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https://github.com/bevyengine/bevy
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Polygon simplicity (#15981)
# Objective - This PR adds the ability to determine whether a `Polygon<N>` or `BoxedPolygon` is simple (aka. not self-intersecting) by calling `my_polygon.is_simple()`. - This may be useful information for users to determine whether their polygons are 'valid' and will be useful when adding meshing for polygons. - As such this is a step towards fixing #15255 ## Solution - Implemented the Shamos-Hoey algorithm in its own module `polygon`. ## Testing - Tests are included, and can be verified visually. --- ## Performance - The Shamos-Hoey algorithm runs in O(n * log n) - In reality, the results look more linear to me. - Determining simplicity for a simple polygon (the worst case) with less than 100 vertices takes less than 0.2ms. ![image](https://github.com/user-attachments/assets/23c62234-abdc-4710-a3b4-feaad5929133)
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parent
d21c7a1911
commit
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3 changed files with 360 additions and 1 deletions
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@ -2,7 +2,7 @@ use core::f32::consts::{FRAC_1_SQRT_2, FRAC_PI_2, FRAC_PI_3, PI};
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use derive_more::derive::From;
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use thiserror::Error;
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use super::{Measured2d, Primitive2d, WindingOrder};
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use super::{polygon::is_polygon_simple, Measured2d, Primitive2d, WindingOrder};
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use crate::{
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ops::{self, FloatPow},
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Dir2, Vec2,
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@ -1629,6 +1629,14 @@ impl<const N: usize> Polygon<N> {
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pub fn new(vertices: impl IntoIterator<Item = Vec2>) -> Self {
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Self::from_iter(vertices)
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}
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/// Tests if the polygon is simple.
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///
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/// A polygon is simple if it is not self intersecting and not self tangent.
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/// As such, no two edges of the polygon may cross each other and each vertex must not lie on another edge.
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pub fn is_simple(&self) -> bool {
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is_polygon_simple(&self.vertices)
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}
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}
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impl<const N: usize> From<ConvexPolygon<N>> for Polygon<N> {
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@ -1745,6 +1753,14 @@ impl BoxedPolygon {
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pub fn new(vertices: impl IntoIterator<Item = Vec2>) -> Self {
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Self::from_iter(vertices)
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}
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/// Tests if the polygon is simple.
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///
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/// A polygon is simple if it is not self intersecting and not self tangent.
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/// As such, no two edges of the polygon may cross each other and each vertex must not lie on another edge.
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pub fn is_simple(&self) -> bool {
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is_polygon_simple(&self.vertices)
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}
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}
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/// A polygon centered on the origin where all vertices lie on a circle, equally far apart.
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@ -6,6 +6,7 @@ mod dim2;
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pub use dim2::*;
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mod dim3;
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pub use dim3::*;
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mod polygon;
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#[cfg(feature = "serialize")]
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mod serde;
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342
crates/bevy_math/src/primitives/polygon.rs
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342
crates/bevy_math/src/primitives/polygon.rs
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@ -0,0 +1,342 @@
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extern crate alloc;
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use alloc::collections::BTreeMap;
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use core::cmp::Ordering;
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use crate::Vec2;
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use super::{Measured2d, Triangle2d};
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#[derive(Debug, Clone, Copy)]
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enum Endpoint {
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Left,
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Right,
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}
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/// An event in the [`EventQueue`] is either the left or right vertex of an edge of the polygon.
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///
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/// Events are ordered so that any event `e1` which is to the left of another event `e2` is less than that event.
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/// If `e1.position().x == e2.position().x` the events are ordered from bottom to top.
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///
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/// This is the order expected by the [`SweepLine`].
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#[derive(Debug, Clone, Copy)]
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struct SweepLineEvent {
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segment: Segment,
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/// Type of the vertex (left or right)
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endpoint: Endpoint,
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}
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impl SweepLineEvent {
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fn position(&self) -> Vec2 {
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match self.endpoint {
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Endpoint::Left => self.segment.left,
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Endpoint::Right => self.segment.right,
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}
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}
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}
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impl PartialEq for SweepLineEvent {
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fn eq(&self, other: &Self) -> bool {
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self.position() == other.position()
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}
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}
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impl Eq for SweepLineEvent {}
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impl PartialOrd for SweepLineEvent {
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fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
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Some(self.cmp(other))
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}
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}
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impl Ord for SweepLineEvent {
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fn cmp(&self, other: &Self) -> Ordering {
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xy_order(self.position(), other.position())
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}
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}
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/// Orders 2D points according to the order expected by the sweep line and event queue from -X to +X and then -Y to Y.
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fn xy_order(a: Vec2, b: Vec2) -> Ordering {
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match a.x.total_cmp(&b.x) {
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Ordering::Equal => a.y.total_cmp(&b.y),
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ord => ord,
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}
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}
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/// The event queue holds an ordered list of all events the [`SweepLine`] will encounter when checking the current polygon.
