Trait libreda_pnr::place::stdcell_placer::WindingNumber [−]
Compute the winding number of a geometrical object around a point. The winding number is used to check if a point is contained in a shape.
Required methods
pub fn winding_number(&self, point: Point<T>) -> isize
Calculate the winding number of the polygon around this point.
TODO: Define how point on edges and vertices is handled.
See: http://geomalgorithms.com/a03-_inclusion.html
Provided methods
pub fn contains_point_non_oriented(&self, point: Point<T>) -> bool
Check if point
is inside the polygon, i.e. the polygons winds around the point
a non-zero number of times.
For points on edges the following convention is used: Points on left or bottom edges are inside, points on right or top edges outside.
pub fn contains_point(&self, point: Point<T>) -> bool
Check if point
is inside the polygon, i.e. the polygon winds around the point
an odd number of times.
For points on edges the following convention is used: Points on left or bottom edges are inside, points on right or top edges outside.
Implementors
impl<T> WindingNumber<T> for MultiPolygon<T> where
T: CoordinateType,
T: CoordinateType,
pub fn winding_number(&self, point: Point<T>) -> isize
impl<T> WindingNumber<T> for Polygon<T> where
T: CoordinateType,
T: CoordinateType,
pub fn winding_number(&self, point: Point<T>) -> isize
Calculate the winding number of the polygon around this point.
TODO: Define how point on edges and vertices is handled.
See: http://geomalgorithms.com/a03-_inclusion.html
impl<T> WindingNumber<T> for SimplePolygon<T> where
T: CoordinateType,
T: CoordinateType,
pub fn winding_number(&self, point: Point<T>) -> isize
Calculate the winding number of the polygon around this point.
TODO: Define how point on edges and vertices is handled.
See: http://geomalgorithms.com/a03-_inclusion.html
impl<T> WindingNumber<T> for SimpleRPolygon<T> where
T: CoordinateType,
T: CoordinateType,
pub fn winding_number(&self, point: Point<T>) -> isize
Calculate the winding number of the polygon around this point.
TODO: Define how point on edges and vertices is handled.
See: http://geomalgorithms.com/a03-_inclusion.html