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#![allow(clippy::nonminimal_bool)] // Don't think clippy's suggestion is more readable as it's kind of a double-negative: purpose of if statement is a bit unclear anyway here...
use super::{GraphPath, GraphEdge, GraphEdgeRef, GraphPathPoint, GraphPathEdge};
use crate::bezier::curve::*;
use crate::bezier::intersection::*;
use crate::geo::*;
use crate::consts::*;
use smallvec::*;
use std::mem;
use std::ops::Range;
use std::cmp::Ordering;
///
/// Struct describing a collision between two edges
///
#[derive(Clone, Copy, Debug)]
struct Collision {
/// The first edge in the collision
edge_1: GraphEdgeRef,
/// The second edge in the collision
edge_2: GraphEdgeRef,
/// The location on edge1 of the collision
edge_1_t: f64,
/// The location on edge2 of the collision
edge_2_t: f64
}
impl<Point: Coordinate+Coordinate2D, Label: Copy> GraphPath<Point, Label> {
///
/// True if the t value is effectively at the start of the curve
///
#[inline]
fn t_is_zero(t: f64) -> bool { t <= 0.0 }
///
/// True if the t value is effective at the end of the curve
///
#[inline]
fn t_is_one(t: f64) -> bool { t >= 1.0 }
///
/// Retrieves the ordered graph edges for a range of points
///
fn get_ordered_edges(&self, points: Range<usize>) -> Vec<GraphEdge<'_, Point, Label>> {
let mut ordered_edges = points.into_iter()
.flat_map(|point_idx| (0..self.points[point_idx].forward_edges.len()).into_iter().map(move |edge_idx| (point_idx, edge_idx)))
.map(|(point_idx, edge_idx)| GraphEdgeRef { start_idx: point_idx, edge_idx: edge_idx, reverse: false })
.map(|edge_ref| GraphEdge::new(self, edge_ref))
.collect::<Vec<_>>();
ordered_edges.sort_by(|edge1, edge2| {
let bb1 = edge1.get_bounding_box::<Bounds<_>>();
let bb2 = edge2.get_bounding_box::<Bounds<_>>();
bb1.min().x().partial_cmp(&bb2.min().x()).unwrap_or(Ordering::Equal)
});
ordered_edges
}
///
/// Returns the 'snapped' version of two points when they're close enough
///
#[inline]
fn snap_points(p1: &Point, p2: &Point) -> Point {
Point::from_components(&[(p1.x() + p2.x())/2.0, (p1.y() + p2.y())/2.0])
}
///
/// True if points p1 and p2 are near to each other
///
#[inline]
fn point_is_near(p1: &Point, p2: &Point, max_distance_squared: f64) -> bool {
let offset = *p1 - *p2;
let squared_distance = offset.dot(&offset);
squared_distance <= max_distance_squared
}
///
/// Finds the self collisions in a range
///
fn find_self_collisions(&self, points: Range<usize>, accuracy: f64) -> Vec<Collision> {
// Sort the edges into min_x order
let ordered_edges = self.get_ordered_edges(points);
// Find the collisions
let mut collisions = vec![];
for (src_curve, tgt_curve) in sweep_self(ordered_edges.iter()) {
// Find any collisions between the two edges (to the required accuracy)
let mut edge_collisions = curve_intersects_curve_clip(src_curve, tgt_curve, accuracy);
if edge_collisions.is_empty() { continue; }
// Remove any pairs of collisions that are too close together
remove_and_round_close_collisions(&mut edge_collisions, src_curve, tgt_curve);
// Turn into collisions, filtering out the collisions that occur at the ends (where one edge joins another).
