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csg2d - better IsInside() check for splines
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@ -1322,6 +1322,42 @@ Solid2d ClipSolids ( Solid2d s1, Solid2d s2, bool intersect)
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return res;
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}
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bool Loop :: IsInside( Point<2> r ) const
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{
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int w = 0;
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for(auto e : Edges(ALL))
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{
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int w_simple = CalcSide(*e.v0, *e.v1, r);
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if(!e.v0->spline)
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w += w_simple;
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else
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{
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auto s = *e.v0->spline;
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auto s0 = s.StartPI();
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auto s1 = s.TangentPoint();
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auto s2 = s.EndPI();
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if(!IsInsideTrig( {s0, s1, s2} , r ))
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w += w_simple;
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else
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{
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// r close to spline, need exact test
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// idea: compute weight, such that r lies on spline
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// weight increases -> same side of spline as control point, simple test gives correct result
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// weight decreases -> opposite side of spline as control point, adding control point to test polygon gives correct result
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double old_weight = s.GetWeight();
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ComputeWeight( s, r );
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double new_weight = s.GetWeight();
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if(new_weight >= old_weight)
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w += w_simple;
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else
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w += CalcSide(s0, s1, r) + CalcSide(s1, s2, r);
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}
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}
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}
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return ( (w % 2) != 0 );
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}
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Solid2d :: Solid2d(const Array<std::variant<Point<2>, EdgeInfo>> & points, string name_, string bc)
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: name(name_)
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{
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@ -1370,12 +1406,6 @@ Solid2d Solid2d :: operator-(const Solid2d & other_) const
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other.Append(RectanglePoly(-1e8, 1e8, -1e8, 1e8, "JUST_FOR_CLIPPING"));
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auto res = ClipSolids(*this, other);
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for (auto i : Range(other.polys))
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{
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auto & first = *other.polys[i].first;
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if(first[0] == -1e8)
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other.polys.DeleteElement(i);
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}
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res.name = name;
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return res;
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}
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@ -1432,23 +1462,40 @@ bool Solid2d :: IsInside( Point<2> r ) const
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{
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int w = 0;
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for(auto & poly : polys)
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for(auto v : poly.Vertices(ALL))
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w += CalcSide(*v, *v->next, r);
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w += poly.IsInside(r);
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return ( (w % 2) != 0 );
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}
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bool Solid2d :: IsLeftInside( const Vertex & p0 )
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{
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auto & p1 = *p0.next;
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if(p0.spline)
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{
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auto s = *p0.spline;
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auto v = s.GetTangent(0.5);
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auto n = Vec<2>{v[1], -v[0]};
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auto q = s.GetPoint(0.5) + 1e-6*n;
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return IsInside(q);
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}
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auto v = p1-p0;
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auto n = Vec<2>{v[1], -v[0]};
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auto q = p0 + 0.5*v + 1e-6*n;
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return IsInside(q);
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}
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bool Solid2d :: IsRightInside( const Vertex & p0 )
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{
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auto & p1 = *p0.next;
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if(p0.spline)
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{
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auto s = *p0.spline;
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auto v = s.GetTangent(0.5);
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auto n = Vec<2>{-v[1], v[0]};
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auto q = s.GetPoint(0.5) + 1e-6*n;
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return IsInside(q);
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}
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auto v = p1-p0;
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auto n = Vec<2>{-v[1], v[0]};
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auto q = p0 + 0.5*v + 1e-6*n;
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@ -447,13 +447,7 @@ struct Loop
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v->prev->pnext = std::move(v->pnext);
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}
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bool IsInside( Point<2> r ) const
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{
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int w = 0;
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for(auto e : Edges(ALL))
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w += CalcSide(*e.v0, *e.v1, r);
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return ( (w % 2) != 0 );
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}
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bool IsInside( Point<2> r ) const;
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EdgeIterator Edges(IteratorType iterType) const
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{
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