NLDClient-yudde/ProjectNLD/Assets/ThirdParty/TerrainGridSystem/Scripts/Clipper/Clipper.cs

4632 lines
142 KiB
C#

/*******************************************************************************
* *
* Author : Angus Johnson *
* Version : 6.4.2 *
* Date : 27 February 2017 *
* Website : http://www.angusj.com *
* Copyright : Angus Johnson 2010-2017 *
* *
* License: *
* Use, modification & distribution is subject to Boost Software License Ver 1. *
* http://www.boost.org/LICENSE_1_0.txt *
* *
* Attributions: *
* The code in this library is an extension of Bala Vatti's clipping algorithm: *
* "A generic solution to polygon clipping" *
* Communications of the ACM, Vol 35, Issue 7 (July 1992) pp 56-63. *
* http://portal.acm.org/citation.cfm?id=129906 *
* *
* Computer graphics and geometric modeling: implementation and algorithms *
* By Max K. Agoston *
* Springer; 1 edition (January 4, 2005) *
* http://books.google.com/books?q=vatti+clipping+agoston *
* *
* See also: *
* "Polygon Offsetting by Computing Winding Numbers" *
* Paper no. DETC2005-85513 pp. 565-575 *
* ASME 2005 International Design Engineering Technical Conferences *
* and Computers and Information in Engineering Conference (IDETC/CIE2005) *
* September 24-28, 2005 , Long Beach, California, USA *
* http://www.me.berkeley.edu/~mcmains/pubs/DAC05OffsetPolygon.pdf *
* *
*******************************************************************************/
/*******************************************************************************
* *
* This is a translation of the Delphi Clipper library and the naming style *
* used has retained a Delphi flavour. *
* *
*******************************************************************************/
//use_int32: When enabled 32bit ints are used instead of 64bit ints. This
//improve performance but coordinate values are limited to the range +/- 46340
//#define use_int32
//use_xyz: adds a Z member to IntPoint. Adds a minor cost to performance.
//#define use_xyz
//use_lines: Enables open path clipping. Adds a very minor cost to performance.
#define use_lines
using System;
using System.Collections.Generic;
//using System.Text; //for Int128.AsString() & StringBuilder
//using System.IO; //debugging with streamReader & StreamWriter
//using System.Windows.Forms; //debugging to clipboard
namespace TGS.ClipperLib {
#if use_int32
using cInt = Int32;
#else
using cInt = Int64;
#endif
using Path = List<IntPoint>;
using Paths = List<List<IntPoint>>;
public struct DoublePoint {
public double X;
public double Y;
public DoublePoint (double x = 0, double y = 0) {
this.X = x;
this.Y = y;
}
public DoublePoint (DoublePoint dp) {
this.X = dp.X;
this.Y = dp.Y;
}
public DoublePoint (IntPoint ip) {
this.X = ip.X;
this.Y = ip.Y;
}
};
//------------------------------------------------------------------------------
// PolyTree & PolyNode classes
//------------------------------------------------------------------------------
public class PolyTree : PolyNode {
internal List<PolyNode> m_AllPolys = new List<PolyNode> ();
//The GC probably handles this cleanup more efficiently ...
//~PolyTree(){Clear();}
public void Clear () {
for (int i = 0; i < m_AllPolys.Count; i++)
m_AllPolys [i] = null;
m_AllPolys.Clear ();
m_Childs.Clear ();
}
public PolyNode GetFirst () {
if (m_Childs.Count > 0)
return m_Childs [0];
else
return null;
}
public int Total {
get {
int result = m_AllPolys.Count;
//with negative offsets, ignore the hidden outer polygon ...
if (result > 0 && m_Childs [0] != m_AllPolys [0])
result--;
return result;
}
}
}
public class PolyNode {
internal PolyNode m_Parent;
internal Path m_polygon = new Path ();
internal int m_Index;
internal JoinType m_jointype;
internal EndType m_endtype;
internal List<PolyNode> m_Childs = new List<PolyNode> ();
private bool IsHoleNode () {
bool result = true;
PolyNode node = m_Parent;
while (node != null) {
result = !result;
node = node.m_Parent;
}
return result;
}
public int ChildCount {
get { return m_Childs.Count; }
}
public Path Contour {
get { return m_polygon; }
}
internal void AddChild (PolyNode Child) {
int cnt = m_Childs.Count;
m_Childs.Add (Child);
Child.m_Parent = this;
Child.m_Index = cnt;
}
public PolyNode GetNext () {
if (m_Childs.Count > 0)
return m_Childs [0];
else
return GetNextSiblingUp ();
}
internal PolyNode GetNextSiblingUp () {
if (m_Parent == null)
return null;
else if (m_Index == m_Parent.m_Childs.Count - 1)
return m_Parent.GetNextSiblingUp ();
else
return m_Parent.m_Childs [m_Index + 1];
}
public List<PolyNode> Childs {
get { return m_Childs; }
}
public PolyNode Parent {
get { return m_Parent; }
}
public bool IsHole {
get { return IsHoleNode (); }
}
public bool IsOpen { get; set; }
}
//------------------------------------------------------------------------------
// Int128 struct (enables safe math on signed 64bit integers)
// eg Int128 val1((Int64)9223372036854775807); //ie 2^63 -1
// Int128 val2((Int64)9223372036854775807);
// Int128 val3 = val1 * val2;
// val3.ToString => "85070591730234615847396907784232501249" (8.5e+37)
//------------------------------------------------------------------------------
internal struct Int128 {
private Int64 hi;
private UInt64 lo;
public Int128 (Int64 _lo) {
lo = (UInt64)_lo;
if (_lo < 0)
hi = -1;
else
hi = 0;
}
public Int128 (Int64 _hi, UInt64 _lo) {
lo = _lo;
hi = _hi;
}
public Int128 (Int128 val) {
hi = val.hi;
lo = val.lo;
}
public bool IsNegative () {
return hi < 0;
}
public static bool operator == (Int128 val1, Int128 val2) {
if ((object)val1 == (object)val2)
return true;
else if ((object)val1 == null || (object)val2 == null)
return false;
return (val1.hi == val2.hi && val1.lo == val2.lo);
}
public static bool operator != (Int128 val1, Int128 val2) {
return !(val1 == val2);
}
public override bool Equals (System.Object obj) {
if (obj == null || !(obj is Int128))
return false;
Int128 i128 = (Int128)obj;
return (i128.hi == hi && i128.lo == lo);
}
public override int GetHashCode () {
return hi.GetHashCode () ^ lo.GetHashCode ();
}
public static bool operator > (Int128 val1, Int128 val2) {
if (val1.hi != val2.hi)
return val1.hi > val2.hi;
else
return val1.lo > val2.lo;
}
public static bool operator < (Int128 val1, Int128 val2) {
if (val1.hi != val2.hi)
return val1.hi < val2.hi;
else
return val1.lo < val2.lo;
}
public static Int128 operator + (Int128 lhs, Int128 rhs) {
lhs.hi += rhs.hi;
lhs.lo += rhs.lo;
if (lhs.lo < rhs.lo)
lhs.hi++;
return lhs;
}
public static Int128 operator - (Int128 lhs, Int128 rhs) {
return lhs + -rhs;
}
public static Int128 operator - (Int128 val) {
if (val.lo == 0)
return new Int128 (-val.hi, 0);
else
return new Int128 (~val.hi, ~val.lo + 1);
}
public static explicit operator double (Int128 val) {
const double shift64 = 18446744073709551616.0; //2^64
if (val.hi < 0) {
if (val.lo == 0)
return (double)val.hi * shift64;
else
return -(double)(~val.lo + ~val.hi * shift64);
} else
return (double)(val.lo + val.hi * shift64);
}
//nb: Constructing two new Int128 objects every time we want to multiply longs
//is slow. So, although calling the Int128Mul method doesn't look as clean, the
//code runs significantly faster than if we'd used the * operator.
public static Int128 Int128Mul (Int64 lhs, Int64 rhs) {
bool negate = (lhs < 0) != (rhs < 0);
if (lhs < 0)
lhs = -lhs;
if (rhs < 0)
rhs = -rhs;
UInt64 int1Hi = (UInt64)lhs >> 32;
UInt64 int1Lo = (UInt64)lhs & 0xFFFFFFFF;
UInt64 int2Hi = (UInt64)rhs >> 32;
UInt64 int2Lo = (UInt64)rhs & 0xFFFFFFFF;
//nb: see comments in clipper.pas
UInt64 a = int1Hi * int2Hi;
UInt64 b = int1Lo * int2Lo;
UInt64 c = int1Hi * int2Lo + int1Lo * int2Hi;
UInt64 lo;
Int64 hi;
hi = (Int64)(a + (c >> 32));
unchecked {
lo = (c << 32) + b;
}
if (lo < b)
hi++;
Int128 result = new Int128 (hi, lo);
return negate ? -result : result;
}
};
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
public struct IntPoint {
public cInt X;
public cInt Y;
#if use_xyz
public cInt Z;
public IntPoint(cInt x, cInt y, cInt z = 0)
{
this.X = x; this.Y = y; this.Z = z;
}
public IntPoint(double x, double y, double z = 0)
{
this.X = (cInt)x; this.Y = (cInt)y; this.Z = (cInt)z;
}
public IntPoint(DoublePoint dp)
{
this.X = (cInt)dp.X; this.Y = (cInt)dp.Y; this.Z = 0;
}
public IntPoint(IntPoint pt)
{
this.X = pt.X; this.Y = pt.Y; this.Z = pt.Z;
}
#else
public IntPoint (cInt X, cInt Y) {
this.X = X;
this.Y = Y;
}
public IntPoint (float x, float y) {
this.X = (cInt)x;
this.Y = (cInt)y;
}
public IntPoint (double x, double y) {
this.X = (cInt)x;
this.Y = (cInt)y;
}
public IntPoint (IntPoint pt) {
this.X = pt.X;
this.Y = pt.Y;
}
#endif
public static bool operator == (IntPoint a, IntPoint b) {
return a.X == b.X && a.Y == b.Y;
}
public static bool operator != (IntPoint a, IntPoint b) {
return a.X != b.X || a.Y != b.Y;
}
public override bool Equals (object obj) {
if (obj == null)
return false;
if (obj is IntPoint) {
IntPoint a = (IntPoint)obj;
return (X == a.X) && (Y == a.Y);
} else
return false;
}
public override int GetHashCode () {
//simply prevents a compiler warning
return base.GetHashCode ();
}
}
// end struct IntPoint
public struct IntRect {
public cInt left;
public cInt top;
public cInt right;
public cInt bottom;
public IntRect (cInt l, cInt t, cInt r, cInt b) {
this.left = l;
this.top = t;
this.right = r;
this.bottom = b;
}
public IntRect (IntRect ir) {
this.left = ir.left;
this.top = ir.top;
this.right = ir.right;
this.bottom = ir.bottom;
}
}
public enum ClipType {
ctIntersection,
ctUnion,
ctDifference,
ctXor}
;
public enum PolyType {
ptSubject,
ptClip}
;
//By far the most widely used winding rules for polygon filling are
//EvenOdd & NonZero (GDI, GDI+, XLib, OpenGL, Cairo, AGG, Quartz, SVG, Gr32)
//Others rules include Positive, Negative and ABS_GTR_EQ_TWO (only in OpenGL)
//see http://glprogramming.com/red/chapter11.html
public enum PolyFillType {
pftEvenOdd,
pftNonZero,
pftPositive,
pftNegative}
;
public enum JoinType {
jtSquare,
jtRound,
jtMiter}
;
public enum EndType {
etClosedPolygon,
etClosedLine,
etOpenButt,
etOpenSquare,
etOpenRound}
;
internal enum EdgeSide {
esLeft,
esRight}
;
internal enum Direction {
dRightToLeft,
dLeftToRight}
;
internal class TEdge {
internal IntPoint Bot;
internal IntPoint Curr;
//current (updated for every new scanbeam)
internal IntPoint Top;
internal IntPoint Delta;
internal double Dx;
internal PolyType PolyTyp;
internal EdgeSide Side;
//side only refers to current side of solution poly
internal int WindDelta;
//1 or -1 depending on winding direction
internal int WindCnt;
internal int WindCnt2;
//winding count of the opposite polytype
internal int OutIdx;
internal TEdge Next;
internal TEdge Prev;
internal TEdge NextInLML;
internal TEdge NextInAEL;
internal TEdge PrevInAEL;
internal TEdge NextInSEL;
internal TEdge PrevInSEL;
};
public class IntersectNode {
internal TEdge Edge1;
internal TEdge Edge2;
internal IntPoint Pt;
};
public class MyIntersectNodeSort : IComparer<IntersectNode> {
public int Compare (IntersectNode node1, IntersectNode node2) {
cInt i = node2.Pt.Y - node1.Pt.Y;
if (i > 0)
return 1;
else if (i < 0)
return -1;
else
return 0;
}
}
internal class LocalMinima {
internal cInt Y;
internal TEdge LeftBound;
internal TEdge RightBound;
internal LocalMinima Next;
};
internal class Scanbeam {
internal cInt Y;
internal Scanbeam Next;
};
internal class Maxima {
internal cInt X;
internal Maxima Next;
internal Maxima Prev;
};
//OutRec: contains a path in the clipping solution. Edges in the AEL will
//carry a pointer to an OutRec when they are part of the clipping solution.