// For cases where we get a collision at the end of an edge, wait for the one at the beginning of the next one
let edge_collisions = edge_collisions.into_iter()
.filter(|(src_t, tgt_t)| !(Self::t_is_one(*src_t) || Self::t_is_one(*tgt_t) || (Self::t_is_zero(*src_t) && Self::t_is_zero(*tgt_t))))
.map(|(src_t, tgt_t)| {
Collision {
edge_1: src_curve.edge,
edge_2: tgt_curve.edge,
edge_1_t: src_t,
edge_2_t: tgt_t
}
})
.map(|mut collision| {
// If the collision is at the end of the edge, move it to the start of the following edge
if Self::t_is_one(collision.edge_1_t) {
collision.edge_1 = self.following_edge_ref(collision.edge_1);
collision.edge_1_t = 0.0;
}
if Self::t_is_one(collision.edge_2_t) {
collision.edge_2 = self.following_edge_ref(collision.edge_2);
collision.edge_2_t = 0.0;
}
collision
});
// Add to the results
collisions.extend(edge_collisions);
}
// Check all edges for self-collisions
for edge in ordered_edges {
// Colliding edge against itself
if let Some((t1, t2)) = find_self_intersection_point(&edge, accuracy) {
if !(t1 <= 0.0 && t2 >= 1.0) && !(t1 >= 1.0 && t2 <= 0.0) {
collisions.push(Collision {
edge_1: edge.edge,
edge_2: edge.edge,
edge_1_t: t1,
edge_2_t: t2
});
}
}
}
collisions
}
///
/// Finds any collisions that might exist between two ranges of points
///
fn find_collisions(&self, collide_from: Range<usize>, collide_to: Range<usize>, accuracy: f64) -> Vec<Collision> {
if collide_from == collide_to {
return self.find_self_collisions(collide_from, accuracy);
}
// Order the edges for the two sides that are going to be collided
let collide_src = self.get_ordered_edges(collide_from);
let collide_tgt = self.get_ordered_edges(collide_to);
// Perform a sweep to find any collisions
let mut collisions = vec![];
for (src_curve, tgt_curve) in sweep_against(collide_src.iter(), collide_tgt.iter()) {
// Find any collisions between the two edges (to the required accuracy)
let mut edge_collisions = curve_intersects_curve_clip(src_curve, tgt_curve, accuracy);
if edge_collisions.is_empty() { continue; }
// Remove any pairs of collisions that are too close together
remove_and_round_close_collisions(&mut edge_collisions, src_curve, tgt_curve);
// Turn into collisions, filtering out the collisions that occur at the ends (where one edge joins another).
// For cases where we get a collision at the end of an edge, wait for the one at the beginning of the next one
let edge_collisions = edge_collisions.into_iter()
.filter(|(src_t, tgt_t)| !(Self::t_is_zero(*src_t) && Self::t_is_zero(*tgt_t)))
.map(|(src_t, tgt_t)| {
Collision {
edge_1: src_curve.edge,
edge_2: tgt_curve.edge,
edge_1_t: src_t,
edge_2_t: tgt_t
}
})
.map(|mut collision| {
// If the collision is at the end of the edge, move it to the start of the following edge
if Self::t_is_one(collision.edge_1_t) {
collision.edge_1 = self.following_edge_ref(collision.edge_1);
collision.edge_1_t = 0.0;
}
if Self::t_is_one(collision.edge_2_t) {
collision.edge_2 = self.following_edge_ref(collision.edge_2);
collision.edge_2_t = 0.0;
}
collision
});
// Add to the results
collisions.extend(edge_collisions);
}
collisions
}
///
/// Adds any new points that will be required to divide the edges with the specified set of collisions
///
fn create_collision_points(&mut self, collisions: Vec<Collision>) -> Vec<(Collision, usize)> {
// Create new points for each collision
let mut collision_points = vec![];
collision_points.reserve(collisions.len());
