // Note: we can have more than outline, because a self intersecting outline will be
    // broken to non intersecting polygons, and removing holes can also create a few polygons
    for( int ii = 0; ii < polySet.OutlineCount(); ii++ )
    {
        CPolyLine* polyline = this;

        if( ii > 0 )
        {
            polyline = new CPolyLine;
            polyline->ImportSettings( this );
            aNewPolygonList->push_back( polyline );
        }

        SHAPE_POLY_SET pnew;
        pnew.NewOutline();
        pnew.Polygon( 0 ) = polySet.CPolygon( ii );

        polyline->m_CornersList = ConvertPolySetToPolyList( pnew );
    }

    return polySet.OutlineCount();
}
// This is the same function as in board_items_to_polygon_shape_transform.cpp
// but it adds the rect/trapezoid shapes with a different winding
void CINFO3D_VISU::buildPadShapePolygon( const D_PAD* aPad,
                                         SHAPE_POLY_SET& aCornerBuffer,
                                         wxSize aInflateValue,
                                         int aSegmentsPerCircle,
                                         double aCorrectionFactor ) const
{
    wxPoint corners[4];
    wxPoint PadShapePos = aPad->ShapePos(); /* Note: for pad having a shape offset,
                                             * the pad position is NOT the shape position */
    switch( aPad->GetShape() )
    {
    case PAD_SHAPE_CIRCLE:
    case PAD_SHAPE_OVAL:
    case PAD_SHAPE_ROUNDRECT:
        aPad->TransformShapeWithClearanceToPolygon( aCornerBuffer, aInflateValue.x,
                                                    aSegmentsPerCircle, aCorrectionFactor );
        break;

    case PAD_SHAPE_TRAPEZOID:
    case PAD_SHAPE_RECT:
    {
        SHAPE_LINE_CHAIN aLineChain;

        aPad->BuildPadPolygon( corners, aInflateValue, aPad->GetOrientation() );

        for( int ii = 0; ii < 4; ++ii )
        {
            corners[3-ii] += PadShapePos;          // Shift origin to position
            aLineChain.Append( corners[3-ii].x, corners[3-ii].y );
        }

        aLineChain.SetClosed( true );

        aCornerBuffer.AddOutline( aLineChain );
    }
        break;

    default:
        wxFAIL_MSG( wxT( "CINFO3D_VISU::buildPadShapePolygon: found a not implemented pad shape (new shape?)" ) );
        break;
    }
}
示例#3
0
void Convert_path_polygon_to_polygon_blocks_and_dummy_blocks(
        const SHAPE_POLY_SET &aMainPath,
        CGENERICCONTAINER2D &aDstContainer,
        float aBiuTo3DunitsScale,
        float aDivFactor,
        const BOARD_ITEM &aBoardItem )
{
    BOX2I pathBounds = aMainPath.BBox();

    // Get the path

    wxASSERT( aMainPath.OutlineCount() == 1 );
    const SHAPE_POLY_SET::POLYGON& curr_polywithholes = aMainPath.CPolygon( 0 );

    wxASSERT( curr_polywithholes.size() == 1 );
    const SHAPE_LINE_CHAIN& path = curr_polywithholes[0];   // a simple polygon

    // Convert the points to segments class
    CBBOX2D bbox;
    bbox.Reset();

    // Contains the main list of segments and each segment normal interpolated
    SEGMENTS_WIDTH_NORMALS segments_and_normals;

    // Contains a closed polygon used to calc if points are inside
    SEGMENTS segments;

    segments_and_normals.resize( path.PointCount() );
    segments.resize( path.PointCount() );

    for( int i = 0; i < path.PointCount(); i++ )
    {
        const VECTOR2I& a = path.CPoint( i );

        const SFVEC2F point ( (float)( a.x) * aBiuTo3DunitsScale,
                              (float)(-a.y) * aBiuTo3DunitsScale );

        bbox.Union( point );
        segments_and_normals[i].m_Start = point;
        segments[i].m_Start = point;
    }

    bbox.ScaleNextUp();


    // Calc the slopes, normals and some statistics about this polygon
    unsigned int i;
    unsigned int j = segments_and_normals.size() - 1;

    // Temporary normal to the segment, it will later be used for interpolation
    std::vector< SFVEC2F >  tmpSegmentNormals;
    tmpSegmentNormals.resize( segments_and_normals.size() );

    float medOfTheSquaresSegmentLength = 0.0f;
#ifdef PRINT_STATISTICS_3D_VIEWER
    float minLength = FLT_MAX;
#endif

    for( i = 0; i < segments_and_normals.size(); j = i++ )
    {
        const SFVEC2F slope = segments_and_normals[j].m_Start -
                              segments_and_normals[i].m_Start;

        segments_and_normals[i].m_Precalc_slope = slope;

