LibGfx: Handle filling complex shapes better
This allows the painter to render filled complex shapes better, by constructing a path graph for (interesting) intersecting lines and omitting lines from the containing segments if they are detected to take no part in defining the edges of a shape. This approach would still fail if there are multiple logical shapes that are confined to the collection of lines. For instance, two polygons intersecting each other in a way that one vertex of polygon A ends up inside polygon B. we would detect that polygon A's edges are part of the shape (technically correct) even though they are not a part of polygon B at all.
This commit is contained in:
parent
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commit
677568e3d4
Notes:
sideshowbarker
2024-07-19 06:53:16 +09:00
Author: https://github.com/alimpfard Commit: https://github.com/SerenityOS/serenity/commit/677568e3d47 Pull-request: https://github.com/SerenityOS/serenity/pull/2154 Reviewed-by: https://github.com/awesomekling
3 changed files with 201 additions and 13 deletions
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@ -1154,7 +1154,7 @@ void Painter::stroke_path(const Path& path, Color color, int thickness)
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void Painter::fill_path(Path& path, Color color, WindingRule winding_rule)
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{
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const auto& segments = path.split_lines();
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const auto& segments = path.split_lines(Path::Simple);
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if (segments.size() == 0)
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return;
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@ -25,10 +25,13 @@
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*/
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#include <AK/Function.h>
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#include <AK/HashFunctions.h>
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#include <AK/HashTable.h>
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#include <AK/QuickSort.h>
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#include <AK/StringBuilder.h>
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#include <LibGfx/Painter.h>
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#include <LibGfx/Path.h>
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#include <math.h>
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namespace Gfx {
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@ -90,8 +93,6 @@ void Path::segmentize_path()
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Vector<LineSegment> segments;
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auto add_line = [&](const auto& p0, const auto& p1) {
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if (p0.y() == p1.y())
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return; // horizontal lines are not needed (there's nothing to fill inside)
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float ymax = p0.y(), ymin = p1.y(), x_of_ymin = p1.x(), x_of_ymax = p0.x();
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auto slope = p0.x() == p1.x() ? 0 : ((float)(p0.y() - p1.y())) / ((float)(p0.x() - p1.x()));
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if (p0.y() < p1.y()) {
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@ -141,4 +142,162 @@ void Path::segmentize_path()
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m_split_lines = move(segments);
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}
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Vector<Path::LineSegment> Path::split_lines(Path::ShapeKind kind)
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{
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if (m_split_lines.has_value()) {
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const auto& lines = m_split_lines.value();
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if (kind == Complex)
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return lines;
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Vector<LineSegment> segments;
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for (auto& line : lines) {
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if (is_part_of_closed_polygon(line.from, line.to))
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segments.append(line);
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}
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return move(segments);
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}
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segmentize_path();
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ASSERT(m_split_lines.has_value());
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return split_lines(kind);
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}
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void Path::generate_path_graph()
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{
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// Generate a (possibly) disconnected cyclic directed graph
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// of the line segments in the path.
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// This graph will be used to determine whether a line should
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// be considered as part of an edge for the shape
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// FIXME: This will not chop lines up, so we might still have some
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// filling artifacts after this, as a line might pass over an edge
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// but be itself a part of _another_ polygon.