for collision in collisions.into_iter() {
// Determine the index of the point where this collision occurs is
let point_idx = if Self::t_is_zero(collision.edge_1_t) {
// Re-use the existing start point for edge1
collision.edge_1.start_idx
} else if Self::t_is_zero(collision.edge_2_t) {
// Re-use the existing start point for edge2
collision.edge_2.start_idx
} else {
// Create a new point
let edge = self.get_edge(collision.edge_1);
let new_point_pos = edge.point_at_pos(collision.edge_1_t);
let new_point_idx = self.points.len();
self.points.push(GraphPathPoint {
position: new_point_pos,
forward_edges: smallvec![],
connected_from: smallvec![]
});
new_point_idx
};
// Store in the list of collision points
collision_points.push((collision, point_idx));
}
collision_points
}
///
/// Given a list of collisions and the point where they end, organizes them by edge
///
/// Return type is a vector of edges for each point, where each edge is a list of collisions, as 't' value on the edge and the
/// index of the end point
///
fn organize_collisions_by_edge(&self, collisions: Vec<(Collision, usize)>) -> Vec<Option<SmallVec<[SmallVec<[(f64, usize); 2]>; 2]>>> {
// Initially there are no collisions for any point
let mut points: Vec<Option<SmallVec<[SmallVec<[(f64, usize); 2]>; 2]>>> = vec![None; self.num_points()];
// Iterate through the collisions and store them per edge. Every collision affects two edges
for (collision, end_point_idx) in collisions.iter() {
// First edge
let point = points[collision.edge_1.start_idx].get_or_insert_with(|| smallvec![smallvec![]; self.points[collision.edge_1.start_idx].forward_edges.len()]);
let edge = &mut point[collision.edge_1.edge_idx];
edge.push((collision.edge_1_t, *end_point_idx));
// Second edge
let point = points[collision.edge_2.start_idx].get_or_insert_with(|| smallvec![smallvec![]; self.points[collision.edge_2.start_idx].forward_edges.len()]);
let edge = &mut point[collision.edge_2.edge_idx];
edge.push((collision.edge_2_t, *end_point_idx));
}
points
}
///
/// Searches two ranges of points in this object and detects collisions between them, subdividing the edges
/// and creating branch points at the appropriate places.
///
/// collide_from must indicate indices lower than collide_to
///
/// Returns true if any collisions were found
///
pub (crate) fn detect_collisions(&mut self, collide_from: Range<usize>, collide_to: Range<usize>, accuracy: f64) -> bool {
// Find all of the collision points
let all_collisions = self.find_collisions(collide_from, collide_to, accuracy);
if all_collisions.is_empty() {
let collided_at_point = self.combine_overlapping_points(accuracy);
self.remove_all_very_short_edges();
return collided_at_point;
}
// Add in any extra points that are required by the collisions we found
let all_collisions = self.create_collision_points(all_collisions);
// Organize the collisions by edge
let collisions_by_edge = self.organize_collisions_by_edge(all_collisions);
// Limit to just points with collisions
let collisions_by_point = collisions_by_edge.into_iter()
.enumerate()
.filter_map(|(point_idx, collisions)| collisions.map(|collisions| (point_idx, collisions)));
// Actually divide the edges by collision
for (point_idx, edge_collisions) in collisions_by_point {
for (edge_idx, mut collisions) in edge_collisions.into_iter().enumerate() {
// Skip edges with no collisions
if collisions.is_empty() { continue; }
self.check_following_edge_consistency();
