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458 lines
17 KiB
C++
458 lines
17 KiB
C++
/*
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* file: vrml_layer.h
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*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2013-2017 Cirilo Bernardo
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* Copyright (C) 2021 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file vrml_layer.h
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*/
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/*
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* Classes and structures to support the tesselation of a PCB for VRML output.
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*/
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#ifndef VRML_LAYER_H
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#define VRML_LAYER_H
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// Apple, in their infinite wisdom, has decided to mark OpenGL as deprecated.
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// Luckily we can silence warnings about its deprecation.
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#ifdef __APPLE__
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#define GL_SILENCE_DEPRECATION 1
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#endif
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#include <wx/glcanvas.h> // CALLBACK definition, needed on Windows
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// also needed on OSX to define __DARWIN__
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#ifdef __WXMAC__
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# ifdef __DARWIN__
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# include <OpenGL/glu.h>
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# else
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# include <glu.h>
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# endif
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#else
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# include <GL/glu.h>
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#endif
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#include <iostream>
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#include <vector>
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#include <list>
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#include <utility>
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#ifndef M_PI2
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#define M_PI2 ( M_PI / 2.0 )
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#endif
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#ifndef M_PI4
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#define M_PI4 ( M_PI / 4.0 )
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#endif
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struct VERTEX_3D
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{
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double x;
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double y;
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int i; // vertex index
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int o; // vertex order
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bool pth; // true for plate-through hole
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};
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struct TRIPLET_3D
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{
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int i1, i2, i3;
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TRIPLET_3D( int p1, int p2, int p3 )
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{
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i1 = p1;
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i2 = p2;
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i3 = p3;
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}
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};
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class VRML_LAYER
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{
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public:
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VRML_LAYER();
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virtual ~VRML_LAYER();
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/**
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* Retrieve the parameters used in calculating the number of vertices in an arc.
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*
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* @param aMaxSeg is the maximum number of segments for an arc with cords of length aMinLength.
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* @param aMinLength is the minimum length of cords in an arc.
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* @param aMaxLength is the maximum length of cords in an arc.
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*/
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void GetArcParams( int& aMaxSeg, double& aMinLength, double& aMaxLength );
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/**
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* Set the parameters used in calculating the number of vertices in an arc.
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*
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* The default settings are reasonable for rendering for unit lengths of 1mm.
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*
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* @param aMaxSeg is the maximum number of segments for an arc with cords of length aMinLength.
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* @param aMinLength is the minimum length of cords in an arc.
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* @param aMaxLength is the maximum length of cords in an arc.
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* @return true if the parameters were accepted.
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*/
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bool SetArcParams( int aMaxSeg, double aMinLength, double aMaxLength );
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/**
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* Reset the parameters used in calculating the number of vertices in an arc to default values.
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*/
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void ResetArcParams();
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/**
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* Erase all data except for arc parameters.
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*/
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void Clear( void );
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/**
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* @return the total number of vertices indexed.
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*/
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int GetSize( void );
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/**
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* @return the number of stored contours.
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*/
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int GetNContours( void )
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{
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return contours.size();
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}
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/**
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* Create a new list of vertices and returns an index to the list.
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*
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* @param aPlatedHole is true if the new contour will represent a plated hole.
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* @return index to the list or -1 if the operation failed.
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*/
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int NewContour( bool aPlatedHole = false );
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/**
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* Add a point to the requested contour.
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*
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* @param aContour is an index previously returned by a call to NewContour().
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* @param aXpos is the X coordinate of the vertex.
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* @param aYpos is the Y coordinate of the vertex.
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* @return true if the vertex was added.
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*/
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bool AddVertex( int aContourID, double aXpos, double aYpos );
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/**
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* Check the winding of a contour and ensures that it is a hole or a solid depending on the
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* value of @param hole.
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*
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* @param aContour is an index to a contour as returned by NewContour().
