Commit 6ac8188f authored by tomasz.wlostowski@cern.ch's avatar tomasz.wlostowski@cern.ch
Browse files

common: minimum version of the shape library

parent b0357ce9
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@@ -162,6 +162,10 @@ set(COMMON_SRCS
  tool/tool_event.cpp
  tool/tool_event.cpp
  tool/tool_interactive.cpp
  tool/tool_interactive.cpp
  tool/context_menu.cpp
  tool/context_menu.cpp
  
  geometry/seg.cpp
  geometry/shape_line_chain.cpp
  geometry/shape_collisions.cpp
  )
  )


add_library(common STATIC ${COMMON_SRCS})
add_library(common STATIC ${COMMON_SRCS})
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/*
 * This program source code file is part of KiCad, a free EDA CAD application.
 *
 * Copyright (C) 2013 CERN
 * @author Tomasz Wlostowski <tomasz.wlostowski@cern.ch>
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, you may find one here:
 * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
 * or you may search the http://www.gnu.org website for the version 2 license,
 * or you may write to the Free Software Foundation, Inc.,
 * 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA
 */


#include <geometry/seg.h>

template <typename T> int sgn(T val) {
    return (T(0) < val) - (val < T(0));
}

bool SEG::PointCloserThan (const VECTOR2I& aP, int dist) const
{
	VECTOR2I   	  d = b - a;
	ecoord dist_sq = (ecoord) dist * dist;

 	SEG::ecoord l_squared = d.Dot(d);
    SEG::ecoord t = d.Dot(aP - a);


    if( t <= 0 || !l_squared )
    	return (aP - a).SquaredEuclideanNorm() < dist_sq;
    else if( t >= l_squared ) 
    	return (aP - b).SquaredEuclideanNorm() < dist_sq;


	int dxdy =  abs(d.x) - abs(d.y);	

    if( (dxdy >= -1 && dxdy <= 1) || abs(d.x) <= 1 || abs(d.y) <= 1)
    {
    	int ca = -sgn(d.y);
    	int cb = sgn(d.x);
    	int cc = -ca * a.x - cb * a.y;
    	
		ecoord num = ca * aP.x + cb * aP.y + cc;
		num *= num;

		if(ca && cb)
			num >>= 1;

		if(num > (dist_sq + 100))
			return false;
		else if(num < (dist_sq - 100))
			return true;
    }

	VECTOR2I nearest;    
    nearest.x = a.x + rescale(t, (ecoord)d.x, l_squared);
    nearest.y = a.y + rescale(t, (ecoord)d.y, l_squared);

    return (nearest - aP).SquaredEuclideanNorm() <= dist_sq;
}

SEG::ecoord SEG::SquaredDistance( const SEG& aSeg ) const 
{
		// fixme: rather inefficient.... 
		if(Intersect(aSeg))
			return 0;

		const VECTOR2I pts[4] =
		{
			aSeg.NearestPoint(a) - a,
			aSeg.NearestPoint(b) - b,
			NearestPoint(aSeg.a) - aSeg.a,
			NearestPoint(aSeg.b) - aSeg.b
			};

		ecoord m = VECTOR2I::ECOORD_MAX;
		for (int i = 0; i<4 ; i++)
			m = std::min(m, pts[i].SquaredEuclideanNorm());
		return m;
}
	
OPT_VECTOR2I SEG::Intersect( const SEG& aSeg, bool aIgnoreEndpoints, bool aLines ) const
{
	const VECTOR2I e (b - a);
	const VECTOR2I f (aSeg.b - aSeg.a);
	const VECTOR2I ac (aSeg.a - a);
	
	ecoord d = f.Cross(e);
	ecoord p = f.Cross(ac);
	ecoord q = e.Cross(ac);
	
	if(d == 0)
		return OPT_VECTOR2I();
	if (!aLines && d > 0 && (q < 0 || q > d || p < 0 || p > d))
		return OPT_VECTOR2I();
	if (!aLines && d < 0 && (q < d || p < d || p > 0 || q > 0))
		return OPT_VECTOR2I();
	if (!aLines && aIgnoreEndpoints && (q == 0 || q == d) && (p == 0 || p == d))
		return OPT_VECTOR2I();
		