// Create a copy of the edge. Our future edges will all have the same kind and label as the edge that's being divided
let edge = self.get_edge(GraphEdgeRef { start_idx: point_idx, edge_idx: edge_idx, reverse: false });
let kind = edge.kind();
let label = edge.label();
let edge = Curve::from_curve(&edge);
// Sort collisions by t value
collisions.sort_by(|(t1, _end_point_idx1), (t2, _end_point_idx2)| {
if t1 < t2 {
Ordering::Less
} else if t1 > t2 {
Ordering::Greater
} else {
Ordering::Equal
}
});
// We'll progressively split bits from the edge
let mut remaining_edge = edge;
let mut remaining_t = 1.0;
let final_point_idx = self.points[point_idx].forward_edges[edge_idx].end_idx;
let final_following_edge_idx = self.points[point_idx].forward_edges[edge_idx].following_edge_idx;
let mut last_point_idx = point_idx;
let mut previous_edge = None;
let mut found_collisions = false;
// Iterate through the collisions (skipping any at t=0)
let mut collisions = collisions.into_iter()
.filter(|(t, _)| !Self::t_is_zero(*t));
// First collision is special as we need to edit the existing edge instead of adding a new one
if let Some((t, end_point_idx)) = collisions.next() {
// Subdivide the edge
let (next_edge, new_remaining_edge) = remaining_edge.subdivide::<Curve<_>>(t);
let following_edge_idx = self.points[end_point_idx].forward_edges.len();
let (cp1, cp2) = next_edge.control_points();
test_assert!(next_edge.start_point().is_near_to(&self.points[point_idx].position, 0.1));
test_assert!(next_edge.end_point().is_near_to(&self.points[end_point_idx].position, 0.1));
// Update the control points and end point index
let old_edge = &mut self.points[point_idx].forward_edges[edge_idx];
old_edge.cp1 = cp1;
old_edge.cp2 = cp2;
old_edge.end_idx = end_point_idx;
old_edge.following_edge_idx = following_edge_idx;
old_edge.invalidate_cache();
// Move on to the next edge
previous_edge = Some((point_idx, edge_idx));
remaining_t = 1.0-t;
remaining_edge = new_remaining_edge;
last_point_idx = end_point_idx;
found_collisions = true;
}
// Deal with the rest of the collisions
for (t, end_point_idx) in collisions {
// Point the previous edge at the new edge we're adding
let new_edge_idx = self.points[last_point_idx].forward_edges.len();
if let Some((point_idx, edge_idx)) = previous_edge {
self.points[point_idx].forward_edges[edge_idx].following_edge_idx = new_edge_idx;
}
// Subdivide the remaining edge
let t2 = (t - (1.0-remaining_t))/remaining_t;
let (next_edge, new_remaining_edge) = remaining_edge.subdivide::<Curve<_>>(t2);
let (cp1, cp2) = next_edge.control_points();
test_assert!(next_edge.start_point().is_near_to(&self.points[last_point_idx].position, 0.1));
test_assert!(next_edge.end_point().is_near_to(&self.points[end_point_idx].position, 0.1));
// Add the new edge to the previous point
let new_edge = GraphPathEdge::new(kind, (cp1, cp2), end_point_idx, label, 0);
self.points[last_point_idx].forward_edges.push(new_edge);
// Move on to the next edge
previous_edge = Some((last_point_idx, new_edge_idx));
remaining_t = 1.0-t;
remaining_edge = new_remaining_edge;
last_point_idx = end_point_idx;
found_collisions = true;
}
// Provided there was at least one collision (ie, not just one at t=0), add the final edge
if found_collisions {
// Point the previous edge at the new edge we're adding
let new_edge_idx = self.points[last_point_idx].forward_edges.len();
if let Some((point_idx, edge_idx)) = previous_edge {