internal class OutRec {
internal int Idx;
internal bool IsHole;
internal bool IsOpen;
internal OutRec FirstLeft;
//see comments in clipper.pas
internal OutPt Pts;
internal OutPt BottomPt;
internal PolyNode PolyNode;
};
internal class OutPt {
internal int Idx;
internal IntPoint Pt;
internal OutPt Next;
internal OutPt Prev;
};
internal class Join {
internal OutPt OutPt1;
internal OutPt OutPt2;
internal IntPoint OffPt;
};
public class ClipperBase {
internal const double horizontal = -3.4E+38;
internal const int Skip = -2;
internal const int Unassigned = -1;
internal const double tolerance = 1.0E-20;
internal static bool near_zero (double val) {
return (val > -tolerance) && (val < tolerance);
}
#if use_int32
public const cInt loRange = 0x7FFF;
public const cInt hiRange = 0x7FFF;
#else
public const cInt loRange = 0x3FFFFFFF;
public const cInt hiRange = 0x3FFFFFFFFFFFFFFFL;
#endif
internal LocalMinima m_MinimaList;
internal LocalMinima m_CurrentLM;
internal List<List<TEdge>> m_edges = new List<List<TEdge>> ();
internal Scanbeam m_Scanbeam;
internal List<OutRec> m_PolyOuts;
internal TEdge m_ActiveEdges;
internal bool m_UseFullRange;
internal bool m_HasOpenPaths;
//------------------------------------------------------------------------------
public bool PreserveCollinear {
get;
set;
}
//------------------------------------------------------------------------------
public void Swap (ref cInt val1, ref cInt val2) {
cInt tmp = val1;
val1 = val2;
val2 = tmp;
}
//------------------------------------------------------------------------------
internal static bool IsHorizontal (TEdge e) {
return e.Delta.Y == 0;
}
//------------------------------------------------------------------------------
internal bool PointIsVertex (IntPoint pt, OutPt pp) {
OutPt pp2 = pp;
do {
if (pp2.Pt == pt)
return true;
pp2 = pp2.Next;
} while (pp2 != pp);
return false;
}
//------------------------------------------------------------------------------
internal bool PointOnLineSegment (IntPoint pt,
IntPoint linePt1, IntPoint linePt2, bool UseFullRange) {
if (UseFullRange)
return ((pt.X == linePt1.X) && (pt.Y == linePt1.Y)) ||
((pt.X == linePt2.X) && (pt.Y == linePt2.Y)) ||
(((pt.X > linePt1.X) == (pt.X < linePt2.X)) &&
((pt.Y > linePt1.Y) == (pt.Y < linePt2.Y)) &&
((Int128.Int128Mul ((pt.X - linePt1.X), (linePt2.Y - linePt1.Y)) ==
Int128.Int128Mul ((linePt2.X - linePt1.X), (pt.Y - linePt1.Y)))));
else
return ((pt.X == linePt1.X) && (pt.Y == linePt1.Y)) ||
((pt.X == linePt2.X) && (pt.Y == linePt2.Y)) ||
(((pt.X > linePt1.X) == (pt.X < linePt2.X)) &&
((pt.Y > linePt1.Y) == (pt.Y < linePt2.Y)) &&
((pt.X - linePt1.X) * (linePt2.Y - linePt1.Y) ==
(linePt2.X - linePt1.X) * (pt.Y - linePt1.Y)));
}
//------------------------------------------------------------------------------
internal bool PointOnPolygon (IntPoint pt, OutPt pp, bool UseFullRange) {
OutPt pp2 = pp;
while (true) {
if (PointOnLineSegment (pt, pp2.Pt, pp2.Next.Pt, UseFullRange))
return true;
pp2 = pp2.Next;
if (pp2 == pp)
break;
}
return false;
}
//------------------------------------------------------------------------------
internal static bool SlopesEqual (TEdge e1, TEdge e2, bool UseFullRange) {
if (UseFullRange)
return Int128.Int128Mul (e1.Delta.Y, e2.Delta.X) ==
Int128.Int128Mul (e1.Delta.X, e2.Delta.Y);
else
return (cInt)(e1.Delta.Y) * (e2.Delta.X) ==
(cInt)(e1.Delta.X) * (e2.Delta.Y);
}
//------------------------------------------------------------------------------
internal static bool SlopesEqual (IntPoint pt1, IntPoint pt2,
IntPoint pt3, bool UseFullRange) {
if (UseFullRange)
return Int128.Int128Mul (pt1.Y - pt2.Y, pt2.X - pt3.X) ==
Int128.Int128Mul (pt1.X - pt2.X, pt2.Y - pt3.Y);
else
return
(cInt)(pt1.Y - pt2.Y) * (pt2.X - pt3.X) - (cInt)(pt1.X - pt2.X) * (pt2.Y - pt3.Y) == 0;
}
//------------------------------------------------------------------------------
internal static bool SlopesEqual (IntPoint pt1, IntPoint pt2,
IntPoint pt3, IntPoint pt4, bool UseFullRange) {
if (UseFullRange)
return Int128.Int128Mul (pt1.Y - pt2.Y, pt3.X - pt4.X) ==
Int128.Int128Mul (pt1.X - pt2.X, pt3.Y - pt4.Y);
else
return
(cInt)(pt1.Y - pt2.Y) * (pt3.X - pt4.X) - (cInt)(pt1.X - pt2.X) * (pt3.Y - pt4.Y) == 0;
}
//------------------------------------------------------------------------------
internal ClipperBase () { //constructor (nb: no external instantiation)
m_MinimaList = null;
m_CurrentLM = null;
m_UseFullRange = false;
m_HasOpenPaths = false;
}
//------------------------------------------------------------------------------
public virtual void Clear () {
DisposeLocalMinimaList ();
for (int i = 0; i < m_edges.Count; ++i) {
for (int j = 0; j < m_edges [i].Count; ++j)
m_edges [i] [j] = null;
m_edges [i].Clear ();
}
m_edges.Clear ();
m_UseFullRange = false;
m_HasOpenPaths = false;
}
//------------------------------------------------------------------------------
private void DisposeLocalMinimaList () {
while (m_MinimaList != null) {
LocalMinima tmpLm = m_MinimaList.Next;
m_MinimaList = null;
m_MinimaList = tmpLm;
}
m_CurrentLM = null;
}
//------------------------------------------------------------------------------
void RangeTest (IntPoint Pt, ref bool useFullRange) {
if (useFullRange) {
if (Pt.X > hiRange || Pt.Y > hiRange || -Pt.X > hiRange || -Pt.Y > hiRange)
throw new ClipperException ("Coordinate outside allowed range");
} else if (Pt.X > loRange || Pt.Y > loRange || -Pt.X > loRange || -Pt.Y > loRange) {
useFullRange = true;
RangeTest (Pt, ref useFullRange);
}
}
//------------------------------------------------------------------------------
private void InitEdge (TEdge e, TEdge eNext,
TEdge ePrev, IntPoint pt) {
e.Next = eNext;
e.Prev = ePrev;
e.Curr = pt;
e.OutIdx = Unassigned;
}
//------------------------------------------------------------------------------
private void InitEdge2 (TEdge e, PolyType polyType) {
if (e.Curr.Y >= e.Next.Curr.Y) {
e.Bot = e.Curr;
e.Top = e.Next.Curr;
} else {
e.Top = e.Curr;
e.Bot = e.Next.Curr;
}
SetDx (e);
e.PolyTyp = polyType;
}
//------------------------------------------------------------------------------
private TEdge FindNextLocMin (TEdge E) {
TEdge E2;
for (;;) {
while (E.Bot != E.Prev.Bot || E.Curr == E.Top)
E = E.Next;
if (E.Dx != horizontal && E.Prev.Dx != horizontal)
break;
while (E.Prev.Dx == horizontal)
E = E.Prev;
E2 = E;
while (E.Dx == horizontal)
E = E.Next;
if (E.Top.Y == E.Prev.Bot.Y)
continue; //ie just an intermediate horz.
if (E2.Prev.Bot.X < E.Bot.X)
E = E2;
break;
}
return E;
}
//------------------------------------------------------------------------------
private TEdge ProcessBound (TEdge E, bool LeftBoundIsForward) {
TEdge EStart, Result = E;
TEdge Horz;
if (Result.OutIdx == Skip) {
//check if there are edges beyond the skip edge in the bound and if so
//create another LocMin and calling ProcessBound once more ...
E = Result;
if (LeftBoundIsForward) {
while (E.Top.Y == E.Next.Bot.Y)
E = E.Next;
while (E != Result && E.Dx == horizontal)
E = E.Prev;
} else {
while (E.Top.Y == E.Prev.Bot.Y)
E = E.Prev;
while (E != Result && E.Dx == horizontal)
E = E.Next;
}
if (E == Result) {
if (LeftBoundIsForward)
Result = E.Next;
else
Result = E.Prev;
} else {
//there are more edges in the bound beyond result starting with E
if (LeftBoundIsForward)
E = Result.Next;
else
E = Result.Prev;
LocalMinima locMin = new LocalMinima ();
locMin.Next = null;
locMin.Y = E.Bot.Y;
locMin.LeftBound = null;
locMin.RightBound = E;
E.WindDelta = 0;
Result = ProcessBound (E, LeftBoundIsForward);
InsertLocalMinima (locMin);
}
return Result;
}
if (E.Dx == horizontal) {
//We need to be careful with open paths because this may not be a
//true local minima (ie E may be following a skip edge).
//Also, consecutive horz. edges may start heading left before going right.
if (LeftBoundIsForward)
EStart = E.Prev;
else
EStart = E.Next;
if (EStart.Dx == horizontal) { //ie an adjoining horizontal skip edge
if (EStart.Bot.X != E.Bot.X && EStart.Top.X != E.Bot.X)
ReverseHorizontal (E);
} else if (EStart.Bot.X != E.Bot.X)
ReverseHorizontal (E);
}
EStart = E;
if (LeftBoundIsForward) {
while (Result.Top.Y == Result.Next.Bot.Y && Result.Next.OutIdx != Skip)
Result = Result.Next;
if (Result.Dx == horizontal && Result.Next.OutIdx != Skip) {
//nb: at the top of a bound, horizontals are added to the bound
//only when the preceding edge attaches to the horizontal's left vertex
//unless a Skip edge is encountered when that becomes the top divide
Horz = Result;
while (Horz.Prev.Dx == horizontal)
Horz = Horz.Prev;
if (Horz.Prev.Top.X > Result.Next.Top.X)
Result = Horz.Prev;
}
while (E != Result) {
E.NextInLML = E.Next;
if (E.Dx == horizontal && E != EStart && E.Bot.X != E.Prev.Top.X)
ReverseHorizontal (E);
E = E.Next;
}
if (E.Dx == horizontal && E != EStart && E.Bot.X != E.Prev.Top.X)
ReverseHorizontal (E);
Result = Result.Next; //move to the edge just beyond current bound
} else {
while (Result.Top.Y == Result.Prev.Bot.Y && Result.Prev.OutIdx != Skip)
Result = Result.Prev;
if (Result.Dx == horizontal && Result.Prev.OutIdx != Skip) {
Horz = Result;
while (Horz.Next.Dx == horizontal)
Horz = Horz.Next;
if (Horz.Next.Top.X == Result.Prev.Top.X ||
Horz.Next.Top.X > Result.Prev.Top.X)
Result = Horz.Next;
}
while (E != Result) {
E.NextInLML = E.Prev;
if (E.Dx == horizontal && E != EStart && E.Bot.X != E.Next.Top.X)
ReverseHorizontal (E);
E = E.Prev;
}
if (E.Dx == horizontal && E != EStart && E.Bot.X != E.Next.Top.X)
ReverseHorizontal (E);
Result = Result.Prev; //move to the edge just beyond current bound
}
return Result;
}
//------------------------------------------------------------------------------
public bool AddPath (Path pg, PolyType polyType, bool Closed) {
#if use_lines
if (!Closed && polyType == PolyType.ptClip)
throw new ClipperException ("AddPath: Open paths must be subject.");
#else
if (!Closed)
throw new ClipperException("AddPath: Open paths have been disabled.");
#endif
int highI = (int)pg.Count - 1;
if (Closed)
while (highI > 0 && (pg [highI] == pg [0]))
--highI;
while (highI > 0 && (pg [highI] == pg [highI - 1]))
--highI;
if ((Closed && highI < 2) || (!Closed && highI < 1))
return false;
//create a new edge array ...
List<TEdge> edges = new List<TEdge> (highI + 1);
for (int i = 0; i <= highI; i++)
edges.Add (new TEdge ());
bool IsFlat = true;
//1. Basic (first) edge initialization ...
edges [1].Curr = pg [1];
RangeTest (pg [0], ref m_UseFullRange);
RangeTest (pg [highI], ref m_UseFullRange);
InitEdge (edges [0], edges [1], edges [highI], pg [0]);
InitEdge (edges [highI], edges [0], edges [highI - 1], pg [highI]);
for (int i = highI - 1; i >= 1; --i) {
RangeTest (pg [i], ref m_UseFullRange);
InitEdge (edges [i], edges [i + 1], edges [i - 1], pg [i]);
}
TEdge eStart = edges [0];
//2. Remove duplicate vertices, and (when closed) collinear edges ...
TEdge E = eStart, eLoopStop = eStart;
for (;;) {
//nb: allows matching start and end points when not Closed ...
if (E.Curr == E.Next.Curr && (Closed || E.Next != eStart)) {
if (E == E.Next)
break;
if (E == eStart)
eStart = E.Next;
E = RemoveEdge (E);
eLoopStop = E;
continue;
}
if (E.Prev == E.Next)
break; //only two vertices
else if (Closed &&
SlopesEqual (E.Prev.Curr, E.Curr, E.Next.Curr, m_UseFullRange) &&
(!PreserveCollinear ||
!Pt2IsBetweenPt1AndPt3 (E.Prev.Curr, E.Curr, E.Next.Curr))) {
//Collinear edges are allowed for open paths but in closed paths
//the default is to merge adjacent collinear edges into a single edge.
//However, if the PreserveCollinear property is enabled, only overlapping
//collinear edges (ie spikes) will be removed from closed paths.
if (E == eStart)
eStart = E.Next;
E = RemoveEdge (E);
E = E.Prev;
eLoopStop = E;
continue;
}
E = E.Next;
if ((E == eLoopStop) || (!Closed && E.Next == eStart))
break;
}
if ((!Closed && (E == E.Next)) || (Closed && (E.Prev == E.Next)))
return false;
if (!Closed) {
m_HasOpenPaths = true;
eStart.Prev.OutIdx = Skip;
}
//3. Do second stage of edge initialization ...
E = eStart;
do {
InitEdge2 (E, polyType);
E = E.Next;
if (IsFlat && E.Curr.Y != eStart.Curr.Y)
IsFlat = false;
} while (E != eStart);
//4. Finally, add edge bounds to LocalMinima list ...
//Totally flat paths must be handled differently when adding them
//to LocalMinima list to avoid endless loops etc ...
if (IsFlat) {
if (Closed)
return false;
E.Prev.OutIdx = Skip;
LocalMinima locMin = new LocalMinima ();
locMin.Next = null;
locMin.Y = E.Bot.Y;
locMin.LeftBound = null;
locMin.RightBound = E;
locMin.RightBound.Side = EdgeSide.esRight;
locMin.RightBound.WindDelta = 0;
for (; ;) {
if (E.Bot.X != E.Prev.Top.X)
ReverseHorizontal (E);
if (E.Next.OutIdx == Skip)
break;
E.NextInLML = E.Next;
E = E.Next;
}
InsertLocalMinima (locMin);
m_edges.Add (edges);
return true;
}
m_edges.Add (edges);
bool leftBoundIsForward;
TEdge EMin = null;
//workaround to avoid an endless loop in the while loop below when
//open paths have matching start and end points ...
if (E.Prev.Bot == E.Prev.Top)
E = E.Next;
for (;;) {
E = FindNextLocMin (E);
if (E == EMin)
break;
else if (EMin == null)
EMin = E;
//E and E.Prev now share a local minima (left aligned if horizontal).
//Compare their slopes to find which starts which bound ...
LocalMinima locMin = new LocalMinima ();
locMin.Next = null;
locMin.Y = E.Bot.Y;
if (E.Dx < E.Prev.Dx) {
locMin.LeftBound = E.Prev;
locMin.RightBound = E;
leftBoundIsForward = false; //Q.nextInLML = Q.prev
} else {
locMin.LeftBound = E;
locMin.RightBound = E.Prev;
leftBoundIsForward = true; //Q.nextInLML = Q.next
}
locMin.LeftBound.Side = EdgeSide.esLeft;
locMin.RightBound.Side = EdgeSide.esRight;
if (!Closed)
locMin.LeftBound.WindDelta = 0;
else if (locMin.LeftBound.Next == locMin.RightBound)
locMin.LeftBound.WindDelta = -1;
else
locMin.LeftBound.WindDelta = 1;
locMin.RightBound.WindDelta = -locMin.LeftBound.WindDelta;
E = ProcessBound (locMin.LeftBound, leftBoundIsForward);
if (E.OutIdx == Skip)
E = ProcessBound (E, leftBoundIsForward);
TEdge E2 = ProcessBound (locMin.RightBound, !leftBoundIsForward);
if (E2.OutIdx == Skip)
E2 = ProcessBound (E2, !leftBoundIsForward);
if (locMin.LeftBound.OutIdx == Skip)
locMin.LeftBound = null;
else if (locMin.RightBound.OutIdx == Skip)
locMin.RightBound = null;
InsertLocalMinima (locMin);
if (!leftBoundIsForward)
E = E2;
}
return true;
}
//------------------------------------------------------------------------------
public bool AddPaths (Paths ppg, PolyType polyType, bool closed) {
bool result = false;
for (int i = 0; i < ppg.Count; ++i)
if (AddPath (ppg [i], polyType, closed))
result = true;
return result;
}
//------------------------------------------------------------------------------
internal bool Pt2IsBetweenPt1AndPt3 (IntPoint pt1, IntPoint pt2, IntPoint pt3) {
if ((pt1 == pt3) || (pt1 == pt2) || (pt3 == pt2))
return false;
else if (pt1.X != pt3.X)
return (pt2.X > pt1.X) == (pt2.X < pt3.X);
else
return (pt2.Y > pt1.Y) == (pt2.Y < pt3.Y);
}
//------------------------------------------------------------------------------
TEdge RemoveEdge (TEdge e) {
//removes e from double_linked_list (but without removing from memory)
e.Prev.Next = e.Next;
e.Next.Prev = e.Prev;
TEdge result = e.Next;
e.Prev = null; //flag as removed (see ClipperBase.Clear)
return result;
}
//------------------------------------------------------------------------------
private void SetDx (TEdge e) {
e.Delta.X = (e.Top.X - e.Bot.X);
e.Delta.Y = (e.Top.Y - e.Bot.Y);
if (e.Delta.Y == 0)
e.Dx = horizontal;
else
e.Dx = (double)(e.Delta.X) / (e.Delta.Y);
}
//---------------------------------------------------------------------------
private void InsertLocalMinima (LocalMinima newLm) {
if (m_MinimaList == null) {
m_MinimaList = newLm;
} else if (newLm.Y >= m_MinimaList.Y) {
newLm.Next = m_MinimaList;
m_MinimaList = newLm;
} else {
LocalMinima tmpLm = m_MinimaList;
while (tmpLm.Next != null && (newLm.Y < tmpLm.Next.Y))
tmpLm = tmpLm.Next;
newLm.Next = tmpLm.Next;
tmpLm.Next = newLm;
}
}
//------------------------------------------------------------------------------
internal Boolean PopLocalMinima (cInt Y, out LocalMinima current) {
current = m_CurrentLM;
if (m_CurrentLM != null && m_CurrentLM.Y == Y) {
m_CurrentLM = m_CurrentLM.Next;
return true;
}
return false;
}
//------------------------------------------------------------------------------
private void ReverseHorizontal (TEdge e) {
//swap horizontal edges' top and bottom x's so they follow the natural
//progression of the bounds - ie so their xbots will align with the
//adjoining lower edge. [Helpful in the ProcessHorizontal() method.]
