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/***************************************************************************
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* Copyright (c) 2005 Imetric 3D GmbH *
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* This file is part of the FreeCAD CAx development system. *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of the GNU Library General Public *
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* License as published by the Free Software Foundation; either *
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* version 2 of the License, or (at your option) any later version. *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Library General Public License for more details. *
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* You should have received a copy of the GNU Library General Public *
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* License along with this library; see the file COPYING.LIB. If not, *
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* write to the Free Software Foundation, Inc., 59 Temple Place, *
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* Suite 330, Boston, MA 02111-1307, USA *
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***************************************************************************/
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#include "PreCompiled.h"
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float Vector2D::GetAngle (const Vector2D &rclVect) const
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fDivid = Length() * rclVect.Length();
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if ((fDivid < -1e-10f) || (fDivid > 1e-10f))
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fNum = (*this * rclVect) / fDivid;
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return float(acos(fNum));
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return -FLOAT_MAX; // division by zero
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void Vector2D::ProjToLine (const Vector2D &rclPt, const Vector2D &rclLine)
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float l = rclLine.Length();
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float t1 = (rclPt * rclLine) / l;
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Vector2D clNormal = rclLine;
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/********************************************************/
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/** BOUNDBOX2D ********************************************/
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bool BoundBox2D::operator|| (const Line2D &rclLine) const
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clThisLine.clV1.fX = fMinX;
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clThisLine.clV1.fY = fMinY;
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clThisLine.clV2.fX = fMaxX;
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clThisLine.clV2.fY = fMinY;
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if (clThisLine.IntersectAndContain (rclLine, clVct))
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clThisLine.clV1 = clThisLine.clV2;
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clThisLine.clV2.fX = fMaxX;
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clThisLine.clV2.fY = fMaxY;
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if (clThisLine.IntersectAndContain (rclLine, clVct))
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clThisLine.clV1 = clThisLine.clV2;
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clThisLine.clV2.fX = fMinX;
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clThisLine.clV2.fY = fMaxY;
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if (clThisLine.IntersectAndContain (rclLine, clVct))
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clThisLine.clV1 = clThisLine.clV2;
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clThisLine.clV2.fX = fMinX;
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clThisLine.clV2.fY = fMinY;
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if (clThisLine.IntersectAndContain (rclLine, clVct))
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bool BoundBox2D::operator|| (const BoundBox2D &rclBB) const
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//// compare bb2-points to this
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//if (Contains (Vector2D (rclBB.fMinX, rclBB.fMinY))) return TRUE;
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//if (Contains (Vector2D (rclBB.fMaxX, rclBB.fMinY))) return TRUE;
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//if (Contains (Vector2D (rclBB.fMaxX, rclBB.fMaxY))) return TRUE;
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//if (Contains (Vector2D (rclBB.fMinX, rclBB.fMaxY))) return TRUE;
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//// compare this-points to bb2
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//if (rclBB.Contains (Vector2D (fMinX, fMinY))) return TRUE;
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//if (rclBB.Contains (Vector2D (fMaxX, fMinY))) return TRUE;
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//if (rclBB.Contains (Vector2D (fMaxX, fMaxY))) return TRUE;
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//if (rclBB.Contains (Vector2D (fMinX, fMaxY))) return TRUE;
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if (fMinX < rclBB.fMaxX &&
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rclBB.fMinX < fMaxX &&
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fMinY < rclBB.fMaxY &&
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rclBB.fMinY < fMaxY )
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else // no intersection
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bool BoundBox2D::operator|| (const Polygon2D &rclPoly) const
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// points contained in boundbox
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for (i = 0; i < rclPoly.GetCtVectors(); i++)
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if (Contains (rclPoly[i]))
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return true; /***** RETURN INTERSECTION *********/
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// points contained in polygon
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if (rclPoly.Contains (Vector2D (fMinX, fMinY)) ||
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rclPoly.Contains (Vector2D (fMaxX, fMinY)) ||
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rclPoly.Contains (Vector2D (fMaxX, fMaxY)) ||