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* @param aHoleFlag determines if the contour must be a hole.
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* @return true if the operation succeeded.
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*/
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bool EnsureWinding( int aContourID, bool aHoleFlag );
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/**
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* Add a circular contour to the specified (empty) contour.
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*
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* @param aXpos is the X coordinate of the hole center.
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* @param aYpos is the Y coordinate of the hole center.
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* @param aRadius is the radius of the hole.
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* @param aContourID is the contour index.
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* @param aHoleFlag determines if the contour to be created is a cutout.
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* @return true if the new contour was successfully created.
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*/
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bool AppendCircle( double aXpos, double aYpos, double aRadius, int aContourID,
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bool aHoleFlag = false );
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/**
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* Create a circular contour and adds it to the internal list.
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*
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* @param aXpos is the X coordinate of the hole center.
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* @param aYpos is the Y coordinate of the hole center.
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* @param aRadius is the radius of the hole.
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* @param aHoleFlag determines if the contour to be created is a cutout.
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* @param aPlatedHole is true if this is a plated hole.
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* @return true if the new contour was successfully created.
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*/
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bool AddCircle( double aXpos, double aYpos, double aRadius, bool aHoleFlag = false,
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bool aPlatedHole = false );
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/**
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* Create and add a slot feature to the list of contours.
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*
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* @param aCenterX is the X coordinate of the slot's center.
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* @param aCenterY is the Y coordinate of the slot's center.
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* @param aSlotLength is the length of the slot along the major axis.
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* @param aSlotWidth is the width of the slot along the minor axis.
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* @param aAngle (degrees) is the orientation of the slot.
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* @param aHoleFlag determines whether the slot is a hole or a solid.
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* @param aPlatedHole is true if this is a plated slot.
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* @return true if the slot was successfully created.
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*/
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bool AddSlot( double aCenterX, double aCenterY, double aSlotLength, double aSlotWidth,
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double aAngle, bool aHoleFlag = false, bool aPlatedHole = false );
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/**
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* Add an arc to the specified contour.
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*
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* @param aCenterX is the X coordinate of the arc's center.
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* @param aCenterY is the Y coordinate of the arc's center.
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* @param aRadius is the radius of the arc.
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* @param aStartAngle (degrees) is the starting angle of the arc.
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* @param aAngle (degrees) is the measure of the arc.
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* @param aContourID is the contour's index.
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* @return true if the slot was successfully created.
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*/
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bool AppendArc( double aCenterX, double aCenterY, double aRadius, double aStartAngle,
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double aAngle, int aContourID );
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/**
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* Create a slotted arc and adds it to the internal list of contours.
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*
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* @param aCenterX is the X coordinate of the arc's center.
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* @param aCenterY is the Y coordinate of the arc's center.
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* @param aStartX is the X coordinate of the starting point.
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* @param aStartY is the Y coordinate of the starting point.
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* @param aArcWidth is the width of the arc.
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* @param aAngle is the included angle (degrees).
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* @param aHoleFlag determines whether the arc is to be a hole or a solid.
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* @param aPlatedHole is true if this is a plated slotted arc.
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* @return true if the feature was successfully created.
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*/
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bool AddArc( double aCenterX, double aCenterY, double aStartX, double aStartY,
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double aArcWidth, double aAngle, bool aHoleFlag = false,
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bool aPlatedHole = false );
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/**
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* Create an arbitrary polygon and adds it to the list of contours.
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*
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* @param aPolySet is the set of polygon points.
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* @param aCenterX is the X coordinate of the polygon's center.
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* @param aCenterY is the Y coordinate of the polygon's center.
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* @param aAngle is the rotation angle (degrees) of the pad.
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*/
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bool AddPolygon( const std::vector< wxRealPoint >& aPolySet, double aCenterX, double aCenterY,
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double aAngle );
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/**
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* Create a list of outline vertices as well as the vertex sets required to render the surface.