Swap (ref e.Top.X, ref e.Bot.X);
#if use_xyz
Swap(ref e.Top.Z, ref e.Bot.Z);
#endif
}
//------------------------------------------------------------------------------
internal virtual void Reset () {
m_CurrentLM = m_MinimaList;
if (m_CurrentLM == null)
return; //ie nothing to process
//reset all edges ...
m_Scanbeam = null;
LocalMinima lm = m_MinimaList;
while (lm != null) {
InsertScanbeam (lm.Y);
TEdge e = lm.LeftBound;
if (e != null) {
e.Curr = e.Bot;
e.OutIdx = Unassigned;
}
e = lm.RightBound;
if (e != null) {
e.Curr = e.Bot;
e.OutIdx = Unassigned;
}
lm = lm.Next;
}
m_ActiveEdges = null;
}
//------------------------------------------------------------------------------
public static IntRect GetBounds (Paths paths) {
int i = 0, cnt = paths.Count;
while (i < cnt && paths [i].Count == 0)
i++;
if (i == cnt)
return new IntRect (0, 0, 0, 0);
IntRect result = new IntRect ();
result.left = paths [i] [0].X;
result.right = result.left;
result.top = paths [i] [0].Y;
result.bottom = result.top;
for (; i < cnt; i++)
for (int j = 0; j < paths [i].Count; j++) {
if (paths [i] [j].X < result.left)
result.left = paths [i] [j].X;
else if (paths [i] [j].X > result.right)
result.right = paths [i] [j].X;
if (paths [i] [j].Y < result.top)
result.top = paths [i] [j].Y;
else if (paths [i] [j].Y > result.bottom)
result.bottom = paths [i] [j].Y;
}
return result;
}
//------------------------------------------------------------------------------
internal void InsertScanbeam (cInt Y) {
//single-linked list: sorted descending, ignoring dups.
if (m_Scanbeam == null) {
m_Scanbeam = new Scanbeam ();
m_Scanbeam.Next = null;
m_Scanbeam.Y = Y;
} else if (Y > m_Scanbeam.Y) {
Scanbeam newSb = new Scanbeam ();
newSb.Y = Y;
newSb.Next = m_Scanbeam;
m_Scanbeam = newSb;
} else {
Scanbeam sb2 = m_Scanbeam;
while (sb2.Next != null && (Y <= sb2.Next.Y))
sb2 = sb2.Next;
if (Y == sb2.Y)
return; //ie ignores duplicates
Scanbeam newSb = new Scanbeam ();
newSb.Y = Y;
newSb.Next = sb2.Next;
sb2.Next = newSb;
}
}
//------------------------------------------------------------------------------
internal Boolean PopScanbeam (out cInt Y) {
if (m_Scanbeam == null) {
Y = 0;
return false;
}
Y = m_Scanbeam.Y;
m_Scanbeam = m_Scanbeam.Next;
return true;
}
//------------------------------------------------------------------------------
internal Boolean LocalMinimaPending () {
return (m_CurrentLM != null);
}
//------------------------------------------------------------------------------
internal OutRec CreateOutRec () {
OutRec result = new OutRec ();
result.Idx = Unassigned;
result.IsHole = false;
result.IsOpen = false;
result.FirstLeft = null;
result.Pts = null;
result.BottomPt = null;
result.PolyNode = null;
m_PolyOuts.Add (result);
result.Idx = m_PolyOuts.Count - 1;
return result;
}
//------------------------------------------------------------------------------
internal void DisposeOutRec (int index) {
OutRec outRec = m_PolyOuts [index];
outRec.Pts = null;
outRec = null;
m_PolyOuts [index] = null;
}
//------------------------------------------------------------------------------
internal void UpdateEdgeIntoAEL (ref TEdge e) {
if (e.NextInLML == null)
throw new ClipperException ("UpdateEdgeIntoAEL: invalid call");
TEdge AelPrev = e.PrevInAEL;
TEdge AelNext = e.NextInAEL;
e.NextInLML.OutIdx = e.OutIdx;
if (AelPrev != null)
AelPrev.NextInAEL = e.NextInLML;
else
m_ActiveEdges = e.NextInLML;
if (AelNext != null)
AelNext.PrevInAEL = e.NextInLML;
e.NextInLML.Side = e.Side;
e.NextInLML.WindDelta = e.WindDelta;
e.NextInLML.WindCnt = e.WindCnt;
e.NextInLML.WindCnt2 = e.WindCnt2;
e = e.NextInLML;
e.Curr = e.Bot;
e.PrevInAEL = AelPrev;
e.NextInAEL = AelNext;
if (!IsHorizontal (e))
InsertScanbeam (e.Top.Y);
}
//------------------------------------------------------------------------------
internal void SwapPositionsInAEL (TEdge edge1, TEdge edge2) {
//check that one or other edge hasn't already been removed from AEL ...
if (edge1.NextInAEL == edge1.PrevInAEL ||
edge2.NextInAEL == edge2.PrevInAEL)
return;
if (edge1.NextInAEL == edge2) {
TEdge next = edge2.NextInAEL;
if (next != null)
next.PrevInAEL = edge1;
TEdge prev = edge1.PrevInAEL;
if (prev != null)
prev.NextInAEL = edge2;
edge2.PrevInAEL = prev;
edge2.NextInAEL = edge1;
edge1.PrevInAEL = edge2;
edge1.NextInAEL = next;
} else if (edge2.NextInAEL == edge1) {
TEdge next = edge1.NextInAEL;
if (next != null)
next.PrevInAEL = edge2;
TEdge prev = edge2.PrevInAEL;
if (prev != null)
prev.NextInAEL = edge1;
edge1.PrevInAEL = prev;
edge1.NextInAEL = edge2;
edge2.PrevInAEL = edge1;
edge2.NextInAEL = next;
} else {
TEdge next = edge1.NextInAEL;
TEdge prev = edge1.PrevInAEL;
edge1.NextInAEL = edge2.NextInAEL;
if (edge1.NextInAEL != null)
edge1.NextInAEL.PrevInAEL = edge1;
edge1.PrevInAEL = edge2.PrevInAEL;
if (edge1.PrevInAEL != null)
edge1.PrevInAEL.NextInAEL = edge1;
edge2.NextInAEL = next;
if (edge2.NextInAEL != null)
edge2.NextInAEL.PrevInAEL = edge2;
edge2.PrevInAEL = prev;
if (edge2.PrevInAEL != null)
edge2.PrevInAEL.NextInAEL = edge2;
}
if (edge1.PrevInAEL == null)
m_ActiveEdges = edge1;
else if (edge2.PrevInAEL == null)
m_ActiveEdges = edge2;
}
//------------------------------------------------------------------------------
internal void DeleteFromAEL (TEdge e) {
TEdge AelPrev = e.PrevInAEL;
TEdge AelNext = e.NextInAEL;
if (AelPrev == null && AelNext == null && (e != m_ActiveEdges))
return; //already deleted
if (AelPrev != null)
AelPrev.NextInAEL = AelNext;
else
m_ActiveEdges = AelNext;
if (AelNext != null)
AelNext.PrevInAEL = AelPrev;
e.NextInAEL = null;
e.PrevInAEL = null;
}
//------------------------------------------------------------------------------
}
//end ClipperBase
public partial class Clipper : ClipperBase {
//InitOptions that can be passed to the constructor ...
public const int ioReverseSolution = 1;
public const int ioStrictlySimple = 2;
public const int ioPreserveCollinear = 4;
private ClipType m_ClipType;
private Maxima m_Maxima;
private TEdge m_SortedEdges;
private List<IntersectNode> m_IntersectList;
IComparer<IntersectNode> m_IntersectNodeComparer;
private bool m_ExecuteLocked;
private PolyFillType m_ClipFillType;
private PolyFillType m_SubjFillType;
private List<Join> m_Joins;
private List<Join> m_GhostJoins;
private bool m_UsingPolyTree;
#if use_xyz
public delegate void ZFillCallback(IntPoint bot1, IntPoint top1,
IntPoint bot2, IntPoint top2, ref IntPoint pt);
public ZFillCallback ZFillFunction { get; set; }
#endif
public Clipper (int InitOptions = 0) : base () { //constructor
m_Scanbeam = null;
m_Maxima = null;
m_ActiveEdges = null;
m_SortedEdges = null;
m_IntersectList = new List<IntersectNode> ();
m_IntersectNodeComparer = new MyIntersectNodeSort ();
m_ExecuteLocked = false;
m_UsingPolyTree = false;
m_PolyOuts = new List<OutRec> ();
m_Joins = new List<Join> ();
m_GhostJoins = new List<Join> ();
ReverseSolution = (ioReverseSolution & InitOptions) != 0;
StrictlySimple = (ioStrictlySimple & InitOptions) != 0;
PreserveCollinear = (ioPreserveCollinear & InitOptions) != 0;
#if use_xyz
ZFillFunction = null;
#endif
}
//------------------------------------------------------------------------------
private void InsertMaxima (cInt X) {
//double-linked list: sorted ascending, ignoring dups.
Maxima newMax = new Maxima ();
newMax.X = X;
if (m_Maxima == null) {
m_Maxima = newMax;
m_Maxima.Next = null;
m_Maxima.Prev = null;
} else if (X < m_Maxima.X) {
newMax.Next = m_Maxima;
newMax.Prev = null;
m_Maxima = newMax;
} else {
Maxima m = m_Maxima;
while (m.Next != null && (X >= m.Next.X))
m = m.Next;
if (X == m.X)
return; //ie ignores duplicates (& CG to clean up newMax)
//insert newMax between m and m.Next ...
newMax.Next = m.Next;
newMax.Prev = m;
if (m.Next != null)
m.Next.Prev = newMax;
m.Next = newMax;
}
}
//------------------------------------------------------------------------------
public bool ReverseSolution {
get;
set;
}
//------------------------------------------------------------------------------
public bool StrictlySimple {
get;
set;
}
//------------------------------------------------------------------------------
public bool Execute (ClipType clipType, Paths solution,
PolyFillType FillType = PolyFillType.pftEvenOdd) {
return Execute (clipType, solution, FillType, FillType);
}
//------------------------------------------------------------------------------
public bool Execute (ClipType clipType, PolyTree polytree,
PolyFillType FillType = PolyFillType.pftEvenOdd) {
return Execute (clipType, polytree, FillType, FillType);
}
//------------------------------------------------------------------------------
public bool Execute (ClipType clipType, Paths solution,
PolyFillType subjFillType, PolyFillType clipFillType) {
if (m_ExecuteLocked)
return false;
if (m_HasOpenPaths)
throw
new ClipperException ("Error: PolyTree struct is needed for open path clipping.");
m_ExecuteLocked = true;
solution.Clear ();
m_SubjFillType = subjFillType;
m_ClipFillType = clipFillType;
m_ClipType = clipType;
m_UsingPolyTree = false;
bool succeeded;
try {
succeeded = ExecuteInternal ();
//build the return polygons ...
if (succeeded)
BuildResult (solution);
} finally {
DisposeAllPolyPts ();
m_ExecuteLocked = false;
}
return succeeded;
}
//------------------------------------------------------------------------------
public bool Execute (ClipType clipType, PolyTree polytree,
PolyFillType subjFillType, PolyFillType clipFillType) {
if (m_ExecuteLocked)
return false;
m_ExecuteLocked = true;
m_SubjFillType = subjFillType;
m_ClipFillType = clipFillType;
m_ClipType = clipType;
m_UsingPolyTree = true;
bool succeeded;
try {
succeeded = ExecuteInternal ();
//build the return polygons ...
if (succeeded)
BuildResult2 (polytree);
} finally {
DisposeAllPolyPts ();
m_ExecuteLocked = false;
}
return succeeded;
}
//------------------------------------------------------------------------------
internal void FixHoleLinkage (OutRec outRec) {
//skip if an outermost polygon or
//already already points to the correct FirstLeft ...
if (outRec.FirstLeft == null ||
(outRec.IsHole != outRec.FirstLeft.IsHole &&
outRec.FirstLeft.Pts != null))
return;
OutRec orfl = outRec.FirstLeft;
while (orfl != null && ((orfl.IsHole == outRec.IsHole) || orfl.Pts == null))
orfl = orfl.FirstLeft;
outRec.FirstLeft = orfl;
}
//------------------------------------------------------------------------------
private bool ExecuteInternal () {
try {
Reset ();
m_SortedEdges = null;
m_Maxima = null;
cInt botY, topY;
if (!PopScanbeam (out botY))
return false;
InsertLocalMinimaIntoAEL (botY);
while (PopScanbeam (out topY) || LocalMinimaPending ()) {
ProcessHorizontals ();
m_GhostJoins.Clear ();
if (!ProcessIntersections (topY))
return false;
ProcessEdgesAtTopOfScanbeam (topY);
botY = topY;
InsertLocalMinimaIntoAEL (botY);
}
//fix orientations ...
foreach (OutRec outRec in m_PolyOuts) {
if (outRec.Pts == null || outRec.IsOpen)
continue;
if ((outRec.IsHole ^ ReverseSolution) == (Area (outRec) > 0))
ReversePolyPtLinks (outRec.Pts);
}
JoinCommonEdges ();
foreach (OutRec outRec in m_PolyOuts) {
if (outRec.Pts == null)
continue;
else if (outRec.IsOpen)
FixupOutPolyline (outRec);
else
FixupOutPolygon (outRec);
}
if (StrictlySimple)
DoSimplePolygons ();
return true;
}
//catch { return false; }
finally {
m_Joins.Clear ();
m_GhostJoins.Clear ();
}
}
//------------------------------------------------------------------------------
private void DisposeAllPolyPts () {
for (int i = 0; i < m_PolyOuts.Count; ++i)
DisposeOutRec (i);
m_PolyOuts.Clear ();
}
//------------------------------------------------------------------------------
private void AddJoin (OutPt Op1, OutPt Op2, IntPoint OffPt) {
Join j = new Join ();
j.OutPt1 = Op1;
j.OutPt2 = Op2;
j.OffPt = OffPt;
m_Joins.Add (j);
}
//------------------------------------------------------------------------------
private void AddGhostJoin (OutPt Op, IntPoint OffPt) {
Join j = new Join ();
j.OutPt1 = Op;
j.OffPt = OffPt;
m_GhostJoins.Add (j);
}
//------------------------------------------------------------------------------
#if use_xyz
internal void SetZ(ref IntPoint pt, TEdge e1, TEdge e2)
{
if (pt.Z != 0 || ZFillFunction == null) return;
else if (pt == e1.Bot) pt.Z = e1.Bot.Z;
else if (pt == e1.Top) pt.Z = e1.Top.Z;
else if (pt == e2.Bot) pt.Z = e2.Bot.Z;
else if (pt == e2.Top) pt.Z = e2.Top.Z;
else ZFillFunction(e1.Bot, e1.Top, e2.Bot, e2.Top, ref pt);
}
//------------------------------------------------------------------------------
#endif
private void InsertLocalMinimaIntoAEL (cInt botY) {
LocalMinima lm;
while (PopLocalMinima (botY, out lm)) {
TEdge lb = lm.LeftBound;
TEdge rb = lm.RightBound;
OutPt Op1 = null;
if (lb == null) {
InsertEdgeIntoAEL (rb, null);
SetWindingCount (rb);
if (IsContributing (rb))
Op1 = AddOutPt (rb, rb.Bot);
} else if (rb == null) {
InsertEdgeIntoAEL (lb, null);
SetWindingCount (lb);
if (IsContributing (lb))
Op1 = AddOutPt (lb, lb.Bot);
InsertScanbeam (lb.Top.Y);
} else {
InsertEdgeIntoAEL (lb, null);
InsertEdgeIntoAEL (rb, lb);
SetWindingCount (lb);
rb.WindCnt = lb.WindCnt;
rb.WindCnt2 = lb.WindCnt2;
if (IsContributing (lb))
Op1 = AddLocalMinPoly (lb, rb, lb.Bot);
InsertScanbeam (lb.Top.Y);
}
if (rb != null) {
if (IsHorizontal (rb)) {
if (rb.NextInLML != null)
InsertScanbeam (rb.NextInLML.Top.Y);
AddEdgeToSEL (rb);
} else
InsertScanbeam (rb.Top.Y);
}
if (lb == null || rb == null)
continue;
//if output polygons share an Edge with a horizontal rb, they'll need joining later ...
if (Op1 != null && IsHorizontal (rb) &&
m_GhostJoins.Count > 0 && rb.WindDelta != 0) {
for (int i = 0; i < m_GhostJoins.Count; i++) {
//if the horizontal Rb and a 'ghost' horizontal overlap, then convert
//the 'ghost' join to a real join ready for later ...
