4905a19032
Fixes #fdo30794 Based on bin/add-modelines script (originally posted in mail 1286706307.1871.1399280959@webmail.messagingengine.com) Signed-off-by: Sebastian Spaeth <Sebastian@SSpaeth.de>
469 lines
18 KiB
C++
469 lines
18 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*************************************************************************
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*
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* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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*
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* Copyright 2000, 2010 Oracle and/or its affiliates.
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*
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* OpenOffice.org - a multi-platform office productivity suite
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*
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* This file is part of OpenOffice.org.
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*
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* OpenOffice.org is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License version 3
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* only, as published by the Free Software Foundation.
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*
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* OpenOffice.org 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 Lesser General Public License version 3 for more details
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* (a copy is included in the LICENSE file that accompanied this code).
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*
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* You should have received a copy of the GNU Lesser General Public License
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* version 3 along with OpenOffice.org. If not, see
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* <http://www.openoffice.org/license.html>
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* for a copy of the LGPLv3 License.
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*
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************************************************************************/
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// MARKER(update_precomp.py): autogen include statement, do not remove
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#include "precompiled_basegfx.hxx"
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#include <basegfx/polygon/b2dpolygontriangulator.hxx>
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#include <osl/diagnose.h>
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#include <basegfx/point/b2dpoint.hxx>
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#include <basegfx/polygon/b2dpolygon.hxx>
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#include <basegfx/vector/b2dvector.hxx>
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#include <basegfx/polygon/b2dpolygontools.hxx>
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#include <basegfx/polygon/b2dpolypolygontools.hxx>
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#include <basegfx/range/b2drange.hxx>
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#include <basegfx/numeric/ftools.hxx>
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#include <algorithm>
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//////////////////////////////////////////////////////////////////////////////
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namespace basegfx
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{
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namespace
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{
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class EdgeEntry
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{
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EdgeEntry* mpNext;
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B2DPoint maStart;
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B2DPoint maEnd;
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double mfAtan2;
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public:
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EdgeEntry(const B2DPoint& rStart, const B2DPoint& rEnd)
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: mpNext(0L),
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maStart(rStart),
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maEnd(rEnd),
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mfAtan2(0.0)
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{
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// make sure edge goes down. If horizontal, let it go to the right (left-handed).
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bool bSwap(false);
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if(::basegfx::fTools::equal(maStart.getY(), maEnd.getY()))
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{
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if(maStart.getX() > maEnd.getX())
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{
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bSwap = true;
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}
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}
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else if(maStart.getY() > maEnd.getY())
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{
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bSwap = true;
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}
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if(bSwap)
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{
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maStart = rEnd;
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maEnd = rStart;
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}
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mfAtan2 = atan2(maEnd.getY() - maStart.getY(), maEnd.getX() - maStart.getX());
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}
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~EdgeEntry()
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{
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}
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bool operator<(const EdgeEntry& rComp) const
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{
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if(::basegfx::fTools::equal(maStart.getY(), rComp.maStart.getY()))
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{
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if(::basegfx::fTools::equal(maStart.getX(), rComp.maStart.getX()))
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{
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// same in x and y -> same start point. Sort emitting vectors from left to right.
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return (mfAtan2 > rComp.mfAtan2);
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}
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return (maStart.getX() < rComp.maStart.getX());
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}
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return (maStart.getY() < rComp.maStart.getY());
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}
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bool operator==(const EdgeEntry& rComp) const
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{
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return (maStart.equal(rComp.maStart) && maEnd.equal(rComp.maEnd));
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}
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bool operator!=(const EdgeEntry& rComp) const
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{
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return !(*this == rComp);
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}
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const B2DPoint& getStart() const { return maStart; }
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const B2DPoint& getEnd() const { return maEnd; }
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EdgeEntry* getNext() const { return mpNext; }
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void setNext(EdgeEntry* pNext) { mpNext = pNext; }
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};
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//////////////////////////////////////////////////////////////////////////////
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typedef ::std::vector< EdgeEntry > EdgeEntries;
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typedef ::std::vector< EdgeEntry* > EdgeEntryPointers;
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//////////////////////////////////////////////////////////////////////////////
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class Triangulator
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{
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EdgeEntry* mpList;
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EdgeEntries maStartEntries;
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EdgeEntryPointers maNewEdgeEntries;
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B2DPolygon maResult;
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void handleClosingEdge(const B2DPoint& rStart, const B2DPoint& rEnd);
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bool CheckPointInTriangle(EdgeEntry* pEdgeA, EdgeEntry* pEdgeB, const B2DPoint& rTestPoint);
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void createTriangle(const B2DPoint& rA, const B2DPoint& rB, const B2DPoint& rC);
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public:
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Triangulator(const B2DPolyPolygon& rCandidate);
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~Triangulator();
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const B2DPolygon getResult() const { return maResult; }
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};
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void Triangulator::handleClosingEdge(const B2DPoint& rStart, const B2DPoint& rEnd)
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{
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// create an entry, else the comparison might use the wrong edges
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EdgeEntry aNew(rStart, rEnd);
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EdgeEntry* pCurr = mpList;
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EdgeEntry* pPrev = 0L;
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while(pCurr
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&& pCurr->getStart().getY() <= aNew.getStart().getY()
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&& *pCurr != aNew)
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{
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pPrev = pCurr;
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pCurr = pCurr->getNext();
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}
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if(pCurr && *pCurr == aNew)
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{
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// found closing edge, remove
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if(pPrev)
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{
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pPrev->setNext(pCurr->getNext());
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}
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else
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{
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mpList = pCurr->getNext();
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}
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}
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else
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{
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// insert closing edge
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EdgeEntry* pNew = new EdgeEntry(aNew);
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maNewEdgeEntries.push_back(pNew);
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pCurr = mpList;
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pPrev = 0L;
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while(pCurr && *pCurr < *pNew)
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{
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pPrev = pCurr;
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pCurr = pCurr->getNext();
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}
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if(pPrev)
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{
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pNew->setNext(pPrev->getNext());
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pPrev->setNext(pNew);
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}
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else
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{
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pNew->setNext(mpList);
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mpList = pNew;
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}
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}
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}
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bool Triangulator::CheckPointInTriangle(EdgeEntry* pEdgeA, EdgeEntry* pEdgeB, const B2DPoint& rTestPoint)
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{
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// inside triangle or on edge?
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if(tools::isPointInTriangle(pEdgeA->getStart(), pEdgeA->getEnd(), pEdgeB->getEnd(), rTestPoint, true))
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{
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// but not on point
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if(!rTestPoint.equal(pEdgeA->getEnd()) && !rTestPoint.equal(pEdgeB->getEnd()))
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{
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// found point in triangle -> split triangle inserting two edges
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EdgeEntry* pStart = new EdgeEntry(pEdgeA->getStart(), rTestPoint);
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EdgeEntry* pEnd = new EdgeEntry(*pStart);
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maNewEdgeEntries.push_back(pStart);
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maNewEdgeEntries.push_back(pEnd);
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pStart->setNext(pEnd);
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pEnd->setNext(pEdgeA->getNext());
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pEdgeA->setNext(pStart);
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return false;
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}
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}
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return true;
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}
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void Triangulator::createTriangle(const B2DPoint& rA, const B2DPoint& rB, const B2DPoint& rC)
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{
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maResult.append(rA);
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maResult.append(rB);
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maResult.append(rC);
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}
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// consume as long as there are edges
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Triangulator::Triangulator(const B2DPolyPolygon& rCandidate)
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: mpList(0L)
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{
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// add all available edges to the single linked local list which will be sorted
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// by Y,X,atan2 when adding nodes
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if(rCandidate.count())
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{
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for(sal_uInt32 a(0L); a < rCandidate.count(); a++)
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{
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const B2DPolygon aPolygonCandidate(rCandidate.getB2DPolygon(a));
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const sal_uInt32 nCount(aPolygonCandidate.count());
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if(nCount > 2L)
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{
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B2DPoint aPrevPnt(aPolygonCandidate.getB2DPoint(nCount - 1L));
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for(sal_uInt32 b(0L); b < nCount; b++)
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{
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B2DPoint aNextPnt(aPolygonCandidate.getB2DPoint(b));
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if( !aPrevPnt.equal(aNextPnt) )
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{
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maStartEntries.push_back(EdgeEntry(aPrevPnt, aNextPnt));
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}
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aPrevPnt = aNextPnt;
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}
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}
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}
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if(maStartEntries.size())
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{
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// sort initial list
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::std::sort(maStartEntries.begin(), maStartEntries.end());
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// insert to own simply linked list
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EdgeEntries::iterator aPos(maStartEntries.begin());
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mpList = &(*aPos++);
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EdgeEntry* pLast = mpList;
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while(aPos != maStartEntries.end())
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{
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EdgeEntry* pEntry = &(*aPos++);
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pLast->setNext(pEntry);
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pLast = pEntry;
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}
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}
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}
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while(mpList)
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{
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if(mpList->getNext() && mpList->getNext()->getStart().equal(mpList->getStart()))
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{
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// next candidate. There are two edges and start point is equal.
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// Length is not zero.
