420 lines
14 KiB
C++
420 lines
14 KiB
C++
#include "MultiPoint.hpp"
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#include "BoundingBox.hpp"
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namespace Slic3r {
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void MultiPoint::scale(double factor)
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{
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for (Point &pt : points)
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pt *= factor;
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}
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void MultiPoint::scale(double factor_x, double factor_y)
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{
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for (Point &pt : points)
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{
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pt(0) = coord_t(pt(0) * factor_x);
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pt(1) = coord_t(pt(1) * factor_y);
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}
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}
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void MultiPoint::translate(const Point &v)
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{
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for (Point &pt : points)
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pt += v;
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}
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void MultiPoint::rotate(double cos_angle, double sin_angle)
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{
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for (Point &pt : this->points) {
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double cur_x = double(pt(0));
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double cur_y = double(pt(1));
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pt(0) = coord_t(round(cos_angle * cur_x - sin_angle * cur_y));
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pt(1) = coord_t(round(cos_angle * cur_y + sin_angle * cur_x));
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}
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}
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void MultiPoint::rotate(double angle, const Point ¢er)
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{
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double s = sin(angle);
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double c = cos(angle);
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for (Point &pt : points) {
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Vec2crd v(pt - center);
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pt(0) = (coord_t)round(double(center(0)) + c * v[0] - s * v[1]);
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pt(1) = (coord_t)round(double(center(1)) + c * v[1] + s * v[0]);
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}
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}
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double MultiPoint::length() const
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{
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const Lines& lines = this->lines();
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double len = 0;
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for (auto it = lines.cbegin(); it != lines.cend(); ++it) {
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len += it->length();
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}
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return len;
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}
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int MultiPoint::find_point(const Point &point) const
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{
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for (const Point &pt : this->points)
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if (pt == point)
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return int(&pt - &this->points.front());
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return -1; // not found
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}
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bool MultiPoint::has_boundary_point(const Point &point) const
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{
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double dist = (point.projection_onto(*this) - point).cast<double>().norm();
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return dist < SCALED_EPSILON;
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}
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BoundingBox MultiPoint::bounding_box() const
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{
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return BoundingBox(this->points);
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}
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bool MultiPoint::has_duplicate_points() const
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{
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for (size_t i = 1; i < points.size(); ++i)
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if (points[i-1] == points[i])
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return true;
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return false;
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}
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bool MultiPoint::remove_duplicate_points()
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{
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size_t j = 0;
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for (size_t i = 1; i < points.size(); ++i) {
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if (points[j] == points[i]) {
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// Just increase index i.
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} else {
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++ j;
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if (j < i)
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points[j] = points[i];
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}
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}
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if (++ j < points.size()) {
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points.erase(points.begin() + j, points.end());
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return true;
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}
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return false;
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}
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bool MultiPoint::intersection(const Line& line, Point* intersection) const
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{
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Lines lines = this->lines();
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for (Lines::const_iterator it = lines.begin(); it != lines.end(); ++it) {
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if (it->intersection(line, intersection)) return true;
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}
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return false;
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}
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bool MultiPoint::first_intersection(const Line& line, Point* intersection) const
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{
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bool found = false;
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double dmin = 0.;
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for (const Line &l : this->lines()) {
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Point ip;
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if (l.intersection(line, &ip)) {
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if (! found) {
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found = true;
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dmin = (line.a - ip).cast<double>().norm();
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*intersection = ip;
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} else {
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double d = (line.a - ip).cast<double>().norm();
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if (d < dmin) {
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dmin = d;
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*intersection = ip;
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}
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}
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}
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}
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return found;
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}
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bool MultiPoint::intersections(const Line &line, Points *intersections) const
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{
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size_t intersections_size = intersections->size();
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for (const Line &polygon_line : this->lines()) {
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Point intersection;
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if (polygon_line.intersection(line, &intersection))
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intersections->emplace_back(std::move(intersection));
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}
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return intersections->size() > intersections_size;
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}
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std::vector<Point> MultiPoint::_douglas_peucker(const std::vector<Point>& pts, const double tolerance)
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{
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std::vector<Point> result_pts;
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double tolerance_sq = tolerance * tolerance;
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if (! pts.empty()) {
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const Point *anchor = &pts.front();
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size_t anchor_idx = 0;
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const Point *floater = &pts.back();
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size_t floater_idx = pts.size() - 1;