Join j = m_GhostJoins [i];
if (HorzSegmentsOverlap (j.OutPt1.Pt.X, j.OffPt.X, rb.Bot.X, rb.Top.X))
AddJoin (j.OutPt1, Op1, j.OffPt);
}
}
if (lb.OutIdx >= 0 && lb.PrevInAEL != null &&
lb.PrevInAEL.Curr.X == lb.Bot.X &&
lb.PrevInAEL.OutIdx >= 0 &&
SlopesEqual (lb.PrevInAEL.Curr, lb.PrevInAEL.Top, lb.Curr, lb.Top, m_UseFullRange) &&
lb.WindDelta != 0 && lb.PrevInAEL.WindDelta != 0) {
OutPt Op2 = AddOutPt (lb.PrevInAEL, lb.Bot);
AddJoin (Op1, Op2, lb.Top);
}
if (lb.NextInAEL != rb) {
if (rb.OutIdx >= 0 && rb.PrevInAEL.OutIdx >= 0 &&
SlopesEqual (rb.PrevInAEL.Curr, rb.PrevInAEL.Top, rb.Curr, rb.Top, m_UseFullRange) &&
rb.WindDelta != 0 && rb.PrevInAEL.WindDelta != 0) {
OutPt Op2 = AddOutPt (rb.PrevInAEL, rb.Bot);
AddJoin (Op1, Op2, rb.Top);
}
TEdge e = lb.NextInAEL;
if (e != null)
while (e != rb) {
//nb: For calculating winding counts etc, IntersectEdges() assumes
//that param1 will be to the right of param2 ABOVE the intersection ...
IntersectEdges (rb, e, lb.Curr); //order important here
e = e.NextInAEL;
}
}
}
}
//------------------------------------------------------------------------------
private void InsertEdgeIntoAEL (TEdge edge, TEdge startEdge) {
if (m_ActiveEdges == null) {
edge.PrevInAEL = null;
edge.NextInAEL = null;
m_ActiveEdges = edge;
} else if (startEdge == null && E2InsertsBeforeE1 (m_ActiveEdges, edge)) {
edge.PrevInAEL = null;
edge.NextInAEL = m_ActiveEdges;
m_ActiveEdges.PrevInAEL = edge;
m_ActiveEdges = edge;
} else {
if (startEdge == null)
startEdge = m_ActiveEdges;
while (startEdge.NextInAEL != null &&
!E2InsertsBeforeE1 (startEdge.NextInAEL, edge))
startEdge = startEdge.NextInAEL;
edge.NextInAEL = startEdge.NextInAEL;
if (startEdge.NextInAEL != null)
startEdge.NextInAEL.PrevInAEL = edge;
edge.PrevInAEL = startEdge;
startEdge.NextInAEL = edge;
}
}
//----------------------------------------------------------------------
private bool E2InsertsBeforeE1 (TEdge e1, TEdge e2) {
if (e2.Curr.X == e1.Curr.X) {
if (e2.Top.Y > e1.Top.Y)
return e2.Top.X < TopX (e1, e2.Top.Y);
else
return e1.Top.X > TopX (e2, e1.Top.Y);
} else
return e2.Curr.X < e1.Curr.X;
}
//------------------------------------------------------------------------------
private bool IsEvenOddFillType (TEdge edge) {
if (edge.PolyTyp == PolyType.ptSubject)
return m_SubjFillType == PolyFillType.pftEvenOdd;
else
return m_ClipFillType == PolyFillType.pftEvenOdd;
}
//------------------------------------------------------------------------------
private bool IsEvenOddAltFillType (TEdge edge) {
if (edge.PolyTyp == PolyType.ptSubject)
return m_ClipFillType == PolyFillType.pftEvenOdd;
else
return m_SubjFillType == PolyFillType.pftEvenOdd;
}
//------------------------------------------------------------------------------
private bool IsContributing (TEdge edge) {
PolyFillType pft, pft2;
if (edge.PolyTyp == PolyType.ptSubject) {
pft = m_SubjFillType;
pft2 = m_ClipFillType;
} else {
pft = m_ClipFillType;
pft2 = m_SubjFillType;
}
switch (pft) {
case PolyFillType.pftEvenOdd:
//return false if a subj line has been flagged as inside a subj polygon
if (edge.WindDelta == 0 && edge.WindCnt != 1)
return false;
break;
case PolyFillType.pftNonZero:
if (Math.Abs (edge.WindCnt) != 1)
return false;
break;
case PolyFillType.pftPositive:
if (edge.WindCnt != 1)
return false;
break;
default: //PolyFillType.pftNegative
if (edge.WindCnt != -1)
return false;
break;
}
switch (m_ClipType) {
case ClipType.ctIntersection:
switch (pft2) {
case PolyFillType.pftEvenOdd:
case PolyFillType.pftNonZero:
return (edge.WindCnt2 != 0);
case PolyFillType.pftPositive:
return (edge.WindCnt2 > 0);
default:
return (edge.WindCnt2 < 0);
}
case ClipType.ctUnion:
switch (pft2) {
case PolyFillType.pftEvenOdd:
case PolyFillType.pftNonZero:
return (edge.WindCnt2 == 0);
case PolyFillType.pftPositive:
return (edge.WindCnt2 <= 0);
default:
return (edge.WindCnt2 >= 0);
}
case ClipType.ctDifference:
if (edge.PolyTyp == PolyType.ptSubject)
switch (pft2) {
case PolyFillType.pftEvenOdd:
case PolyFillType.pftNonZero:
return (edge.WindCnt2 == 0);
case PolyFillType.pftPositive:
return (edge.WindCnt2 <= 0);
default:
return (edge.WindCnt2 >= 0);
}
else
switch (pft2) {
case PolyFillType.pftEvenOdd:
case PolyFillType.pftNonZero:
return (edge.WindCnt2 != 0);
case PolyFillType.pftPositive:
return (edge.WindCnt2 > 0);
default:
return (edge.WindCnt2 < 0);
}
case ClipType.ctXor:
if (edge.WindDelta == 0) //XOr always contributing unless open
switch (pft2) {
case PolyFillType.pftEvenOdd:
case PolyFillType.pftNonZero:
return (edge.WindCnt2 == 0);
case PolyFillType.pftPositive:
return (edge.WindCnt2 <= 0);
default:
return (edge.WindCnt2 >= 0);
}
else
return true;
}
return true;
}
//------------------------------------------------------------------------------
private void SetWindingCount (TEdge edge) {
TEdge e = edge.PrevInAEL;
//find the edge of the same polytype that immediately preceeds 'edge' in AEL
while (e != null && ((e.PolyTyp != edge.PolyTyp) || (e.WindDelta == 0)))
e = e.PrevInAEL;
if (e == null) {
PolyFillType pft;
pft = (edge.PolyTyp == PolyType.ptSubject ? m_SubjFillType : m_ClipFillType);
if (edge.WindDelta == 0)
edge.WindCnt = (pft == PolyFillType.pftNegative ? -1 : 1);
else
edge.WindCnt = edge.WindDelta;
edge.WindCnt2 = 0;
e = m_ActiveEdges; //ie get ready to calc WindCnt2
} else if (edge.WindDelta == 0 && m_ClipType != ClipType.ctUnion) {
edge.WindCnt = 1;
edge.WindCnt2 = e.WindCnt2;
e = e.NextInAEL; //ie get ready to calc WindCnt2
} else if (IsEvenOddFillType (edge)) {
//EvenOdd filling ...
if (edge.WindDelta == 0) {
//are we inside a subj polygon ...
bool Inside = true;
TEdge e2 = e.PrevInAEL;
while (e2 != null) {
if (e2.PolyTyp == e.PolyTyp && e2.WindDelta != 0)
Inside = !Inside;
e2 = e2.PrevInAEL;
}
edge.WindCnt = (Inside ? 0 : 1);
} else {
edge.WindCnt = edge.WindDelta;
}
edge.WindCnt2 = e.WindCnt2;
e = e.NextInAEL; //ie get ready to calc WindCnt2
} else {
//nonZero, Positive or Negative filling ...
if (e.WindCnt * e.WindDelta < 0) {
//prev edge is 'decreasing' WindCount (WC) toward zero
//so we're outside the previous polygon ...
if (Math.Abs (e.WindCnt) > 1) {
//outside prev poly but still inside another.
//when reversing direction of prev poly use the same WC
if (e.WindDelta * edge.WindDelta < 0)
edge.WindCnt = e.WindCnt;
//otherwise continue to 'decrease' WC ...
else
edge.WindCnt = e.WindCnt + edge.WindDelta;
} else
//now outside all polys of same polytype so set own WC ...
edge.WindCnt = (edge.WindDelta == 0 ? 1 : edge.WindDelta);
} else {
//prev edge is 'increasing' WindCount (WC) away from zero
//so we're inside the previous polygon ...
if (edge.WindDelta == 0)
edge.WindCnt = (e.WindCnt < 0 ? e.WindCnt - 1 : e.WindCnt + 1);
//if wind direction is reversing prev then use same WC
else if (e.WindDelta * edge.WindDelta < 0)
edge.WindCnt = e.WindCnt;
//otherwise add to WC ...
else
edge.WindCnt = e.WindCnt + edge.WindDelta;
}
edge.WindCnt2 = e.WindCnt2;
e = e.NextInAEL; //ie get ready to calc WindCnt2
}
//update WindCnt2 ...
if (IsEvenOddAltFillType (edge)) {
//EvenOdd filling ...
while (e != edge) {
if (e.WindDelta != 0)
edge.WindCnt2 = (edge.WindCnt2 == 0 ? 1 : 0);
e = e.NextInAEL;
}
} else {
//nonZero, Positive or Negative filling ...
while (e != edge) {
edge.WindCnt2 += e.WindDelta;
e = e.NextInAEL;
}
}
}
//------------------------------------------------------------------------------
private void AddEdgeToSEL (TEdge edge) {
//SEL pointers in PEdge are use to build transient lists of horizontal edges.
//However, since we don't need to worry about processing order, all additions
//are made to the front of the list ...
if (m_SortedEdges == null) {
m_SortedEdges = edge;
edge.PrevInSEL = null;
edge.NextInSEL = null;
} else {
edge.NextInSEL = m_SortedEdges;
edge.PrevInSEL = null;
m_SortedEdges.PrevInSEL = edge;
m_SortedEdges = edge;
}
}
//------------------------------------------------------------------------------
internal Boolean PopEdgeFromSEL (out TEdge e) {
//Pop edge from front of SEL (ie SEL is a FILO list)
e = m_SortedEdges;
if (e == null)
return false;
TEdge oldE = e;
m_SortedEdges = e.NextInSEL;
if (m_SortedEdges != null)
m_SortedEdges.PrevInSEL = null;
oldE.NextInSEL = null;
oldE.PrevInSEL = null;
return true;
}
//------------------------------------------------------------------------------
private void CopyAELToSEL () {
TEdge e = m_ActiveEdges;
m_SortedEdges = e;
while (e != null) {
e.PrevInSEL = e.PrevInAEL;
e.NextInSEL = e.NextInAEL;
e = e.NextInAEL;
}
}
//------------------------------------------------------------------------------
private void SwapPositionsInSEL (TEdge edge1, TEdge edge2) {
if (edge1.NextInSEL == null && edge1.PrevInSEL == null)
return;
if (edge2.NextInSEL == null && edge2.PrevInSEL == null)
return;
if (edge1.NextInSEL == edge2) {
TEdge next = edge2.NextInSEL;
if (next != null)
next.PrevInSEL = edge1;
TEdge prev = edge1.PrevInSEL;
if (prev != null)
prev.NextInSEL = edge2;
edge2.PrevInSEL = prev;
edge2.NextInSEL = edge1;
edge1.PrevInSEL = edge2;
edge1.NextInSEL = next;
} else if (edge2.NextInSEL == edge1) {
TEdge next = edge1.NextInSEL;
if (next != null)
next.PrevInSEL = edge2;
TEdge prev = edge2.PrevInSEL;
if (prev != null)
prev.NextInSEL = edge1;
edge1.PrevInSEL = prev;
edge1.NextInSEL = edge2;
edge2.PrevInSEL = edge1;
edge2.NextInSEL = next;
} else {
TEdge next = edge1.NextInSEL;
TEdge prev = edge1.PrevInSEL;
edge1.NextInSEL = edge2.NextInSEL;
if (edge1.NextInSEL != null)
edge1.NextInSEL.PrevInSEL = edge1;
edge1.PrevInSEL = edge2.PrevInSEL;
if (edge1.PrevInSEL != null)
edge1.PrevInSEL.NextInSEL = edge1;
edge2.NextInSEL = next;
if (edge2.NextInSEL != null)
edge2.NextInSEL.PrevInSEL = edge2;
edge2.PrevInSEL = prev;
if (edge2.PrevInSEL != null)
edge2.PrevInSEL.NextInSEL = edge2;
}
if (edge1.PrevInSEL == null)
m_SortedEdges = edge1;
else if (edge2.PrevInSEL == null)
m_SortedEdges = edge2;
}
//------------------------------------------------------------------------------
private void AddLocalMaxPoly (TEdge e1, TEdge e2, IntPoint pt) {
AddOutPt (e1, pt);
if (e2.WindDelta == 0)
AddOutPt (e2, pt);
if (e1.OutIdx == e2.OutIdx) {
e1.OutIdx = Unassigned;
e2.OutIdx = Unassigned;
} else if (e1.OutIdx < e2.OutIdx)
AppendPolygon (e1, e2);
else
AppendPolygon (e2, e1);
}
//------------------------------------------------------------------------------
private OutPt AddLocalMinPoly (TEdge e1, TEdge e2, IntPoint pt) {
OutPt result;
TEdge e, prevE;
if (IsHorizontal (e2) || (e1.Dx > e2.Dx)) {
result = AddOutPt (e1, pt);
e2.OutIdx = e1.OutIdx;
e1.Side = EdgeSide.esLeft;
e2.Side = EdgeSide.esRight;
e = e1;
if (e.PrevInAEL == e2)
prevE = e2.PrevInAEL;
else
prevE = e.PrevInAEL;
} else {
result = AddOutPt (e2, pt);
e1.OutIdx = e2.OutIdx;
e1.Side = EdgeSide.esRight;
e2.Side = EdgeSide.esLeft;
e = e2;
if (e.PrevInAEL == e1)
prevE = e1.PrevInAEL;
else
prevE = e.PrevInAEL;
}
if (prevE != null && prevE.OutIdx >= 0 && prevE.Top.Y < pt.Y && e.Top.Y < pt.Y) {
cInt xPrev = TopX (prevE, pt.Y);
cInt xE = TopX (e, pt.Y);
if ((xPrev == xE) && (e.WindDelta != 0) && (prevE.WindDelta != 0) &&
SlopesEqual (new IntPoint (xPrev, pt.Y), prevE.Top, new IntPoint (xE, pt.Y), e.Top, m_UseFullRange)) {
OutPt outPt = AddOutPt (prevE, pt);
AddJoin (result, outPt, e.Top);
}
}
return result;
}
//------------------------------------------------------------------------------
private OutPt AddOutPt (TEdge e, IntPoint pt) {
if (e.OutIdx < 0) {
OutRec outRec = CreateOutRec ();
outRec.IsOpen = (e.WindDelta == 0);
OutPt newOp = new OutPt ();
outRec.Pts = newOp;
newOp.Idx = outRec.Idx;
newOp.Pt = pt;
newOp.Next = newOp;
newOp.Prev = newOp;
if (!outRec.IsOpen)
SetHoleState (e, outRec);
e.OutIdx = outRec.Idx; //nb: do this after SetZ !
