grid-apps-cmms/src/geo/polygon.js

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/** Copyright Stewart Allen <sa@grid.space> -- All Rights Reserved */
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"use strict";
// dep: geo.base
// dep: geo.paths
// dep: ext.clip2
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// dep: ext.earcut
// dep: geo.point
// dep: geo.bounds
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// dep: geo.polygons
gapp.register("geo.polygon", [], (root, exports) => {
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const { base } = root;
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const { config, util, polygons, newBounds, newPoint } = base;
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const POLY = polygons,
XAXIS = new THREE.Vector3(1,0,0),
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DEG2RAD = Math.PI / 180,
ClipperLib = self.ClipperLib,
Clipper = ClipperLib.Clipper,
ClipType = ClipperLib.ClipType,
PolyType = ClipperLib.PolyType,
PolyFillType = ClipperLib.PolyFillType,
CleanPolygon = Clipper.CleanPolygon,
FillNonZero = PolyFillType.pftNonZero,
FillEvenOdd = PolyFillType.pftEvenOdd,
PathSubject = PolyType.ptSubject,
PathClip = PolyType.ptClip,
EndType = ClipperLib.EndType,
JoinType = ClipperLib.JoinType,
PolyTree = ClipperLib.PolyTree,
ClipXOR = ClipType.ctXor,
ClipDiff = ClipType.ctDifference,
ClipUnion = ClipType.ctUnion,
ClipIntersect = ClipType.ctIntersection,
ClipperOffset = ClipperLib.ClipperOffset
;
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let seqid = Math.round(Math.random() * 0xffffffff);
class Polygon {
constructor(points) {
this.id = seqid++; // polygon unique id
this.open = false;
this.points = []; // ordered array of points
this.depth = 0; // depth nested from top parent (density for support fill)
if (points) {
this.addPoints(points);
}
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}
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get length() {
return this.points.length;
}
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get deepLength() {
let len = this.length;
if (this.inner) {
for (let inner of this.inner) {
len += inner.length;
}
}
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return len;
}
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get bounds() {
if (this._bounds) {
return this._bounds;
}
let bounds = this._bounds = newBounds();
for (let point of this.points) {
bounds.update(point);
}
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return bounds;
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}
toPath2D(offset) {
return base.paths.pointsToPath(this.points, offset, this.open);
}
toPath3D(offset, height, z) {
return base.paths.pathTo3D(this.toPath2D(offset), height, z);
}
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toString(verbose) {
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let l;
if (this.inner && this.inner.length) {
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l = '/' + this.inner.map(i => i.toString(verbose)).join(',');
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} else {
l = '';
}
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if (verbose) {
return `P[{${this.area().toFixed(2)}}[${this.points.length}](${this.points.map(p=>`${p.x},${p.y}`).join('|')})${l}]`;
} else {
return `P[${this.points.length,this.area().toFixed(2)}${l}]`;
}
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}
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toArray() {
let ov = this.open ? 1 : 0;
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return this.points.map((p, i) => i === 0 ? [ov, p.x, p.y, p.z] : [p.x, p.y, p.z]).flat();
}
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fromArray(array) {
this.open = array[0] === 1;
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for (let i = 1; i < array.length;) {
this.add(array[i++], array[i++], array[i++]);
}
return this;
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}
fromVectors(array) {
return this.addVerts(array.map(v => [ ...v ]).flat());
}
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toObject() {
return {
points: this.toArray(),
inner: this.inner?.map(i => i.toArray())
};
}
fromObject(obj) {
this.fromArray(obj.points);
this.inner = obj.inner?.map(a => newPolygon().fromArray(a))
return this;
}
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matches(poly) {
let tarr = Array.isArray(poly) ? poly : poly.toArray();
let parr = this.toArray();
if (tarr.length === parr.length) {
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for (let i = 0; i < tarr.length; i++) {
if (Math.abs(tarr[i] - parr[i]) > 0.0001) return false;
}
return true;
}
return false;
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}
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xray(deep) {
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const xray = {
id: this.id,
len: this.points.length,
open: this.open,
depth: this.depth,
parent: this.parent ? true : false
};
if (this.inner) {
xray.inner = deep ? this.inner.xray(deep) : this.inner;
}
return xray;
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}
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// return which plane (x,y,z) this polygon is coplanar with
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alignment() {
if (this._aligned) return this._aligned;
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let diff = {
x: false,
y: false,
z: false
};
let last = undefined;
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// flatten points into array for earcut()
this.points.forEach(p => {
if (last) {
diff.x = diff.x || last.x !== p.x;
diff.y = diff.y || last.y !== p.y;
diff.z = diff.z || last.z !== p.z;
}
last = p;
});
return this._aligned =
diff.x === false ? 'yz' :
diff.y === false ? 'xz' : 'xy';
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}
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// ensure alignment with XY plane. mark if axes are swapped.
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ensureXY() {
if (this._swapped) return this;
switch (this.alignment()) {
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case 'xy':
break;
case 'yz':
this.swap(true, false)._swapped = true;
break;
case 'xz':
this.swap(false, true)._swapped = true;
break;
default:
throw `invalid alignment`;
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}
return this;
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}
// restore to original planar alignment if swapped
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restoreXY() {
if (!this._swapped) return this;
switch (this.alignment()) {
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case 'xy':
break;
case 'yz':
this.swap(true, false)._swapped = false;
break;
case 'xz':
this.swap(false, true)._swapped = false;
break;
}
return this;
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}
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earcut() {
// gather all points into a single array including inner polys
// keeping track of array offset indices for inners
let out = [];
let holes = [];
// flatten points into array for earcut()
this.points.forEach(p => {
out.push(p.x, p.y, p.z);
});
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// add hole offsets for inner polygons
if (this.inner) {
this.inner.forEach(p => {
holes.push(out.length / 3);
p.points.forEach(p => {
out.push(p.x, p.y, p.z);
})
});
}
// perform earcut()
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let cut = self.earcut(out, holes, 3);
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let ret = [];
// preserve swaps in new polys
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for (let i = 0; i < cut.length; i += 3) {
let p = new Polygon();
p._aligned = this._aligned;
p._swapped = this._swapped;
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for (let j = 0; j < 3; j++) {
let n = cut[i + j] * 3;
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p.add(out[n], out[n + 1], out[n + 2]);
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}
ret.push(p);
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}
return ret;
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}
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// generate center crossing point cloud
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centers(step, z, min, max, opt = {}) {
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let cloud = [],
bounds = this.bounds,
lines = opt.lines || false,
stepoff = step / 2,
set = [this.points];
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if (this.inner) {
for (let inner of this.inner) {
set.push(inner.points);
}
}
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for (let y of util.lerp(bounds.miny + stepoff, bounds.maxy - stepoff, step, true)) {
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let ints = [];
for (let points of set) {
let length = points.length;
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for (let i = 0; i < length; i++) {
let p1 = points[i % length];
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let p2 = points[(i + 1) % length];
if (
(p1.y <= y && p2.y > y) ||
(p1.y > y && p2.y <= y)
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) ints.push([p1, p2]);
}
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}
let cntr = [];
if (ints.length && ints.length % 2 === 0) {
for (let int of ints) {
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let [p1, p2] = int;
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if (p2.y < p1.y) {
let tp = p1;
p1 = p2;
p2 = tp;
}
let minx = Math.min(p1.x, p2.x);
let maxx = Math.max(p1.x, p2.x);
let miny = Math.min(p1.y, p2.y);
let maxy = Math.max(p1.y, p2.y);
let dx = p2.x - p1.x;
let dy = maxy - miny;
let pct = (y - miny) / dy;
