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OrcaSlicer/src/libslic3r/Geometry.hpp
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HanifKoh 8a6377f087 Add Missing Includes Across src/libslic3r (#16068)
* Add Missing Includes Across src/libslic3r

Every libslic3r source and header now directly includes the headers declaring what it uses, rather than relying on the precompiled header or transitive includes. Generated with clang-tidy misc-include-cleaner, with libslic3r headers spelled libslic3r/... so they resolve outside the library's private include paths. MultiMaterialSegmentation.hpp, Support/SupportParameters.hpp and Format/STEP.hpp are made self-contained by hand.

* Make the libslic3r Headers Compile on Their Own

Each now includes, or forward-declares, what it uses instead of relying on what its includers happened to include first. Left out: I18N.hpp, which errors on purpose when included from GUI code, and VoxelizeCSGMesh.hpp and SLA/bicubic.h, which nothing includes and which no longer compile at all.

* Add the Includes Missing From the Hand-Fixed libslic3r Headers

clang-tidy would not edit these headers while they failed to compile on their own, so the first pass skipped them. With the headers now self-contained, a second pass adds the rest.

* Keep Windows Setup Ahead of the Added libslic3r Includes

Print.cpp and Thread.cpp open with a _WIN32 block that has to come first; without the precompiled header, Print.cpp otherwise reaches windows.h through OCCT with NONLS defined and boost/regex fails. OpenVDBUtils.cpp and SLA/SupportTreeBuilder.cpp had includes inside #ifndef NOMINMAX, which libslic3r defines on Windows, so those were skipped there. .clang-tidy also ignores the MSVC STL and UCRT internals, Boost.Multiprecision's fwd.hpp and CPython's Windows include directory.

* Re-Add libslic3r Includes After the Clipper2 2.0.1 Migration

Rebasing onto main took main's version of the files the Clipper2 migration rewrote, so their added includes are restored here, along with includes for main's new code. Clipper2's individual headers are now ignored by clang-tidy: they only build the Z variant through clipper2_z.hpp, which defines USINGZ first, so including clipper.core.h and the like directly broke ClipperZUtils.cpp.
2026-10-03 15:31:11 +08:00