return newOp;
} else {
OutRec outRec = m_PolyOuts [e.OutIdx];
//OutRec.Pts is the 'Left-most' point & OutRec.Pts.Prev is the 'Right-most'
OutPt op = outRec.Pts;
bool ToFront = (e.Side == EdgeSide.esLeft);
if (ToFront && pt == op.Pt)
return op;
else if (!ToFront && pt == op.Prev.Pt)
return op.Prev;
OutPt newOp = new OutPt ();
newOp.Idx = outRec.Idx;
newOp.Pt = pt;
newOp.Next = op;
newOp.Prev = op.Prev;
newOp.Prev.Next = newOp;
op.Prev = newOp;
if (ToFront)
outRec.Pts = newOp;
return newOp;
}
}
//------------------------------------------------------------------------------
private OutPt GetLastOutPt (TEdge e) {
OutRec outRec = m_PolyOuts [e.OutIdx];
if (e.Side == EdgeSide.esLeft)
return outRec.Pts;
else
return outRec.Pts.Prev;
}
//------------------------------------------------------------------------------
internal void SwapPoints (ref IntPoint pt1, ref IntPoint pt2) {
IntPoint tmp = new IntPoint (pt1);
pt1 = pt2;
pt2 = tmp;
}
//------------------------------------------------------------------------------
private bool HorzSegmentsOverlap (cInt seg1a, cInt seg1b, cInt seg2a, cInt seg2b) {
if (seg1a > seg1b)
Swap (ref seg1a, ref seg1b);
if (seg2a > seg2b)
Swap (ref seg2a, ref seg2b);
return (seg1a < seg2b) && (seg2a < seg1b);
}
//------------------------------------------------------------------------------
private void SetHoleState (TEdge e, OutRec outRec) {
TEdge e2 = e.PrevInAEL;
TEdge eTmp = null;
while (e2 != null) {
if (e2.OutIdx >= 0 && e2.WindDelta != 0) {
if (eTmp == null)
eTmp = e2;
else if (eTmp.OutIdx == e2.OutIdx)
eTmp = null; //paired
}
e2 = e2.PrevInAEL;
}
if (eTmp == null) {
outRec.FirstLeft = null;
outRec.IsHole = false;
} else {
outRec.FirstLeft = m_PolyOuts [eTmp.OutIdx];
outRec.IsHole = !outRec.FirstLeft.IsHole;
}
}
//------------------------------------------------------------------------------
private double GetDx (IntPoint pt1, IntPoint pt2) {
if (pt1.Y == pt2.Y)
return horizontal;
else
return (double)(pt2.X - pt1.X) / (pt2.Y - pt1.Y);
}
//---------------------------------------------------------------------------
private bool FirstIsBottomPt (OutPt btmPt1, OutPt btmPt2) {
OutPt p = btmPt1.Prev;
while ((p.Pt == btmPt1.Pt) && (p != btmPt1))
p = p.Prev;
double dx1p = Math.Abs (GetDx (btmPt1.Pt, p.Pt));
p = btmPt1.Next;
while ((p.Pt == btmPt1.Pt) && (p != btmPt1))
p = p.Next;
double dx1n = Math.Abs (GetDx (btmPt1.Pt, p.Pt));
p = btmPt2.Prev;
while ((p.Pt == btmPt2.Pt) && (p != btmPt2))
p = p.Prev;
double dx2p = Math.Abs (GetDx (btmPt2.Pt, p.Pt));
p = btmPt2.Next;
while ((p.Pt == btmPt2.Pt) && (p != btmPt2))
p = p.Next;
double dx2n = Math.Abs (GetDx (btmPt2.Pt, p.Pt));
if (Math.Max (dx1p, dx1n) == Math.Max (dx2p, dx2n) &&
Math.Min (dx1p, dx1n) == Math.Min (dx2p, dx2n))
return Area (btmPt1) > 0; //if otherwise identical use orientation
else
return (dx1p >= dx2p && dx1p >= dx2n) || (dx1n >= dx2p && dx1n >= dx2n);
}
//------------------------------------------------------------------------------
private OutPt GetBottomPt (OutPt pp) {
OutPt dups = null;
OutPt p = pp.Next;
while (p != pp) {
if (p.Pt.Y > pp.Pt.Y) {
pp = p;
dups = null;
} else if (p.Pt.Y == pp.Pt.Y && p.Pt.X <= pp.Pt.X) {
if (p.Pt.X < pp.Pt.X) {
dups = null;
pp = p;
} else {
if (p.Next != pp && p.Prev != pp)
dups = p;
}
}
p = p.Next;
}
if (dups != null) {
//there appears to be at least 2 vertices at bottomPt so ...
while (dups != p) {
if (!FirstIsBottomPt (p, dups))
pp = dups;
dups = dups.Next;
while (dups.Pt != pp.Pt)
dups = dups.Next;
}
}
return pp;
}
//------------------------------------------------------------------------------
private OutRec GetLowermostRec (OutRec outRec1, OutRec outRec2) {
//work out which polygon fragment has the correct hole state ...
if (outRec1.BottomPt == null)
outRec1.BottomPt = GetBottomPt (outRec1.Pts);
if (outRec2.BottomPt == null)
outRec2.BottomPt = GetBottomPt (outRec2.Pts);
OutPt bPt1 = outRec1.BottomPt;
OutPt bPt2 = outRec2.BottomPt;
if (bPt1.Pt.Y > bPt2.Pt.Y)
return outRec1;
else if (bPt1.Pt.Y < bPt2.Pt.Y)
return outRec2;
else if (bPt1.Pt.X < bPt2.Pt.X)
return outRec1;
else if (bPt1.Pt.X > bPt2.Pt.X)
return outRec2;
else if (bPt1.Next == bPt1)
return outRec2;
else if (bPt2.Next == bPt2)
return outRec1;
else if (FirstIsBottomPt (bPt1, bPt2))
return outRec1;
else
return outRec2;
}
//------------------------------------------------------------------------------
bool OutRec1RightOfOutRec2 (OutRec outRec1, OutRec outRec2) {
do {
outRec1 = outRec1.FirstLeft;
if (outRec1 == outRec2)
return true;
} while (outRec1 != null);
return false;
}
//------------------------------------------------------------------------------
private OutRec GetOutRec (int idx) {
OutRec outrec = m_PolyOuts [idx];
while (outrec != m_PolyOuts [outrec.Idx])
outrec = m_PolyOuts [outrec.Idx];
return outrec;
}
//------------------------------------------------------------------------------
private void AppendPolygon (TEdge e1, TEdge e2) {
OutRec outRec1 = m_PolyOuts [e1.OutIdx];
OutRec outRec2 = m_PolyOuts [e2.OutIdx];
OutRec holeStateRec;
if (OutRec1RightOfOutRec2 (outRec1, outRec2))
holeStateRec = outRec2;
else if (OutRec1RightOfOutRec2 (outRec2, outRec1))
holeStateRec = outRec1;
else
holeStateRec = GetLowermostRec (outRec1, outRec2);
//get the start and ends of both output polygons and
//join E2 poly onto E1 poly and delete pointers to E2 ...
OutPt p1_lft = outRec1.Pts;
OutPt p1_rt = p1_lft.Prev;
OutPt p2_lft = outRec2.Pts;
OutPt p2_rt = p2_lft.Prev;
//join e2 poly onto e1 poly and delete pointers to e2 ...
if (e1.Side == EdgeSide.esLeft) {
if (e2.Side == EdgeSide.esLeft) {
//z y x a b c
ReversePolyPtLinks (p2_lft);
p2_lft.Next = p1_lft;
p1_lft.Prev = p2_lft;
p1_rt.Next = p2_rt;
p2_rt.Prev = p1_rt;
outRec1.Pts = p2_rt;
} else {
//x y z a b c
p2_rt.Next = p1_lft;
p1_lft.Prev = p2_rt;
p2_lft.Prev = p1_rt;
p1_rt.Next = p2_lft;
outRec1.Pts = p2_lft;
}
} else {
if (e2.Side == EdgeSide.esRight) {
//a b c z y x
ReversePolyPtLinks (p2_lft);
p1_rt.Next = p2_rt;
p2_rt.Prev = p1_rt;
p2_lft.Next = p1_lft;
p1_lft.Prev = p2_lft;
} else {
//a b c x y z
p1_rt.Next = p2_lft;
p2_lft.Prev = p1_rt;
p1_lft.Prev = p2_rt;
p2_rt.Next = p1_lft;
}
}
outRec1.BottomPt = null;
if (holeStateRec == outRec2) {
if (outRec2.FirstLeft != outRec1)
outRec1.FirstLeft = outRec2.FirstLeft;
outRec1.IsHole = outRec2.IsHole;
}
outRec2.Pts = null;
outRec2.BottomPt = null;
outRec2.FirstLeft = outRec1;
int OKIdx = e1.OutIdx;
int ObsoleteIdx = e2.OutIdx;
e1.OutIdx = Unassigned; //nb: safe because we only get here via AddLocalMaxPoly
e2.OutIdx = Unassigned;
TEdge e = m_ActiveEdges;
while (e != null) {
if (e.OutIdx == ObsoleteIdx) {
e.OutIdx = OKIdx;
e.Side = e1.Side;
break;
}
e = e.NextInAEL;
}
outRec2.Idx = outRec1.Idx;
}
//------------------------------------------------------------------------------
private void ReversePolyPtLinks (OutPt pp) {
if (pp == null)
return;
OutPt pp1;
OutPt pp2;
pp1 = pp;
do {
pp2 = pp1.Next;
pp1.Next = pp1.Prev;
pp1.Prev = pp2;
pp1 = pp2;
} while (pp1 != pp);
}
//------------------------------------------------------------------------------
private static void SwapSides (TEdge edge1, TEdge edge2) {
EdgeSide side = edge1.Side;
edge1.Side = edge2.Side;
edge2.Side = side;
}
//------------------------------------------------------------------------------
private static void SwapPolyIndexes (TEdge edge1, TEdge edge2) {
int outIdx = edge1.OutIdx;
edge1.OutIdx = edge2.OutIdx;
edge2.OutIdx = outIdx;
}
//------------------------------------------------------------------------------
private void IntersectEdges (TEdge e1, TEdge e2, IntPoint pt) {
//e1 will be to the left of e2 BELOW the intersection. Therefore e1 is before
//e2 in AEL except when e1 is being inserted at the intersection point ...
bool e1Contributing = (e1.OutIdx >= 0);
bool e2Contributing = (e2.OutIdx >= 0);
#if use_xyz
SetZ(ref pt, e1, e2);
#endif
#if use_lines
//if either edge is on an OPEN path ...
if (e1.WindDelta == 0 || e2.WindDelta == 0) {
//ignore subject-subject open path intersections UNLESS they
//are both open paths, AND they are both 'contributing maximas' ...
if (e1.WindDelta == 0 && e2.WindDelta == 0)
return;
//if intersecting a subj line with a subj poly ...
else if (e1.PolyTyp == e2.PolyTyp &&
e1.WindDelta != e2.WindDelta && m_ClipType == ClipType.ctUnion) {
if (e1.WindDelta == 0) {
if (e2Contributing) {
AddOutPt (e1, pt);
if (e1Contributing)
e1.OutIdx = Unassigned;
}
} else {
if (e1Contributing) {
AddOutPt (e2, pt);
if (e2Contributing)
e2.OutIdx = Unassigned;
}
}
} else if (e1.PolyTyp != e2.PolyTyp) {
if ((e1.WindDelta == 0) && Math.Abs (e2.WindCnt) == 1 &&
(m_ClipType != ClipType.ctUnion || e2.WindCnt2 == 0)) {
AddOutPt (e1, pt);
if (e1Contributing)
e1.OutIdx = Unassigned;
} else if ((e2.WindDelta == 0) && (Math.Abs (e1.WindCnt) == 1) &&
(m_ClipType != ClipType.ctUnion || e1.WindCnt2 == 0)) {
AddOutPt (e2, pt);
if (e2Contributing)
e2.OutIdx = Unassigned;
}
}
return;
}
#endif
//update winding counts...
//assumes that e1 will be to the Right of e2 ABOVE the intersection
if (e1.PolyTyp == e2.PolyTyp) {
if (IsEvenOddFillType (e1)) {
int oldE1WindCnt = e1.WindCnt;
e1.WindCnt = e2.WindCnt;
e2.WindCnt = oldE1WindCnt;
} else {
if (e1.WindCnt + e2.WindDelta == 0)
e1.WindCnt = -e1.WindCnt;
else
e1.WindCnt += e2.WindDelta;
if (e2.WindCnt - e1.WindDelta == 0)
e2.WindCnt = -e2.WindCnt;
else
e2.WindCnt -= e1.WindDelta;
}
} else {
if (!IsEvenOddFillType (e2))
e1.WindCnt2 += e2.WindDelta;
else
e1.WindCnt2 = (e1.WindCnt2 == 0) ? 1 : 0;
if (!IsEvenOddFillType (e1))
e2.WindCnt2 -= e1.WindDelta;
else
e2.WindCnt2 = (e2.WindCnt2 == 0) ? 1 : 0;
}
PolyFillType e1FillType, e2FillType, e1FillType2, e2FillType2;
if (e1.PolyTyp == PolyType.ptSubject) {
e1FillType = m_SubjFillType;
e1FillType2 = m_ClipFillType;
} else {
e1FillType = m_ClipFillType;
e1FillType2 = m_SubjFillType;
}
if (e2.PolyTyp == PolyType.ptSubject) {
e2FillType = m_SubjFillType;
e2FillType2 = m_ClipFillType;
} else {
e2FillType = m_ClipFillType;
e2FillType2 = m_SubjFillType;
}
int e1Wc, e2Wc;
switch (e1FillType) {
case PolyFillType.pftPositive:
e1Wc = e1.WindCnt;
break;
case PolyFillType.pftNegative:
e1Wc = -e1.WindCnt;
break;
default:
e1Wc = Math.Abs (e1.WindCnt);
break;
}
switch (e2FillType) {
case PolyFillType.pftPositive:
e2Wc = e2.WindCnt;
break;
case PolyFillType.pftNegative:
e2Wc = -e2.WindCnt;
break;
default:
e2Wc = Math.Abs (e2.WindCnt);
break;
}
if (e1Contributing && e2Contributing) {
if ((e1Wc != 0 && e1Wc != 1) || (e2Wc != 0 && e2Wc != 1) ||
(e1.PolyTyp != e2.PolyTyp && m_ClipType != ClipType.ctXor)) {
AddLocalMaxPoly (e1, e2, pt);
} else {
AddOutPt (e1, pt);
AddOutPt (e2, pt);
SwapSides (e1, e2);
SwapPolyIndexes (e1, e2);
}
} else if (e1Contributing) {
if (e2Wc == 0 || e2Wc == 1) {
AddOutPt (e1, pt);
SwapSides (e1, e2);
SwapPolyIndexes (e1, e2);
}
} else if (e2Contributing) {
if (e1Wc == 0 || e1Wc == 1) {
AddOutPt (e2, pt);
SwapSides (e1, e2);
SwapPolyIndexes (e1, e2);
}
} else if ((e1Wc == 0 || e1Wc == 1) && (e2Wc == 0 || e2Wc == 1)) {
//neither edge is currently contributing ...