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result_pts.reserve(pts.size());
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result_pts.emplace_back(*anchor);
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if (anchor_idx != floater_idx) {
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assert(pts.size() > 1);
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std::vector<size_t> dpStack;
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dpStack.reserve(pts.size());
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dpStack.emplace_back(floater_idx);
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for (;;) {
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double max_dist_sq = 0.0;
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size_t furthest_idx = anchor_idx;
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// find point furthest from line seg created by (anchor, floater) and note it
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for (size_t i = anchor_idx + 1; i < floater_idx; ++ i) {
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double dist_sq = Line::distance_to_squared(pts[i], *anchor, *floater);
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if (dist_sq > max_dist_sq) {
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max_dist_sq = dist_sq;
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furthest_idx = i;
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}
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}
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// remove point if less than tolerance
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if (max_dist_sq <= tolerance_sq) {
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result_pts.emplace_back(*floater);
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anchor_idx = floater_idx;
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anchor = floater;
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assert(dpStack.back() == floater_idx);
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dpStack.pop_back();
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if (dpStack.empty())
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break;
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floater_idx = dpStack.back();
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} else {
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floater_idx = furthest_idx;
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dpStack.emplace_back(floater_idx);
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}
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floater = &pts[floater_idx];
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}
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}
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assert(result_pts.front() == pts.front());
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assert(result_pts.back() == pts.back());
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#if 0
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{
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static int iRun = 0;
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BoundingBox bbox(pts);
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BoundingBox bbox2(result_pts);
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bbox.merge(bbox2);
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SVG svg(debug_out_path("douglas_peucker_%d.svg", iRun ++).c_str(), bbox);
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if (pts.front() == pts.back())
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svg.draw(Polygon(pts), "black");
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else
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svg.draw(Polyline(pts), "black");
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if (result_pts.front() == result_pts.back())
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svg.draw(Polygon(result_pts), "green", scale_(0.1));
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else
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svg.draw(Polyline(result_pts), "green", scale_(0.1));
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}
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#endif
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}
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return result_pts;
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}
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// Visivalingam simplification algorithm https://github.com/slic3r/Slic3r/pull/3825
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// thanks to @fuchstraumer
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/*
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struct - vis_node
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Used with the visivalignam simplification algorithm, which needs to be able to find a points
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successors and predecessors to operate succesfully. Since this struct is only used in one
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location, it could probably be dropped into a namespace to avoid polluting the slic3r namespace.
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Source: https://github.com/shortsleeves/visvalingam_simplify
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^ Provided original algorithm implementation. I've only changed things a bit to "clean" them up
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(i.e be more like my personal style), and managed to do this without requiring a binheap implementation
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*/
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struct vis_node{
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vis_node(const size_t& idx, const size_t& _prev_idx, const size_t& _next_idx, const double& _area) : pt_idx(idx), prev_idx(_prev_idx), next_idx(_next_idx), area(_area) {}
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// Indices into a Points container, from which this object was constructed
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size_t pt_idx, prev_idx, next_idx;
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// Effective area of this "node"
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double area;
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// Overloaded operator used to sort the binheap
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// Greater area = "more important" node. So, this node is less than the
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// other node if it's area is less than the other node's area
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bool operator<(const vis_node& other) { return (this->area < other.area); }
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};
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Points MultiPoint::visivalingam(const Points& pts, const double& tolerance)
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{
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// Make sure there's enough points in "pts" to bother with simplification.
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assert(pts.size() >= 2);
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// Result object
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Points results;
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// Lambda to calculate effective area spanned by a point and its immediate
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// successor + predecessor.
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auto effective_area = [pts](const size_t& curr_pt_idx, const size_t& prev_pt_idx, const size_t& next_pt_idx)->coordf_t {
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const Point& curr = pts[curr_pt_idx];
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const Point& prev = pts[prev_pt_idx];
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const Point& next = pts[next_pt_idx];
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// Use point objects as vector-distances
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const Vec2d curr_to_next = (next - curr).cast<double>();
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const Vec2d prev_to_next = (prev - curr).cast<double>();
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// Take cross product of these two vector distances
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return 0.50 * abs(cross2(curr_to_next, prev_to_next));
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};
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// We store the effective areas for each node
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std::vector<coordf_t> areas;
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areas.reserve(pts.size());
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// Construct the initial set of nodes. We will make a heap out of the "heap" vector using
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// std::make_heap. node_list is used later.
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std::vector<vis_node*> node_list;
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node_list.resize(pts.size());
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std::vector<vis_node*> heap;
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heap.reserve(pts.size());
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for (size_t i = 1; i < pts.size() - 1; ++ i) {
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// Get effective area of current node.
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coordf_t area = effective_area(i, i - 1, i + 1);
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// If area is greater than some arbitrarily small value, use it.
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node_list[i] = new vis_node(i, i - 1, i + 1, area);
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heap.push_back(node_list[i]);
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}
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// Call std::make_heap, which uses the < operator by default to make "heap" into
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// a binheap, sorted by the < operator we defind in the vis_node struct
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std::make_heap(heap.begin(), heap.end());
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// Start comparing areas. Set min_area to an outrageous value initially.