581 lines
22 KiB
C++

#ifndef slic3r_Geometry_hpp_
#define slic3r_Geometry_hpp_
#include "libslic3r.h"
#include "BoundingBox.hpp"
#include "ExPolygon.hpp"
#include "Point.hpp"
#include "Polygon.hpp"
#include "Polyline.hpp"
// Serialization through the Cereal library
#include <cassert>
#include <Eigen/Core>
#include <Eigen/Geometry>
#include <cereal/access.hpp>
#include <cstdint>
#include <cstddef>
#include <cstdlib>
#include <utility>
#include <vector>
#include <type_traits>
#include <string>
#include <cmath>
namespace Slic3r {
namespace Geometry {
// Generic result of an orientation predicate.
enum Orientation
{
ORIENTATION_CCW = 1,
ORIENTATION_CW = -1,
ORIENTATION_COLINEAR = 0
};
// Return orientation of the three points (clockwise, counter-clockwise, colinear)
// The predicate is exact for the coord_t type, using 64bit signed integers for the temporaries.
// which means, the coord_t types must not have some of the topmost bits utilized.
// As the points are limited to 30 bits + signum,
// the temporaries u, v, w are limited to 61 bits + signum,
// and d is limited to 63 bits + signum and we are good.
//note: now coord_t is int64_t, so the algorithm is now adjusted to fallback to double is too big.
static inline Orientation orient(const Point &a, const Point &b, const Point &c) {
//static_assert(sizeof(coord_t) * 2 == sizeof(int64_t), "orient works with 32 bit coordinates");
// BOOST_STATIC_ASSERT(sizeof(coord_t) == sizeof(int64_t));
if (a.x() <= 0xffffffff && b.x() <= 0xffffffff && c.x() <= 0xffffffff &&
a.y() <= 0xffffffff && b.y() <= 0xffffffff && c.y() <= 0xffffffff) {
int64_t u = int64_t(b(0)) * int64_t(c(1)) - int64_t(b(1)) * int64_t(c(0));
int64_t v = int64_t(a(0)) * int64_t(c(1)) - int64_t(a(1)) * int64_t(c(0));
int64_t w = int64_t(a(0)) * int64_t(b(1)) - int64_t(a(1)) * int64_t(b(0));
int64_t d = u - v + w;
return (d > 0) ? ORIENTATION_CCW : ((d == 0) ? ORIENTATION_COLINEAR : ORIENTATION_CW);
} else {
double u = double(b(0)) * double(c(1)) - double(b(1)) * double(c(0));
double v = double(a(0)) * double(c(1)) - double(a(1)) * double(c(0));
double w = double(a(0)) * double(b(1)) - double(a(1)) * double(b(0));
double d = u - v + w;
return (d > 0) ? ORIENTATION_CCW : ((d == 0) ? ORIENTATION_COLINEAR : ORIENTATION_CW);
}
}
// Return orientation of the polygon by checking orientation of the left bottom corner of the polygon
// using exact arithmetics. The input polygon must not contain duplicate points
// (or at least the left bottom corner point must not have duplicates).
static inline bool is_ccw(const Polygon &poly)
{
// The polygon shall be at least a triangle.
assert(poly.points.size() >= 3);
if (poly.points.size() < 3)
return true;
// 1) Find the lowest lexicographical point.
unsigned int imin = 0;
for (unsigned int i = 1; i < poly.points.size(); ++ i) {
const Point &pmin = poly.points[imin];
const Point &p = poly.points[i];
if (p(0) < pmin(0) || (p(0) == pmin(0) && p(1) < pmin(1)))
imin = i;
}
// 2) Detect the orientation of the corner imin.
size_t iPrev = ((imin == 0) ? poly.points.size() : imin) - 1;
size_t iNext = ((imin + 1 == poly.points.size()) ? 0 : imin + 1);
Orientation o = orient(poly.points[iPrev], poly.points[imin], poly.points[iNext]);
// The lowest bottom point must not be collinear if the polygon does not contain duplicate points
// or overlapping segments.
assert(o != ORIENTATION_COLINEAR);
return o == ORIENTATION_CCW;
}
inline bool ray_ray_intersection(const Vec2d &p1, const Vec2d &v1, const Vec2d &p2, const Vec2d &v2, Vec2d &res)
{
double denom = v1(0) * v2(1) - v2(0) * v1(1);
if (std::abs(denom) < EPSILON)
return false;
double t = (v2(0) * (p1(1) - p2(1)) - v2(1) * (p1(0) - p2(0))) / denom;
res(0) = p1(0) + t * v1(0);
res(1) = p1(1) + t * v1(1);
return true;
}
inline bool segment_segment_intersection(const Vec2d &p1, const Vec2d &v1, const Vec2d &p2, const Vec2d &v2, Vec2d &res)
{
double denom = v1(0) * v2(1) - v2(0) * v1(1);
if (std::abs(denom) < EPSILON)
// Lines are collinear.
return false;
double s12_x = p1(0) - p2(0);
double s12_y = p1(1) - p2(1);
double s_numer = v1(0) * s12_y - v1(1) * s12_x;