	
	 VECTOR2I  ip ( aSeg.a.x + rescale(q, (ecoord)f.x, d),
					  aSeg.a.y + rescale(q, (ecoord)f.y, d) );

	 return ip;
}


bool SEG::ccw ( const VECTOR2I& a, const VECTOR2I& b, const VECTOR2I &c ) const
{
	return (ecoord)(c.y - a.y) * (b.x - a.x) > (ecoord)(b.y - a.y) * (c.x - a.x);
}

bool SEG::Collide( const SEG& aSeg, int aClearance ) const 
{
	// check for intersection 
	// fixme: move to a method
	if( ccw(a,aSeg.a,aSeg.b) != ccw(b,aSeg.a,aSeg.b) && ccw(a,b,aSeg.a) != ccw(a,b,aSeg.b) )
		return true;

#define CHK(_seg, _pt) \
	if( (_seg).PointCloserThan (_pt, aClearance ) ) return true;
	
	CHK(*this, aSeg.a);
	CHK(*this, aSeg.b);
	CHK(aSeg, a);
	CHK(aSeg, b);

#undef CHK

	return false;
}
		
bool SEG::Contains(const VECTOR2I& aP) const
{
	return PointCloserThan(aP, 1);
} 
+210 −0
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/*
 * This program source code file is part of KiCad, a free EDA CAD application.
 *
 * Copyright (C) 2013 CERN
 * @author Tomasz Wlostowski <tomasz.wlostowski@cern.ch>
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, you may find one here:
 * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
 * or you may search the http://www.gnu.org website for the version 2 license,
 * or you may write to the Free Software Foundation, Inc.,
 * 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA
 */

#include <math/vector2d.h>

#include <geometry/shape.h>
#include <geometry/shape_line_chain.h>
#include <geometry/shape_circle.h>
#include <geometry/shape_rect.h>

typedef typename VECTOR2I::extended_type ecoord;

static inline bool Collide( const SHAPE_CIRCLE& a, const SHAPE_CIRCLE& b, int clearance, bool needMTV, VECTOR2I& aMTV )
{
	ecoord min_dist = clearance + a.GetRadius() + b.GetRadius();
	ecoord min_dist_sq = min_dist * min_dist;
		
	const VECTOR2I delta = b.GetCenter() - a.GetCenter();

	ecoord dist_sq = delta.SquaredEuclideanNorm();

	if ( dist_sq >= min_dist_sq )
		return false;
	
	if ( needMTV )
		aMTV = delta.Resize( sqrt (abs(min_dist_sq - dist_sq)) + 1);

	return true;
}

static inline  bool Collide( const SHAPE_RECT& a, const SHAPE_CIRCLE& b, int clearance, bool needMTV, VECTOR2I& aMTV )
{
	const VECTOR2I c = b.GetCenter();
	const VECTOR2I p0 = a.GetPosition();
	const VECTOR2I size = a.GetSize();
	const ecoord r = b.GetRadius();
	const ecoord min_dist = clearance + r;
	const ecoord min_dist_sq = min_dist * min_dist;

	if (a.BBox(0).Contains(c))
		return true;
			
	const VECTOR2I vts[] = { 
						VECTOR2I(p0.x, 			p0.y),
						VECTOR2I(p0.x,			p0.y + size.y),
						VECTOR2I(p0.x + size.x, p0.y + size.y),
						VECTOR2I(p0.x + size.x, p0.y),
						VECTOR2I(p0.x, 			p0.y) };

	ecoord nearest_seg_dist_sq = VECTOR2I::ECOORD_MAX;
	VECTOR2I nearest;

	bool inside =  c.x >= p0.x && c.x <= (p0.x + size.x) 
				&& c.y >= p0.y && c.y <= (p0.y + size.y);

	if(!inside)
	{

		for (int i = 0; i < 4; i++)
		{
			const SEG seg (vts[i], vts[i+1]);
			ecoord dist_sq = seg.SquaredDistance ( c );
		

			if(dist_sq < min_dist_sq)
			{
				if(!needMTV)
					return true;
				else
				{
					nearest = seg.NearestPoint ( c );
					nearest_seg_dist_sq = dist_sq;
				}
			}
		}
	}

	if(nearest_seg_dist_sq >= min_dist_sq && !inside)
		return false;