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EdgeEntry* pEdgeA = mpList;
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EdgeEntry* pEdgeB = pEdgeA->getNext();
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if( pEdgeA->getEnd().equal(pEdgeB->getEnd()) )
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{
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// start and end equal -> neutral triangle, delete both
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mpList = pEdgeB->getNext();
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}
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else
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{
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const B2DVector aLeft(pEdgeA->getEnd() - pEdgeA->getStart());
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const B2DVector aRight(pEdgeB->getEnd() - pEdgeA->getStart());
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if(ORIENTATION_NEUTRAL == getOrientation(aLeft, aRight))
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{
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// edges are parallel and have different length -> neutral triangle,
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// delete both edges and handle closing edge
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mpList = pEdgeB->getNext();
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handleClosingEdge(pEdgeA->getEnd(), pEdgeB->getEnd());
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}
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else
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{
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// not parallel, look for points inside
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B2DRange aRange(pEdgeA->getStart(), pEdgeA->getEnd());
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aRange.expand(pEdgeB->getEnd());
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EdgeEntry* pTestEdge = pEdgeB->getNext();
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bool bNoPointInTriangle(true);
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// look for start point in triangle
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while(bNoPointInTriangle && pTestEdge)
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{
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if(aRange.getMaxY() < pTestEdge->getStart().getY())
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{
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// edge is below test range and edges are sorted -> stop looking
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break;
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}
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else
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{
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// do not look for edges with same start point, they are sorted and cannot end inside.
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if(!pTestEdge->getStart().equal(pEdgeA->getStart()))
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{
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if(aRange.isInside(pTestEdge->getStart()))
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{
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bNoPointInTriangle = CheckPointInTriangle(pEdgeA, pEdgeB, pTestEdge->getStart());
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}
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}
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}
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// next candidate
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pTestEdge = pTestEdge->getNext();
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}
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if(bNoPointInTriangle)
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{
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// look for end point in triange
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pTestEdge = pEdgeB->getNext();
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while(bNoPointInTriangle && pTestEdge)
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{
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if(aRange.getMaxY() < pTestEdge->getStart().getY())
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{
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// edge is below test range and edges are sorted -> stop looking
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break;
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}
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else
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{
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// do not look for edges with same end point, they are sorted and cannot end inside.
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if(!pTestEdge->getEnd().equal(pEdgeA->getStart()))
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{
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if(aRange.isInside(pTestEdge->getEnd()))
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{
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bNoPointInTriangle = CheckPointInTriangle(pEdgeA, pEdgeB, pTestEdge->getEnd());
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}
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}
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}
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// next candidate
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pTestEdge = pTestEdge->getNext();
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}
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}
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if(bNoPointInTriangle)
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{
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// create triangle, remove edges, handle closing edge
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mpList = pEdgeB->getNext();
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createTriangle(pEdgeA->getStart(), pEdgeB->getEnd(), pEdgeA->getEnd());
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handleClosingEdge(pEdgeA->getEnd(), pEdgeB->getEnd());
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}
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}
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}
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}
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else
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{
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// only one entry at start point, delete it
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mpList = mpList->getNext();
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}
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}
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}
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Triangulator::~Triangulator()
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{
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EdgeEntryPointers::iterator aIter(maNewEdgeEntries.begin());
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while(aIter != maNewEdgeEntries.end())
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{
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delete (*aIter++);
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}
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}
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} // end of anonymous namespace
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} // end of namespace basegfx
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//////////////////////////////////////////////////////////////////////////////
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namespace basegfx
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{
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namespace triangulator
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{
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B2DPolygon triangulate(const B2DPolygon& rCandidate)
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{
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B2DPolygon aRetval;
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// subdivide locally (triangulate does not work with beziers), remove double and neutral points
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B2DPolygon aCandidate(rCandidate.areControlPointsUsed() ? tools::adaptiveSubdivideByAngle(rCandidate) : rCandidate);
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aCandidate.removeDoublePoints();
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aCandidate = tools::removeNeutralPoints(aCandidate);
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if(2L == aCandidate.count())
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{
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// candidate IS a triangle, just append
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aRetval.append(aCandidate);
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}
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else if(aCandidate.count() > 2L)
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{
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if(tools::isConvex(aCandidate))
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{
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// polygon is convex, just use a triangle fan
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tools::addTriangleFan(aCandidate, aRetval);
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}
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else
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{
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// polygon is concave.
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const B2DPolyPolygon aCandPolyPoly(aCandidate);
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Triangulator aTriangulator(aCandPolyPoly);
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aRetval = aTriangulator.getResult();
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}
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}
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return aRetval;
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}
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B2DPolygon triangulate(const B2DPolyPolygon& rCandidate)
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{
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B2DPolygon aRetval;
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// subdivide locally (triangulate does not work with beziers)
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B2DPolyPolygon aCandidate(rCandidate.areControlPointsUsed() ? tools::adaptiveSubdivideByAngle(rCandidate) : rCandidate);
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if(1L == aCandidate.count())
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{
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// single polygon -> single polygon triangulation
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const B2DPolygon aSinglePolygon(aCandidate.getB2DPolygon(0L));
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aRetval = triangulate(aSinglePolygon);
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}
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else
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{
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Triangulator aTriangulator(aCandidate);
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aRetval = aTriangulator.getResult();
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}
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return aRetval;
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}
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} // end of namespace triangulator
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} // end of namespace basegfx
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//////////////////////////////////////////////////////////////////////////////
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// eof
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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