bool denom_is_positive = false;
if (denom < 0.) {
denom_is_positive = true;
denom = - denom;
s_numer = - s_numer;
}
if (s_numer < 0.)
// Intersection outside of the 1st segment.
return false;
double t_numer = v2(0) * s12_y - v2(1) * s12_x;
if (! denom_is_positive)
t_numer = - t_numer;
if (t_numer < 0. || s_numer > denom || t_numer > denom)
// Intersection outside of the 1st or 2nd segment.
return false;
// Intersection inside both of the segments.
double t = t_numer / denom;
res(0) = p1(0) + t * v1(0);
res(1) = p1(1) + t * v1(1);
return true;
}
inline bool segments_intersect(
const Slic3r::Point &ip1, const Slic3r::Point &ip2,
const Slic3r::Point &jp1, const Slic3r::Point &jp2)
{
//assert(ip1 != ip2);
//assert(jp1 != jp2);
auto segments_could_intersect = [](
const Slic3r::Point &ip1, const Slic3r::Point &ip2,
const Slic3r::Point &jp1, const Slic3r::Point &jp2) -> std::pair<int, int>
{
Vec2i64 iv = (ip2 - ip1).cast<int64_t>();
Vec2i64 vij1 = (jp1 - ip1).cast<int64_t>();
Vec2i64 vij2 = (jp2 - ip1).cast<int64_t>();
int64_t tij1 = cross2(iv, vij1);
int64_t tij2 = cross2(iv, vij2);
return std::make_pair(
// signum
(tij1 > 0) ? 1 : ((tij1 < 0) ? -1 : 0),
(tij2 > 0) ? 1 : ((tij2 < 0) ? -1 : 0));
};
std::pair<int, int> sign1 = segments_could_intersect(ip1, ip2, jp1, jp2);
std::pair<int, int> sign2 = segments_could_intersect(jp1, jp2, ip1, ip2);
int test1 = sign1.first * sign1.second;
int test2 = sign2.first * sign2.second;
if (test1 <= 0 && test2 <= 0) {
// The segments possibly intersect. They may also be collinear, but not intersect.
if (test1 != 0 || test2 != 0)
// Certainly not collinear, then the segments intersect.
return true;
// If the first segment is collinear with the other, the other is collinear with the first segment.
assert((sign1.first == 0 && sign1.second == 0) == (sign2.first == 0 && sign2.second == 0));
if (sign1.first == 0 && sign1.second == 0) {
// The segments are certainly collinear. Now verify whether they overlap.
Slic3r::Point vi = ip2 - ip1;
// Project both on the longer coordinate of vi.
int axis = std::abs(vi.x()) > std::abs(vi.y()) ? 0 : 1;
coord_t i = ip1(axis);
coord_t j = ip2(axis);
coord_t k = jp1(axis);
coord_t l = jp2(axis);
if (i > j)
std::swap(i, j);
if (k > l)
std::swap(k, l);
return (k >= i && k <= j) || (i >= k && i <= l);
}
}
return false;
}
template<typename T> inline T foot_pt(const T &line_pt, const T &line_dir, const T &pt)
{
T v = pt - line_pt;
auto l2 = line_dir.squaredNorm();
auto t = (l2 == 0) ? 0 : v.dot(line_dir) / l2;
return line_pt + line_dir * t;
}
inline Vec2d foot_pt(const Line &iline, const Point &ipt)
{
return foot_pt<Vec2d>(iline.a.cast<double>(), (iline.b - iline.a).cast<double>(), ipt.cast<double>());
}
template<typename T> inline auto ray_point_distance_squared(const T &ray_pt, const T &ray_dir, const T &pt)
{
return (foot_pt(ray_pt, ray_dir, pt) - pt).squaredNorm();
}
template<typename T> inline auto ray_point_distance(const T &ray_pt, const T &ray_dir, const T &pt)
{
return (foot_pt(ray_pt, ray_dir, pt) - pt).norm();
}
inline double ray_point_distance_squared(const Line &iline, const Point &ipt)
{
return (foot_pt(iline, ipt) - ipt.cast<double>()).squaredNorm();
}
inline double ray_point_distance(const Line &iline, const Point &ipt)
{
return (foot_pt(iline, ipt) - ipt.cast<double>()).norm();
}
// Based on Liang-Barsky function by Daniel White @ http://www.skytopia.com/project/articles/compsci/clipping.html
template<typename T>
inline bool liang_barsky_line_clipping_interval(
// Start and end points of the source line, result will be stored there as well.
const Eigen::Matrix<T, 2, 1, Eigen::DontAlign> &x0,
const Eigen::Matrix<T, 2, 1, Eigen::DontAlign> &v,
// Bounding box to clip with.
const BoundingBoxBase<Eigen::Matrix<T, 2, 1, Eigen::DontAlign>> &bbox,
std::pair<double, double> &out_interval)
{
double t0 = 0.0;
double t1 = 1.0;
// Traverse through left, right, bottom, top edges.
auto clip_side = [&t0, &t1](double p, double q) -> bool {
if (p == 0) {
if (q < 0)
// Line parallel to the bounding box edge is fully outside of the bounding box.
return false;
