@@ -32,7 +32,7 @@ Polygon::~Polygon() {}
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bool Polygon::isInside (const Position& point) const
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{
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int cross = 0 ;
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- for (int i = 0 , j = vertices_.size () - 1 ; i < vertices_.size (); j = i++) {
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+ for (size_t i = 0 , j = vertices_.size () - 1 ; i < vertices_.size (); j = i++) {
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if ( ((vertices_[i].y () > point.y ()) != (vertices_[j].y () > point.y ()))
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&& (point.x () < (vertices_[j].x () - vertices_[i].x ()) * (point.y () - vertices_[i].y ()) /
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(vertices_[j].y () - vertices_[i].y ()) + vertices_[i].x ()) )
@@ -102,7 +102,7 @@ double Polygon::getArea() const
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{
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double area = 0.0 ;
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int j = vertices_.size () - 1 ;
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- for (int i = 0 ; i < vertices_.size (); i++) {
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+ for (size_t i = 0 ; i < vertices_.size (); i++) {
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area += (vertices_.at (j).x () + vertices_.at (i).x ())
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* (vertices_.at (j).y () - vertices_.at (i).y ());
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j = i;
@@ -116,7 +116,7 @@ Position Polygon::getCentroid() const
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std::vector<Position> vertices = getVertices ();
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vertices.push_back (vertices.at (0 ));
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double area = 0.0 ;
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- for (int i = 0 ; i < vertices.size () - 1 ; i++) {
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+ for (size_t i = 0 ; i < vertices.size () - 1 ; i++) {
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const double a = vertices[i].x () * vertices[i+1 ].y () - vertices[i+1 ].x () * vertices[i].y ();
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area += a;
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centroid.x () += a * (vertices[i].x () + vertices[i+1 ].x ());
@@ -220,7 +220,7 @@ bool Polygon::offsetInward(const double margin)
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return true ;
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}
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- std::vector<Polygon> Polygon::triangulate (const TriangulationMethods& method) const
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+ std::vector<Polygon> Polygon::triangulate (const TriangulationMethods& /* method*/ ) const
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{
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// TODO Add more triangulation methods.
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// https://en.wikipedia.org/wiki/Polygon_triangulation
@@ -311,7 +311,7 @@ Polygon Polygon::monotoneChainConvexHullOfPoints(const std::vector<Position>& po
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int k = 0 ;
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// Build lower hull
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- for (int i = 0 ; i < sortedPoints.size (); ++i) {
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+ for (size_t i = 0 ; i < sortedPoints.size (); ++i) {
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while (k >= 2 && vectorsMakeClockwiseTurn (pointsConvexHull.at (k - 2 ), pointsConvexHull.at (k - 1 ), sortedPoints.at (i))) {
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k--;
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}
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