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*
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* @param holes is an optional pointer to cutouts to be imposed on the surface.
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* @param aHolesOnly is true if the outline contains only holes.
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* @return true if the operation succeeded.
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*/
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bool Tesselate( VRML_LAYER* holes = NULL, bool aHolesOnly = false );
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/**
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* Write out the list of vertices required to render a planar surface.
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*
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* @param aZcoord is the Z coordinate of the plane.
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* @param aOutFile is the file to write to.
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* @param aPrecision is the precision of the output coordinates.
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* @return true if the operation succeeded.
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*/
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bool WriteVertices( double aZcoord, std::ostream& aOutFile, int aPrecision );
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/**
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* Write out the list of vertices required to render an extruded solid.
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*
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* @param aTopZ is the Z coordinate of the top plane.
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* @param aBottomZ is the Z coordinate of the bottom plane.
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* @param aOutFile is the file to write to.
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* @param aPrecision is the precision of the output coordinates.
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* @return true if the operation succeeded.
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*/
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bool Write3DVertices( double aTopZ, double aBottomZ, std::ostream& aOutFile, int aPrecision );
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/**
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* Write out the vertex sets required to render a planar surface.
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*
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* @param aTopFlag is true if the surface is to be visible from above; if false the surface
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* will be visible from below.
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* @param aOutFile is the file to write to.
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* @return true if the operation succeeded.
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*/
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bool WriteIndices( bool aTopFlag, std::ostream& aOutFile );
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/**
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* Write out the vertex sets required to render an extruded solid.
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*
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* @param aOutFile is the file to write to.
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* @param aIncludePlatedHoles is true if holes marked as plated should be rendered. Default
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* is false since the user will usually render these holes in a
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* different color.
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* @return true if the operation succeeded.
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*/
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bool Write3DIndices( std::ostream& aOutFile, bool aIncludePlatedHoles = false );
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/**
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* Add an extra vertex as required by the GLU tesselator.
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*
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* @param aXpos is the X coordinate of the newly created point.
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* @param aYpos is the Y coordinate of the newly created point.
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* @param aPlatedHole is true if this point is part of a plated hole.
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* @return is the new vertex or NULL if a vertex could not be created.
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*/
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VERTEX_3D* AddExtraVertex( double aXpos, double aYpos, bool aPlatedHole );
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/**
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* Invoked by the GLU tesselator callback to notify this object of the type of GL command
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* which is applicable to the upcoming vertex list.
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*
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* @param cmd is the GL command.
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*/
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void glStart( GLenum cmd );
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/**
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* Invoked by the GLU tesselator callback; the supplied vertex is added to the internal list
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* of vertices awaiting processing upon execution of glEnd()
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*
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* @param vertex is a vertex forming part of the GL command as previously set by glStart.
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*/
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void glPushVertex( VERTEX_3D* vertex );
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/**
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* Invoked by the GLU tesselator callback to notify this object that the vertex list is
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* complete and ready for processing.
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*/
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void glEnd( void );
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/**
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* Set the error message according to the specified OpenGL error.
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*/
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void SetGLError( GLenum error_id );
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/**
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* Inserts all contours into the given tesselator.
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*
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* This results in the renumbering of all vertices from \a start. Take care when using
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* this call since tesselators cannot work on the internal data concurrently.
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*
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* @param start is the starting number for vertex indices.
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* @param tess is a pointer to a GLU Tesselator object.
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* @return the number of vertices exported.
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*/
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int Import( int start, GLUtesselator* aTesselator );
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/**
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* Return a pointer to the requested vertex or NULL if no such vertex exists.
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*
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* @param aPointIndex is a vertex index.
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* @return the requested vertex or NULL
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*/
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VERTEX_3D* GetVertexByIndex( int aPointIndex );
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/**
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* @return the error message related to the last failed operation.