	VECTOR2I delta = c - nearest;

	if(!needMTV)
		return true;

	if(inside)
		aMTV = -delta.Resize(sqrt(abs(r * r + nearest_seg_dist_sq) + 1));
	else
		aMTV = delta.Resize(sqrt(abs(r * r - nearest_seg_dist_sq) + 1));

	return true;
}

static inline  bool Collide( const SHAPE_CIRCLE& a, const SHAPE_LINE_CHAIN& b, int clearance, bool needMTV, VECTOR2I& aMTV )
{
	for (int s = 0; s < b.SegmentCount(); s++)
	{
		if ( a.Collide (b.CSegment(s), clearance))
			return true;
	}
	
	return false;	
}

static inline bool Collide( const SHAPE_LINE_CHAIN& a, const SHAPE_LINE_CHAIN& b, int clearance, bool needMTV, VECTOR2I& aMTV )
{
	for( int i = 0; i < b.SegmentCount() ;i++)
		if(a.Collide(b.CSegment(i), clearance))
			return true;
	return false;
}


static inline bool Collide( const SHAPE_RECT& a, const SHAPE_LINE_CHAIN& b, int clearance, bool needMTV, VECTOR2I& aMTV )
{
	for (int s = 0; s < b.SegmentCount(); s++)
	{
		SEG seg = b.CSegment(s);
			if ( a.Collide (seg, clearance))
				return true;
	}

	return false;
}



bool CollideShapes ( const SHAPE *a, const SHAPE *b, int clearance, bool needMTV, VECTOR2I& aMTV )
{
	switch(a->Type())
	{
		case SH_RECT:
			switch(b->Type())
			{
				case SH_CIRCLE:
					return Collide( *static_cast<const SHAPE_RECT *> (a), *static_cast<const SHAPE_CIRCLE *> (b), clearance, needMTV, aMTV );
				case SH_LINE_CHAIN:
					return Collide( *static_cast<const SHAPE_RECT *> (a), *static_cast<const SHAPE_LINE_CHAIN *> (b), clearance, needMTV, aMTV );
				default:
					break;
			}

		case SH_CIRCLE:
			switch(b->Type())
			{
				case SH_RECT:
					return Collide( *static_cast<const SHAPE_RECT *> (b), *static_cast<const SHAPE_CIRCLE *> (a), clearance, needMTV, aMTV );
				case SH_CIRCLE:
					return Collide( *static_cast<const SHAPE_CIRCLE *> (a), *static_cast<const SHAPE_CIRCLE *> (b), clearance, needMTV, aMTV );
				case SH_LINE_CHAIN:
					return Collide( *static_cast<const SHAPE_CIRCLE *> (a), *static_cast<const SHAPE_LINE_CHAIN *> (b), clearance, needMTV, aMTV );
				default:
					break;
			}

		case SH_LINE_CHAIN:
			switch(b->Type())
			{
				case SH_RECT:
					return Collide( *static_cast<const SHAPE_RECT *> (b), *static_cast<const SHAPE_LINE_CHAIN *> (a), clearance, needMTV, aMTV );
				case SH_CIRCLE:
					return Collide( *static_cast<const SHAPE_CIRCLE *> (b), *static_cast<const SHAPE_LINE_CHAIN *> (a), clearance, needMTV, aMTV );
				case SH_LINE_CHAIN:
					return Collide( *static_cast<const SHAPE_LINE_CHAIN *> (a), *static_cast<const SHAPE_LINE_CHAIN *> (b), clearance, needMTV, aMTV );
				default:
					break;
			}
		default:
			break;
	}

	bool unsupported_collision = true;

	assert(unsupported_collision == false);
	return false;
}


bool SHAPE::Collide ( const SHAPE *aShape, int aClerance, VECTOR2I& aMTV ) const
{
	return CollideShapes( this, aShape, aClerance, true, aMTV);
}

bool SHAPE::Collide ( const SHAPE *aShape, int aClerance ) const
{
	VECTOR2I dummy;
	return CollideShapes( this, aShape, aClerance, false, dummy);
}
		
