Fix centroid and interior algorithms (#3771)
* fix interior algorithm - closing segment handling * fix centroid algorithm - closing segment handling * update visual tests
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9466965725
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5996fb07ec
2 changed files with 68 additions and 61 deletions
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@ -321,56 +321,60 @@ bool middle_point(PathType & path, double & x, double & y)
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template <typename PathType>
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bool centroid(PathType & path, double & x, double & y)
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{
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double x0 = 0.0;
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double y0 = 0.0;
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double x1 = 0.0;
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double y1 = 0.0;
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double start_x;
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double start_y;
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geometry::point<double> p0, p1, move_to, start;
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path.rewind(0);
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unsigned command = path.vertex(&x0, &y0);
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unsigned command = path.vertex(&p0.x, &p0.y);
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if (command == SEG_END) return false;
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start_x = x0;
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start_y = y0;
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start = move_to = p0;
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double atmp = 0.0;
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double xtmp = 0.0;
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double ytmp = 0.0;
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unsigned count = 1;
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while (SEG_END != (command = path.vertex(&x1, &y1)))
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while (SEG_END != (command = path.vertex(&p1.x, &p1.y)))
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{
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if (command == SEG_CLOSE) continue;
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double dx0 = x0 - start_x;
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double dy0 = y0 - start_y;
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double dx1 = x1 - start_x;
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double dy1 = y1 - start_y;
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switch (command)
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{
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case SEG_MOVETO:
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move_to = p1;
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break;
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case SEG_CLOSE:
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p1 = move_to;
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case SEG_LINETO:
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double dx0 = p0.x - start.x;
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double dy0 = p0.y - start.y;
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double dx1 = p1.x - start.x;
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double dy1 = p1.y - start.y;
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double ai = dx0 * dy1 - dx1 * dy0;
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atmp += ai;
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xtmp += (dx1 + dx0) * ai;
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ytmp += (dy1 + dy0) * ai;
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x0 = x1;
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y0 = y1;
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double ai = dx0 * dy1 - dx1 * dy0;
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atmp += ai;
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xtmp += (dx1 + dx0) * ai;
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ytmp += (dy1 + dy0) * ai;
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break;
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}
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p0 = p1;
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++count;
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}
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if (count <= 2) {
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x = (start_x + x0) * 0.5;
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y = (start_y + y0) * 0.5;
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if (count <= 2)
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{
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x = (start.x + p0.x) * 0.5;
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y = (start.y + p0.y) * 0.5;
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return true;
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}
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if (atmp != 0)
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{
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x = (xtmp/(3*atmp)) + start_x;
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y = (ytmp/(3*atmp)) + start_y;
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x = (xtmp / (3 * atmp)) + start.x;
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y = (ytmp / (3 * atmp)) + start.y;
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}
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else
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{
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x = x0;
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y = y0;
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x = p0.x;
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y = p0.y;
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}
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return true;
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}
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@ -524,47 +528,50 @@ bool interior_position(PathType & path, double & x, double & y)
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// center of the widest intersection between the polygon and the line.
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std::vector<double> intersections; // only need to store the X as we know the y
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geometry::point<double> p0, p1, move_to;
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unsigned command = SEG_END;
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double x0 = 0;
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double y0 = 0;
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path.rewind(0);
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unsigned command = path.vertex(&x0, &y0);
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double x1 = 0;
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double y1 = 0;
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while (SEG_END != (command = path.vertex(&x1, &y1)))
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while (SEG_END != (command = path.vertex(&p0.x, &p0.y)))
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{
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if (command == SEG_CLOSE)
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continue;
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if (command != SEG_MOVETO)
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switch (command)
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{
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// if the segments overlap
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if (y0==y1)
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{
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if (y0==y)
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case SEG_MOVETO:
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move_to = p0;
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break;
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case SEG_CLOSE:
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p0 = move_to;
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case SEG_LINETO:
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// if the segments overlap
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if (p0.y == p1.y)
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{
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double xi = (x0+x1)/2.0;
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if (p0.y == y)
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{
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double xi = (p0.x + p1.x) / 2.0;
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intersections.push_back(xi);
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}
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}
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// if the path segment crosses the bisector
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else if ((p0.y <= y && p1.y >= y) ||
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(p0.y >= y && p1.y <= y))
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{
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// then calculate the intersection
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double xi = p0.x;
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if (p0.x != p1.x)
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{
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double m = (p1.y - p0.y) / (p1.x - p0.x);
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double c = p0.y - m * p0.x;
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xi = (y - c) / m;
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}
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intersections.push_back(xi);
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}
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}
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// if the path segment crosses the bisector
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else if ((y0 <= y && y1 >= y) ||
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(y0 >= y && y1 <= y))
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{
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// then calculate the intersection
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double xi = x0;
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if (x0 != x1)
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{
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double m = (y1-y0)/(x1-x0);
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double c = y0 - m*x0;
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xi = (y-c)/m;
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}
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intersections.push_back(xi);
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}
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break;
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}
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x0 = x1;
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y0 = y1;
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p1 = p0;
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}
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// no intersections we just return the default
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if (intersections.empty())
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return true;
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@ -1 +1 @@
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Subproject commit 3da09cae02b1403d877aa9ff57df956e15ee3539
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Subproject commit a2624810e3f8d187af2ec0995bcfba0ef61d00d9
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