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rclPoly.Contains (Vector2D (fMinX, fMaxY)))
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return true; /***** RETURN INTERSECTION *********/
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// test intersections of bound-lines
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if (rclPoly.GetCtVectors() < 3) return false;
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for (i = 0; i < rclPoly.GetCtVectors(); i++)
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if (i == rclPoly.GetCtVectors() - 1)
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clLine.clV1 = rclPoly[i];
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clLine.clV2 = rclPoly[0];
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clLine.clV1 = rclPoly[i];
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clLine.clV2 = rclPoly[i + 1];
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return true; /***** RETURN INTERSECTION *********/
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bool BoundBox2D::Contains (const Vector2D &rclV) const
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(rclV.fX >= fMinX) && (rclV.fX <= fMaxX) &&
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(rclV.fY >= fMinY) && (rclV.fY <= fMaxY);
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/********************************************************/
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/** LINE2D **********************************************/
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BoundBox2D Line2D::CalcBoundBox (void) const
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clBB.fMinX = std::min<float> (clV1.fX, clV2.fX);
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clBB.fMinY = std::min<float> (clV1.fY, clV2.fY);
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clBB.fMaxX = std::max<float> (clV1.fX, clV2.fX);
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clBB.fMaxY = std::max<float> (clV1.fY, clV2.fY);
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bool Line2D::Intersect (const Line2D& rclLine, Vector2D &rclV) const
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float m1, m2, b1, b2;
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if (fabs (clV2.fX - clV1.fX) > 1e-10)
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m1 = (clV2.fY - clV1.fY) / (clV2.fX - clV1.fX);
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if (fabs (rclLine.clV2.fX - rclLine.clV1.fX) > 1e-10)
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m2 = (rclLine.clV2.fY - rclLine.clV1.fY) / (rclLine.clV2.fX - rclLine.clV1.fX);
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if (m1 == m2) /****** RETURN ERR (parallel lines) *************/
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b1 = clV1.fY - m1 * clV1.fX;
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b2 = rclLine.clV1.fY - m2 * rclLine.clV1.fX;
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rclV.fY = m2 * rclV.fX + b2;
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rclV.fX = rclLine.clV1.fX;
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rclV.fY = m1 * rclV.fX + b1;
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rclV.fX = (b2 - b1) / (m1 - m2);
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rclV.fY = m1 * rclV.fX + b1;
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return true; /*** RETURN TRUE (intersection) **********/
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Vector2D Line2D::FromPos (float fDistance) const
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Vector2D clDir(clV2 - clV1);
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return Vector2D(clV1.fX + (clDir.fX * fDistance), clV1.fY + (clDir.fY * fDistance));
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bool Line2D::IntersectAndContain (const Line2D& rclLine, Vector2D &rclV) const
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bool rc = Intersect (rclLine, rclV);
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rc = Contains (rclV) && rclLine.Contains (rclV);
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/********************************************************/
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/** POLYGON2D ********************************************/
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BoundBox2D Polygon2D::CalcBoundBox (void) const
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for (i = 0; i < _aclVct.size(); i++)
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clBB.fMinX = std::min<float> (clBB.fMinX, _aclVct[i].fX);
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clBB.fMinY = std::min<float> (clBB.fMinY, _aclVct[i].fY);
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clBB.fMaxX = std::max<float> (clBB.fMaxX, _aclVct[i].fX);
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clBB.fMaxY = std::max<float> (clBB.fMaxY, _aclVct[i].fY);
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static short _CalcTorsion (float *pfLine, float fX, float fY)
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// Klassifizierung der beiden Polygonpunkte in Quadranten
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for (i = 0; i < 2; i++)
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if (pfLine[i * 2] <= fX)
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sQuad[i] = (pfLine[i * 2 + 1] > fY) ? 0 : 3;
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sQuad[i] = (pfLine[i * 2 + 1] > fY) ? 1 : 2;
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// Abbruch bei Linienpunkten innerhalb eines Quadranten
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// Abbruch bei nichtschneidenden Linienpunkten
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if (abs (sQuad[0] - sQuad[1]) <= 1) return 0;
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// Beide Punkte links von ulX
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if (abs (sQuad[0] - sQuad[1]) == 3)
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return (sQuad[0] == 0) ? 1 : -1;
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// Restfaelle : Quadrantendifferenz von 2
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// mathematischer Test auf Schnitt
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fResX = pfLine[0] + (fY - pfLine[1]) /
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((pfLine[3] - pfLine[1]) / (pfLine[2] - pfLine[0]));
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// oben/unten oder unten/oben
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return (sQuad[0] <= 1) ? 1 : -1;
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// Verbleibende Faelle ?