let xpo = p1.x + pct * dx;
cntr.push(xpo);
}
}
cntr.sort((a, b) => {
return b - a;
});
let lp, eo = 0;
for (let x of cntr) {
let p = newPoint(x, y, z);
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if (eo++ % 2) {
let d = lp.distTo2D(p);
if (d >= min && d <= max) {
if (lines) {
cloud.push(lp);
cloud.push(p);
} else {
cloud.push(newPoint(
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(lp.x + p.x) / 2, y, z
));
}
}
} else {
lp = p;
}
}
}
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for (let x of util.lerp(bounds.minx + stepoff, bounds.maxx - stepoff, step, true)) {
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let ints = [];
for (let points of set) {
let length = points.length;
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for (let i = 0; i < length; i++) {
let p1 = points[i % length];
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let p2 = points[(i + 1) % length];
if (
(p1.x <= x && p2.x > x) ||
(p1.x > x && p2.x <= x)
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) ints.push([p1, p2]);
}
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}
let cntr = [];
if (ints.length && ints.length % 2 === 0) {
for (let int of ints) {
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let [p1, p2] = int;
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if (p2.x < p1.x) {
let tp = p1;
p1 = p2;
p2 = tp;
}
let minx = Math.min(p1.x, p2.x);
let maxx = Math.max(p1.x, p2.x);
let miny = Math.min(p1.y, p2.y);
let maxy = Math.max(p1.y, p2.y);
let dx = maxx - minx;
let dy = p2.y - p1.y;
let pct = (x - minx) / dx;
let ypo = p1.y + pct * dy;
cntr.push(ypo);
}
}
cntr.sort((a, b) => {
return b - a;
});
let lp, eo = 0;
for (let y of cntr) {
let p = newPoint(x, y, z);
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if (eo++ % 2) {
let d = lp.distTo2D(p);
if (d >= min && d <= max) {
if (lines) {
cloud.push(lp);
cloud.push(p);
} else {
cloud.push(newPoint(
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x, (lp.y + p.y) / 2, z
));
}
}
} else {
lp = p;
}
}
}
if (lines) {
return cloud;
}
let mindist = opt.mindist || step * 1.5;
function build(poly) {
let lastp = poly.last();
let minp;
let mind = Infinity;
for (let point of cloud) {
let dist = point.distTo2D(lastp);
if (dist < mindist && dist < mind) {
mind = dist;
minp = point;
}
}
if (minp) {
cloud = cloud.filter(p => p !== minp);
poly.push(minp);
return true;
}
return false;
}
// join points into polys
let polys = [];
let poly = [];
while (cloud.length) {
if (poly.length === 0) {
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poly = [cloud.shift()];
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polys.push(poly);
continue;
}
if (build(poly)) {
continue;
}
if (!poly.flip) {
poly.reverse();
poly.flip = true;
continue;
}
if (poly.length) {
poly = [];
} else {
throw "whoop there it is";
}
}
return polys
.filter(poly => poly.length > 1)
.map(poly => {
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let np = base.newPolygon().setOpen();
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for (let p of poly) {
np.push(p);
}
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if (np.last().distTo2D(np.first()) <= max) {
np.setClosed();
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}
np = np.clean();
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return np;
});
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}
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debur(dist) {
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if (this.len < 2) {
return null;
}
const pa = this.points,
pln = pa.length,
open = this.open,
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newp = newPolygon().copyZ(this.z),
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min = dist || base.config.precision_merge;
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let lo;
newp.push(lo = pa[0]);
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for (let i = 1; i < pln; i++) {
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if (lo.distTo2D(pa[i]) >= min) {
newp.push(lo = pa[i]);
}
}
newp.open = open;
newp.parent = this.parent;
if (newp.length < 2) {
return null;
}
return newp;
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}
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miter(debug) {
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if (this.length < 3) return this;
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const slo = [],
pa = this.points,
pln = pa.length,
open = this.open;
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let last;
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for (let i = 1; i < pln; i++) {
slo.push(pa[i - 1].slopeTo(last = pa[i]));
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}
if (!open) {
slo.push(last.slopeTo(pa[0]));
}
const ang = new Array(pln).fill(0);
let redo = false;
const aln = open ? pln - 1 : pln;
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for (let i = 1; i < aln; i++) {
ang[i] = slopeDiff(slo[i - 1], slo[i]);
redo |= ang[i] > 90;
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}
if (!open) {
// ang[pln-1] = slopeDiff(slo[pln-2], slo[pln-1]);
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ang[0] = slopeDiff(slo[pln - 1], slo[0]);
redo |= ang[pln - 1] > 90;
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redo |= ang[0] > 90;
}
if (redo) {
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const newp = newPolygon().copyZ(this.z);
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// newp.debug = this.debug = true;
newp.open = open;
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for (let i = 0; i < pln; i++) {
const p = pa[(i + pln) % pln];
const d = ang[(i + pln) % pln];
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if (d > 179) {
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const s = slo[(i + pln) % pln];
const pp = pa[(i + pln - 1) % pln];
const ps = slo[(i + pln - 1) % pln];
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newp.push(p.follow(p.slopeTo(pp).normal(), 0.001));
newp.push(p.follow(s.clone().normal().invert(), 0.001));
} else if (d > 90) {
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const s = slo[(i + pln) % pln];
const pp = pa[(i + pln - 1) % pln];
const ps = slo[(i + pln - 1) % pln];
newp.push(p.follow(p.slopeTo(pp), 0.001));
newp.push(p.follow(s, 0.001));
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} else {
p.parent = newp;
newp.push(p);
}
}
return newp;
}
return this;
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}
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createConvexHull(points) {
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function removeMiddle(a, b, c) {
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let cross = (a.x - b.x) * (c.y - b.y) - (a.y - b.y) * (c.x - b.x);
let dot = (a.x - b.x) * (c.x - b.x) + (a.y - b.y) * (c.y - b.y);
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return cross < 0 || cross == 0 && dot <= 0;
}
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points.sort(function(a, b) {
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return a.x != b.x ? a.x - b.x : a.y - b.y;
});
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let n = points.length;
let hull = [];
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for (let i = 0; i < 2 * n; i++) {
let j = i < n ? i : 2 * n - 1 - i;
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while (hull.length >= 2 && removeMiddle(hull[hull.length - 2], hull[hull.length - 1], points[j]))
hull.pop();
hull.push(points[j]);
}
hull.pop();
this.addPoints(hull);
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return this;
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}
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stepsFromRoot() {
let p = this.parent,
steps = 0;
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while (p) {
if (p.inner && p.inner.length > 1) steps++;
p = p.parent;
}
return steps;
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}
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first() {
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return this.points[0];
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}
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last() {
return this.points[this.length - 1];
}
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flip(axis) {
for (let p of this.points) {
p[axis] = -p[axis];
}
for (let i of this.inner || []) {
i.flip(axis);
}
return this;
}
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swap(x, y) {
this._bounds = undefined;
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if (x) {
for (let p of this.points) {
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p.swapXZ();
}
} else if (y) {
for (let p of this.points) {
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p.swapYZ();
}
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}
if (this.inner) {
for (let inner of this.inner) {
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inner.swap(x, y);
}
}
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return this;
}
// return average of all point positions
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average() {
let ap = newPoint(0, 0, 0, null);
this.points.forEach(p => {
ap.x += p.x;
ap.y += p.y;
ap.z += p.z;
});
ap.x /= this.points.length;
ap.y /= this.points.length;
ap.z /= this.points.length;
return ap;
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}
// TODO: review usage
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center(point) {
return this.bounds.center(this.getZ());
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}
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/**
* using perimeter length, find 3 equally spaced points to
* return a more accruate center point.