self.points[point_idx].forward_edges[edge_idx].following_edge_idx = new_edge_idx;
}
// This edge ends where the original edge ended
let end_point_idx = final_point_idx;
let following_edge_idx = final_following_edge_idx;
let (cp1, cp2) = remaining_edge.control_points();
test_assert!(remaining_edge.start_point().is_near_to(&self.points[last_point_idx].position, 0.1));
test_assert!(remaining_edge.end_point().is_near_to(&self.points[end_point_idx].position, 0.1));
// Add to the final point
let final_edge = GraphPathEdge::new(kind, (cp1, cp2), end_point_idx, label, following_edge_idx);
self.points[last_point_idx].forward_edges.push(final_edge);
}
}
}
// Finish up by checking that we haven't broken consistency
self.check_following_edge_consistency();
self.recalculate_reverse_connections();
self.combine_overlapping_points(accuracy);
self.remove_all_very_short_edges();
self.check_following_edge_consistency();
true
}
///
/// Finds points that are within accuracy distance of each other (for accuracy < 1.0)
///
/// Return value is a list of nearby points
///
fn sweep_for_nearby_points(&mut self, accuracy: f64) -> impl Iterator<Item=(usize, usize)> {
// Structure to attach a bounding box to a point within this graph: this limits us as to the maximum distance we can use as it's used for sweeping
struct PointArea<'a, Point, Label>(&'a GraphPath<Point, Label>, usize);
impl<'a, Point: Coordinate+Coordinate2D, Label> PointArea<'a, Point, Label> {
#[inline]
fn pos(&self) -> &Point {
let PointArea(graph, point_idx) = self;
&graph.points[*point_idx].position
}
#[inline]
fn idx(&self) -> usize {
let PointArea(_graph, point_idx) = self;
*point_idx
}
}
impl<'a, Point: Coordinate+Coordinate2D, Label> Geo for PointArea<'a, Point, Label> {
type Point = Point;
}
impl<'a, Point: Coordinate+Coordinate2D, Label> HasBoundingBox for PointArea<'a, Point, Label> {
fn get_bounding_box<Bounds: BoundingBox<Point=Self::Point>>(&self) -> Bounds {
let PointArea(graph, point_idx) = self;
let point = &graph.points[*point_idx];
let lower = Point::from_components(&[point.position.x()-1.0, point.position.y()-1.0]);
let upper = Point::from_components(&[point.position.x()+1.0, point.position.y()+1.0]);
Bounds::from_min_max(lower, upper)
}
}
// Collect all of the points in the graph, and order them by min_x
let mut all_points = (0..self.points.len()).into_iter()
.map(|idx| PointArea(self, idx))
.collect::<Vec<_>>();
all_points.sort_by(|point1, point2| {
let x1 = point1.pos().x();
let x2 = point2.pos().x();
x1.partial_cmp(&x2).unwrap_or(Ordering::Equal)
});
// Sweep to find the points that might be colliding
let min_distance_squared = accuracy * accuracy;
let colliding_points = sweep_self(all_points.iter())
.filter(|(point1, point2)| {
if point1.idx() == point2.idx() {
// A point cannot overlap itself
false
} else {
// Work out the distances between the points and
let p1 = point1.pos();
let p2 = point2.pos();
let (x1, y1) = (p1.x(), p1.y());
let (x2, y2) = (p2.x(), p2.y());
let (dx, dy) = (x2-x1, y2-y1);
let distance_squared = dx*dx + dy*dy;
distance_squared < min_distance_squared
}
});
// Result is the indexes of the points that are 'close enough' to collide
colliding_points
.map(|(point1, point2)| {
(point1.idx(), point2.idx())
})
.collect::<Vec<_>>()
.into_iter()
}
///
/// Finds any points that have approximately the same coordinates and combines them
///
/// Accuracy indicates the maximum difference in the x or y coordinate for two points to be considered the same.