 No newline at end of file
+465 −0
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/*
 * This program source code file is part of KiCad, a free EDA CAD application.
 *
 * Copyright (C) 2013 CERN
 * @author Tomasz Wlostowski <tomasz.wlostowski@cern.ch>
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, you may find one here:
 * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
 * or you may search the http://www.gnu.org website for the version 2 license,
 * or you may write to the Free Software Foundation, Inc.,
 * 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA
 */

#include <geometry/shape_line_chain.h>
#include <geometry/shape_circle.h>

using namespace std;
using boost::optional;

bool SHAPE_LINE_CHAIN::Collide ( const VECTOR2I& aP, int aClearance ) const
{
	assert(false);
	return false;
}

bool SHAPE_LINE_CHAIN::Collide ( const BOX2I& aBox, int aClearance ) const
{
	assert(false);
	return false;
}

bool SHAPE_LINE_CHAIN::Collide ( const SEG& aSeg, int aClearance ) const
{
	BOX2I box_a(aSeg.a, aSeg.b - aSeg.a);
	BOX2I::ecoord_type dist_sq = (BOX2I::ecoord_type) aClearance * aClearance;

	for( int i = 0; i < SegmentCount() ;i++)
	{
		const SEG& s = CSegment(i);
		BOX2I box_b(s.a, s.b - s.a);
	
		BOX2I::ecoord_type d = box_a.SquaredDistance ( box_b );

		if(d < dist_sq)
		{
			if(s.Collide(aSeg, aClearance))
				return true;
		}
	}
	return false;
}

const SHAPE_LINE_CHAIN SHAPE_LINE_CHAIN::Reverse() const 
{
	SHAPE_LINE_CHAIN a (*this);
	reverse(a.m_points.begin(), a.m_points.end());
	a.m_closed = m_closed;

	return a;
}

	
int SHAPE_LINE_CHAIN::Length() const
{
	int l = 0;
	for (int i = 0; i < SegmentCount(); i++)
		l += CSegment(i).Length();
	return l;
}

void SHAPE_LINE_CHAIN::Replace( int start_index, int end_index, const VECTOR2I& aP)				
{
	if(end_index < 0)
		end_index += PointCount();
	if(start_index < 0)
		start_index += PointCount();

	if (start_index == end_index)
		m_points [start_index] = aP;
	else {
		m_points.erase (m_points.begin() + start_index + 1, m_points.begin() + end_index + 1);
		m_points [start_index] = aP;
	}
}

void SHAPE_LINE_CHAIN::Replace( int start_index, int end_index, const SHAPE_LINE_CHAIN& aLine)				
{
	if(end_index < 0)
		end_index += PointCount();
	if(start_index < 0)
		start_index += PointCount();

	m_points.erase (m_points.begin() + start_index, m_points.begin() + end_index + 1);
	m_points.insert (m_points.begin() + start_index, aLine.m_points.begin(), aLine.m_points.end());
}

void SHAPE_LINE_CHAIN::Remove( int start_index, int end_index)				
{
	if(end_index < 0)
		end_index += PointCount();
	if(start_index < 0)
		start_index += PointCount();

	m_points.erase (m_points.begin() + start_index, m_points.begin() + end_index + 1);
}

int SHAPE_LINE_CHAIN::Distance( const VECTOR2I & aP ) const
{
	int d = INT_MAX;
	for (int s = 0; s < SegmentCount(); s++)
		d = min (d, CSegment(s).Distance(aP));
	return d;
}
		
int SHAPE_LINE_CHAIN::Split( const VECTOR2I & aP )
{
	int ii = -1;
	int min_dist = 2;

	ii = Find(aP);

	if(ii >= 0)
		return ii;

	for (int s = 0; s < SegmentCount(); s++)
	{
		const SEG seg = CSegment(s);
		int dist = seg.Distance(aP);