cInt e1Wc2, e2Wc2;
switch (e1FillType2) {
case PolyFillType.pftPositive:
e1Wc2 = e1.WindCnt2;
break;
case PolyFillType.pftNegative:
e1Wc2 = -e1.WindCnt2;
break;
default:
e1Wc2 = Math.Abs (e1.WindCnt2);
break;
}
switch (e2FillType2) {
case PolyFillType.pftPositive:
e2Wc2 = e2.WindCnt2;
break;
case PolyFillType.pftNegative:
e2Wc2 = -e2.WindCnt2;
break;
default:
e2Wc2 = Math.Abs (e2.WindCnt2);
break;
}
if (e1.PolyTyp != e2.PolyTyp) {
AddLocalMinPoly (e1, e2, pt);
} else if (e1Wc == 1 && e2Wc == 1)
switch (m_ClipType) {
case ClipType.ctIntersection:
if (e1Wc2 > 0 && e2Wc2 > 0)
AddLocalMinPoly (e1, e2, pt);
break;
case ClipType.ctUnion:
if (e1Wc2 <= 0 && e2Wc2 <= 0)
AddLocalMinPoly (e1, e2, pt);
break;
case ClipType.ctDifference:
if (((e1.PolyTyp == PolyType.ptClip) && (e1Wc2 > 0) && (e2Wc2 > 0)) ||
((e1.PolyTyp == PolyType.ptSubject) && (e1Wc2 <= 0) && (e2Wc2 <= 0)))
AddLocalMinPoly (e1, e2, pt);
break;
case ClipType.ctXor:
AddLocalMinPoly (e1, e2, pt);
break;
}
else
SwapSides (e1, e2);
}
}
//------------------------------------------------------------------------------
private void DeleteFromSEL (TEdge e) {
TEdge SelPrev = e.PrevInSEL;
TEdge SelNext = e.NextInSEL;
if (SelPrev == null && SelNext == null && (e != m_SortedEdges))
return; //already deleted
if (SelPrev != null)
SelPrev.NextInSEL = SelNext;
else
m_SortedEdges = SelNext;
if (SelNext != null)
SelNext.PrevInSEL = SelPrev;
e.NextInSEL = null;
e.PrevInSEL = null;
}
//------------------------------------------------------------------------------
private void ProcessHorizontals () {
TEdge horzEdge; //m_SortedEdges;
while (PopEdgeFromSEL (out horzEdge))
ProcessHorizontal (horzEdge);
}
//------------------------------------------------------------------------------
void GetHorzDirection (TEdge HorzEdge, out Direction Dir, out cInt Left, out cInt Right) {
if (HorzEdge.Bot.X < HorzEdge.Top.X) {
Left = HorzEdge.Bot.X;
Right = HorzEdge.Top.X;
Dir = Direction.dLeftToRight;
} else {
Left = HorzEdge.Top.X;
Right = HorzEdge.Bot.X;
Dir = Direction.dRightToLeft;
}
}
//------------------------------------------------------------------------
private void ProcessHorizontal (TEdge horzEdge) {
Direction dir;
cInt horzLeft, horzRight;
bool IsOpen = horzEdge.WindDelta == 0;
GetHorzDirection (horzEdge, out dir, out horzLeft, out horzRight);
TEdge eLastHorz = horzEdge, eMaxPair = null;
while (eLastHorz.NextInLML != null && IsHorizontal (eLastHorz.NextInLML))
eLastHorz = eLastHorz.NextInLML;
if (eLastHorz.NextInLML == null)
eMaxPair = GetMaximaPair (eLastHorz);
Maxima currMax = m_Maxima;
if (currMax != null) {
//get the first maxima in range (X) ...
if (dir == Direction.dLeftToRight) {
while (currMax != null && currMax.X <= horzEdge.Bot.X)
currMax = currMax.Next;
if (currMax != null && currMax.X >= eLastHorz.Top.X)
currMax = null;
} else {
while (currMax.Next != null && currMax.Next.X < horzEdge.Bot.X)
currMax = currMax.Next;
if (currMax.X <= eLastHorz.Top.X)
currMax = null;
}
}
OutPt op1 = null;
for (;;) { //loop through consec. horizontal edges
bool IsLastHorz = (horzEdge == eLastHorz);
TEdge e = GetNextInAEL (horzEdge, dir);
while (e != null) {
//this code block inserts extra coords into horizontal edges (in output
//polygons) whereever maxima touch these horizontal edges. This helps
//'simplifying' polygons (ie if the Simplify property is set).
if (currMax != null) {
if (dir == Direction.dLeftToRight) {
while (currMax != null && currMax.X < e.Curr.X) {
if (horzEdge.OutIdx >= 0 && !IsOpen)
AddOutPt (horzEdge, new IntPoint (currMax.X, horzEdge.Bot.Y));
currMax = currMax.Next;
}
} else {
while (currMax != null && currMax.X > e.Curr.X) {
if (horzEdge.OutIdx >= 0 && !IsOpen)
AddOutPt (horzEdge, new IntPoint (currMax.X, horzEdge.Bot.Y));
currMax = currMax.Prev;
}
}
}
;
if ((dir == Direction.dLeftToRight && e.Curr.X > horzRight) ||
(dir == Direction.dRightToLeft && e.Curr.X < horzLeft))
break;
//Also break if we've got to the end of an intermediate horizontal edge ...
//nb: Smaller Dx's are to the right of larger Dx's ABOVE the horizontal.
if (e.Curr.X == horzEdge.Top.X && horzEdge.NextInLML != null &&
e.Dx < horzEdge.NextInLML.Dx)
break;
if (horzEdge.OutIdx >= 0 && !IsOpen) { //note: may be done multiple times
#if use_xyz
if (dir == Direction.dLeftToRight) SetZ(ref e.Curr, horzEdge, e);
else SetZ(ref e.Curr, e, horzEdge);
#endif
op1 = AddOutPt (horzEdge, e.Curr);
TEdge eNextHorz = m_SortedEdges;
while (eNextHorz != null) {
if (eNextHorz.OutIdx >= 0 &&
HorzSegmentsOverlap (horzEdge.Bot.X,
horzEdge.Top.X, eNextHorz.Bot.X, eNextHorz.Top.X)) {
OutPt op2 = GetLastOutPt (eNextHorz);
AddJoin (op2, op1, eNextHorz.Top);
}
eNextHorz = eNextHorz.NextInSEL;
}
AddGhostJoin (op1, horzEdge.Bot);
}
//OK, so far we're still in range of the horizontal Edge but make sure
//we're at the last of consec. horizontals when matching with eMaxPair
if (e == eMaxPair && IsLastHorz) {
if (horzEdge.OutIdx >= 0)
AddLocalMaxPoly (horzEdge, eMaxPair, horzEdge.Top);
DeleteFromAEL (horzEdge);
DeleteFromAEL (eMaxPair);
return;
}
if (dir == Direction.dLeftToRight) {
IntPoint Pt = new IntPoint (e.Curr.X, horzEdge.Curr.Y);
IntersectEdges (horzEdge, e, Pt);
} else {
IntPoint Pt = new IntPoint (e.Curr.X, horzEdge.Curr.Y);
IntersectEdges (e, horzEdge, Pt);
}
TEdge eNext = GetNextInAEL (e, dir);
SwapPositionsInAEL (horzEdge, e);
e = eNext;
} //end while(e != null)
//Break out of loop if HorzEdge.NextInLML is not also horizontal ...
if (horzEdge.NextInLML == null || !IsHorizontal (horzEdge.NextInLML))
break;
UpdateEdgeIntoAEL (ref horzEdge);
if (horzEdge.OutIdx >= 0)
AddOutPt (horzEdge, horzEdge.Bot);
GetHorzDirection (horzEdge, out dir, out horzLeft, out horzRight);
} //end for (;;)
if (horzEdge.OutIdx >= 0 && op1 == null) {
op1 = GetLastOutPt (horzEdge);
TEdge eNextHorz = m_SortedEdges;
while (eNextHorz != null) {
if (eNextHorz.OutIdx >= 0 &&
HorzSegmentsOverlap (horzEdge.Bot.X,
horzEdge.Top.X, eNextHorz.Bot.X, eNextHorz.Top.X)) {
OutPt op2 = GetLastOutPt (eNextHorz);
AddJoin (op2, op1, eNextHorz.Top);
}
eNextHorz = eNextHorz.NextInSEL;
}
AddGhostJoin (op1, horzEdge.Top);
}
if (horzEdge.NextInLML != null) {
if (horzEdge.OutIdx >= 0) {
op1 = AddOutPt (horzEdge, horzEdge.Top);
UpdateEdgeIntoAEL (ref horzEdge);
if (horzEdge.WindDelta == 0)
return;
//nb: HorzEdge is no longer horizontal here
TEdge ePrev = horzEdge.PrevInAEL;
TEdge eNext = horzEdge.NextInAEL;
if (ePrev != null && ePrev.Curr.X == horzEdge.Bot.X &&
ePrev.Curr.Y == horzEdge.Bot.Y && ePrev.WindDelta != 0 &&
(ePrev.OutIdx >= 0 && ePrev.Curr.Y > ePrev.Top.Y &&
SlopesEqual (horzEdge, ePrev, m_UseFullRange))) {
OutPt op2 = AddOutPt (ePrev, horzEdge.Bot);
AddJoin (op1, op2, horzEdge.Top);
} else if (eNext != null && eNext.Curr.X == horzEdge.Bot.X &&
eNext.Curr.Y == horzEdge.Bot.Y && eNext.WindDelta != 0 &&
eNext.OutIdx >= 0 && eNext.Curr.Y > eNext.Top.Y &&
SlopesEqual (horzEdge, eNext, m_UseFullRange)) {
OutPt op2 = AddOutPt (eNext, horzEdge.Bot);
AddJoin (op1, op2, horzEdge.Top);
}
} else
UpdateEdgeIntoAEL (ref horzEdge);
} else {
if (horzEdge.OutIdx >= 0)
AddOutPt (horzEdge, horzEdge.Top);
DeleteFromAEL (horzEdge);
}
}
//------------------------------------------------------------------------------
private TEdge GetNextInAEL (TEdge e, Direction Direction) {
return Direction == Direction.dLeftToRight ? e.NextInAEL : e.PrevInAEL;
}
//------------------------------------------------------------------------------
private bool IsMinima (TEdge e) {
return e != null && (e.Prev.NextInLML != e) && (e.Next.NextInLML != e);
}
//------------------------------------------------------------------------------
private bool IsMaxima (TEdge e, double Y) {
return (e != null && e.Top.Y == Y && e.NextInLML == null);
}
//------------------------------------------------------------------------------
private bool IsIntermediate (TEdge e, double Y) {
return (e.Top.Y == Y && e.NextInLML != null);
}
//------------------------------------------------------------------------------
internal TEdge GetMaximaPair (TEdge e) {
if ((e.Next.Top == e.Top) && e.Next.NextInLML == null)
return e.Next;
else if ((e.Prev.Top == e.Top) && e.Prev.NextInLML == null)
return e.Prev;
else
return null;
}
//------------------------------------------------------------------------------
internal TEdge GetMaximaPairEx (TEdge e) {
//as above but returns null if MaxPair isn't in AEL (unless it's horizontal)
TEdge result = GetMaximaPair (e);
if (result == null || result.OutIdx == Skip ||
((result.NextInAEL == result.PrevInAEL) && !IsHorizontal (result)))
return null;
return result;
}
//------------------------------------------------------------------------------
private bool ProcessIntersections (cInt topY) {
if (m_ActiveEdges == null)
return true;
try {
BuildIntersectList (topY);
if (m_IntersectList.Count == 0)
return true;
if (m_IntersectList.Count == 1 || FixupIntersectionOrder ())
ProcessIntersectList ();
else
return false;
} catch {
m_SortedEdges = null;
m_IntersectList.Clear ();
throw new ClipperException ("ProcessIntersections error");
}
m_SortedEdges = null;
return true;
}
//------------------------------------------------------------------------------
private void BuildIntersectList (cInt topY) {
if (m_ActiveEdges == null)
return;
//prepare for sorting ...
TEdge e = m_ActiveEdges;
m_SortedEdges = e;
while (e != null) {
e.PrevInSEL = e.PrevInAEL;
e.NextInSEL = e.NextInAEL;
e.Curr.X = TopX (e, topY);
e = e.NextInAEL;
}
//bubblesort ...
bool isModified = true;
while (isModified && m_SortedEdges != null) {
isModified = false;
e = m_SortedEdges;
while (e.NextInSEL != null) {
TEdge eNext = e.NextInSEL;
IntPoint pt;
if (e.Curr.X > eNext.Curr.X) {
IntersectPoint (e, eNext, out pt);
if (pt.Y < topY)
pt = new IntPoint (TopX (e, topY), topY);
IntersectNode newNode = new IntersectNode ();
newNode.Edge1 = e;
newNode.Edge2 = eNext;
newNode.Pt = pt;
m_IntersectList.Add (newNode);
SwapPositionsInSEL (e, eNext);
isModified = true;
} else
e = eNext;
}
if (e.PrevInSEL != null)
e.PrevInSEL.NextInSEL = null;
else
break;
}
m_SortedEdges = null;
}
//------------------------------------------------------------------------------
private bool EdgesAdjacent (IntersectNode inode) {
return (inode.Edge1.NextInSEL == inode.Edge2) ||
(inode.Edge1.PrevInSEL == inode.Edge2);
}
//------------------------------------------------------------------------------
private static int IntersectNodeSort (IntersectNode node1, IntersectNode node2) {
//the following typecast is safe because the differences in Pt.Y will
//be limited to the height of the scanbeam.
return (int)(node2.Pt.Y - node1.Pt.Y);
}
//------------------------------------------------------------------------------
private bool FixupIntersectionOrder () {
//pre-condition: intersections are sorted bottom-most first.
//Now it's crucial that intersections are made only between adjacent edges,
//so to ensure this the order of intersections may need adjusting ...
m_IntersectList.Sort (m_IntersectNodeComparer);
CopyAELToSEL ();
int cnt = m_IntersectList.Count;
for (int i = 0; i < cnt; i++) {
if (!EdgesAdjacent (m_IntersectList [i])) {
int j = i + 1;
while (j < cnt && !EdgesAdjacent (m_IntersectList [j]))
j++;
if (j == cnt)
return false;
IntersectNode tmp = m_IntersectList [i];
m_IntersectList [i] = m_IntersectList [j];
m_IntersectList [j] = tmp;
}
SwapPositionsInSEL (m_IntersectList [i].Edge1, m_IntersectList [i].Edge2);
}
return true;
}
//------------------------------------------------------------------------------
private void ProcessIntersectList () {
for (int i = 0; i < m_IntersectList.Count; i++) {
IntersectNode iNode = m_IntersectList [i];
{
IntersectEdges (iNode.Edge1, iNode.Edge2, iNode.Pt);
SwapPositionsInAEL (iNode.Edge1, iNode.Edge2);
}
}
m_IntersectList.Clear ();
}
//------------------------------------------------------------------------------
internal static cInt Round (double value) {
return value < 0 ? (cInt)(value - 0.5) : (cInt)(value + 0.5);
}
//------------------------------------------------------------------------------
private static cInt TopX (TEdge edge, cInt currentY) {
if (currentY == edge.Top.Y)
return edge.Top.X;
return edge.Bot.X + Round (edge.Dx * (currentY - edge.Bot.Y));
}
//------------------------------------------------------------------------------
private void IntersectPoint (TEdge edge1, TEdge edge2, out IntPoint ip) {
ip = new IntPoint ();
double b1, b2;
//nb: with very large coordinate values, it's possible for SlopesEqual() to
//return false but for the edge.Dx value be equal due to double precision rounding.