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*/
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const std::string& GetError( void );
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void SetVertexOffsets( double aXoffset, double aYoffset );
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/**
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* Allocate and populate the 3D vertex and index lists with triangular vertices which may
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* be used for rendering a volume.
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*
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* @param aVertexList will store the vertices.
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* @param aIndexPlane will store the indices for the top + bottom planes.
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* @param aIndexSide will store the indices for the vertical wall.
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* @param aTopZ is the top plane of the model.
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* @param aBotZ is the bottom plane of the model.
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*/
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bool Get3DTriangles( std::vector< double >& aVertexList, std::vector< int >& aIndexPlane,
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std::vector< int >& aIndexSide, double aTopZ, double aBotZ );
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/**
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* Allocate and populate the 3D vertex and index lists with triangular vertices which may
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* be used for rendering a plane.
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*
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* @param aVertexList will store the vertices.
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* @param aIndexPlane will store the indices for the plane.
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* @param aHeight is the plane of the model.
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* @param aTopPlane is true if the plane is a top plane (false = reverse indices).
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*/
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bool Get2DTriangles( std::vector< double >& aVertexList, std::vector< int > &aIndexPlane,
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double aHeight, bool aTopPlane );
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private:
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void clearTmp( void ); // clear ephemeral data used by the tesselation routine
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// add a triangular facet (triplet) to the output index list
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bool addTriplet( VERTEX_3D* p0, VERTEX_3D* p1, VERTEX_3D* p2 );
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// retrieve a vertex given its index; the vertex may be contained in the
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// vertices vector, extra_verts vector, or foreign VRML_LAYER object
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VERTEX_3D* getVertexByIndex( int aPointIndex, VRML_LAYER* holes );
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void processFan( void ); // process a GL_TRIANGLE_FAN list
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void processStrip( void ); // process a GL_TRIANGLE_STRIP list
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void processTri( void ); // process a GL_TRIANGLES list
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void pushVertices( bool holes ); // push the internal vertices
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bool pushOutline( VRML_LAYER* holes ); // push the outline vertices
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// calculate number of sides on an arc (angle is in radians)
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int calcNSides( double aRadius, double aAngle );
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// returns the number of solid or hole contours
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int checkNContours( bool holes );
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public:
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/// set to true when a fault is encountered during tesselation
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bool Fault;
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private:
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// Arc parameters
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int maxArcSeg; // maximum number of arc segments in a small circle
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double minSegLength; // min. segment length
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double maxSegLength; // max. segment length
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// Vertex offsets to work around a suspected GLU tesselator bug
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double offsetX;
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double offsetY;
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bool fix; // when true, no more vertices may be added by the user
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int idx; // vertex index (number of contained vertices)
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int ord; // vertex order (number of ordered vertices)
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std::vector<VERTEX_3D*> vertices; // vertices of all contours
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std::vector<std::list<int>*> contours; // lists of vertices for each contour
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std::vector<bool>pth; // indicates whether a 'contour' is a PTH or not
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std::vector<bool>solid; // indicates whether a 'contour' is a solid or a hole
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std::vector< double > areas; // area of the contours (positive if winding is CCW)
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std::list<TRIPLET_3D> triplets; // output facet triplet list (triplet of ORDER values)
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std::list<std::list<int>*> outline; // indices for outline outputs (index by ORDER values)
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std::vector<int> ordmap; // mapping of ORDER to INDEX
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std::string error; // error message
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int hidx; // number of vertices in the holes
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int eidx; // index for extra vertices
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std::vector<VERTEX_3D*> extra_verts; // extra vertices added for outlines and facets
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std::vector<VERTEX_3D*> vlist; // vertex list for the GL command in progress
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VRML_LAYER* pholes; // pointer to another layer object used for tesselation;
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// this object is normally expected to hold only holes
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GLUtesselator* tess; // local instance of the GLU tesselator
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GLenum glcmd; // current GL command type ( fan, triangle, tri-strip, loop )
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};
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#endif // VRML_LAYER_H
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