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* @returns {Point} center of a polygon assuming it's a circle
*/
calcCircleCenter() {
let pe = this.perimeter(),
pe1 = pe / 3, // point 2
pe2 = pe1 * 2, // point 3
p = this.points,
l = p.length,
i = 1,
td = 0,
lp = p[0], // first point
ap = [ lp ]; // array of 3 points
while (i < l) {
let np = p[i++];
let d = lp.distTo2D(np);
td += d;
if (ap.length === 1 && td >= pe1) {
ap.push(np);
} else if (ap.length === 2 && td >= pe2) {
ap.push(np);
break;
}
lp = np;
}
let center = util.center2d(...ap);
return newPoint(center.x, center.y, p[0].z, null);
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}
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/**
* iterate over poly points and find sequences of 5 or more points
* with a common center point and collect as a midpoint/radius
*/
findArcCenters(opt = {}) {
if (this.length < 6) return [];
let tolerance = opt.tolerance || 1e-2,
inside = opt.inside ?? true,
seq = this.points.slice(),
util = base.util;
if (this.isClosed()) seq.appendAll(seq.slice(0,5));
let recs = [], // accumulated arc points
cand = []; // candidate center array
for (let pos=3; pos<seq.length; pos++) {
let next = util.circleCenter(...seq.slice(pos-3, pos));
let prev = cand.peek();
if (inside && !newPoint(next.x,next.y).inPolygon(this)) {
// require point be inside current polygon
next = null;
}
// console.log({ pos, next, prev, cand });
if (next && !prev) {
// seed candidate list
cand.push(next);
continue;
}
if (!next) {
// next is a bust, reset candidate list
cand.length = 0;
continue;
}
// const dist = util.dist2D(next,prev);
// console.log({ dist: dist.round(6) });
if (util.dist2D(next,prev) < tolerance) {
// add new candidate
cand.push(next);
continue;
} else if (cand.length >= 3) {
// emit record on 5 points
recs.push(cand.peek());
}
// reset candidate array
cand = [ next ];
}
if (cand.length >= 3) {
recs.push(cand.peek());
}
// filter dups
recs.sort((a,b) => {
return util.dist2D(a,b);
});
recs = recs.filter((r,i) => {
if (i > 0) {
return util.dist2D(r, recs[i-1]) < tolerance*10 ? null : r;
} else {
return r;
}
});
return recs;
}
/**
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* add points forming a rectangle around a center point
*
* @param {Point} center
* @param {number} width
* @param {number} height
*/
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centerRectangle(center, width, height) {
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width /= 2;
height /= 2;
this.push(newPoint(center.x - width, center.y - height, center.z));
this.push(newPoint(center.x + width, center.y - height, center.z));
this.push(newPoint(center.x + width, center.y + height, center.z));
this.push(newPoint(center.x - width, center.y + height, center.z));
return this;
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}
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/**
* create square spiral (used for purge blocks)
*/
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centerSpiral(center, lenx, leny, offset, count) {
count *= 4;
offset /= 2;
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let pos = {
x: center.x - lenx / 2,
y: center.y + leny / 2,
z: center.z
},
dir = {
x: 1,
y: 0,
i: 0
},
t;
while (count-- > 0) {
this.push(newPoint(pos.x, pos.y, pos.z));
pos.x += dir.x * lenx;
pos.y += dir.y * leny;
switch (dir.i++) {
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case 0:
t = dir.x;
dir.x = dir.y;
dir.y = -t;
break;
case 1:
t = dir.x;
dir.x = dir.y;
dir.y = t;
break;
case 2:
t = dir.x;
dir.x = dir.y;
dir.y = -t;
break;
case 3:
t = dir.x;
dir.x = dir.y;
dir.y = t;
break;
}
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lenx -= offset / 2;
leny -= offset / 2;
dir.i = dir.i % 4;
}
return this;
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}
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/**
* add points forming a circle around a center point
*/
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centerCircle(center, radius, points, clockwise) {
let angle = 0,
add = 360 / points;
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if (clockwise) add = -add;
while (points-- > 0) {
this.push(newPoint(
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util.round(Math.cos(angle * DEG2RAD) * radius, 7) + center.x,
util.round(Math.sin(angle * DEG2RAD) * radius, 7) + center.y,
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center.z
));
angle += add;
}
return this;
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}
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/**
* move all poly points by some offset
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*/
move(offset, skipinner) {
this._bounds = undefined;
this.points = this.points.map(point => point.move(offset));
if (!skipinner && this.inner) {
for (let inner of this.inner) {
inner.move(offset);
}
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}
return this;
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}
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/**
* scale polygon around origin
*/
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scale(scale, round) {
let x, y, z;
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if (typeof(scale) === 'number') {
x = y = z = scale;
} else {
x = scale.x;
y = scale.y;
z = scale.z;
}
this._bounds = undefined;
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this.points.forEach(point => {
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if (round) {
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point.x = (point.x * x).round(round);
point.y = (point.y * y).round(round);
point.z = (point.z * z).round(round);
} else {
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point.x = point.x * x;
point.y = point.y * y;
point.z = point.z * z;
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}
});
if (this.inner) {
for (let inner of this.inner) {
inner.scale(scale, round);
}
}
return this;
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}
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rotate(degrees) {
let rad = degrees * DEG2RAD;
if (rad)
this.points = this.points.map(p => {
let [ x, y ] = base.util.rotate(p.x, p.y, rad);
p.x = x;
p.y = y;
return p;
});
return this;
}
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/**
* hint fill angle hinting from longest segment
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*/
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hintFillAngle() {
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let index = 0,
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points = this.points,
length = points.length,
prev,
next,
dist2,
longest,
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mincir = config.hint_min_circ,
minlen = config.hint_len_min,
maxlen = config.hint_len_max || Infinity;
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while (index < length) {
prev = points[index];
next = points[++index % length];
dist2 = prev.distToSq2D(next);
if (dist2 >= minlen && dist2 <= maxlen && (!longest || dist2 > longest.len)) {
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longest = {
p1: prev,
p2: next,
len: dist2
};
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}
}
if (longest && this.circularity() >= mincir) {
this.fillang = longest.p1.slopeTo(longest.p2).normal();
}
return this.fillang;
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}
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/**
* todo make more efficient
*
* @param {Boolean} deep
* @returns {Polygon}
*/
clone(deep, fields) {
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let np = newPolygon().copyZ(this.getZ()),
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ln = this.length,
i = 0;
while (i < ln) np.push(this.points[i++]);
fields && fields.forEach(field => np[field] = this[field]);
this.fillang && (np.fillang = this.fillang);
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np.depth = this.depth;
np.open = this.open;
if (deep && this.inner) {
np.inner = this.inner.clone(false, fields);
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}
return np;
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}
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// special shallow for-render-or-read-only cloning
cloneZ(z, deep = true) {
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let p = newPolygon();
p.z = z;
p.open = this.open;
p.points = this.points;
if (deep && this.inner) {
p.inner = this.inner.map(p => p.cloneZ(z, false));
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}
return p;
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}
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copyZ(z) {
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if (z !== undefined) {
this.z = z;
}
return this;
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}
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setA(a) {
for (let p of this.points) {
p.setA(a);
}
if (this.inner) {
for (let inner of this.inner) {
inner.setA(a);
}
}
return this;
}
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/**
* set all points' z value
*
* @param {number} z
* @returns {Polygon} this
*/
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setZ(z) {
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let ar = this.points,
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ln = ar.length,
i = 0;
while (i < ln) ar[i++].z = z;
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this.z = z;
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if (this.inner) this.inner.forEach(c => c.setZ(z));
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return this;
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}
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/**
* @returns {number} z value of first point
*/
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getZ(i) {
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return this.z !== undefined ? this.z : this.points[i || 0]?.z || 0;
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}
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/**
*/