if (edge1.Dx == edge2.Dx) {
ip.Y = edge1.Curr.Y;
ip.X = TopX (edge1, ip.Y);
return;
}
if (edge1.Delta.X == 0) {
ip.X = edge1.Bot.X;
if (IsHorizontal (edge2)) {
ip.Y = edge2.Bot.Y;
} else {
b2 = edge2.Bot.Y - (edge2.Bot.X / edge2.Dx);
ip.Y = Round (ip.X / edge2.Dx + b2);
}
} else if (edge2.Delta.X == 0) {
ip.X = edge2.Bot.X;
if (IsHorizontal (edge1)) {
ip.Y = edge1.Bot.Y;
} else {
b1 = edge1.Bot.Y - (edge1.Bot.X / edge1.Dx);
ip.Y = Round (ip.X / edge1.Dx + b1);
}
} else {
b1 = edge1.Bot.X - edge1.Bot.Y * edge1.Dx;
b2 = edge2.Bot.X - edge2.Bot.Y * edge2.Dx;
double q = (b2 - b1) / (edge1.Dx - edge2.Dx);
ip.Y = Round (q);
if (Math.Abs (edge1.Dx) < Math.Abs (edge2.Dx))
ip.X = Round (edge1.Dx * q + b1);
else
ip.X = Round (edge2.Dx * q + b2);
}
if (ip.Y < edge1.Top.Y || ip.Y < edge2.Top.Y) {
if (edge1.Top.Y > edge2.Top.Y)
ip.Y = edge1.Top.Y;
else
ip.Y = edge2.Top.Y;
if (Math.Abs (edge1.Dx) < Math.Abs (edge2.Dx))
ip.X = TopX (edge1, ip.Y);
else
ip.X = TopX (edge2, ip.Y);
}
//finally, don't allow 'ip' to be BELOW curr.Y (ie bottom of scanbeam) ...
if (ip.Y > edge1.Curr.Y) {
ip.Y = edge1.Curr.Y;
//better to use the more vertical edge to derive X ...
if (Math.Abs (edge1.Dx) > Math.Abs (edge2.Dx))
ip.X = TopX (edge2, ip.Y);
else
ip.X = TopX (edge1, ip.Y);
}
}
//------------------------------------------------------------------------------
private void ProcessEdgesAtTopOfScanbeam (cInt topY) {
TEdge e = m_ActiveEdges;
while (e != null) {
//1. process maxima, treating them as if they're 'bent' horizontal edges,
// but exclude maxima with horizontal edges. nb: e can't be a horizontal.
bool IsMaximaEdge = IsMaxima (e, topY);
if (IsMaximaEdge) {
TEdge eMaxPair = GetMaximaPairEx (e);
IsMaximaEdge = (eMaxPair == null || !IsHorizontal (eMaxPair));
}
if (IsMaximaEdge) {
if (StrictlySimple)
InsertMaxima (e.Top.X);
TEdge ePrev = e.PrevInAEL;
DoMaxima (e);
if (ePrev == null)
e = m_ActiveEdges;
else
e = ePrev.NextInAEL;
} else {
//2. promote horizontal edges, otherwise update Curr.X and Curr.Y ...
if (IsIntermediate (e, topY) && IsHorizontal (e.NextInLML)) {
UpdateEdgeIntoAEL (ref e);
if (e.OutIdx >= 0)
AddOutPt (e, e.Bot);
AddEdgeToSEL (e);
} else {
e.Curr.X = TopX (e, topY);
e.Curr.Y = topY;
#if use_xyz
if (e.Top.Y == topY) e.Curr.Z = e.Top.Z;
else if (e.Bot.Y == topY) e.Curr.Z = e.Bot.Z;
else e.Curr.Z = 0;
#endif
}
//When StrictlySimple and 'e' is being touched by another edge, then
//make sure both edges have a vertex here ...
if (StrictlySimple) {
TEdge ePrev = e.PrevInAEL;
if ((e.OutIdx >= 0) && (e.WindDelta != 0) && ePrev != null &&
(ePrev.OutIdx >= 0) && (ePrev.Curr.X == e.Curr.X) &&
(ePrev.WindDelta != 0)) {
IntPoint ip = new IntPoint (e.Curr);
#if use_xyz
SetZ(ref ip, ePrev, e);
#endif
OutPt op = AddOutPt (ePrev, ip);
OutPt op2 = AddOutPt (e, ip);
AddJoin (op, op2, ip); //StrictlySimple (type-3) join
}
}
e = e.NextInAEL;
}
}
//3. Process horizontals at the Top of the scanbeam ...
ProcessHorizontals ();
m_Maxima = null;
//4. Promote intermediate vertices ...
e = m_ActiveEdges;
while (e != null) {
if (IsIntermediate (e, topY)) {
OutPt op = null;
if (e.OutIdx >= 0)
op = AddOutPt (e, e.Top);
UpdateEdgeIntoAEL (ref e);
//if output polygons share an edge, they'll need joining later ...
TEdge ePrev = e.PrevInAEL;
TEdge eNext = e.NextInAEL;
if (ePrev != null && ePrev.Curr.X == e.Bot.X &&
ePrev.Curr.Y == e.Bot.Y && op != null &&
ePrev.OutIdx >= 0 && ePrev.Curr.Y > ePrev.Top.Y &&
SlopesEqual (e.Curr, e.Top, ePrev.Curr, ePrev.Top, m_UseFullRange) &&
(e.WindDelta != 0) && (ePrev.WindDelta != 0)) {
OutPt op2 = AddOutPt (ePrev, e.Bot);
AddJoin (op, op2, e.Top);
} else if (eNext != null && eNext.Curr.X == e.Bot.X &&
eNext.Curr.Y == e.Bot.Y && op != null &&
eNext.OutIdx >= 0 && eNext.Curr.Y > eNext.Top.Y &&
SlopesEqual (e.Curr, e.Top, eNext.Curr, eNext.Top, m_UseFullRange) &&
(e.WindDelta != 0) && (eNext.WindDelta != 0)) {
OutPt op2 = AddOutPt (eNext, e.Bot);
AddJoin (op, op2, e.Top);
}
}
e = e.NextInAEL;
}
}
//------------------------------------------------------------------------------
private void DoMaxima (TEdge e) {
TEdge eMaxPair = GetMaximaPairEx (e);
if (eMaxPair == null) {
if (e.OutIdx >= 0)
AddOutPt (e, e.Top);
DeleteFromAEL (e);
return;
}
TEdge eNext = e.NextInAEL;
while (eNext != null && eNext != eMaxPair) {
IntersectEdges (e, eNext, e.Top);
SwapPositionsInAEL (e, eNext);
eNext = e.NextInAEL;
}
if (e.OutIdx == Unassigned && eMaxPair.OutIdx == Unassigned) {
DeleteFromAEL (e);
DeleteFromAEL (eMaxPair);
} else if (e.OutIdx >= 0 && eMaxPair.OutIdx >= 0) {
if (e.OutIdx >= 0)
AddLocalMaxPoly (e, eMaxPair, e.Top);
DeleteFromAEL (e);
DeleteFromAEL (eMaxPair);
}
#if use_lines
else if (e.WindDelta == 0) {
if (e.OutIdx >= 0) {
AddOutPt (e, e.Top);
e.OutIdx = Unassigned;
}
DeleteFromAEL (e);
if (eMaxPair.OutIdx >= 0) {
AddOutPt (eMaxPair, e.Top);
eMaxPair.OutIdx = Unassigned;
}
DeleteFromAEL (eMaxPair);
}
#endif
else
throw new ClipperException ("DoMaxima error");
}
//------------------------------------------------------------------------------
public static void ReversePaths (Paths polys) {
foreach (var poly in polys) {
poly.Reverse ();
}
}
//------------------------------------------------------------------------------
public static bool Orientation (Path poly) {
return Area (poly) >= 0;
}
//------------------------------------------------------------------------------
private int PointCount (OutPt pts) {
if (pts == null)
return 0;
int result = 0;
OutPt p = pts;
do {
result++;
p = p.Next;
} while (p != pts);
return result;
}
//------------------------------------------------------------------------------
private void BuildResult (Paths polyg) {
polyg.Clear ();
polyg.Capacity = m_PolyOuts.Count;
for (int i = 0; i < m_PolyOuts.Count; i++) {
OutRec outRec = m_PolyOuts [i];
if (outRec.Pts == null)
continue;
OutPt p = outRec.Pts.Prev;
int cnt = PointCount (p);
if (cnt < 2)
continue;
Path pg = new Path (cnt);
for (int j = 0; j < cnt; j++) {
pg.Add (p.Pt);
p = p.Prev;
}
polyg.Add (pg);
}
}
//------------------------------------------------------------------------------
private void BuildResult2 (PolyTree polytree) {
polytree.Clear ();
//add each output polygon/contour to polytree ...
polytree.m_AllPolys.Capacity = m_PolyOuts.Count;
for (int i = 0; i < m_PolyOuts.Count; i++) {
OutRec outRec = m_PolyOuts [i];
int cnt = PointCount (outRec.Pts);
if ((outRec.IsOpen && cnt < 2) ||
(!outRec.IsOpen && cnt < 3))
continue;
FixHoleLinkage (outRec);
PolyNode pn = new PolyNode ();
polytree.m_AllPolys.Add (pn);
outRec.PolyNode = pn;
pn.m_polygon.Capacity = cnt;
OutPt op = outRec.Pts.Prev;
for (int j = 0; j < cnt; j++) {
pn.m_polygon.Add (op.Pt);
op = op.Prev;
}
}
//fixup PolyNode links etc ...
polytree.m_Childs.Capacity = m_PolyOuts.Count;
for (int i = 0; i < m_PolyOuts.Count; i++) {
OutRec outRec = m_PolyOuts [i];
if (outRec.PolyNode == null)
continue;
else if (outRec.IsOpen) {
outRec.PolyNode.IsOpen = true;
polytree.AddChild (outRec.PolyNode);
} else if (outRec.FirstLeft != null &&
outRec.FirstLeft.PolyNode != null)
outRec.FirstLeft.PolyNode.AddChild (outRec.PolyNode);
else
polytree.AddChild (outRec.PolyNode);
}
}
//------------------------------------------------------------------------------
private void FixupOutPolyline (OutRec outrec) {
OutPt pp = outrec.Pts;
OutPt lastPP = pp.Prev;
while (pp != lastPP) {
pp = pp.Next;
if (pp.Pt == pp.Prev.Pt) {
if (pp == lastPP)
lastPP = pp.Prev;
OutPt tmpPP = pp.Prev;
tmpPP.Next = pp.Next;
pp.Next.Prev = tmpPP;
pp = tmpPP;
}
}
if (pp == pp.Prev)
outrec.Pts = null;
}
//------------------------------------------------------------------------------
private void FixupOutPolygon (OutRec outRec) {
//FixupOutPolygon() - removes duplicate points and simplifies consecutive
//parallel edges by removing the middle vertex.
OutPt lastOK = null;
outRec.BottomPt = null;
OutPt pp = outRec.Pts;
bool preserveCol = PreserveCollinear || StrictlySimple;
for (;;) {
if (pp.Prev == pp || pp.Prev == pp.Next) {
outRec.Pts = null;
return;
}
//test for duplicate points and collinear edges ...
if ((pp.Pt == pp.Next.Pt) || (pp.Pt == pp.Prev.Pt) ||
(SlopesEqual (pp.Prev.Pt, pp.Pt, pp.Next.Pt, m_UseFullRange) &&
(!preserveCol || !Pt2IsBetweenPt1AndPt3 (pp.Prev.Pt, pp.Pt, pp.Next.Pt)))) {
lastOK = null;
pp.Prev.Next = pp.Next;
pp.Next.Prev = pp.Prev;
pp = pp.Prev;
} else if (pp == lastOK)
break;
else {
if (lastOK == null)
lastOK = pp;
pp = pp.Next;
}
}
outRec.Pts = pp;
}
//------------------------------------------------------------------------------
OutPt DupOutPt (OutPt outPt, bool InsertAfter) {
OutPt result = new OutPt ();
result.Pt = outPt.Pt;
result.Idx = outPt.Idx;
if (InsertAfter) {
result.Next = outPt.Next;
result.Prev = outPt;
outPt.Next.Prev = result;
outPt.Next = result;
} else {
result.Prev = outPt.Prev;
result.Next = outPt;
outPt.Prev.Next = result;
outPt.Prev = result;
}
return result;
}
//------------------------------------------------------------------------------
bool GetOverlap (cInt a1, cInt a2, cInt b1, cInt b2, out cInt Left, out cInt Right) {
if (a1 < a2) {
if (b1 < b2) {
Left = Math.Max (a1, b1);
Right = Math.Min (a2, b2);
} else {
Left = Math.Max (a1, b2);
Right = Math.Min (a2, b1);
}
} else {
if (b1 < b2) {
Left = Math.Max (a2, b1);
Right = Math.Min (a1, b2);
} else {
Left = Math.Max (a2, b2);
Right = Math.Min (a1, b1);
}
}
return Left < Right;
}
//------------------------------------------------------------------------------
bool JoinHorz (OutPt op1, OutPt op1b, OutPt op2, OutPt op2b,
IntPoint Pt, bool DiscardLeft) {
Direction Dir1 = (op1.Pt.X > op1b.Pt.X ?
Direction.dRightToLeft : Direction.dLeftToRight);
Direction Dir2 = (op2.Pt.X > op2b.Pt.X ?
Direction.dRightToLeft : Direction.dLeftToRight);
if (Dir1 == Dir2)
return false;
//When DiscardLeft, we want Op1b to be on the Left of Op1, otherwise we
//want Op1b to be on the Right. (And likewise with Op2 and Op2b.)
//So, to facilitate this while inserting Op1b and Op2b ...
//when DiscardLeft, make sure we're AT or RIGHT of Pt before adding Op1b,
//otherwise make sure we're AT or LEFT of Pt. (Likewise with Op2b.)
if (Dir1 == Direction.dLeftToRight) {
while (op1.Next.Pt.X <= Pt.X &&
op1.Next.Pt.X >= op1.Pt.X && op1.Next.Pt.Y == Pt.Y)
op1 = op1.Next;
if (DiscardLeft && (op1.Pt.X != Pt.X))
op1 = op1.Next;
op1b = DupOutPt (op1, !DiscardLeft);
if (op1b.Pt != Pt) {
op1 = op1b;
op1.Pt = Pt;
op1b = DupOutPt (op1, !DiscardLeft);
}
} else {
while (op1.Next.Pt.X >= Pt.X &&
op1.Next.Pt.X <= op1.Pt.X && op1.Next.Pt.Y == Pt.Y)
op1 = op1.Next;
if (!DiscardLeft && (op1.Pt.X != Pt.X))
op1 = op1.Next;
op1b = DupOutPt (op1, DiscardLeft);
if (op1b.Pt != Pt) {
op1 = op1b;
op1.Pt = Pt;
op1b = DupOutPt (op1, DiscardLeft);
}
}
if (Dir2 == Direction.dLeftToRight) {
while (op2.Next.Pt.X <= Pt.X &&
op2.Next.Pt.X >= op2.Pt.X && op2.Next.Pt.Y == Pt.Y)
op2 = op2.Next;
if (DiscardLeft && (op2.Pt.X != Pt.X))
op2 = op2.Next;
op2b = DupOutPt (op2, !DiscardLeft);
if (op2b.Pt != Pt) {
op2 = op2b;
op2.Pt = Pt;
op2b = DupOutPt (op2, !DiscardLeft);
}
;
} else {
while (op2.Next.Pt.X >= Pt.X &&
op2.Next.Pt.X <= op2.Pt.X && op2.Next.Pt.Y == Pt.Y)
op2 = op2.Next;
if (!DiscardLeft && (op2.Pt.X != Pt.X))
op2 = op2.Next;
op2b = DupOutPt (op2, DiscardLeft);
if (op2b.Pt != Pt) {
op2 = op2b;
op2.Pt = Pt;
op2b = DupOutPt (op2, DiscardLeft);
}
;
}
;
if ((Dir1 == Direction.dLeftToRight) == DiscardLeft) {
op1.Prev = op2;
op2.Next = op1;
op1b.Next = op2b;
op2b.Prev = op1b;
} else {
op1.Next = op2;
op2.Prev = op1;
op1b.Prev = op2b;
op2b.Next = op1b;
}
return true;
}
//------------------------------------------------------------------------------
private bool JoinPoints (Join j, OutRec outRec1, OutRec outRec2) {
OutPt op1 = j.OutPt1, op1b;
OutPt op2 = j.OutPt2, op2b;
//There are 3 kinds of joins for output polygons ...
//1. Horizontal joins where Join.OutPt1 & Join.OutPt2 are vertices anywhere
//along (horizontal) collinear edges (& Join.OffPt is on the same horizontal).
//2. Non-horizontal joins where Join.OutPt1 & Join.OutPt2 are at the same
//location at the Bottom of the overlapping segment (& Join.OffPt is above).
