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https://github.com/NGSolve/netgen.git
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584 lines
13 KiB
C++
584 lines
13 KiB
C++
#ifndef NETGEN_CSG2D_HPP_INCLUDED
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#define NETGEN_CSG2D_HPP_INCLUDED
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#include "geometry2d.hpp"
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namespace netgen
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{
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using namespace ngcore;
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using netgen::Point;
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using netgen::Vec;
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inline double Area(const Point<2>& P, const Point<2>& Q, const Point<2>& R)
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{
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return (Q[0]-P[0]) * (R[1]-P[1]) - (Q[1]-P[1]) * (R[0]-P[0]);
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}
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enum IntersectionType
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{ // types of intersection (detected in the first phase)
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NO_INTERSECTION = 0,
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X_INTERSECTION,
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T_INTERSECTION_Q,
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T_INTERSECTION_P,
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V_INTERSECTION,
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X_OVERLAP,
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T_OVERLAP_Q,
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T_OVERLAP_P,
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V_OVERLAP
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};
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enum IntersectionLabel
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{ // for the classification of intersection vertices in the second phase
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NONE,
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CROSSING,
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BOUNCING,
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LEFT_ON,
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RIGHT_ON,
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ON_ON,
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ON_LEFT,
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ON_RIGHT,
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DELAYED_CROSSING,
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DELAYED_BOUNCING
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};
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enum EntryExitLabel
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{ // for marking intersection vertices as "entry" or "exit"
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EXIT,
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ENTRY,
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NEITHER
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};
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enum IteratorType
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{
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SOURCE,
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INTERSECTION,
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CROSSING_INTERSECTION,
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ALL
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};
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using Spline = SplineSeg3<2>;
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struct Vertex : Point<2>
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{
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Vertex (Point<2> p) : Point<2>(p) {}
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Vertex * prev = nullptr;
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Vertex * next = nullptr;
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unique_ptr<Vertex> pnext = nullptr;
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Vertex * neighbour = nullptr; // same vertex in other polygon (at intersections)
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double lam = -1.0;
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bool is_intersection = false;
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bool is_source = false;
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IntersectionLabel label = NONE; // type of intersection vertex
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EntryExitLabel enex = NEITHER; // entry/exit "flag"
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string bc = "";
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// In case the edge this - next is curved, store the spline information here
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optional<Spline> spline = nullopt;
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Vertex * Insert(Point<2> p, double lam = -1.0);
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void Link( Vertex * v )
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{
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neighbour = v;
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v->neighbour = this;
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is_intersection = true;
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v->is_intersection = true;
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}
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};
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struct VertexIterator
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{
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struct iterator
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{
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iterator(Vertex* root, IteratorType IterType) :
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root(root), V(NULL), iterType(IterType)
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{
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if (root == NULL)
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return;
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if (nextVertex() == NULL) // no (source/intersection) vertex found
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root = V = NULL; // -> mark iterator as "end"
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}
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const iterator& operator++()
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{
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nextVertex();
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return *this;
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}
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Vertex* operator*()
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{
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return V;
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}
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bool operator!=(const iterator& other) const
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{
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return (root != other.root) || (V != other.V);
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}
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private:
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Vertex* root;
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Vertex* V;
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IteratorType iterType;
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//
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// find the next vertex
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// if iterType is ALL, then it is just the next vertex
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// if iterType is SOURCE, then it is the next source vertex
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// if iterType is INTERSECTION, then it is the next intersection vertex
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// if iterType is CROSSING_INTERSECTION, then it is the next intersection vertex with CROSSING label
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//
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Vertex* nextVertex()
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{
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bool nextFound = false;
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if (V == NULL)
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{ // find first (source/intersection) vertex
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V = root;
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switch(iterType)
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{
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case ALL:
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nextFound = true;
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break;
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case SOURCE:
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if (V->is_source)
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nextFound = true;
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break;
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case INTERSECTION:
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if (V->is_intersection)
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nextFound = true;
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break;
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case CROSSING_INTERSECTION:
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if (V->is_intersection && (V->label == CROSSING))
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nextFound = true;
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break;
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}
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}
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while (!nextFound)
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{ // find next (source/intersection) vertex
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switch(iterType)
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{
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case ALL:
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V = V->next;
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break;
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case SOURCE:
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do {
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V = V->next;
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} while (!V->is_source && V != root);
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break;
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case INTERSECTION:
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do {
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V = V->next;
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} while (!V->is_intersection && V != root);
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break;
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case CROSSING_INTERSECTION:
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do {
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V = V->next;
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} while ( ( !V->is_intersection || (V->label != CROSSING) ) && V != root);
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break;
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}
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if (V == root)
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{ // back at the root vertex?