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render(layer, color, recursive, open) {
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layer.poly(this, color, recursive, open);
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}
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renderSolid(layer, color) {
layer.solid(this, color);
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}
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/**
* add new point and return polygon reference for chaining
*/
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add(x, y, z) {
this.push(newPoint(x, y, z));
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return this;
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}
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addObj(obj) {
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if (Array.isArray(obj)) {
for (let o of obj) {
this.addObj(o);
}
return this;
}
return this.add(obj.x, obj.y, obj.z);
}
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/**
* append array of points to polygon and return polygon
*/
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addPoints(points) {
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let poly = this,
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length = points.length,
i = 0;
while (i < length) {
poly.push(points[i++]);
}
return this;
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}
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/**
* @param {int[]} verts flat array of x,y,z vertices
*/
addVerts(verts) {
for (let i=0; i<verts.length; ) {
this.add(
verts[i++],
verts[i++],
verts[i++]
);
}
return this;
}
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/**
* append point to polygon and return point
*/
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push(p) {
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// clone any point belonging to another polygon
if (p.poly) p = p.clone();
p.poly = this;
this.points.push(p);
return p;
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}
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/**
* append point to polygon and return polygon
*/
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append(p) {
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this.push(p);
return this;
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}
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/** close polygon */
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setClosed() {
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this.open = false;
return this;
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}
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/** open polygon */
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setOpen() {
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this.open = true;
return this;
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}
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setOpenValue(b) {
this.open = b;
return this;
}
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isOpen() {
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return this.open;
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}
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isClosed() {
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return !this.open;
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}
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appearsClosed() {
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return this.first().isEqual(this.last());
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}
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setClockwise() {
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if (!this.isClockwise()) this.reverse();
return this;
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}
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setCounterClockwise() {
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if (this.isClockwise()) this.reverse();
return this;
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}
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isClockwise() {
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return this.area(true) > 0;
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}
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showKey() {
return [this.first().key, this.last().key, this.length].join('~~');
}
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applyRotations() {
for (let point of this.points) {
if (point.a) {
let p2 = new THREE.Vector3(point.x, point.y, point.z)
.applyAxisAngle(XAXIS, point.a * DEG2RAD);
point.x = p2.x;
point.y = p2.y;
point.z = p2.z;
}
}
return this;
}
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/**
* set this polygon's winding in alignment with the supplied polygon
*/
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alignWinding(poly, toLongest) {
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if (toLongest && this.length > poly.length) {
poly.alignWinding(this, false);
} else if (this.isClockwise() !== poly.isClockwise()) {
this.reverse();
}
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return this;
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}
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/**
* set this polygon's winding in opposition to supplied polygon
*/
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opposeWinding(poly, toLongest) {
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if (toLongest && this.length > poly.length) {
poly.opposeWinding(this, false);
} else if (this.isClockwise() === poly.isClockwise()) {
this.reverse();
}
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return this;
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}
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/**
* @returns {boolean} true if both polygons wind the same way
*/
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sameWindings(poly) {
return this.isClockwise() === poly.isClockwise();
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}
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/**
* reverse direction of polygon points.
*/
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reverse() {
if (this.area2) {
this.area2 = -this.area2;
}
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this.points = this.points.reverse();
return this;
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}
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/**
* return true if this polygon is (likely) nested inside parent
*/
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isNested(parent) {
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if (parent.bounds.contains(this.bounds)) {
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return this.isInside(parent, config.precision_nested_sq);
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}
return false;
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}
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/**
* Ease down along the polygonal path.
*
* 1. Travel from fromPoint to closest point on polygon, to rampZ above that that point,
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* 2. ease-down starts, following the polygonal path, decreasing Z at a fixed slope until target Z is hit,
* 3. then the rest of the path is completed and repeated at target Z until touchdown point is reached.
* 4. this function should probably move to CAM prepare since it's only called from there
*/
forEachPointEaseDown(fn, fromPoint, degrees = 45) {
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let index = this.findClosestPointTo(fromPoint).index,
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fromZ = fromPoint.z,
offset = 0,
points = this.points,
length = points.length,
touch = -1, // first point to touch target z
targetZ = points[0].z,
dist2next,
last,
next,
done;
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// Slope for computations.
const slope = Math.tan((degrees * Math.PI) / 180);
// Z height above polygon Z from which to start the ease-down.
// Machine will travel from "fromPoint" to "nearest point x, y, z' => with z' = point z + rampZ",
// then start the ease down along path.
const rampZ = 2.0;
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while (true) {
next = points[index % length];
if (last && next.z < fromZ) {
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// When "in Ease-Down" (ie. while target Z not yet reached) - follow path while slowly decreasing Z.
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let deltaZ = fromZ - next.z;
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dist2next = last.distTo2D(next);
let deltaZFullMove = dist2next * slope;
if (deltaZFullMove > deltaZ) {
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// Too long: easing along full path would overshoot depth, synth intermediate point at target Z.
//
// XXX: please check my super basic trig - this should follow from `last` to `next` up until the
// intersect at the target Z distance.
fn(last.followTo(next, dist2next * deltaZ / deltaZFullMove).setZ(next.z), offset++);
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} else {
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// Ok: execute full move at desired slope.
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next = next.clone().setZ(fromZ - deltaZFullMove);
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}
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fromZ = next.z;
} else if (offset === 0 && next.z < fromZ) {
// First point, move to rampZ height above next.
let deltaZ = fromZ - next.z;
fromZ = next.z + Math.min(deltaZ, rampZ)
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next = next.clone().setZ(fromZ);
}
last = next;
fn(next, offset++);
if ((index % length) === touch) {
break;
}
if (touch < 0 && next.z <= targetZ) {
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// Save touch-down index so as to be able to "complete" the full cut at target Z,
// i.e. keep following the path loop until the touch down point is reached again.