// else don't clip
} else {
double r = q / p;
if (p < 0) {
if (r > t1)
// Fully clipped.
return false;
if (r > t0)
// Partially clipped.
t0 = r;
} else {
assert(p > 0);
if (r < t0)
// Fully clipped.
return false;
if (r < t1)
// Partially clipped.
t1 = r;
}
}
return true;
};
if (clip_side(- v.x(), - bbox.min.x() + x0.x()) &&
clip_side( v.x(), bbox.max.x() - x0.x()) &&
clip_side(- v.y(), - bbox.min.y() + x0.y()) &&
clip_side( v.y(), bbox.max.y() - x0.y())) {
out_interval.first = t0;
out_interval.second = t1;
return true;
}
return false;
}
template<typename T>
inline bool liang_barsky_line_clipping(
// Start and end points of the source line, result will be stored there as well.
Eigen::Matrix<T, 2, 1, Eigen::DontAlign> &x0,
Eigen::Matrix<T, 2, 1, Eigen::DontAlign> &x1,
// Bounding box to clip with.
const BoundingBoxBase<Eigen::Matrix<T, 2, 1, Eigen::DontAlign>> &bbox)
{
Eigen::Matrix<T, 2, 1, Eigen::DontAlign> v = x1 - x0;
std::pair<double, double> interval;
if (liang_barsky_line_clipping_interval(x0, v, bbox, interval)) {
// Clipped successfully.
x1 = x0 + interval.second * v;
x0 += interval.first * v;
return true;
}
return false;
}
// Based on Liang-Barsky function by Daniel White @ http://www.skytopia.com/project/articles/compsci/clipping.html
template<typename T>
bool liang_barsky_line_clipping(
// Start and end points of the source line.
const Eigen::Matrix<T, 2, 1, Eigen::DontAlign> &x0src,
const Eigen::Matrix<T, 2, 1, Eigen::DontAlign> &x1src,
// Bounding box to clip with.
const BoundingBoxBase<Eigen::Matrix<T, 2, 1, Eigen::DontAlign>> &bbox,
// Start and end points of the clipped line.
Eigen::Matrix<T, 2, 1, Eigen::DontAlign> &x0clip,
Eigen::Matrix<T, 2, 1, Eigen::DontAlign> &x1clip)
{
x0clip = x0src;
x1clip = x1src;
return liang_barsky_line_clipping(x0clip, x1clip, bbox);
}
bool directions_parallel(double angle1, double angle2, double max_diff = 0);
bool directions_perpendicular(double angle1, double angle2, double max_diff = 0);
template<class T> bool contains(const std::vector<T> &vector, const Point &point);
template<typename T> T rad2deg(T angle) { return T(180.0) * angle / T(PI); }
double rad2deg_dir(double angle);
template<typename T> constexpr T deg2rad(const T angle)
{
static_assert(std::is_floating_point<T>::value, "Why do you want to calculate angle in integer?");
return T(PI) * angle / T(180.0);
}
template<typename T> T angle_to_0_2PI(T angle)
{
static const T TWO_PI = T(2) * T(PI);
while (angle < T(0))
{
angle += TWO_PI;
}
while (TWO_PI < angle)
{
angle -= TWO_PI;
}
return angle;
}
template<typename T> void to_range_pi_pi(T &angle){
if (angle > T(PI) || angle <= -T(PI)) {
int count = static_cast<int>(std::round(angle / (2 * PI)));
angle -= static_cast<T>(count * 2 * PI);
assert(angle <= T(PI) && angle > -T(PI));
}
}
void simplify_polygons(const Polygons &polygons, double tolerance, Polygons* retval);
double linint(double value, double oldmin, double oldmax, double newmin, double newmax);
bool arrange(
// input
size_t num_parts, const Vec2d &part_size, coordf_t gap, const BoundingBoxf* bed_bounding_box,
// output
Pointfs &positions);
// Sets the given transform by assembling the given transformations in the following order:
// 1) mirror
// 2) scale
// 3) rotate X
// 4) rotate Y
// 5) rotate Z
// 6) translate
void assemble_transform(Transform3d& transform, const Vec3d& translation = Vec3d::Zero(), const Vec3d& rotation = Vec3d::Zero(),
const Vec3d& scale = Vec3d::Ones(), const Vec3d& mirror = Vec3d::Ones());
// Returns the transform obtained by assembling the given transformations in the following order:
// 1) mirror
// 2) scale
// 3) rotate X
// 4) rotate Y
// 5) rotate Z
// 6) translate
Transform3d assemble_transform(const Vec3d& translation = Vec3d::Zero(), const Vec3d& rotation = Vec3d::Zero(),
const Vec3d& scale = Vec3d::Ones(), const Vec3d& mirror = Vec3d::Ones());
// Sets the given transform by multiplying the given transformations in the following order:
// T = translation * rotation * scale * mirror
void assemble_transform(Transform3d& transform, const Transform3d& translation = Transform3d::Identity(),