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bool Polygon2D::Contains (const Vector2D &rclV) const
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// Ermittelt mit dem Verfahren der Windungszahl, ob ein Punkt innerhalb
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// eines Polygonzugs enthalten ist.
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// Summe aller Windungszahlen gibt an, ob ja oder nein.
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if (GetCtVectors() < 3) return false;
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// fuer alle Polygon-Linien
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for (i = 0; i < GetCtVectors(); i++)
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// Linienstruktur belegen
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if (i == GetCtVectors() - 1)
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// Polygon automatisch schliessen
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pfTmp[0] = _aclVct[i].fX;
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pfTmp[1] = _aclVct[i].fY;
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pfTmp[2] = _aclVct[0].fX;
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pfTmp[3] = _aclVct[0].fY;
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// uebernehmen Punkt i und i+1
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pfTmp[0] = _aclVct[i].fX;
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pfTmp[1] = _aclVct[i].fY;
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pfTmp[2] = _aclVct[i + 1].fX;
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pfTmp[3] = _aclVct[i + 1].fY;
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// Schnitt-Test durchfuehren und Windungszaehler berechnen
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sTorsion += _CalcTorsion (pfTmp, rclV.fX, rclV.fY);
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// Windungszaehler auswerten
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return sTorsion != 0;
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void Polygon2D::Intersect (const Polygon2D &rclPolygon, std::list<Polygon2D> &rclResultPolygonList) const
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// trimmen des uebergebenen Polygons mit dem aktuellen, Ergebnis ist eine Liste von Polygonen (Untermenge des uebergebenen Polygons)
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// das eigene (Trim-) Polygon ist geschlossen
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if ((rclPolygon.GetCtVectors() < 2) || (GetCtVectors() < 2))
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// position of first points (in or out of polygon)
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bool bInner = Contains(rclPolygon[0]);
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Polygon2D clResultPolygon;
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if (bInner == true) // add first point if inner trim-polygon
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clResultPolygon.Add(rclPolygon[0]);
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// for each polygon segment
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size_t ulPolyCt = rclPolygon.GetCtVectors();
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size_t ulTrimCt = GetCtVectors();
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for (size_t ulVec = 0; ulVec < (ulPolyCt-1); ulVec++)
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Vector2D clPt0 = rclPolygon[ulVec];
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Vector2D clPt1 = rclPolygon[ulVec+1];
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Line2D clLine(clPt0, clPt1);
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// try to intersect with each line of the trim-polygon
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std::set<float> afIntersections; // set of intersections (sorted by line parameter)
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Vector2D clTrimPt2; // second line point
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for (size_t i = 0; i < ulTrimCt; i++)
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clTrimPt2 = At((i + 1) % ulTrimCt);
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Line2D clToTrimLine(At(i), clTrimPt2);
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if (clLine.IntersectAndContain(clToTrimLine, clV) == true)
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// save line parameter of intersection point
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float fDist = (clV - clPt0).Length();
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afIntersections.insert(fDist);
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if (afIntersections.size() > 0) // intersections founded
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for (std::set<float>::iterator pF = afIntersections.begin(); pF != afIntersections.end(); pF++)
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// intersection point
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Vector2D clPtIS = clLine.FromPos(*pF);
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clResultPolygon.Add(clPtIS);
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rclResultPolygonList.push_back(clResultPolygon);
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clResultPolygon.DeleteAll();
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clResultPolygon.Add(clPtIS);
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if (bInner == true) // add line end point if inside
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clResultPolygon.Add(clPt1);
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{ // no intersections, add line (means second point of it) if inside trim-polygon
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clResultPolygon.Add(clPt1);
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if (clResultPolygon.GetCtVectors() > 0)
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rclResultPolygonList.push_back(clResultPolygon);