5f5de1c812
WIP: MutablePolygon - linked list based polygon implementation allowing rapid insertion and removal of points. WIP: porting smooth_outward() from Cura.
332 lines
15 KiB
C++
332 lines
15 KiB
C++
#include "MutablePolygon.hpp"
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#include "Line.hpp"
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#include "libslic3r.h"
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namespace Slic3r {
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// Remove exact duplicate points. May reduce the polygon down to empty polygon.
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void remove_duplicates(MutablePolygon &polygon)
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{
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if (! polygon.empty()) {
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auto begin = polygon.begin();
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auto it = begin;
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for (++ it; it != begin;) {
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auto prev = it.prev();
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if (*prev == *it)
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it = it.remove();
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else
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++ it;
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}
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}
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}
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// Remove nearly duplicate points. May reduce the polygon down to empty polygon.
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void remove_duplicates(MutablePolygon &polygon, double eps)
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{
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if (! polygon.empty()) {
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auto eps2 = eps * eps;
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auto begin = polygon.begin();
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auto it = begin;
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for (++ it; it != begin;) {
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auto prev = it.prev();
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if ((*it - *prev).cast<double>().squaredNorm() < eps2)
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it = it.remove();
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else
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++ it;
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}
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}
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}
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// Adapted from Cura ConstPolygonRef::smooth_corner_complex() by Tim Kuipers.
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// A concave corner at it1 with position p1 has been removed by the caller between it0 and it2, where |p2 - p0| < shortcut_length.
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// Now try to close a concave crack by walking left from it0 and right from it2 as long as the new clipping edge is smaller than shortcut_length
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// and the new clipping edge is still inside the polygon (it is a diagonal, it does not intersect polygon boundary).
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// Once the traversal stops (always at a clipping edge shorter than shortcut_length), the final trapezoid is clipped with a new clipping edge of shortcut_length.
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// Return true if a hole was completely closed (degenerated to an empty polygon) or a single CCW triangle was left, which is not to be simplified any further.
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// it0, it2 are updated to the final clipping edge.
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static bool clip_narrow_corner(
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const Vec2i64 p1,
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MutablePolygon::iterator &it0,
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MutablePolygon::iterator &it2,
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MutablePolygon::range &unprocessed_range,
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int64_t dist2_current,
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const int64_t shortcut_length)
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{
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MutablePolygon &polygon = it0.polygon();
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assert(polygon.size() >= 2);
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const int64_t shortcut_length2 = sqr(shortcut_length);
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enum Status {
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Free,
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Blocked,
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Far,
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};
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Status forward = Free;
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Status backward = Free;
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Vec2i64 p0 = it0->cast<int64_t>();
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Vec2i64 p2 = it2->cast<int64_t>();
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Vec2i64 p02;
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Vec2i64 p22;
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int64_t dist2_next;
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// As long as there is at least a single triangle left in the polygon.
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while (polygon.size() >= 3) {
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assert(dist2_current <= shortcut_length2);
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if (forward == Far && backward == Far) {
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p02 = it0.prev()->cast<int64_t>();
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p22 = it2.next()->cast<int64_t>();
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auto d2 = (p22 - p02).squaredNorm();
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if (d2 <= shortcut_length2) {
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// The region was narrow until now and it is still narrow. Trim at both sides.
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it0 = unprocessed_range.remove_back(it0).prev();
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it2 = unprocessed_range.remove_front(it2);
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if (polygon.size() <= 2)
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// A hole degenerated to an empty polygon.
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return true;
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forward = Free;
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backward = Free;
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dist2_current = d2;
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p0 = p02;
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p2 = p22;
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} else {
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// The region is widening. Stop traversal and trim the final trapezoid.
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dist2_next = d2;
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break;
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}
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} else if (forward != Free && backward != Free)
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// One of the corners is blocked, the other is blocked or too far. Stop traversal.
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break;
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// Try to proceed by flipping a diagonal.
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// Progress by keeping the distance of the clipping edge end points equal to initial p1.
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//FIXME This is an arbitrary condition, maybe a more local condition will be better (take a shorter diagonal?).
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if (forward == Free && (backward != Free || (p2 - p1).squaredNorm() < (p0 - p1).cast<int64_t>().squaredNorm())) {
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p22 = it2.next()->cast<int64_t>();
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if (cross2(p2 - p0, p22 - p0) > 0)
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forward = Blocked;
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else {
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// New clipping edge lenght.
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auto d2 = (p22 - p0).squaredNorm();
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if (d2 > shortcut_length2) {
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forward = Far;
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dist2_next = d2;
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} else {
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forward = Free;
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// Make one step in the forward direction.