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#[derive(Debug, Clone)]
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struct EventQueue {
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events: Vec<SweepLineEvent>,
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}
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impl EventQueue {
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/// Initialize a new `EventQueue` with all events from the polygon represented by `vertices`.
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///
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/// The events in the event queue will be ordered.
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fn new(vertices: &[Vec2]) -> Self {
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if vertices.is_empty() {
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return Self { events: Vec::new() };
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}
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let mut events = Vec::with_capacity(vertices.len() * 2);
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for i in 0..vertices.len() {
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let v1 = vertices[i];
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let v2 = *vertices.get(i + 1).unwrap_or(&vertices[0]);
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let (left, right) = if xy_order(v1, v2) == Ordering::Less {
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(v1, v2)
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} else {
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(v2, v1)
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};
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let segment = Segment {
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edge_index: i,
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left,
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right,
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};
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events.push(SweepLineEvent {
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segment,
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endpoint: Endpoint::Left,
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});
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events.push(SweepLineEvent {
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segment,
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endpoint: Endpoint::Right,
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});
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}
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events.sort();
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Self { events }
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}
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}
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/// Represents a segment or rather an edge of the polygon in the [`SweepLine`].
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///
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/// Segments are ordered from bottom to top based on their left vertices if possible.
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/// If their y values are identical, the segments are ordered based on the y values of their right vertices.
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#[derive(Debug, Clone, Copy)]
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struct Segment {
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edge_index: usize,
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left: Vec2,
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right: Vec2,
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}
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impl PartialEq for Segment {
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fn eq(&self, other: &Self) -> bool {
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self.edge_index == other.edge_index
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}
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}
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impl Eq for Segment {}
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impl PartialOrd for Segment {
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fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
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Some(self.cmp(other))
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}
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}
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impl Ord for Segment {
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fn cmp(&self, other: &Self) -> Ordering {
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match self.left.y.total_cmp(&other.left.y) {
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Ordering::Equal => self.right.y.total_cmp(&other.right.y),
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ord => ord,
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}
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}
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}
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/// Holds information about which segment is above and which is below a given [`Segment`]
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#[derive(Debug, Clone, Copy)]
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struct SegmentOrder {
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above: Option<usize>,
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below: Option<usize>,
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}
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/// A sweep line allows for an efficient search for intersections between [segments](`Segment`).
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///
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/// It can be thought of as a vertical line sweeping from -X to +X across the polygon that keeps track of the order of the segments
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/// the sweep line is intersecting at any given moment.
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#[derive(Debug, Clone)]
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struct SweepLine<'a> {
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vertices: &'a [Vec2],
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tree: BTreeMap<Segment, SegmentOrder>,
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}
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impl<'a> SweepLine<'a> {
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fn new(vertices: &'a [Vec2]) -> Self {
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Self {
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vertices,
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tree: BTreeMap::new(),
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}
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}
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/// Determine whether the given edges of the polygon intersect.
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fn intersects(&self, edge1: Option<usize>, edge2: Option<usize>) -> bool {
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let Some(edge1) = edge1 else {
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return false;
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};
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let Some(edge2) = edge2 else {
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return false;
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};
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// All adjacent edges intersect at their shared vertex
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// but these intersections do not count so we ignore them here.
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// Likewise a segment will always intersect itself / an identical edge.
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if edge1 == edge2
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|| (edge1 + 1) % self.vertices.len() == edge2
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|| (edge2 + 1) % self.vertices.len() == edge1
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{
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return false;
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}
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let s11 = self.vertices[edge1];
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let s12 = *self.vertices.get(edge1 + 1).unwrap_or(&self.vertices[0]);
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let s21 = self.vertices[edge2];
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let s22 = *self.vertices.get(edge2 + 1).unwrap_or(&self.vertices[0]);
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// When both points of the second edge are on the same side of the first edge, no intersection is possible.
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if point_side(s11, s12, s21) * point_side(s11, s12, s22) > 0.0 {
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return false;
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}
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if point_side(s21, s22, s11) * point_side(s21, s22, s12) > 0.0 {
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return false;
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}
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true
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}
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/// Add a new segment to the sweep line
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fn add(&mut self, s: Segment) -> SegmentOrder {
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let above = if let Some((next_s, next_ord)) = self.tree.range_mut(s..).next() {
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next_ord.below.replace(s.edge_index);
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Some(next_s.edge_index)
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} else {
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None
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};
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let below = if let Some((prev_s, prev_ord)) = self.tree.range_mut(..s).next_back() {
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prev_ord.above.replace(s.edge_index);
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Some(prev_s.edge_index)
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} else {
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None
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};
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let s_ord = SegmentOrder { above, below };
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self.tree.insert(s, s_ord);
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s_ord
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}
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/// Get the segment order for the given segment.