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root = V = NULL; // -> mark iterator as "end"
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return(V);
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}
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switch(iterType)
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{
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case ALL:
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nextFound = true;
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break;
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case SOURCE:
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if (V->is_source)
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nextFound = true;
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break;
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case INTERSECTION:
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if (V->is_intersection)
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nextFound = true;
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break;
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case CROSSING_INTERSECTION:
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if (V->is_intersection && (V->label == CROSSING))
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nextFound = true;
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break;
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}
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}
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return(V);
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}
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};
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public:
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VertexIterator() : root(NULL) {};
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iterator begin() { return iterator(root, iterType); }
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iterator end() { return iterator(NULL, iterType); }
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Vertex* root;
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IteratorType iterType;
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};
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struct Edge
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{
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Vertex * v0 = nullptr;
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Vertex * v1 = nullptr;
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Edge (Vertex* v, Vertex* w) : v0(v), v1(w) { };
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};
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struct EdgeIterator
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{
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struct iterator
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{
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iterator(Vertex* root, IteratorType IterType) :
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root(root), one(NULL), two(NULL), iterType(IterType)
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{
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if (root == NULL)
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return;
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if (nextEdge() == NULL) // no source edge found
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root = one = two = NULL; // -> mark iterator as "end"
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}
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const iterator& operator++() { nextEdge(); return *this; }
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Edge operator*()
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{
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return Edge(one,two);
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}
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bool operator!=(const iterator& other) const
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{
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return (root != other.root) || (one != other.one) || (two != other.two);
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}
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private:
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Vertex* root;
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Vertex* one;
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Vertex* two;
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IteratorType iterType;
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//
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// find the next vertex, starting at curr
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// if iterType is ALL, then it is just the next vertex
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// if iterType is SOURCE, then it is the next source vertex
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//
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Vertex* nextVertex(Vertex* curr)
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{
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if (curr == NULL)
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return(NULL);
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switch(iterType)
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{
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case ALL:
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curr = curr->next;
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break;
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case SOURCE:
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do {
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curr = curr->next;
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} while (!curr->is_source);
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break;
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default:
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;
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}
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return(curr);
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}
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//
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// find the next edge
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//
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Vertex* nextEdge()
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{
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if (root == NULL) // empty polygon?
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return (NULL);
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if (one == NULL)
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{ // find one (source) vertex
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one = root; // note: root is always a (source) vertex
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two = nextVertex(one);
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if (two == one) // just one (source) vertex
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return(NULL); // -> no (source) edges
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return(one);
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}
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if (two == root)
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{ // back at the root vertex?
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root = one = two = NULL; // -> mark iterator as "end"
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return(NULL);
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}
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one = two;
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two = nextVertex(one);
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return (one);
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}
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};
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public:
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EdgeIterator() : root(NULL) {};
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iterator begin() { return iterator(root, iterType); }
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iterator end() { return iterator(NULL, iterType); }
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Vertex* root;
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IteratorType iterType;
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};
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inline int CalcSide( const Point<2> & p0, const Point<2> & p1, const Point<2> & r )
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{
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if ( (p0[1] < r[1]) != (p1[1] < r[1]) )
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{
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if (p0[0] >= r[0])
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{
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if (p1[0] > r[0])
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return 2 * (p1[1] > p0[1]) - 1;
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else
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if ( (Area(p0,p1,r) > 0) == (p1[1] > p0[1]) )
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return 2 * (p1[1] > p0[1]) - 1;
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}
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else
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{
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if (p1[0] > r[0])
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if ( (Area(p0,p1,r) > 0) == (p1[1] > p0[1]) )
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return 2 * (p1[1] > p0[1]) - 1;
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}
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}
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return 0;
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}
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struct Loop
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{
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unique_ptr<Vertex> first = nullptr;
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Loop() = default;
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Loop(const Loop & p)
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: first(nullptr)
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{
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for(auto v : p.Vertices(ALL))
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AppendVertex(*v);
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}
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Loop & operator=(const Loop & p)
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{
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first = nullptr;
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if(p.first)
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for(const auto v : p.Vertices(ALL))
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AppendVertex(*v);
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return *this;
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}
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Vertex & AppendVertex(const Vertex & v)
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{
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auto & vnew = Append( static_cast<Point<2>>(v), true );
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vnew.bc = v.bc;
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if(v.spline)
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vnew.spline = *v.spline;
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return vnew;
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}