const Transform3d& rotation = Transform3d::Identity(), const Transform3d& scale = Transform3d::Identity(),
const Transform3d& mirror = Transform3d::Identity());
// Returns the transform obtained by multiplying the given transformations in the following order:
// T = translation * rotation * scale * mirror
Transform3d assemble_transform(const Transform3d& translation = Transform3d::Identity(), const Transform3d& rotation = Transform3d::Identity(),
const Transform3d& scale = Transform3d::Identity(), const Transform3d& mirror = Transform3d::Identity());
// Sets the given transform by assembling the given translation
void translation_transform(Transform3d& transform, const Vec3d& translation);
// Returns the transform obtained by assembling the given translation
Transform3d translation_transform(const Vec3d& translation);
// Sets the given transform by assembling the given rotations in the following order:
// 1) rotate X
// 2) rotate Y
// 3) rotate Z
void rotation_transform(Transform3d& transform, const Vec3d& rotation);
// Returns the transform obtained by assembling the given rotations in the following order:
// 1) rotate X
// 2) rotate Y
// 3) rotate Z
Transform3d rotation_transform(const Vec3d& rotation);
// Sets the given transform by assembling the given scale factors
void scale_transform(Transform3d& transform, double scale);
void scale_transform(Transform3d& transform, const Vec3d& scale);
// Returns the transform obtained by assembling the given scale factors
Transform3d scale_transform(double scale);
Transform3d scale_transform(const Vec3d& scale);
// Returns the euler angles extracted from the given rotation matrix
// Warning -> The matrix should not contain any scale or shear !!!
Vec3d extract_euler_angles(const Eigen::Matrix<double, 3, 3, Eigen::DontAlign>& rotation_matrix);
// Returns the euler angles extracted from the given affine transform
// Warning -> The transform should not contain any shear !!!
Vec3d extract_euler_angles(const Transform3d& transform);
// get rotation from two vectors.
// Default output is axis-angle. If rotation_matrix pointer is provided, also output rotation matrix
// Euler angles can be obtained by extract_euler_angles()
void rotation_from_two_vectors(Vec3d from, Vec3d to, Vec3d &rotation_axis, double &phi, Matrix3d *rotation_matrix = nullptr);
class Transformation
{
Transform3d m_matrix{ Transform3d::Identity() };
public:
Transformation() = default;
explicit Transformation(const Transform3d& transform) : m_matrix(transform) {}
Vec3d get_offset() const { return m_matrix.translation(); }
double get_offset(Axis axis) const { return get_offset()[axis]; }
Transform3d get_offset_matrix() const;
void set_offset(const Vec3d& offset) { m_matrix.translation() = offset; }
void set_offset(Axis axis, double offset) { m_matrix.translation()[axis] = offset; }
Vec3d get_rotation() const;
Vec3d get_rotation_by_quaternion() const;
double get_rotation(Axis axis) const { return get_rotation()[axis]; }
Transform3d get_rotation_matrix() const;
void set_rotation(const Vec3d& rotation);
void set_rotation(Axis axis, double rotation);
Vec3d get_scaling_factor() const;
double get_scaling_factor(Axis axis) const { return get_scaling_factor()[axis]; }
Transform3d get_scaling_factor_matrix() const;
bool is_scaling_uniform() const {
const Vec3d scale = get_scaling_factor();
return std::abs(scale.x() - scale.y()) < 1e-8 && std::abs(scale.x() - scale.z()) < 1e-8;
}
void set_scaling_factor(const Vec3d& scaling_factor);
void set_scaling_factor(Axis axis, double scaling_factor);
Vec3d get_mirror() const;
double get_mirror(Axis axis) const { return get_mirror()[axis]; }
Transform3d get_mirror_matrix() const;
bool is_left_handed() const {
return m_matrix.linear().determinant() < 0;
}
void set_mirror(const Vec3d& mirror);
void set_mirror(Axis axis, double mirror);
bool has_skew() const;
void reset();
void reset_offset() { set_offset(Vec3d::Zero()); }
void reset_rotation();
void reset_scaling_factor();
void reset_mirror() { set_mirror(Vec3d::Ones()); }
void reset_skew();
const Transform3d& get_matrix() const { return m_matrix; }