touch = ((index + length) % length);
}
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index++;
}
return last;
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}
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forEachPoint(fn, close, start) {
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let index = start || 0,
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points = this.points,
length = points.length,
count = close ? length + 1 : length,
offset = 0,
pos;
while (count-- > 0) {
pos = index % length;
if (fn(points[pos], pos, points, offset++)) return;
index++;
}
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}
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forEachSegment(fn, open, start) {
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let index = start || 0,
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points = this.points,
length = points.length,
count = open ? length - 1 : length,
pos1, pos2;
while (count-- > 0) {
pos1 = index % length;
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pos2 = (index + 1) % length;
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if (fn(points[pos1], points[pos2], pos1, pos2)) return;
index++;
}
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}
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/**
* returns intersections sorted by closest to lp1
*/
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intersections(lp1, lp2, deep) {
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let list = [];
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this.forEachSegment(function(pp1, pp2, ip1, ip2) {
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let int = util.intersect(lp1, lp2, pp1, pp2, base.key.SEGINT, false);
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if (int) {
list.push(int);
// console.log('pp1.pos',pp1.pos,'to',ip1);
// console.log('pp2.pos',pp2.pos,'to',ip2);
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pp1.pos = ip1;
pp2.pos = ip2;
}
});
list.sort(function(p1, p2) {
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return util.distSq(lp1, p1) - util.distSq(lp1, p2);
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});
if (deep && this.inner) {
this.inner.forEach(p => {
let ints = p.intersections(lp1, lp2);
if (ints) list.appendAll(ints);
});
}
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return list;
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}
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// return true if any line segments on either poly crosses the other
// this is a shallow test and does not inspect inners
intersects(poly) {
let p0 = this.points.slice(); p0.push(p0[0]);
let p1 = poly.points.slice(); p1.push(p1[0]);
for (let i=1; i<p0.length; i++) {
let a = p0[i-1];
let b = p0[i];
for (let j=1; j<p1.length; j++) {
let c = p1[j-1];
let d = p1[j];
if (util.intersect(a, b, c, d, base.key.SEGINT)) {
return true;
}
}
}
return false;
}
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/**
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* using two points, split polygon into two open polygons
* or return null if p1,p2 does not intersect or poly is open
*/
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bisect(p1, p2) {
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if (this.isOpen()) return null;
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let copy = this.clone().setClockwise();
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let int = copy.intersections(p1, p2);
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if (!int || int.length !== 2) return null;
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return [copy.emitSegment(int[0], int[1]), copy.emitSegment(int[1], int[0]).reverse()];
}
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/**
* emit new open poly between two intersection points of a clockwise poly.
* used in cam tabs and fdm output perimeter traces on infill
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*/
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emitSegment(i1, i2) {
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let poly = newPolygon(),
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start = i1.p2.pos,
end = i2.p1.pos;
// console.log({emitSeg: this, i1, i2, start, end});
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poly.setOpen();
poly.push(i1);
this.forEachPoint(function(p, pos) {
poly.push(p);
if (p === i2.p1) {
// console.log('hit end point @', pos);
return true;
}
}, true, start);
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poly.push(i2);
// console.log({emit: poly});
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return poly;
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}
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/**
* @param {Polygon} poly
* @param {number} [tolerance]
* @returns {boolean} any points inside OR on edge
*/
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hasPointsInside(poly, tolerance) {
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if (!poly.overlaps(this)) return false;
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let mid, exit = false;
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this.forEachSegment((prev, next) => {
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// check midpoint on long lines
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if (prev.distTo2D(next) > config.precision_midpoint_check_dist) {
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mid = prev.midPointTo(next);
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if (mid.inPolygon(poly) || mid.nearPolygon(poly, tolerance || config.precision_close_to_poly_sq)) {
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return exit = true;
}
}
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if (next.inPolygon(poly) || next.nearPolygon(poly, tolerance || config.precision_close_to_poly_sq)) {
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return exit = true;
}
});
return exit;
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}
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/**
* returns true if any point on this polygon
* is within radius of a point on the target
*/
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isNear(poly, radius, cache) {
const midcheck = config.precision_midpoint_check_dist;
const dist = radius || config.precision_close_to_poly_sq;
let near = false;
let mem = cache ? this.cacheNear = this.cacheNear || {} : undefined;
if (mem && mem[poly.id] !== undefined) {
return mem[poly.id];
}
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this.forEachSegment((prev, next) => {
// check midpoint on long lines
if (prev.distToSq2D(next) > midcheck) {
if (prev.midPointTo(next).nearPolygon(poly, dist)) {
return near = true; // stops iteration
}
}
if (next.nearPolygon(poly, dist)) {
return near = true; // stops iteration
}
});
if (mem) {
mem[poly.id] = near;
}
return near;
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}
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/**
* TODO replace isNested() with isInside() ?
*
* @param {Polygon} poly
* @param {number} [tolerance]
* @returns {boolean} all points inside OR on edge
*/
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isInside(poly, tolerance) {
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// throw new Error("isInside");
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const neardist = tolerance || config.precision_close_to_poly_sq;
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if (!this.bounds.isNested(poly.bounds, neardist * 3)) {
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return false;
}
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let mid,
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midcheck = config.precision_midpoint_check_dist,
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exit = true;
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this.forEachSegment((prev, next) => {
// check midpoint on long lines (TODO: should be distToSq2D()?)
if (prev.distTo2D(next) > midcheck) {
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mid = prev.midPointTo(next);
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if (!(mid.inPolygon(poly) || mid.nearPolygon(poly, neardist))) {
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exit = false;
return true;
}
}
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if (!(next.inPolygon(poly) || next.nearPolygon(poly, neardist))) {
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exit = false;
return true;
}
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}, this.open);
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return exit;
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}
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/**
* @param {Polygon} poly
* @param {number} [tolerance]
* @returns {boolean} all points inside poly AND not inside children
*/
// PRO.contains = function(poly, tolerance) {
// return (poly && poly.isInside(this, tolerance) && poly.isOutsideAll(this.inner, tolerance));
// };
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containedBySet(polys) {
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if (!polys) return false;
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for (let i = 0; i < polys.length; i++) {
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if (polys[i].contains(this)) return true;
}
return false;
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}
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addInner(child) {
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child.parent = this;
if (this.inner) {
this.inner.push(child);
} else {
this.inner = [child];
}
return this;
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}
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/**
* @returns {number} number of inner polygons
*/
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innerCount() {
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return this.inner ? this.inner.length : 0;
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}
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/**
* @returns {boolean} if has 1 or more inner polygons
*/
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hasInner() {
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return this.inner && this.inner.length > 0;
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}
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/**
* remove all inner polygons
*/
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clearInner() {
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this.inner = null;
return this;
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}
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freeParentRefs() {
if (this.inner && this.inner.length > 0) {
for (let inner of this.inner) {
inner.freeParentRefs();
delete inner.parent;
}
}
for (let p of this.points) {
delete p.poly;
}
}
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newUndeleted() {
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let poly = newPolygon();
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this.forEachPoint(p => {
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if (!p.del) poly.push(p);
});
return poly;
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}
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/**
* http://www.ehow.com/how_5138742_calculate-circularity.html
* @returns {number} 0.0 - 1.0 from flat to perfectly circular
*/
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circularity() {
return (4 * Math.PI * this.area()) / util.sqr(this.perimeter());
}
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circularityDeep() {
return (4 * Math.PI * this.areaDeep()) / util.sqr(this.perimeter());
}
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/**
* @returns {number} perimeter length (sum of all segment lengths)
*/
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perimeter() {
if (this.perim) {
return this.perim;
}
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let len = 0.0;
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this.forEachSegment((prev, next) => {
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len += Math.sqrt(prev.distToSq2D(next));
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}, this.open);
return this.perim = len;
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}
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perimeterDeep() {
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let len = this.perimeter();
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if (this.inner) this.inner.forEach(p => {
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len += p.perimeter()
});
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return len;
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}
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/**
* calculate and return the area enclosed by the polygon.
* if raw is true, return a signed area equal to 2x the
* enclosed area which also indicates winding direction.