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HashMap<u32, OwnPtr<PathGraphNode>> graph;
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m_graph_node_map = move(graph);
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const auto& lines = split_lines();
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if (!lines.size())
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return;
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// now use scanline to find intersecting lines
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auto scanline = lines.first().maximum_y;
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auto last_line = lines.last().minimum_y;
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Vector<LineSegment> active_list;
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for (auto& line : lines) {
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if (line.maximum_y < scanline)
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break;
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active_list.append(line);
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}
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while (scanline >= last_line) {
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if (active_list.size() > 1) {
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quick_sort(active_list, [](const auto& line0, const auto& line1) {
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return line1.x < line0.x;
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});
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// for every two lines next to each other in the active list
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// figure out if they intersect, if they do, store
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// the right line as the child of the left line
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// in the path graph
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for (size_t i = 1; i < active_list.size(); ++i) {
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auto& left_line = active_list[i - 1];
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auto& right_line = active_list[i];
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auto left_hash = hash_line(left_line.from, left_line.to);
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auto right_hash = hash_line(right_line.from, right_line.to);
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auto maybe_left_entry = m_graph_node_map.value().get(left_hash);
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auto maybe_right_entry = m_graph_node_map.value().get(right_hash);
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if (!maybe_left_entry.has_value()) {
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auto left_entry = make<PathGraphNode>(left_hash, left_line);
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m_graph_node_map.value().set(left_hash, move(left_entry));
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maybe_left_entry = m_graph_node_map.value().get(left_hash);
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}
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if (!maybe_right_entry.has_value()) {
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auto right_entry = make<PathGraphNode>(right_hash, right_line);
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m_graph_node_map.value().set(right_hash, move(right_entry));
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maybe_right_entry = m_graph_node_map.value().get(right_hash);
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}
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// check all four sides for possible intersection
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if (((int)fabs(left_line.x - right_line.x)) <= 1
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|| ((int)fabs(left_line.x - right_line.x + left_line.inverse_slope)) <= 1
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|| ((int)fabs(left_line.x - right_line.x + right_line.inverse_slope)) <= 1
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|| ((int)fabs(left_line.x - right_line.x + +right_line.inverse_slope + left_line.inverse_slope)) <= 1) {
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const_cast<PathGraphNode*>(maybe_left_entry.value())->children.append(maybe_right_entry.value());
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}
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left_line.x -= left_line.inverse_slope;
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}
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active_list.last().x -= active_list.last().inverse_slope;
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}
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--scanline;
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// remove any edge that goes out of bound from the active list
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for (size_t i = 0, count = active_list.size(); i < count; ++i) {
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if (scanline <= active_list[i].minimum_y) {
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active_list.remove(i);
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--count;
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--i;
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}
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}
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}
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}
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bool Path::is_part_of_closed_polygon(const Point& p0, const Point& p1)
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{
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if (!m_graph_node_map.has_value())
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generate_path_graph();
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ASSERT(m_graph_node_map.has_value());
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auto hash = hash_line(p0, p1);
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auto maybe_entry = m_graph_node_map.value().get(hash);
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if (!maybe_entry.has_value())
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return true;
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const auto& entry = maybe_entry.value();
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// check if the entry is part of a loop
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auto is_part_of_loop = false;
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HashTable<u32> visited;
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Vector<const PathGraphNode*> queue;
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queue.append(entry);
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for (; queue.size();) {
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const auto* node = queue.take_first();
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if (visited.contains(node->hash))
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continue;
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visited.set(node->hash);
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if (node == entry) {
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is_part_of_loop = true;
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break;
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}
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}
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return is_part_of_loop;
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}
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// FIXME: We need a better hash, and a wider type
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unsigned Path::hash_line(const Point& from, const Point& to)
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{
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u32 p0 = pair_int_hash(from.x(), from.y());
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u32 p1 = pair_int_hash(to.x(), to.y());
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return pair_int_hash(p0, p1);
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}
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}
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@ -26,6 +26,8 @@
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#pragma once
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#include <AK/HashMap.h>
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#include <AK/Optional.h>
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#include <AK/Vector.h>
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#include <LibGfx/FloatPoint.h>
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#include <LibGfx/Forward.h>
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@ -68,7 +70,22 @@ public:
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void close();
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struct LineSegment {
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Point from, to;
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float inverse_slope;
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float x_of_minimum_y;
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float maximum_y;
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float minimum_y;
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float x;
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};
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enum ShapeKind {
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Simple,
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Complex,
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};
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const Vector<Segment>& segments() const { return m_segments; }
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Vector<LineSegment> split_lines(ShapeKind);
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const auto& split_lines()
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{
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if (m_split_lines.has_value())
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@ -80,22 +97,34 @@ public:
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String to_string() const;
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struct LineSegment {
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Point from, to;
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float inverse_slope;
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float x_of_minimum_y;
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float maximum_y;
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float minimum_y;
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float x;
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};
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private:
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void invalidate_split_lines() { m_split_lines.clear(); }
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void invalidate_split_lines()
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{
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m_split_lines.clear();
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m_graph_node_map.clear();
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}
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void segmentize_path();
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void generate_path_graph();
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bool is_part_of_closed_polygon(const Point& p0, const Point& p1);
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static unsigned hash_line(const Point& from, const Point& to);
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Vector<Segment> m_segments;
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Optional<Vector<LineSegment>> m_split_lines {};
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struct PathGraphNode {
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PathGraphNode(u32 hash, const LineSegment& line)
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: hash(hash)
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, line(line)
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{
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}
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Vector<const PathGraphNode*> children;
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u32 hash;
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LineSegment line;
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};
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Optional<HashMap<u32, OwnPtr<PathGraphNode>>> m_graph_node_map;
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};
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inline const LogStream& operator<<(const LogStream& stream, const Path& path)
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