Transform3d get_matrix_no_offset() const;
Transform3d get_matrix_no_scaling_factor() const;
// Orca: Implement prusa's filament shrink compensation approach
Transform3d get_matrix_with_applied_shrinkage_compensation(const Vec3d &shrinkage_compensation) const;
void set_matrix(const Transform3d& transform) { m_matrix = transform; }
Transformation operator * (const Transformation& other) const;
// Find volume transformation, so that the chained (instance_trafo * volume_trafo) will be as close to identity
// as possible in least squares norm in regard to the 8 corners of bbox.
// Bounding box is expected to be centered around zero in all axes.
static Transformation volume_to_bed_transformation(const Transformation& instance_transformation, const BoundingBoxf3& bbox);
// BBS: backup use this compare
friend bool operator==(Transformation const& l, Transformation const& r) {
return l.m_matrix.isApprox(r.m_matrix);
}
friend bool operator!=(Transformation const &l, Transformation const &r)
{
return !(l == r);
}
private:
friend class cereal::access;
template<class Archive> void serialize(Archive& ar) { ar(m_matrix); }
explicit Transformation(int) {}
template <class Archive> static void load_and_construct(Archive& ar, cereal::construct<Transformation>& construct)
{
// Calling a private constructor with special "int" parameter to indicate that no construction is necessary.
construct(1);
ar(construct.ptr()->m_matrix);
}
};
struct TransformationSVD
{
Matrix3d u{ Matrix3d::Identity() };
Matrix3d s{ Matrix3d::Identity() };
Matrix3d v{ Matrix3d::Identity() };
bool mirror{ false };
bool scale{ false };
bool anisotropic_scale{ false };
bool rotation{ false };
bool rotation_90_degrees{ false };
bool skew{ false };
explicit TransformationSVD(const Transformation& trafo) : TransformationSVD(trafo.get_matrix()) {}
explicit TransformationSVD(const Transform3d& trafo);
Eigen::DiagonalMatrix<double, 3, 3> mirror_matrix() const { return Eigen::DiagonalMatrix<double, 3, 3>(this->mirror ? -1. : 1., 1., 1.); }
};
// For parsing a transformation matrix from 3MF / AMF.
extern Transform3d transform3d_from_string(const std::string& transform_str);
// Rotation when going from the first coordinate system with rotation rot_xyz_from applied
// to a coordinate system with rot_xyz_to applied.
extern Eigen::Quaterniond rotation_xyz_diff(const Vec3d &rot_xyz_from, const Vec3d &rot_xyz_to);
// Rotation by Z to align rot_xyz_from to rot_xyz_to.
// This should only be called if it is known, that the two rotations only differ in rotation around the Z axis.
extern double rotation_diff_z(const Vec3d &rot_xyz_from, const Vec3d &rot_xyz_to);
// Is the angle close to a multiple of 90 degrees?
inline bool is_rotation_ninety_degrees(double a)
{
a = fmod(std::abs(a), 0.5 * PI);
if (a > 0.25 * PI)
a = 0.5 * PI - a;
return a < 0.001;
}
// Is the angle close to a multiple of 90 degrees?
inline bool is_rotation_ninety_degrees(const Vec3d &rotation)
{
return is_rotation_ninety_degrees(rotation.x()) && is_rotation_ninety_degrees(rotation.y()) && is_rotation_ninety_degrees(rotation.z());
}
Transformation mat_around_a_point_rotate(const Transformation& innMat, const Vec3d &pt, const Vec3d &axis, float rotate_theta_radian);
Transformation generate_transform(const Vec3d &x_dir, const Vec3d &y_dir, const Vec3d &z_dir, const Vec3d &origin);
/**
* Checks if a given point is inside a corner of a polygon.
*
* The corner of a polygon is defined by three points A, B, C in counterclockwise order.
*
* Adapted from CuraEngine LinearAlg2D::isInsideCorner by Tim Kuipers @BagelOrb
* and @Ghostkeeper.
*
* @param a The first point of the corner.
* @param b The second point of the corner (the common vertex of the two edges forming the corner).
* @param c The third point of the corner.
* @param query_point The point to be checked if is inside the corner.
* @return True if the query point is inside the corner, false otherwise.
*/
bool is_point_inside_polygon_corner(const Point &a, const Point &b, const Point &c, const Point &query_point);
} } // namespace Slicer::Geometry
#endif