		// make sure we are not producing a 'slightly concave' primitive. This might happen
		// if aP lies very close to one of already existing points.			
		if(dist < min_dist && seg.a != aP && seg.b != aP)
		{
			min_dist = dist;
			ii = s;
		}
	}

	if(ii >= 0)
	{
		m_points.insert(m_points.begin() + ii + 1, aP);
		return ii + 1;
	}

	return -1;
}

int SHAPE_LINE_CHAIN::Find ( const VECTOR2I& aP ) const
{
	for (int s = 0; s< PointCount(); s++)
		if(CPoint(s) == aP)
			return s;
	return -1;
}

const SHAPE_LINE_CHAIN SHAPE_LINE_CHAIN::Slice( int start_index, int end_index ) const
{
	SHAPE_LINE_CHAIN rv;
	
	if(end_index < 0)
		end_index += PointCount();
	if(start_index < 0)
		start_index += PointCount();

	for(int i = start_index; i<= end_index; i++)
		rv.Append(m_points[i]);
	return rv;
}

struct compareOriginDistance {
	compareOriginDistance( VECTOR2I& aOrigin ):
		m_origin(aOrigin) {};

	bool operator()(const SHAPE_LINE_CHAIN::Intersection &a, const SHAPE_LINE_CHAIN::Intersection& b) 
	{
		return (m_origin - a.p).EuclideanNorm() < (m_origin - b.p).EuclideanNorm();
	}

	VECTOR2I m_origin;
};

		
int SHAPE_LINE_CHAIN::Intersect ( const SEG& aSeg, Intersections& aIp ) const
{
	for (int s = 0; s < SegmentCount(); s++)
	{
		OPT_VECTOR2I p = CSegment(s).Intersect(aSeg);
		if(p)
		{
			Intersection is;
			is.our = CSegment(s);
			is.their = aSeg;
			is.p = *p;
			aIp.push_back(is);
		}
	}

	compareOriginDistance comp(aSeg.a);
	sort(aIp.begin(), aIp.end(), comp);
	return aIp.size();
};

int SHAPE_LINE_CHAIN::Intersect( const SHAPE_LINE_CHAIN &aChain, Intersections& aIp ) const
{
BOX2I bb_other = aChain.BBox();
	
	for (int s1 = 0; s1 < SegmentCount(); s1++)
	{
		const SEG& a = CSegment(s1);
		const BOX2I bb_cur (a.a, a.b - a.a);

		if(! bb_other.Intersects( bb_cur ))
			continue;

		for (int s2 = 0; s2 < aChain.SegmentCount(); s2++)
		{
			const SEG& b = aChain.CSegment(s2);
			Intersection is;
			
			
			if(a.Collinear(b))
			{
				if(a.Contains(b.a)) { is.p = b.a; aIp.push_back(is); }
				if(a.Contains(b.b)) { is.p = b.b; aIp.push_back(is); }
				if(b.Contains(a.a)) { is.p = a.a; aIp.push_back(is); }
				if(b.Contains(a.b)) { is.p = a.b; aIp.push_back(is); }
			} else {
				OPT_VECTOR2I p = a.Intersect(b);
				
				if(p)
				{
					is.p = *p;
					is.our = a;
					is.their = b;
					aIp.push_back(is);	
				}
			}
		}
	}
	
	return aIp.size();

	for (int s1 = 0; s1 < SegmentCount(); s1++)
		for (int s2 = 0; s2 < aChain.SegmentCount(); s2++)
		{
			const SEG& a = CSegment(s1);
			const SEG& b = aChain.CSegment(s2);
			OPT_VECTOR2I p = a.Intersect(b);
			Intersection is;
			
			if(p)
			{
				is.p = *p;
				is.our = a;
				is.their = b;
				aIp.push_back(is);
			} else if (a.Collinear(b))
			{
				if(a.a != b.a && a.a != b.b && b.Contains(a.a) )
				{
					is.p = a.a;
					is.our = a;
					is.their = b;
					aIp.push_back(is);
				}
				else if(a.b != b.a && a.b != b.b && b.Contains(a.b) )
				{
					is.p = a.b;
					is.our = a;
					is.their = b;
					aIp.push_back(is);
				}