///
#[inline(never)]
pub fn combine_overlapping_points(&mut self, accuracy: f64) -> bool {
// Move any points that are connected by an edge and very close to each other on top of each other
for point_idx in 0..self.points.len() {
for edge_idx in 0..(self.points[point_idx].forward_edges.len()) {
let end_point_idx = self.points[point_idx].forward_edges[edge_idx].end_idx;
if end_point_idx == point_idx {
// A point is always close to itself, so we don't want to try to move it in this case
continue;
}
let start_point = &self.points[point_idx].position;
let end_point = &self.points[end_point_idx].position;
if start_point.is_near_to(end_point, accuracy) {
self.points[end_point_idx].position = self.points[point_idx].position;
}
}
}
// Find the points that are close enough to collide
let mut nearby_points = self.sweep_for_nearby_points(accuracy);
if let Some(nearby_point) = nearby_points.next() {
// Remap points according to whatever is nearest
let min_distance_squared = accuracy * accuracy;
let mut remapped_points = (0..self.points.len())
.into_iter()
.map(|idx| (idx, None)) // Target index (= point index if not remapped and new position, or None if unmoved)
.collect::<Vec<(_, Option<Point>)>>();
let mut nearby_point = nearby_point;
loop {
// Index is of two points that are close enough to overlap
let (p1_orig_idx, p2_orig_idx) = nearby_point;
debug_assert!(p1_orig_idx != p2_orig_idx); // Guaranteed by the implementation of sweep_for_nearby_points()
// Point may be remapped
let (p1_idx, p1_pos) = &remapped_points[p1_orig_idx];
let (p2_idx, p2_pos) = &remapped_points[p2_orig_idx];
// To prevent averaging a whole bunch of points down to the same point because they're all close together, we re-check the distance if the one of the two close points has already been remapped
let moved = p1_pos.is_some() || p2_pos.is_some();
let p1_pos = if let Some(pos) = p1_pos { *pos } else { self.points[*p1_idx].position };
let p2_pos = if let Some(pos) = p2_pos { *pos } else { self.points[*p2_idx].position };
if !moved || Self::point_is_near(&p1_pos, &p2_pos, min_distance_squared) {
// Remap both points to a common target position
let pos = Self::snap_points(&p1_pos, &p2_pos);
let remap_idx = usize::min(*p1_idx, *p2_idx);
remapped_points[p1_orig_idx] = (remap_idx, Some(pos));
remapped_points[p2_orig_idx] = (remap_idx, Some(pos));
}
// Fetch the next point or stop
if let Some(next_point) = nearby_points.next() {
nearby_point = next_point;
} else {
break;
}
}
// Remap every point and the edges (we can tell remapped points by looking at the new position)
let mut following_edge_idx_offset = vec![0; self.points.len()];
for original_idx in 0..self.points.len() {
if let (new_idx, Some(new_pos)) = &remapped_points[original_idx] {
// This point has been moved
self.points[original_idx].position = *new_pos;
// If this is the target point, then don't move any edges
if *new_idx == original_idx { continue; }
// Trace the new index to its final point (which is the point still mapped to itself: this should always exist because we always prefer the lowest point)
let mut new_idx = *new_idx;
loop {
let (next_idx, _) = &remapped_points[new_idx];
let next_idx = *next_idx;
if next_idx == new_idx {
break;
} else {
remapped_points[original_idx].0 = next_idx;
new_idx = next_idx;
}
}
// Move the edges into the new index
let forward_edges = mem::take(&mut self.points[original_idx].forward_edges);
let connected_from = mem::take(&mut self.points[original_idx].connected_from);
following_edge_idx_offset[original_idx] = self.points[new_idx].forward_edges.len();
self.points[new_idx].forward_edges.extend(forward_edges.into_iter());
self.points[new_idx].connected_from.extend(connected_from.into_iter());
}
}
// Remap the target points (we should no longer need to follow points to the end as )
for point in self.points.iter_mut() {
// Remap the edges
for edge in point.forward_edges.iter_mut() {
let new_end_idx = remapped_points[edge.end_idx].0;
if new_end_idx != edge.end_idx {
let following_edge_idx_offset = following_edge_idx_offset[edge.end_idx];
edge.end_idx = new_end_idx;
edge.following_edge_idx += following_edge_idx_offset;
}
}
// Remap the 'connected from' points
let mut remapped = false;
for connected_from_idx in point.connected_from.iter_mut() {
let new_connected_from_idx = remapped_points[*connected_from_idx].0;
if new_connected_from_idx != *connected_from_idx {
*connected_from_idx = new_connected_from_idx;
remapped = true;
}
}
// If we introduced duplicates, remove them
if remapped {
point.connected_from.sort_unstable();
point.connected_from.dedup();
}
}
true
} else {
// No overlap
false
}
}
///
/// Checks that the following edges are consistent
///
#[cfg(any(test, feature="extra_checks"))]
pub (crate) fn check_following_edge_consistency(&self) {
let mut used_edges = vec![vec![]; self.points.len()];
for point_idx in 0..(self.points.len()) {
let point = &self.points[point_idx];
for edge_idx in 0..(point.forward_edges.len()) {
let edge = &point.forward_edges[edge_idx];
test_assert!(edge.end_idx < self.points.len());
test_assert!(edge.following_edge_idx < self.points[edge.end_idx].forward_edges.len());
test_assert!(!used_edges[edge.end_idx].contains(&edge.following_edge_idx));
used_edges[edge.end_idx].push(edge.following_edge_idx);
}
}
}
#[cfg(not(any(test, feature="extra_checks")))]
pub (crate) fn check_following_edge_consistency(&self) {
}
}
///
/// Removes any pairs of collisions that are closer than `CLOSE_DISTANCE` apart, and also rounds the
/// first and last collisions to 0.0 and 1.0
///
/// When colliding two bezier curves we want to avoid subdividing excessively to produce very small
/// sections as they have a tendency to produce extra collisions due to floating point or root finding
/// errors.