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double min_area = -std::numeric_limits<double>::max();
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while (!heap.empty()) {
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// Get current node.
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vis_node* curr = heap.front();
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// Pop node we just retrieved off the heap. pop_heap moves front element in vector
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// to the back, so we can call pop_back()
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std::pop_heap(heap.begin(), heap.end());
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heap.pop_back();
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// Sanity assert check
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assert(curr == node_list[curr->pt_idx]);
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// If the current pt'ss area is less than that of the previous pt's area
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// use the last pt's area instead. This ensures we don't elimate the current
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// point without eliminating the previous
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min_area = std::max(min_area, curr->area);
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// Update prev
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vis_node* prev = node_list[curr->prev_idx];
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if(prev != nullptr){
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prev->next_idx = curr->next_idx;
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prev->area = effective_area(prev->pt_idx, prev->prev_idx, prev->next_idx);
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// For some reason, std::make_heap() is the fastest way to resort the heap. Probably needs testing.
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std::make_heap(heap.begin(), heap.end());
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}
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// Update next
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vis_node* next = node_list[curr->next_idx];
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if(next != nullptr){
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next->prev_idx = curr->prev_idx;
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next->area = effective_area(next->pt_idx, next->prev_idx, next->next_idx);
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std::make_heap(heap.begin(), heap.end());
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}
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areas[curr->pt_idx] = min_area;
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node_list[curr->pt_idx] = nullptr;
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delete curr;
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}
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// Clear node list and shrink_to_fit() (to free actual memory). Not necessary. Could be removed.
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node_list.clear();
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node_list.shrink_to_fit();
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// This lambda is how we test whether or not to keep a point.
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auto use_point = [areas, tolerance](const size_t& idx)->bool {
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assert(idx < areas.size());
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// Return true at front/back of path/areas
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if(idx == 0 || idx == areas.size() - 1){
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return true;
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}
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// Return true if area at idx is greater than minimum area to consider "valid"
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else{
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return areas[idx] > tolerance;
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}
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};
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// Use previously defined lambda to build results.
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for (size_t i = 0; i < pts.size(); ++i) {
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if (use_point(i)){
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results.push_back(pts[i]);
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}
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}
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// Check that results has at least two points
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assert(results.size() >= 2);
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// Return simplified vector of points
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return results;
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}
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void MultiPoint3::translate(double x, double y)
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{
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for (Vec3crd &p : points) {
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p(0) += coord_t(x);
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p(1) += coord_t(y);
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}
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}
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void MultiPoint3::translate(const Point& vector)
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{
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this->translate(vector(0), vector(1));
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}
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double MultiPoint3::length() const
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{
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double len = 0.0;
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for (const Line3& line : this->lines())
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len += line.length();
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return len;
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}
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BoundingBox3 MultiPoint3::bounding_box() const
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{
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return BoundingBox3(points);
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}
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bool MultiPoint3::remove_duplicate_points()
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{
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size_t j = 0;
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for (size_t i = 1; i < points.size(); ++i) {
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if (points[j] == points[i]) {
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// Just increase index i.
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} else {
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++ j;
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if (j < i)
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points[j] = points[i];
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}
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}
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if (++j < points.size())
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{
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points.erase(points.begin() + j, points.end());
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return true;
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}
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return false;
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}
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BoundingBox get_extents(const MultiPoint &mp)
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{
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return BoundingBox(mp.points);
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}
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BoundingBox get_extents_rotated(const Points &points, double angle)
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{
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BoundingBox bbox;
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if (! points.empty()) {
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double s = sin(angle);
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double c = cos(angle);
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Points::const_iterator it = points.begin();
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double cur_x = (double)(*it)(0);
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double cur_y = (double)(*it)(1);
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bbox.min(0) = bbox.max(0) = (coord_t)round(c * cur_x - s * cur_y);
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bbox.min(1) = bbox.max(1) = (coord_t)round(c * cur_y + s * cur_x);
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for (++it; it != points.end(); ++it) {
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double cur_x = (double)(*it)(0);
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double cur_y = (double)(*it)(1);
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coord_t x = (coord_t)round(c * cur_x - s * cur_y);
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coord_t y = (coord_t)round(c * cur_y + s * cur_x);
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bbox.min(0) = std::min(x, bbox.min(0));
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bbox.min(1) = std::min(y, bbox.min(1));
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bbox.max(0) = std::max(x, bbox.max(0));
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bbox.max(1) = std::max(y, bbox.max(1));
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}
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bbox.defined = true;
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}
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return bbox;
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}
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BoundingBox get_extents_rotated(const MultiPoint &mp, double angle)
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{
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return get_extents_rotated(mp.points, angle);
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}
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}
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