			}
		}
	return aIp.size();
}
		
int SHAPE_LINE_CHAIN::PathLength (const VECTOR2I& aP ) const
{
	int sum = 0;
	for (int i = 0; i < SegmentCount(); i++)
	{
		const SEG seg = CSegment(i);
		int d = seg.Distance(aP);
		if (d <= 1)
		{
			sum += (aP - seg.a).EuclideanNorm();
			return sum;
		}
		else
			sum += seg.Length();
	}
	return -1;
}
		
bool SHAPE_LINE_CHAIN::PointInside( const VECTOR2I& aP) const
{
	if(!m_closed || SegmentCount() < 3)
		return false;

	int cur = CSegment(0).Side(aP);
	if(cur == 0)
		return false;

	for( int i = 1; i < SegmentCount(); i++)
	{
		const SEG s = CSegment(i);
		if(aP == s.a || aP == s.b) // edge does not belong to the interior!
			return false;
		if (s.Side(aP) != cur)
			return false;
		}
	return true;
}
	
bool SHAPE_LINE_CHAIN::PointOnEdge( const VECTOR2I& aP) const
{
	if(SegmentCount() < 1)
		return m_points[0] == aP;
		
	for( int i = 1; i < SegmentCount(); i++)
	{
		const SEG s = CSegment(i);
		if(s.a == aP || s.b == aP)
			return true;

		if(s.Distance(aP) <= 1)
			return true;
	}
	return false;
}

const optional<SHAPE_LINE_CHAIN::Intersection> SHAPE_LINE_CHAIN::SelfIntersecting() const
{
	for (int s1 = 0; s1 < SegmentCount(); s1++)	
		for (int s2 = s1 + 1; s2 < SegmentCount(); s2++)
		{
			const VECTOR2I s2a = CSegment(s2).a, s2b = CSegment(s2).b;
			if(s1 + 1 != s2 && CSegment(s1).Contains(s2a))
			{
				Intersection is;
				is.our = CSegment(s1);
				is.their = CSegment(s2);
				is.p = s2a;
				return is;
			} else if (CSegment(s1).Contains(s2b)) {
				Intersection is;
				is.our = CSegment(s1);
				is.their = CSegment(s2);
				is.p = s2b;
				return is;

			} else {
				OPT_VECTOR2I p = CSegment(s1).Intersect(CSegment(s2), true);
			
				if(p) 
				{
					Intersection is;
					is.our = CSegment(s1);
					is.their = CSegment(s2);
					is.p = *p;
					return is;
				}
			}
		}
	return optional<Intersection>();
}
		

SHAPE_LINE_CHAIN& SHAPE_LINE_CHAIN::Simplify()
{
	vector<VECTOR2I> pts_unique;
		
	if (PointCount() < 2)
	{
		return *this;
	} else if (PointCount() == 2) {
		if(m_points[0] == m_points[1])
			m_points.erase(m_points.end());
		return *this;
	}

	int i = 0;
	int np = PointCount();
		
	// stage 1: eliminate duplicate vertices
	while ( i < np )
	{
		int j = i+1;
		while(j < np && CPoint(i) == CPoint(j))
			j ++;
		pts_unique.push_back(CPoint(i));	
		i = j;
	}

	m_points.clear();
	np = pts_unique.size();

	i = 0;
	// stage 1: eliminate collinear segments
	while (i < np - 2)
	{
		const VECTOR2I p0 = pts_unique[i];
		const VECTOR2I p1 = pts_unique[i+1];
		int n = i;
		while(n < np - 2 && SEG(p0, p1).LineDistance(pts_unique[n + 2]) <= 1)
			n++;
		
		m_points.push_back(p0);
		if (n > i)
			i = n;
		if (n == np)
		{
			m_points.push_back(pts_unique[n-1]);
			return *this;
		}
		i ++;
	}

	if(np > 1)
		m_points.push_back(pts_unique[np-2]);
	m_points.push_back(pts_unique[np-1]);

	return *this;
}

const VECTOR2I SHAPE_LINE_CHAIN::NearestPoint(const VECTOR2I& aP) const
{
	int min_d = INT_MAX;
	int nearest;
	for ( int i = 0; i < SegmentCount() ; i++ )
	{
		int d = CSegment(i).Distance(aP);
		if( d < min_d )
		{
			min_d = d;
			nearest = i;
		}
	}
	return CSegment(nearest).NearestPoint(aP); 
}
		
const string SHAPE_LINE_CHAIN::Format() const
{
	stringstream ss;

	ss << m_points.size() << " " << (m_closed ? 1 : 0) << " " ;

	for(int i = 0; i<PointCount(); i++)
		ss << m_points[i].x << " " << m_points[i].y<<" ";// Format() << " ";
	
	return ss.str();
}

include/geometry/seg.h

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