        // Calculate constants for each segment
        segments[i].m_inv_JY_minus_IY = 1.0f / ( segments_and_normals[j].m_Start.y -
                                                 segments_and_normals[i].m_Start.y );

        segments[i].m_JX_minus_IX = ( segments_and_normals[j].m_Start.x -
                                      segments_and_normals[i].m_Start.x );

        // The normal orientation expect a fixed polygon orientation (!TODO: which one?)
        //tmpSegmentNormals[i] = glm::normalize( SFVEC2F( -slope.y, +slope.x ) );
        tmpSegmentNormals[i] = glm::normalize( SFVEC2F( slope.y, -slope.x ) );

        const float length = slope.x * slope.x + slope.y * slope.y;

#ifdef PRINT_STATISTICS_3D_VIEWER
        if( length < minLength )
            minLength = length;
#endif

        medOfTheSquaresSegmentLength += length;
    }

#ifdef PRINT_STATISTICS_3D_VIEWER
    float minSegmentLength = sqrt( minLength );
#endif

    // This calc an approximation of medium lengths, that will be used to calc
    // the size of the division.
    medOfTheSquaresSegmentLength /= segments_and_normals.size();
    medOfTheSquaresSegmentLength = sqrt( medOfTheSquaresSegmentLength );


    // Compute the normal interpolation
    // If calculate the dot between the segments, if they are above/below some
    // threshould it will not interpolated it (ex: if you are in a edge corner
    // or in a smooth transaction)
    j = segments_and_normals.size() - 1;
    for( i = 0; i < segments_and_normals.size(); j = i++ )
    {
        const SFVEC2F normalBeforeSeg = tmpSegmentNormals[j];
        const SFVEC2F normalSeg       = tmpSegmentNormals[i];
        const SFVEC2F normalAfterSeg  = tmpSegmentNormals[ (i + 1) %
                                                           segments_and_normals.size() ];

        const float dotBefore = glm::dot( normalBeforeSeg, normalSeg );
        const float dotAfter  = glm::dot( normalAfterSeg,  normalSeg );

        if( dotBefore < 0.7f )
            segments_and_normals[i].m_Normals.m_Start = normalSeg;
        else
            segments_and_normals[i].m_Normals.m_Start =
                glm::normalize( (((normalBeforeSeg * dotBefore ) + normalSeg) * 0.5f) );

        if( dotAfter < 0.7f )
            segments_and_normals[i].m_Normals.m_End = normalSeg;
        else
            segments_and_normals[i].m_Normals.m_End =
                glm::normalize( (((normalAfterSeg  * dotAfter  ) + normalSeg) * 0.5f) );
    }

    if( aDivFactor == 0.0f )
        aDivFactor = medOfTheSquaresSegmentLength;

    SFVEC2UI grid_divisions;
    grid_divisions.x = (unsigned int)( (bbox.GetExtent().x / aDivFactor) );
    grid_divisions.y = (unsigned int)( (bbox.GetExtent().y / aDivFactor) );

    grid_divisions = glm::clamp( grid_divisions ,
                                 SFVEC2UI( 1, 1 ),
                                 SFVEC2UI( MAX_NR_DIVISIONS, MAX_NR_DIVISIONS ) );

    // Calculate the steps advance of the grid
    SFVEC2F blockAdvance;

    blockAdvance.x = bbox.GetExtent().x / (float)grid_divisions.x;
    blockAdvance.y = bbox.GetExtent().y / (float)grid_divisions.y;

    wxASSERT( blockAdvance.x > 0.0f );
    wxASSERT( blockAdvance.y > 0.0f );

    const int leftToRight_inc = (pathBounds.GetRight()  - pathBounds.GetLeft()) /
                                grid_divisions.x;

    const int topToBottom_inc = (pathBounds.GetBottom() - pathBounds.GetTop())  /
                                grid_divisions.y;

    // Statistics
    unsigned int stats_n_empty_blocks = 0;
    unsigned int stats_n_dummy_blocks = 0;
    unsigned int stats_n_poly_blocks = 0;
    unsigned int stats_sum_size_of_polygons = 0;


    // Step by each block of a grid trying to extract segments and create
    // polygon blocks

    int topToBottom = pathBounds.GetTop();
    float blockY = bbox.Max().y;

    for( unsigned int iy = 0; iy < grid_divisions.y; iy++ )
    {

        int leftToRight = pathBounds.GetLeft();
        float blockX = bbox.Min().x;

        for( unsigned int ix = 0; ix < grid_divisions.x; ix++ )
        {
            CBBOX2D blockBox( SFVEC2F( blockX,
                                       blockY - blockAdvance.y ),
                              SFVEC2F( blockX + blockAdvance.x,
                                       blockY                  ) );

            // Make the box large to it will catch (intersect) the edges
            blockBox.ScaleNextUp();
            blockBox.ScaleNextUp();
            blockBox.ScaleNextUp();