*
* @param {boolean} [raw]
* @returns {number} area
*/
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area(raw) {
if (this.length < 3) {
return 0;
}
if (this.area2 === undefined) {
this.area2 = 0.0;
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for (let p = this.points, pl = p.length, pi = 0, p1, p2; pi < pl; pi++) {
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p1 = p[pi];
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p2 = p[(pi + 1) % pl];
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this.area2 += (p2.x - p1.x) * (p2.y + p1.y);
}
}
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return raw ? this.area2 : Math.abs(this.area2 / 2);
}
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/**
* return the area of a polygon with the area of all
* inner polygons subtracted
*
* @returns {number} area
*/
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areaDeep() {
if (!this.inner) {
return this.area();
}
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let i, c = this.inner,
a = this.area();
for (i = 0; i < c.length; i++) {
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a -= c[i].area();
}
return a;
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}
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/**
* @param {Polygon} poly
* @returns {boolean}
*/
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overlaps(poly) {
return this.bounds.overlaps(poly.bounds, config.precision_merge);
}
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/**
* create poly from coordinate Array (aka dump)
*
* @param {number[]} arr
* @param {number} [z]
*/
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fromXYArray(arr, z) {
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let i = 0;
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while (i < arr.length) {
this.add(arr[i++], arr[i++], z || 0);
}
return this;
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}
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/**
* shortcut to de-rez poly
*/
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simple() {
return this.clean(true, undefined, Math.min(config.clipper / 10, config.clipperClean * 5));
}
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/**
* simplify and merge collinear. only works for single
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* non-nested polygons. used primarily in slicer/connectLines.
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*/
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clean(deep, parent, merge = config.clipperClean) {
let clean = CleanPolygon(this.toClipper()[0], merge),
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poly = fromClipperPath(clean, this.getZ());
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if (poly.length === 0) return this;
if (deep && this.inner) {
poly.inner = this.inner.map(inr => inr.clean(false, poly, merge));
}
poly.parent = parent || this.parent;
poly.area2 = this.area2;
poly.open = this.open;
if (this.open) {
// when open, ensure first point on new poly matches old
let start = this.points[0];
let points = poly.points;
let length = points.length;
let mi, min = Infinity;
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for (let i = 0; i < length; i++) {
let d = points[i].distTo2D(start);
if (d < min) {
min = d;
mi = i;
}
}
// mi > 0 means first point didn't match
if (mi) {
let nupoints = [];
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for (let i = mi; i < length; i++) {
nupoints.push(points[i]);
}
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for (let i = 0; i < mi; i++) {
nupoints.push(points[i]);
}
poly.points = nupoints;
}
}
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return poly;
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}
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toClipper(inout) {
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let poly = this,
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out = inout || [];
out.push(poly.points.map(p => p.toClipper()));
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if (poly.inner) {
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for (let inner of poly.inner) {
inner.toClipper(out);
}
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}
return out;
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}
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/**
* return offset polygon(s) from original using distance. may result in
* more than one new polygon if trace is self-intersecting or null if new
* polygon is too small or offset is otherwise not possible due to geometry.
*
* @param {number} offset positive = inset, negative = outset
* @param {Polygon[]} [output]
* @returns {?Polygon[]} returns output array provided as input or new array if not provided
*/
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offset(offset, output) {
return POLY.expand([this], -offset, this.getZ(), output);
}
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/**
* ofsetting an open line uses a different procedure and options
*
* @param {number} distance
* @param {'square'|'round'|'miter'} type
* @returns {Polygon[]}
*/
offset_open(distance, type = 'miter', miterLimit = 2) {
if (this.isOpen()) {
let coff = new ClipperOffset(),
dudd = (coff.MiterLimit = miterLimit),
tree = new PolyTree(),
entt = {
'square' : EndType.etOpenSquare,
'round' : EndType.etOpenRound,
'miter' : EndType.etOpenSquare
}[type] || EndType.etOpenSquare,
jntt = {
'square': JoinType.jtSquare,
'round': JoinType.jtRound,
'miter': JoinType.jtMiter
}[type] || JoinType.jtMiter;
coff.AddPaths(this.toClipper(), jntt, entt);
coff.Execute(tree, distance * config.clipper);
return POLY.fromClipperTree(tree, this.getZ(), null, null, 0);
} else {
return this.offset(distance);
}
}
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/**
* todo need something more clever for polygons that overlap with
* todo differing resolutions (like circles)
*
* @param {Polygon} poly
* @param {boolean} [recurse]
* @param {number} [precision]
* @returns {boolean} true if polygons are, essentially, the same
*/
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isEquivalent(poly, recurse, precision) {
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// throw new Error("isEquivalent");
let area1 = Math.abs(this.area());
let area2 = Math.abs(poly.area());
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if (util.isCloseTo(area1, area2, precision || config.precision_poly_area) &&
this.bounds.equals(poly.bounds, precision || config.precision_poly_bounds)) {
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// use circularity near 1 to eliminate the extensive check below
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let c1 = this.circularity(),
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c2 = poly.circularity();
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if (Math.abs(c1 - c2) < config.precision_circularity && ((1 - c1) < config.precision_circularity)) {
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return true;
}
if (recurse) {
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let i, ai = this.inner,
bi = poly.inner;
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if (ai !== bi) {
if (ai === null || bi === null || ai.length != bi.length) {
return false;
}
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for (i = 0; i < ai.length; i++) {
if (!ai[i].isEquivalent(bi[i])) {
return false;
}
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}
}
}
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let exit = true,
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pointok,
dist,
min;
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this.forEachPoint(i2p => {
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pointok = false;
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poly.forEachSegment((i1p1, i1p2) => {
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// if point is close to poly, terminate search, go to next point
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if ((dist = i2p.distToLine(i1p1, i1p2)) < config.precision_poly_merge) {
return pointok = true;
}
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// otherwise track min and keep searching
min = Math.min(min, dist);
});
// fail poly if one point is bad
if (!pointok) {
exit = false;
// terminate search
return true;
}
});
return exit;
}
return false;
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}
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/**
* find the point of this polygon closest to
* the provided point. assist generating optimal
* print paths.