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it2 = unprocessed_range.remove_front(it2);
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p2 = p22;
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dist2_current = d2;
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}
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}
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} else {
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assert(backward == Free);
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p02 = it0.prev()->cast<int64_t>();
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if (cross2(p0 - p2, p02 - p2) > 0)
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backward = Blocked;
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else {
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// New clipping edge lenght.
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auto d2 = (p2 - p02).squaredNorm();
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if (d2 > shortcut_length2) {
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backward = Far;
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dist2_next = d2;
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} else {
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backward = Free;
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// Make one step in the backward direction.
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it0 = unprocessed_range.remove_back(it0).prev();
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p0 = p02;
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dist2_current = d2;
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}
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}
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}
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}
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if (polygon.size() <= 3) {
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// A hole degenerated to an empty polygon, or a tiny triangle remained.
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assert(polygon.size() < 3 || (forward == Blocked && backward == Blocked) || (forward == Far && backward == Far));
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if (polygon.size() < 3 || forward == Far) {
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assert(polygon.size() < 3 || dist2_current <= shortcut_length2);
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polygon.clear();
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} else {
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// The remaining triangle is CCW oriented, keep it.
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}
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return true;
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}
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assert(dist2_current <= shortcut_length2);
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if ((forward == Blocked && backward == Blocked) || dist2_current > sqr(shortcut_length - int64_t(SCALED_EPSILON))) {
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// The crack is filled, keep the last clipping edge.
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} else if (dist2_next < sqr(shortcut_length - int64_t(SCALED_EPSILON))) {
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// To avoid creating tiny edges.
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if (forward == Far)
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it0 = unprocessed_range.remove_back(it0).prev();
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if (backward == Far)
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it2 = unprocessed_range.remove_front(it2);
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if (polygon.size() <= 2)
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// A hole degenerated to an empty polygon.
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return true;
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} else if (forward == Blocked || backward == Blocked) {
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// One side is far, the other blocked.
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assert(forward == Far || backward == Far);
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if (backward == Far) {
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// Sort, so we will clip the 1st edge.
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std::swap(p0, p2);
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std::swap(p02, p22);
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}
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// Find point on (p0, p02) at distance shortcut_length from p2.
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// Circle intersects a line at two points, however because |p2 - p0| < shortcut_length,
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// only the second intersection is valid. Because |p2 - p02| > shortcut_length, such
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// intersection should always be found on (p0, p02).
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const Vec2d v = (p02 - p0).cast<double>();
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const Vec2d d = (p0 - p2).cast<double>();
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const double a = v.squaredNorm();
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const double b = 2. * double(d.dot(v));
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double u = b * b - 4. * a * (d.squaredNorm() - shortcut_length2);
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assert(u > 0.);
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u = sqrt(u);
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double t = (- b + u) / (2. * a);
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assert(t > 0. && t < 1.);
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(backward == Far ? *it2 : *it0) += (v.cast<double>() * t).cast<coord_t>();
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} else {
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// The trapezoid (it0.prev(), it0, it2, it2.next()) is widening. Trim it.
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assert(forward == Far && backward == Far);
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assert(dist2_next > shortcut_length2);
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const double dcurrent = sqrt(double(dist2_current));
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double t = (shortcut_length - dcurrent) / (sqrt(double(dist2_next)) - dcurrent);
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assert(t > 0. && t < 1.);
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*it0 += ((p02 - p0).cast<double>() * t).cast<coord_t>();
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*it2 += ((p22 - p2).cast<double>() * t).cast<coord_t>();
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}
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return false;
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}
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// adapted from Cura ConstPolygonRef::smooth_outward() by Tim Kuipers.
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void smooth_outward(MutablePolygon &polygon, coord_t clip_dist_scaled)
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{
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remove_duplicates(polygon, scaled<double>(0.01));
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const auto clip_dist_scaled2 = sqr<int64_t>(clip_dist_scaled);
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const auto clip_dist_scaled2eps = sqr(clip_dist_scaled + int64_t(SCALED_EPSILON));
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const auto foot_dist_min2 = sqr(SCALED_EPSILON);
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// Each source point will be visited exactly once.
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MutablePolygon::range unprocessed_range(polygon);
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while (! unprocessed_range.empty() && polygon.size() > 2) {
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auto it1 = unprocessed_range.process_next();
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auto it0 = it1.prev();
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auto it2 = it1.next();
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const Point p0 = *it0;
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const Point p1 = *it1;
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const Point p2 = *it2;
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const Vec2i64 v1 = (p0 - p1).cast<int64_t>();
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const Vec2i64 v2 = (p2 - p1).cast<int64_t>();
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if (cross2(v1, v2) > 0) {
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// Concave corner.
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int64_t dot = v1.dot(v2);
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auto l2v1 = double(v1.squaredNorm());
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auto l2v2 = double(v2.squaredNorm());
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if (dot > 0 || Slic3r::sqr(double(dot)) * 2. < l2v1 * l2v2) {
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// Angle between v1 and v2 bigger than 135 degrees.