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Vertex & Append(Point<2> p, bool source = false)
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{
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Vertex * vnew;
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if(first==nullptr)
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{
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first = make_unique<Vertex>(p);
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first->next = first.get();
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first->prev = first.get();
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vnew = first.get();
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}
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else
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{
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vnew = first->prev->Insert(p);
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}
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vnew->is_source = source;
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// cout << "size after " << Size() << endl;
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return *vnew;
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}
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void Remove (Vertex* v)
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{
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v->prev->next = v->next;
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v->next->prev = v->prev;
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if(first.get() == v)
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first = std::move(v->pnext);
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else
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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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EdgeIterator Edges(IteratorType iterType) const
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{
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EdgeIterator it;
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it.iterType = iterType;
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it.root = first.get();
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return it;
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}
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VertexIterator Vertices(IteratorType iterType, Vertex* first_ = nullptr) const
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{
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VertexIterator it;
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it.iterType = iterType;
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it.root = (first_ == nullptr) ? first.get() : first_;
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return it;
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}
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//
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// check, if all vertices have the ON_ON label
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//
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bool allOnOn()
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{
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for (Vertex* v : Vertices(ALL))
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if (v->label != ON_ON)
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return(false);
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return(true);
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}
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//
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// check, if the polygon does not contain any crossing intersection vertex
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// or crossing intersection chain or (if we want to compute the union instead
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// of the intersection) a bouncing vertex or a bouncing intersection chain
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//
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bool noCrossingVertex(bool union_case = false)
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{
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for (Vertex* v : Vertices(ALL))
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if (v->is_intersection)
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{
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if ( (v->label == CROSSING) || (v->label == DELAYED_CROSSING) )
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return(false);
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if (union_case && ( (v->label == BOUNCING) || (v->label == DELAYED_BOUNCING) ) )
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return(false);
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}
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return(true);
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}
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//
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// return a non-intersection point
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//
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Point<2> getNonIntersectionPoint()
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{
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for (Vertex* v : Vertices(ALL))
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if (!v->is_intersection)
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return *v;
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// no non-intersection vertex found -> find suitable edge midpoint
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for (Vertex* v : Vertices(ALL))
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// make sure that edge from V to V->next is not collinear with other polygon
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if ( (v->next->neighbour != v->neighbour->prev) && (v->next->neighbour != v->neighbour->next) )
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// return edge midpoint
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return Center(*v, *v->next);
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throw Exception("no point found");
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}
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//
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// return and insert a non-intersection vertex
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//
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Vertex* getNonIntersectionVertex()
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{
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for (Vertex* v : Vertices(ALL))
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if (!v->is_intersection)
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return(v);
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// no non-intersection vertex found -> generate and return temporary vertex
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for (Vertex* v : Vertices(ALL))
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// make sure that edge from V to V->next is not collinear with other polygon
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if ( (v->next->neighbour != v->neighbour->prev) && (v->next->neighbour != v->neighbour->next) )
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{
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// add edge midpoint as temporary vertex
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auto p = Center(*v, *v->next);
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return v->Insert(p);
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}
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return(NULL);
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}
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void SetBC(string bc)
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{
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for(auto v : Vertices(ALL))
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v->bc = bc;
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}
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size_t Size() const
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{
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if(first==nullptr) return 0;
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size_t cnt = 0;
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for(auto v : Vertices(ALL))
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cnt++;
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return cnt;
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}
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};
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struct Solid2d
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{
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Array<Loop> polys;
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string name = "";
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Solid2d() = default;
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Solid2d(string name_) : name(name_) {}
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Solid2d operator+(Solid2d & other);
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Solid2d operator*(Solid2d & other);
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Solid2d operator-(Solid2d other);
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void Append( const Loop & poly )
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{
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polys.Append(poly);
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}
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bool IsInside( Point<2> r ) const;
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bool IsLeftInside( const Vertex & p0 );
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bool IsRightInside( const Vertex & p0 );
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void SetBC(string bc)
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{
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for(auto & p : polys)
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for(auto v : p.Vertices(ALL))
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v->bc = bc;
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}
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};
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class CSG2d
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{
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public:
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Array<Solid2d> solids;
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void Add ( Solid2d s )
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{
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solids.Append(s);
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}
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shared_ptr<netgen::SplineGeometry2d> GenerateSplineGeometry();
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};
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Solid2d Circle(double x, double y, double r, string name="", string bc="");
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Solid2d Rectangle(double x0, double x1, double y0, double y1, string name, string bc);
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Solid2d AddIntersectionPoints ( Solid2d s1, Solid2d s2 );
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Solid2d ClipSolids ( Solid2d s1, Solid2d s2, bool intersect=true );
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}
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#endif // NETGEN_CSG2D_HPP_INCLUDED
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