*
* @param {Point} target
* @return {Object} {distance, point, index: point_index}
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*/
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findClosestPointTo(target) {
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let dist,
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index,
closest,
mindist = Infinity;
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this.forEachPoint((point, pos) => {
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dist = Math.sqrt(point.distToSq2D(target));
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if (dist < mindist) {
index = pos;
mindist = dist;
closest = point;
}
});
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return {
point: closest,
distance: mindist,
index: index
};
}
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/**
* @param {Polygon[]} out
* @param {[]} deep recurse and track recursion
* @param {boolean} crush remove inner array after flatten
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* @returns {Polygon[]}
*/
flattenTo(out, deep, crush) {
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out.push(this);
if (deep) {
if (deep.contains(this)) {
console.log('flat recursion @', this);
return;
}
deep.push(this);
}
if (this.inner) {
for (let p of this.inner) {
p.flattenTo(out, deep, crush);
}
}
if (crush) {
this.inner = undefined;
}
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return out;
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}
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shortestSegmentLength() {
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let len = Infinity;
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this.forEachSegment((p1, p2) => {
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len = Math.min(len, p1.distTo2D(p2));
});
return len;
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}
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/**
* @param {Polygon} poly clipping mask
* @returns {?Polygon[]}
*/
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diff(poly) {
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let fillang = this.fillang && this.area() > poly.area() ? this.fillang : poly.fillang,
clip = new Clipper(),
tree = new PolyTree(),
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sp1 = this.toClipper(),
sp2 = poly.toClipper();
clip.AddPaths(sp1, PathSubject, true);
clip.AddPaths(sp2, PathClip, true);
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if (clip.Execute(ClipDiff, tree, FillEvenOdd, FillEvenOdd)) {
poly = POLY.fromClipperTree(tree, poly.getZ());
poly.forEach(p => p.fillang = fillang);
return poly;
} else {
return null;
}
}
/**
* @param {Polygon} poly poly to xor against this one
* @returns {?Polygon[]}
*/
xor(poly) {
let fillang = this.fillang && this.area() > poly.area() ? this.fillang : poly.fillang,
clip = new Clipper(),
tree = new PolyTree(),
sp1 = this.toClipper(),
sp2 = poly.toClipper();
clip.AddPaths(sp1, PathSubject, true);
clip.AddPaths(sp2, PathClip, true);
if (clip.Execute(ClipXOR, tree, FillNonZero, FillNonZero)) {
poly = POLY.fromClipperTree(tree, poly.getZ());
poly.forEach(p => p.fillang = fillang);
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return poly;
} else {
return null;
}
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}
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/**
* @param {Polygon} poly clipping mask
* @returns {?Polygon[]}
*/
mask(poly, nullOnEquiv, minarea) {
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let fillang = this.fillang && this.area() > poly.area() ? this.fillang : poly.fillang,
clip = new Clipper(),
tree = new PolyTree(),
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sp1 = this.toClipper(),
sp2 = poly.toClipper();
clip.AddPaths(sp1, PathSubject, true);
clip.AddPaths(sp2, PathClip, true);
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if (clip.Execute(ClipIntersect, tree, FillEvenOdd, FillEvenOdd)) {
poly = POLY.fromClipperTree(tree, this.getZ(), undefined, undefined, minarea);
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poly.forEach(p => {
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p.fillang = fillang;
})
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if (nullOnEquiv && poly.length === 1 && poly[0].isEquivalent(this)) {
return null;
}
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return poly;
} else {
return null;
}
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}
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// cut poly using array of closed polygons. used primarily in cnc
// to cut perimeters using tabs resulting in open poly lines.
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cut(polys, inter) {
let target = this;
if (!target.open) {
target = this.clone(true).setOpen();
target.push(target.first());
if (target.inner) {
target.inner.forEach(ip => {
ip.setOpen();
ip.push(ip.first());
});
}
}
let clip = new Clipper(),
tree = new PolyTree(),
type = inter ? ClipIntersect : ClipDiff,
sp1 = target.toClipper(),
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sp2 = POLY.toClipper(polys);
clip.AddPaths(sp1, PathSubject, false);
clip.AddPaths(sp2, PathClip, true);
if (clip.Execute(type, tree, FillEvenOdd, FillEvenOdd)) {
let cuts = POLY.fromClipperTree(tree, target.getZ(), null, null, 0);
cuts.forEach(no => {
// heal open but really closed polygons because cutting
// has to open the poly to perform the cut. but the result
// may have been no intersection leaving an open poly
if (no.open && no.first().distTo2D(no.last()) < 0.001) {
no.open = false;
no.points.pop();
}
no.depth = this.depth;
});
return cuts;
} else {
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return null;
}
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}
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// find the intersection of two polygons
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intersect(poly, min) {
if (!this.overlaps(poly)) return null;
if (this.isInside(poly)) {
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return [this];
}
let clip = new Clipper(),
tree = new PolyTree(),
sp1 = this.toClipper(),
sp2 = poly.toClipper(),
minarea = min >= 0 ? min : 0.1;
clip.AddPaths(sp1, PathSubject, true);
clip.AddPaths(sp2, PathClip, true);
if (clip.Execute(ClipIntersect, tree, FillNonZero, FillNonZero)) {
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let inter = POLY
.fromClipperTreeUnion(tree, poly.getZ(), minarea)
// .filter(p => p.isEquivalent(this) || p.isInside(this))
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.filter(p => p.isInside(this));
return inter;
}
return null;
}
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areaDiff(poly) {
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let a1 = this.area(),
a2 = poly.area();
return (a1 > a2) ? a2 / a1 : a1 / a2;
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}
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// does not work with nested polys
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simplify(opt = {}) {
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let z = this.getZ();
// use expand / deflate technique instead
if (opt.pump) {
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let p2 = POLY.offset([this], opt.pump, {
z
});
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if (p2) {
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p2 = POLY.offset(p2, -opt.pump, {
z
});
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return p2;
}
return null;
}
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let clip = this.toClipper(),
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res = Clipper.SimplifyPolygons(clip, FillNonZero);
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if (!(res && res.length)) {
return null;
}
return res.map(array => {
let poly = newPolygon();
for (let pt of array) {
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poly.push(base.pointFromClipper(pt, z));
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}
return poly;
});
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}
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unionMatch(polys) {
return polys.filter(poly => poly.isEquivalent(this)).length;
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}
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/**
* return logical OR of two polygons' enclosed areas
*
* @param {Polygon} poly
* @returns {?Polygon} intersected polygon, null if no intersection, or all when indicated
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*/
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union(poly, min, all) {
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if (!this.overlaps(poly)) return null;
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let fillang = this.fillang && this.area() > poly.area() ? this.fillang : poly.fillang,
clip = new Clipper(),
tree = new PolyTree(),
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sp1 = this.toClipper(),
sp2 = poly.toClipper(),
minarea = min ?? 0.1;
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clip.AddPaths(sp1, PathSubject, true);
clip.AddPaths(sp2, PathClip, true);
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if (clip.Execute(ClipUnion, tree, FillEvenOdd, FillEvenOdd)) {
let union = POLY.fromClipperTreeUnion(tree, poly.getZ(), minarea);
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if (all) {
if (union.length === 2) {
return null;
// if (this.unionMatch(union) || poly.unionMatch(union)) {
// return null;