///
fn remove_and_round_close_collisions<C: BezierCurve>(collisions: &mut SmallVec<[(f64, f64); 8]>, src: &C, tgt: &C)
where
C::Point: Coordinate+Coordinate2D
{
// Nothing to do if there are no collisions
if collisions.is_empty() {
return;
}
// Work out the positions of each point
let mut positions = collisions.iter().map(|(t1, _t2)| src.point_at_pos(*t1)).collect::<Vec<_>>();
// Find any pairs of points that are too close together
let mut collision_idx = 0;
while collision_idx+1 < collisions.len() {
// Just remove both of these if they are too close together (as each collision crosses the curve once, removing collisions in pairs means that there'll still be at least one collision left if the curves actually end up crossing over)
if positions[collision_idx].is_near_to(&positions[collision_idx+1], CLOSE_DISTANCE) {
if (collisions[collision_idx].0 - collisions[collision_idx+1].0).abs() < SMALL_T_DISTANCE
&& (collisions[collision_idx].1 - collisions[collision_idx+1].1).abs() < SMALL_T_DISTANCE {
collisions.remove(collision_idx); positions.remove(collision_idx);
collisions.remove(collision_idx); positions.remove(collision_idx);
} else {
collision_idx += 1;
}
} else {
collision_idx += 1;
}
}
// If the first point or the last point is close to the end of the source or target curve, clip to 0 or 1
if !collisions.is_empty() {
// Get the start/end points of the source and target
let src_start = src.start_point();
let src_end = src.end_point();
let tgt_start = tgt.start_point();
let tgt_end = tgt.end_point();
// Snap collisions to 0.0 or 1.0 if they're very close to the start or end of either curve
for collision_idx in 0..collisions.len() {
// Snap the source side
if collisions[collision_idx].0 > 0.0 && collisions[collision_idx].0 < 1.0 {
if src_start.is_near_to(&positions[collision_idx], CLOSE_DISTANCE) && collisions[collision_idx].0 < SMALL_T_DISTANCE {
collisions[collision_idx].0 = 0.0;
}
if src_end.is_near_to(&positions[collision_idx], CLOSE_DISTANCE) && collisions[collision_idx].0 > 1.0-SMALL_T_DISTANCE {
collisions[collision_idx].0 = 1.0;
}
}
// Snap the target side
if collisions[collision_idx].1 > 0.0 && collisions[collision_idx].1 < 1.0 && collisions[collision_idx].1 < SMALL_T_DISTANCE {
if tgt_start.is_near_to(&positions[collision_idx], CLOSE_DISTANCE) {
collisions[collision_idx].1 = 0.0;
}
if tgt_end.is_near_to(&positions[collision_idx], CLOSE_DISTANCE) && collisions[collision_idx].1 > 1.0-SMALL_T_DISTANCE {
collisions[collision_idx].1 = 1.0;
}
}
}
}
}