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// Simplify the sharp angle.
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Vec2i64 v02 = (p2 - p0).cast<int64_t>();
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int64_t l2v02 = v02.squaredNorm();
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it1.remove();
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if (l2v02 < clip_dist_scaled2) {
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// (p0, p2) is short.
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// Clip a sharp concave corner by possibly expanding the trimming region left of it0 and right of it2.
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// Updates it0, it2 and num_to_process.
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if (clip_narrow_corner(p1.cast<int64_t>(), it0, it2, unprocessed_range, l2v02, clip_dist_scaled))
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// Trimmed down to an empty polygon or to a single CCW triangle.
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return;
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} else {
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// Clip an obtuse corner.
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if (l2v02 > clip_dist_scaled2eps) {
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Vec2d v1d = v1.cast<double>();
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Vec2d v2d = v2.cast<double>();
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// Sort v1d, v2d, shorter first.
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bool swap = l2v1 > l2v2;
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if (swap) {
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std::swap(v1d, v2d);
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std::swap(l2v1, l2v2);
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}
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double lv1 = sqrt(l2v1);
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double lv2 = sqrt(l2v2);
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// Bisector between v1 and v2.
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Vec2d bisector = v1d / lv1 + v2d / lv2;
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double l2bisector = bisector.squaredNorm();
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// Squared distance of the end point of v1 to the bisector.
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double d2 = l2v1 - sqr(v1d.dot(bisector)) / l2bisector;
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if (d2 < foot_dist_min2) {
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// Height of the p1, p0, p2 triangle is tiny. Just remove p1.
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} else if (d2 < 0.25 * clip_dist_scaled2 + SCALED_EPSILON) {
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// The shorter vector is too close to the bisector. Trim the shorter vector fully,
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// trim the longer vector partially.
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// Intersection of a circle at p2 of radius = clip_dist_scaled
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// with a ray (p1, p0), take the intersection after the foot point.
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// The intersection shall always exist because |p2 - p1| > clip_dist_scaled.
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const double b = - 2. * v1d.cast<double>().dot(v2d);
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double u = b * b - 4. * l2v2 * (double(l2v1) - clip_dist_scaled2);
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assert(u > 0.);
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// Take the second intersection along v2.
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double t = (- b + sqrt(u)) / (2. * l2v2);
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assert(t > 0. && t < 1.);
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Point pt_new = p1 + (t * v2d).cast<coord_t>();
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#ifndef NDEBUG
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double d2new = (pt_new - (swap ? p2 : p0)).cast<double>().squaredNorm();
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assert(std::abs(d2new - clip_dist_scaled2) < sqr(10. * SCALED_EPSILON));
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#endif // NDEBUG
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it2.insert(pt_new);
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} else {
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// Cut the corner with a line perpendicular to the bisector.
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double t = sqrt(0.25 * clip_dist_scaled2 / d2);
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assert(t > 0. && t < 1.);
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Point p0 = p1 + (v1d * t).cast<coord_t>();
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Point p2 = p1 + (v2d * (t * lv2 / lv1)).cast<coord_t>();
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if (swap)
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std::swap(p0, p2);
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it2.insert(p2).insert(p0);
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}
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} else {
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// Just remove p1.
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assert(l2v02 >= clip_dist_scaled2 && l2v02 <= clip_dist_scaled2eps);
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}
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}
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it1 = it2;
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} else
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++ it1;
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} else
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++ it1;
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}
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if (polygon.size() == 3) {
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// Check whether the last triangle is clockwise oriented (it is a hole) and its height is below clip_dist_scaled.
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// If so, fill in the hole.
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const Point p0 = *polygon.begin().prev();
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const Point p1 = *polygon.begin();
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const Point p2 = *polygon.begin().next();
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Vec2i64 v1 = (p0 - p1).cast<int64_t>();
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Vec2i64 v2 = (p2 - p1).cast<int64_t>();
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if (cross2(v1, v2) > 0) {
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// CW triangle. Measure its height.
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const Vec2i64 v3 = (p2 - p0).cast<int64_t>();
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int64_t l12 = v1.squaredNorm();
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int64_t l22 = v2.squaredNorm();
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int64_t l32 = v3.squaredNorm();
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if (l22 > l12 && l22 > l32) {
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std::swap(v1, v2);
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std::swap(l12, l22);
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} else if (l32 > l12 && l32 > l22) {
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v1 = v3;
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l12 = l32;
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}
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auto h2 = l22 - sqr(double(v1.dot(v2))) / double(l12);
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if (h2 < clip_dist_scaled2)
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// CW triangle with a low height. Close the hole.
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polygon.clear();
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}
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} else if (polygon.size() < 3)
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polygon.clear();
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}
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} // namespace Slic3r
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