// }
}
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return union;
}
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if (union.length === 1) {
union = union[0];
union.fillang = fillang;
return union;
} else {
console.trace({
check_union_call_path: union,
this: this,
poly
});
}
}
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return null;
}
annotate(obj = {}) {
Object.assign(this, obj);
return this;
}
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// turn 2d polygon into a 2.5D ribbon extruded in Z
ribbonZ(z = 1, zadd = 0, rev) {
let poly = this.clone().setClockwise();
let faces = [];
let points = poly.points;
let length = points.length;
if (rev) {
points = points.slice().reverse();
}
for (let i=0; i<length; i++) {
let p0 = points[i];
let p1 = points[(i + 1) % length];
faces.push(p0.x, p0.y, p0.z + zadd);
faces.push(p1.x, p1.y, p1.z + z + zadd);
faces.push(p1.x, p1.y, p0.z + zadd);
faces.push(p0.x, p0.y, p0.z + zadd);
faces.push(p0.x, p0.y, p0.z + z + zadd);
faces.push(p1.x, p1.y, p1.z + z + zadd);
}
return faces;
}
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// for turning a poly with an inner offset into a
// 3d mesh if and only if the inner has the same
// circularity and <= num points
// primarily used to make chamfers
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ribbonMesh(swap) {
if (!(this.inner && this.inner.length === 1)) {
return undefined;
}
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let outer = this.clone().setClockwise();
let inner = this.inner[0].clone().setClockwise();
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let c0 = outer.circularity();
let c1 = inner.circularity();
let n0 = outer.points.length;
let n1 = inner.points.length;
let p0 = outer.points.slice();
let p1 = inner.points.slice();
let min = { d: Infinity, i:0, j:0 };
// find the closests two points inner/outer
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for (let i=0; i<p0.length; i++) {
for (let j=0; j<p1.length; j++) {
let d = p0[i].distTo2D(p1[j]);
if (d < min.d) {
min = { d, i, j };
}
}
}
// slide the arrays until the closest points are aligned at index = 0
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p0 = p0.slice(min.i).concat(p0.slice(0, min.i)); p0.push(p0[0]);
p1 = p1.slice(min.j).concat(p1.slice(0, min.j)); p1.push(p1[0]);
// walk both arrays moving to the next poly + point that forms
// the shortest line segment between the two points (inner / outer)
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let faces = [];
let pi0 = 0;
let pi1 = 0;
let pp0 = p0[pi0];
let pp1 = p1[pi1];
for (;;) {
let pn0 = p0[pi0 + 1];
let pn1 = p1[pi1 + 1];
if ((!pn0 && pn1) || (pn1 && pp0.distTo2D(pn1) < pp1.distTo2D(pn0))) {
// emit and increment bottom
faces.push(pp0.x, pp0.y, pp0.z);
if (swap) {
faces.push(pp1.x, pp1.y, pp1.z);
faces.push(pn1.x, pn1.y, pn1.z);
} else {
faces.push(pn1.x, pn1.y, pn1.z);
faces.push(pp1.x, pp1.y, pp1.z);
}
pi1++;
pp1 = p1[pi1];
} else if (pn0) {
// emit and increment top
faces.push(pp0.x, pp0.y, pp0.z);
if (swap) {
faces.push(pp1.x, pp1.y, pp1.z);
faces.push(pn0.x, pn0.y, pn0.z);
} else {
faces.push(pn0.x, pn0.y, pn0.z);
faces.push(pp1.x, pp1.y, pp1.z);
}
pi0++;
pp0 = p0[pi0];
} else {
break;
}
}
return faces;
}
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// extrude poly (with inner voids) into 3d mesh
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extrude(z = 1, opt = {}) {
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let earcut = this.earcut(); // array of 3-point polygons
// return just the 2D face when no Z depth specified
// used primarily by mesh.sketch render()
if (z === 0) {
return earcut.map(face => face.points.map(p => [ p.x, p.y, p.z ])).flat().flat();
}
let inv = z < 0;
if (inv) {
z = -z;
}
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let chamfer = opt.chamfer || 0;
let chamfer_top = opt.chamfer_top || chamfer;
let chamfer_bottom = opt.chamfer_bottom || chamfer;
if (inv) {
let tmp = chamfer_top;
chamfer_top = chamfer_bottom;
chamfer_bottom = tmp;
}
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let zadd = (typeof opt === 'number' ? opt : opt.zadd || 0); // z bottom
let obj = []; // flat output vertex array (float-x,float-y,float-z,...)
let top_face = earcut;
let bottom_face = earcut;
let z_top = z + zadd;
let z_bottom = zadd;
let z_side_top = z;
let z_side_bottom = z_bottom;
// chamfer bottom only on negative chamfer
if (chamfer < 0) {
chamfer_top = 0;
chamfer_bottom = -chamfer;
}
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// create chamfers (when defined)
if (chamfer_top) {
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let inset = this.offset(chamfer_top);
if (inset.length === 1) {
inset[0].setZ(z_top);
top_face = inset[0].earcut();
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z_side_top -= chamfer_top;
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let renest = POLY.renest([this.clone(true).setZ(z_side_top), inset[0]]);
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for (let rnpoly of renest) {
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obj.appendAll(rnpoly.ribbonMesh(true));
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}
}
}
if (chamfer_bottom) {
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let inset = this.offset(chamfer_bottom);
if (inset.length === 1) {
inset[0].setZ(0);
bottom_face = inset[0].earcut();
z_side_top -= chamfer_top || chamfer_bottom;
z_side_bottom += chamfer_bottom;
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let renest = POLY.renest([this.clone(true).setZ(z_side_bottom), inset[0]]);
for (let rnpoly of renest) {
obj.appendAll(rnpoly.ribbonMesh(false));
}
}
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}
for (let poly of top_face) {
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for (let point of poly.points) {
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obj.push(point.x, point.y, z_top);
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}
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}
// bottom face (reversed to reverse normals)
for (let poly of bottom_face) {
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for (let point of poly.points.reverse()) {
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obj.push(point.x, point.y, z_bottom);
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}
}
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// outside wall
let rib = z - chamfer_top - chamfer_bottom;
obj.appendAll(this.ribbonZ(rib, z_side_bottom));
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for (let inner of this.inner || []) {
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// inside wall(s)
obj.appendAll(inner.ribbonZ(rib, z_side_bottom, true));
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}
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if (inv) {
for (let i=2; i<obj.length; i+=3) {
obj[i] -= z;
}
}
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return obj;
}
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// split long straight lines into segments no longer than max
// and return a new polygon
segment(max = 1) {
const newp = [];
const points = this.points;
const length = points.length;
const l0 = this.open ? length - 1 : length;
for (let i=0, p=points, l1=length, l2=l1+1; i<l0; i++) {
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const p1 = p[i];
const p2 = p[(i + 1) % l1];
const dx = p2.x - p1.x;
const dy = p2.y - p1.y;
const dl = Math.sqrt(dx * dx + dy * dy);
newp.push(p1);
if (dl < max) {
continue;
}
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const div = dl / max;
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const fit = div | 0;
const add = fit - 1;
const ix = dx / fit;
const iy = dy / fit;
let ox = p1.x + ix;
let oy = p1.y + iy;
for (let i=0; i<add; i++) {
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newp.push(newPoint(ox, oy, (p1.z + p2.z) / 2));
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ox += ix;
oy += iy;
}
}
if (newp.length > length) {
return newPolygon().addPoints(newp.map(p => p.clone())).setOpenValue(this.open);
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}
return this;
}
midpoints(dist = 0.01) {
const newp = [];
const points = this.points;
const length = points.length;
const l0 = this.open ? length - 1 : length;
let mod = 0;
for (let i=0, p=points; i<l0; i++) {
const p1 = p[i];
const p2 = p[(i + 1) % length];
const dx = p2.x - p1.x;
const dy = p2.y - p1.y;
const ln = Math.sqrt(dx * dx + dy * dy);
if (ln < dist) {
newp.push(p1.midPointTo(p2));
mod++;
} else {
newp.push(p1);
}
}
if (mod) {
return newPolygon().addPoints(newp.map(p => p.clone())).setOpenValue(this.open);
}
return this;
}
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}
// use Slope.angleDiff() then re-test path mitering / rendering
function slopeDiff(s1, s2) {
const n1 = s1.angle;
const n2 = s2.angle;
let diff = n2 - n1;
while (diff < -180) diff += 360;
while (diff > 180) diff -= 360;
return Math.abs(diff);
}
function fromClipperPath(path, z) {
let poly = newPolygon(),
i = 0,
l = path.length;
while (i < l) {
// poly.push(newPoint(null,null,z,null,path[i++]));
poly.push(base.pointFromClipper(path[i++], z));
}
return poly;
}
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function newPolygon(points) {
return new Polygon(points);
}
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Polygon.fromArray = function(array) {
return newPolygon().fromArray(array);
};
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gapp.overlay(base, {
Polygon,
newPolygon
});
});