            SEGMENTS_WIDTH_NORMALS extractedSegments;

            extractPathsFrom( segments_and_normals, blockBox, extractedSegments );


            if( extractedSegments.empty() )
            {

                SFVEC2F p1( blockBox.Min().x, blockBox.Min().y );
                SFVEC2F p2( blockBox.Max().x, blockBox.Min().y );
                SFVEC2F p3( blockBox.Max().x, blockBox.Max().y );
                SFVEC2F p4( blockBox.Min().x, blockBox.Max().y );

                if( polygon_IsPointInside( segments, p1 ) ||
                    polygon_IsPointInside( segments, p2 ) ||
                    polygon_IsPointInside( segments, p3 ) ||
                    polygon_IsPointInside( segments, p4 ) )
                {
                    // In this case, the segments are not intersecting the
                    // polygon, so it means that if any point is inside it,
                    // then all other are inside the polygon.
                    // This is a full bbox inside, so add a dummy box

                    aDstContainer.Add( new CDUMMYBLOCK2D( blockBox, aBoardItem ) );
                    stats_n_dummy_blocks++;
                }
                else
                {
                    // Points are outside, so this block complety missed the polygon
                    // In this case, no objects need to be added
                    stats_n_empty_blocks++;
                }
            }
            else
            {
                // At this point, the borders of polygon were intersected by the
                // bounding box, so we must calculate a new polygon that will
                // close that small block.
                // This block will be used to calculate if points are inside
                // the (sub block) polygon.

                SHAPE_POLY_SET subBlockPoly;

                SHAPE_LINE_CHAIN sb = SHAPE_LINE_CHAIN(
                                        VECTOR2I( leftToRight,
                                                  topToBottom ),
                                        VECTOR2I( leftToRight + leftToRight_inc,
                                                  topToBottom ),
                                        VECTOR2I( leftToRight + leftToRight_inc,
                                                  topToBottom + topToBottom_inc ),
                                        VECTOR2I( leftToRight,
                                                  topToBottom + topToBottom_inc ) );

                //sb.Append( leftToRight, topToBottom );
                sb.SetClosed( true );

                subBlockPoly.AddOutline( sb );

                // We need here a strictly simple polygon with outlines and holes
                SHAPE_POLY_SET solution;
                solution.BooleanIntersection( aMainPath,
                                              subBlockPoly,
                                              SHAPE_POLY_SET::PM_STRICTLY_SIMPLE );

                OUTERS_AND_HOLES outersAndHoles;

                outersAndHoles.m_Holes.clear();
                outersAndHoles.m_Outers.clear();

                for( int idx = 0; idx < solution.OutlineCount(); idx++ )
                {
                    const SHAPE_LINE_CHAIN & outline = solution.Outline( idx );

                    SEGMENTS solutionSegment;

                    polygon_Convert( outline, solutionSegment, aBiuTo3DunitsScale );
                    outersAndHoles.m_Outers.push_back( solutionSegment );

                    stats_sum_size_of_polygons += solutionSegment.size();

                    for( int holeIdx = 0;
                         holeIdx < solution.HoleCount( idx );
                         holeIdx++ )
                    {
                        const SHAPE_LINE_CHAIN & hole = solution.Hole( idx, holeIdx );

                        polygon_Convert( hole, solutionSegment, aBiuTo3DunitsScale );
                        outersAndHoles.m_Holes.push_back( solutionSegment );
                        stats_sum_size_of_polygons += solutionSegment.size();
                    }

                }

                if( !outersAndHoles.m_Outers.empty() )
                {
                    aDstContainer.Add( new CPOLYGONBLOCK2D( extractedSegments,
                                                            outersAndHoles,
                                                            aBoardItem ) );
                    stats_n_poly_blocks++;
                }
            }

            blockX += blockAdvance.x;
            leftToRight += leftToRight_inc;
        }

        blockY -= blockAdvance.y;
        topToBottom += topToBottom_inc;
    }

#ifdef PRINT_STATISTICS_3D_VIEWER
    printf( "////////////////////////////////////////////////////////////////////////////////\n" );
    printf( "Convert_path_polygon_to_polygon_blocks_and_dummy_blocks\n" );
    printf( "  grid_divisions (%u, %u)\n", grid_divisions.x, grid_divisions.y );
    printf( "  N Total Blocks %u\n", grid_divisions.x * grid_divisions.y );
    printf( "  N Empty Blocks %u\n", stats_n_empty_blocks );
    printf( "  N Dummy Blocks %u\n", stats_n_dummy_blocks );
    printf( "  N Polyg Blocks %u\n", stats_n_poly_blocks );
    printf( "  Med N Seg Poly %u\n", stats_sum_size_of_polygons / stats_n_poly_blocks );
    printf( "  medOfTheSquaresSegmentLength %f\n", medOfTheSquaresSegmentLength );
    printf( "  minSegmentLength             %f\n", minSegmentLength );
    printf( "  aDivFactor                   %f\n", aDivFactor );
    printf( "////////////////////////////////////////////////////////////////////////////////\n" );
#endif
}