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///
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/// If `s` has not been added to the [`SweepLine`] `None` will be returned.
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fn find(&self, s: &Segment) -> Option<&SegmentOrder> {
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self.tree.get(s)
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}
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/// Remove `s` from the [`SweepLine`].
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fn remove(&mut self, s: &Segment) {
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let Some(s_ord) = self.tree.get(s).copied() else {
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return;
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};
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if let Some((_, above_ord)) = self.tree.range_mut(s..).next() {
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above_ord.below = s_ord.below;
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}
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if let Some((_, below_ord)) = self.tree.range_mut(..s).next_back() {
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below_ord.above = s_ord.above;
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}
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self.tree.remove(s);
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}
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}
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/// Test what side of the line through `p1` and `p2` `q` is.
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///
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/// The result will be `0` if the `q` is on the segment, negative for one side and positive for the other.
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#[inline(always)]
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fn point_side(p1: Vec2, p2: Vec2, q: Vec2) -> f32 {
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(p2.x - p1.x) * (q.y - p1.y) - (q.x - p1.x) * (p2.y - p1.y)
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}
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/// Tests whether the `vertices` describe a simple polygon.
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/// The last vertex must not be equal to the first vertex.
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///
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/// A polygon is simple if it is not self intersecting and not self tangent.
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/// As such, no two edges of the polygon may cross each other and each vertex must not lie on another edge.
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///
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/// Any 'polygon' with less than three vertices is simple.
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///
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/// The algorithm used is the Shamos-Hoey algorithm, a version of the Bentley-Ottman algorithm adapted to only detect whether any intersections exist.
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/// This function will run in O(n * log n)
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pub fn is_polygon_simple(vertices: &[Vec2]) -> bool {
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if vertices.len() < 3 {
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return true;
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}
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if vertices.len() == 3 {
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return Triangle2d::new(vertices[0], vertices[1], vertices[2]).area() > 0.0;
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}
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let event_queue = EventQueue::new(vertices);
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let mut sweep_line = SweepLine::new(vertices);
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for e in event_queue.events {
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match e.endpoint {
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Endpoint::Left => {
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let s = sweep_line.add(e.segment);
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if sweep_line.intersects(Some(e.segment.edge_index), s.above)
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|| sweep_line.intersects(Some(e.segment.edge_index), s.below)
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{
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return false;
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}
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}
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Endpoint::Right => {
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if let Some(s) = sweep_line.find(&e.segment) {
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if sweep_line.intersects(s.above, s.below) {
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return false;
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}
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sweep_line.remove(&e.segment);
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}
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}
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}
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}
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true
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}
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#[cfg(test)]
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mod tests {
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use crate::{primitives::polygon::is_polygon_simple, Vec2};
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#[test]
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fn complex_polygon() {
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// A square with one side punching through the opposite side.
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let verts = [Vec2::ZERO, Vec2::X, Vec2::ONE, Vec2::Y, Vec2::new(2.0, 0.5)];
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assert!(!is_polygon_simple(&verts));
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// A square with a vertex from one side touching the opposite side.
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let verts = [Vec2::ZERO, Vec2::X, Vec2::ONE, Vec2::Y, Vec2::new(1.0, 0.5)];
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assert!(!is_polygon_simple(&verts));
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// A square with one side touching the opposite side.
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let verts = [
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Vec2::ZERO,
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Vec2::X,
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Vec2::ONE,
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Vec2::Y,
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Vec2::new(1.0, 0.6),
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Vec2::new(1.0, 0.4),
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];
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assert!(!is_polygon_simple(&verts));
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// Four points lying on a line
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let verts = [Vec2::ONE, Vec2::new(3., 2.), Vec2::new(5., 3.), Vec2::NEG_X];
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assert!(!is_polygon_simple(&verts));
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// Three points lying on a line
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let verts = [Vec2::ONE, Vec2::new(3., 2.), Vec2::NEG_X];
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assert!(!is_polygon_simple(&verts));
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// Two identical points and one other point
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let verts = [Vec2::ONE, Vec2::ONE, Vec2::NEG_X];
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assert!(!is_polygon_simple(&verts));
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// Two triangles with one shared side
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let verts = [Vec2::ZERO, Vec2::X, Vec2::Y, Vec2::ONE, Vec2::X, Vec2::Y];
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assert!(!is_polygon_simple(&verts));
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}
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#[test]
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fn simple_polygon() {
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// A square
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let verts = [Vec2::ZERO, Vec2::X, Vec2::ONE, Vec2::Y];
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assert!(is_polygon_simple(&verts));
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let verts = [];
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assert!(is_polygon_simple(&verts));
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}
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}
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