//3. StrictlySimple joins where edges touch but are not collinear and where
//Join.OutPt1, Join.OutPt2 & Join.OffPt all share the same point.
bool isHorizontal = (j.OutPt1.Pt.Y == j.OffPt.Y);
if (isHorizontal && (j.OffPt == j.OutPt1.Pt) && (j.OffPt == j.OutPt2.Pt)) {
//Strictly Simple join ...
if (outRec1 != outRec2)
return false;
op1b = j.OutPt1.Next;
while (op1b != op1 && (op1b.Pt == j.OffPt))
op1b = op1b.Next;
bool reverse1 = (op1b.Pt.Y > j.OffPt.Y);
op2b = j.OutPt2.Next;
while (op2b != op2 && (op2b.Pt == j.OffPt))
op2b = op2b.Next;
bool reverse2 = (op2b.Pt.Y > j.OffPt.Y);
if (reverse1 == reverse2)
return false;
if (reverse1) {
op1b = DupOutPt (op1, false);
op2b = DupOutPt (op2, true);
op1.Prev = op2;
op2.Next = op1;
op1b.Next = op2b;
op2b.Prev = op1b;
j.OutPt1 = op1;
j.OutPt2 = op1b;
return true;
} else {
op1b = DupOutPt (op1, true);
op2b = DupOutPt (op2, false);
op1.Next = op2;
op2.Prev = op1;
op1b.Prev = op2b;
op2b.Next = op1b;
j.OutPt1 = op1;
j.OutPt2 = op1b;
return true;
}
} else if (isHorizontal) {
//treat horizontal joins differently to non-horizontal joins since with
//them we're not yet sure where the overlapping is. OutPt1.Pt & OutPt2.Pt
//may be anywhere along the horizontal edge.
op1b = op1;
while (op1.Prev.Pt.Y == op1.Pt.Y && op1.Prev != op1b && op1.Prev != op2)
op1 = op1.Prev;
while (op1b.Next.Pt.Y == op1b.Pt.Y && op1b.Next != op1 && op1b.Next != op2)
op1b = op1b.Next;
if (op1b.Next == op1 || op1b.Next == op2)
return false; //a flat 'polygon'
op2b = op2;
while (op2.Prev.Pt.Y == op2.Pt.Y && op2.Prev != op2b && op2.Prev != op1b)
op2 = op2.Prev;
while (op2b.Next.Pt.Y == op2b.Pt.Y && op2b.Next != op2 && op2b.Next != op1)
op2b = op2b.Next;
if (op2b.Next == op2 || op2b.Next == op1)
return false; //a flat 'polygon'
cInt Left, Right;
//Op1 -. Op1b & Op2 -. Op2b are the extremites of the horizontal edges
if (!GetOverlap (op1.Pt.X, op1b.Pt.X, op2.Pt.X, op2b.Pt.X, out Left, out Right))
return false;
//DiscardLeftSide: when overlapping edges are joined, a spike will created
//which needs to be cleaned up. However, we don't want Op1 or Op2 caught up
//on the discard Side as either may still be needed for other joins ...
IntPoint Pt;
bool DiscardLeftSide;
if (op1.Pt.X >= Left && op1.Pt.X <= Right) {
Pt = op1.Pt;
DiscardLeftSide = (op1.Pt.X > op1b.Pt.X);
} else if (op2.Pt.X >= Left && op2.Pt.X <= Right) {
Pt = op2.Pt;
DiscardLeftSide = (op2.Pt.X > op2b.Pt.X);
} else if (op1b.Pt.X >= Left && op1b.Pt.X <= Right) {
Pt = op1b.Pt;
DiscardLeftSide = op1b.Pt.X > op1.Pt.X;
} else {
Pt = op2b.Pt;
DiscardLeftSide = (op2b.Pt.X > op2.Pt.X);
}
j.OutPt1 = op1;
j.OutPt2 = op2;
return JoinHorz (op1, op1b, op2, op2b, Pt, DiscardLeftSide);
} else {
//nb: For non-horizontal joins ...
// 1. Jr.OutPt1.Pt.Y == Jr.OutPt2.Pt.Y
// 2. Jr.OutPt1.Pt > Jr.OffPt.Y
//make sure the polygons are correctly oriented ...
op1b = op1.Next;
while ((op1b.Pt == op1.Pt) && (op1b != op1))
op1b = op1b.Next;
bool Reverse1 = ((op1b.Pt.Y > op1.Pt.Y) ||
!SlopesEqual (op1.Pt, op1b.Pt, j.OffPt, m_UseFullRange));
if (Reverse1) {
op1b = op1.Prev;
while ((op1b.Pt == op1.Pt) && (op1b != op1))
op1b = op1b.Prev;
if ((op1b.Pt.Y > op1.Pt.Y) ||
!SlopesEqual (op1.Pt, op1b.Pt, j.OffPt, m_UseFullRange))
return false;
}
;
op2b = op2.Next;
while ((op2b.Pt == op2.Pt) && (op2b != op2))
op2b = op2b.Next;
bool Reverse2 = ((op2b.Pt.Y > op2.Pt.Y) ||
!SlopesEqual (op2.Pt, op2b.Pt, j.OffPt, m_UseFullRange));
if (Reverse2) {
op2b = op2.Prev;
while ((op2b.Pt == op2.Pt) && (op2b != op2))
op2b = op2b.Prev;
if ((op2b.Pt.Y > op2.Pt.Y) ||
!SlopesEqual (op2.Pt, op2b.Pt, j.OffPt, m_UseFullRange))
return false;
}
if ((op1b == op1) || (op2b == op2) || (op1b == op2b) ||
((outRec1 == outRec2) && (Reverse1 == Reverse2)))
return false;
if (Reverse1) {
op1b = DupOutPt (op1, false);
op2b = DupOutPt (op2, true);
op1.Prev = op2;
op2.Next = op1;
op1b.Next = op2b;
op2b.Prev = op1b;
j.OutPt1 = op1;
j.OutPt2 = op1b;
return true;
} else {
op1b = DupOutPt (op1, true);
op2b = DupOutPt (op2, false);
op1.Next = op2;
op2.Prev = op1;
op1b.Prev = op2b;
op2b.Next = op1b;
j.OutPt1 = op1;
j.OutPt2 = op1b;
return true;
}
}
}
//----------------------------------------------------------------------
public static int PointInPolygon (IntPoint pt, Path path) {
//returns 0 if false, +1 if true, -1 if pt ON polygon boundary
//See "The Point in Polygon Problem for Arbitrary Polygons" by Hormann & Agathos
//http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.88.5498&rep=rep1&type=pdf
int result = 0, cnt = path.Count;
if (cnt < 3)
return 0;
IntPoint ip = path [0];
for (int i = 1; i <= cnt; ++i) {
IntPoint ipNext = (i == cnt ? path [0] : path [i]);
if (ipNext.Y == pt.Y) {
if ((ipNext.X == pt.X) || (ip.Y == pt.Y &&
((ipNext.X > pt.X) == (ip.X < pt.X))))
return -1;
}
if ((ip.Y < pt.Y) != (ipNext.Y < pt.Y)) {
if (ip.X >= pt.X) {
if (ipNext.X > pt.X)
result = 1 - result;
else {
double d = (double)(ip.X - pt.X) * (ipNext.Y - pt.Y) -
(double)(ipNext.X - pt.X) * (ip.Y - pt.Y);
if (d == 0)
return -1;
else if ((d > 0) == (ipNext.Y > ip.Y))
result = 1 - result;
}
} else {
if (ipNext.X > pt.X) {
double d = (double)(ip.X - pt.X) * (ipNext.Y - pt.Y) -
(double)(ipNext.X - pt.X) * (ip.Y - pt.Y);
if (d == 0)
return -1;
else if ((d > 0) == (ipNext.Y > ip.Y))
result = 1 - result;
}
}
}
ip = ipNext;
}
return result;
}
//------------------------------------------------------------------------------
//See "The Point in Polygon Problem for Arbitrary Polygons" by Hormann & Agathos
//http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.88.5498&rep=rep1&type=pdf
private static int PointInPolygon (IntPoint pt, OutPt op) {
//returns 0 if false, +1 if true, -1 if pt ON polygon boundary
int result = 0;
OutPt startOp = op;
cInt ptx = pt.X, pty = pt.Y;
cInt poly0x = op.Pt.X, poly0y = op.Pt.Y;
do {
op = op.Next;
cInt poly1x = op.Pt.X, poly1y = op.Pt.Y;
if (poly1y == pty) {
if ((poly1x == ptx) || (poly0y == pty &&
((poly1x > ptx) == (poly0x < ptx))))
return -1;
}
if ((poly0y < pty) != (poly1y < pty)) {
if (poly0x >= ptx) {
if (poly1x > ptx)
result = 1 - result;
else {
double d = (double)(poly0x - ptx) * (poly1y - pty) -
(double)(poly1x - ptx) * (poly0y - pty);
if (d == 0)
return -1;
if ((d > 0) == (poly1y > poly0y))
result = 1 - result;
}
} else {
if (poly1x > ptx) {
double d = (double)(poly0x - ptx) * (poly1y - pty) -
(double)(poly1x - ptx) * (poly0y - pty);
if (d == 0)
return -1;
if ((d > 0) == (poly1y > poly0y))
result = 1 - result;
}
}
}
poly0x = poly1x;
poly0y = poly1y;
} while (startOp != op);
return result;
}
//------------------------------------------------------------------------------
private static bool Poly2ContainsPoly1 (OutPt outPt1, OutPt outPt2) {
OutPt op = outPt1;
do {
//nb: PointInPolygon returns 0 if false, +1 if true, -1 if pt on polygon
int res = PointInPolygon (op.Pt, outPt2);
if (res >= 0)
return res > 0;
op = op.Next;
} while (op != outPt1);
return true;
}
//----------------------------------------------------------------------
private void FixupFirstLefts1 (OutRec OldOutRec, OutRec NewOutRec) {
foreach (OutRec outRec in m_PolyOuts) {
OutRec firstLeft = ParseFirstLeft (outRec.FirstLeft);
if (outRec.Pts != null && firstLeft == OldOutRec) {
if (Poly2ContainsPoly1 (outRec.Pts, NewOutRec.Pts))
outRec.FirstLeft = NewOutRec;
}
}
}
//----------------------------------------------------------------------
private void FixupFirstLefts2 (OutRec innerOutRec, OutRec outerOutRec) {
//A polygon has split into two such that one is now the inner of the other.
//It's possible that these polygons now wrap around other polygons, so check
//every polygon that's also contained by OuterOutRec's FirstLeft container
//(including nil) to see if they've become inner to the new inner polygon ...
OutRec orfl = outerOutRec.FirstLeft;
foreach (OutRec outRec in m_PolyOuts) {
if (outRec.Pts == null || outRec == outerOutRec || outRec == innerOutRec)
continue;
OutRec firstLeft = ParseFirstLeft (outRec.FirstLeft);
if (firstLeft != orfl && firstLeft != innerOutRec && firstLeft != outerOutRec)
continue;
if (Poly2ContainsPoly1 (outRec.Pts, innerOutRec.Pts))
outRec.FirstLeft = innerOutRec;
else if (Poly2ContainsPoly1 (outRec.Pts, outerOutRec.Pts))
outRec.FirstLeft = outerOutRec;
else if (outRec.FirstLeft == innerOutRec || outRec.FirstLeft == outerOutRec)
outRec.FirstLeft = orfl;
}
}
//----------------------------------------------------------------------
private void FixupFirstLefts3 (OutRec OldOutRec, OutRec NewOutRec) {
//same as FixupFirstLefts1 but doesn't call Poly2ContainsPoly1()
foreach (OutRec outRec in m_PolyOuts) {
OutRec firstLeft = ParseFirstLeft (outRec.FirstLeft);
if (outRec.Pts != null && firstLeft == OldOutRec)
outRec.FirstLeft = NewOutRec;
}
}
//----------------------------------------------------------------------
private static OutRec ParseFirstLeft (OutRec FirstLeft) {
while (FirstLeft != null && FirstLeft.Pts == null)
FirstLeft = FirstLeft.FirstLeft;
return FirstLeft;
}
//------------------------------------------------------------------------------
private void JoinCommonEdges () {
for (int i = 0; i < m_Joins.Count; i++) {
Join join = m_Joins [i];
OutRec outRec1 = GetOutRec (join.OutPt1.Idx);
OutRec outRec2 = GetOutRec (join.OutPt2.Idx);
if (outRec1.Pts == null || outRec2.Pts == null)
continue;
if (outRec1.IsOpen || outRec2.IsOpen)
continue;
//get the polygon fragment with the correct hole state (FirstLeft)
//before calling JoinPoints() ...
OutRec holeStateRec;
if (outRec1 == outRec2)
holeStateRec = outRec1;
else if (OutRec1RightOfOutRec2 (outRec1, outRec2))
holeStateRec = outRec2;
else if (OutRec1RightOfOutRec2 (outRec2, outRec1))
holeStateRec = outRec1;
else
holeStateRec = GetLowermostRec (outRec1, outRec2);
if (!JoinPoints (join, outRec1, outRec2))
continue;
if (outRec1 == outRec2) {
//instead of joining two polygons, we've just created a new one by
//splitting one polygon into two.
outRec1.Pts = join.OutPt1;
outRec1.BottomPt = null;
outRec2 = CreateOutRec ();
outRec2.Pts = join.OutPt2;
//update all OutRec2.Pts Idx's ...
UpdateOutPtIdxs (outRec2);
if (Poly2ContainsPoly1 (outRec2.Pts, outRec1.Pts)) {
//outRec1 contains outRec2 ...
outRec2.IsHole = !outRec1.IsHole;
outRec2.FirstLeft = outRec1;
if (m_UsingPolyTree)
FixupFirstLefts2 (outRec2, outRec1);
if ((outRec2.IsHole ^ ReverseSolution) == (Area (outRec2) > 0))
ReversePolyPtLinks (outRec2.Pts);
} else if (Poly2ContainsPoly1 (outRec1.Pts, outRec2.Pts)) {
//outRec2 contains outRec1 ...
outRec2.IsHole = outRec1.IsHole;
outRec1.IsHole = !outRec2.IsHole;
outRec2.FirstLeft = outRec1.FirstLeft;
outRec1.FirstLeft = outRec2;
if (m_UsingPolyTree)
FixupFirstLefts2 (outRec1, outRec2);
if ((outRec1.IsHole ^ ReverseSolution) == (Area (outRec1) > 0))
ReversePolyPtLinks (outRec1.Pts);
} else {
//the 2 polygons are completely separate ...
outRec2.IsHole = outRec1.IsHole;
outRec2.FirstLeft = outRec1.FirstLeft;
//fixup FirstLeft pointers that may need reassigning to OutRec2
if (m_UsingPolyTree)
FixupFirstLefts1 (outRec1, outRec2);
}
} else {
//joined 2 polygons together ...
outRec2.Pts = null;
outRec2.BottomPt = null;
outRec2.Idx = outRec1.Idx;
outRec1.IsHole = holeStateRec.IsHole;
if (holeStateRec == outRec2)
outRec1.FirstLeft = outRec2.FirstLeft;
outRec2.FirstLeft = outRec1;
//fixup FirstLeft pointers that may need reassigning to OutRec1
if (m_UsingPolyTree)
FixupFirstLefts3 (outRec2, outRec1);
}
}
}
//------------------------------------------------------------------------------
private void UpdateOutPtIdxs (OutRec outrec) {
OutPt op = outrec.Pts;
do {
op.Idx = outrec.Idx;
op = op.Prev;
} while(op != outrec.Pts);
}
//------------------------------------------------------------------------------
private void DoSimplePolygons () {
int i = 0;
while (i < m_PolyOuts.Count) {
OutRec outrec = m_PolyOuts [i++];
OutPt op = outrec.Pts;
if (op == null || outrec.IsOpen)
continue;
do { //for each Pt in Polygon until duplicate found do ...
OutPt op2 = op.Next;
while (op2 != outrec.Pts) {
if ((op.Pt == op2.Pt) && op2.Next != op && op2.Prev != op) {
//split the polygon into two ...
OutPt op3 = op.Prev;
OutPt op4 = op2.Prev;
op.Prev = op4;
op4.Next = op;
op2.Prev = op3;
op3.Next = op2;
outrec.Pts = op;
OutRec outrec2 = CreateOutRec ();
outrec2.Pts = op2;
UpdateOutPtIdxs (outrec2);
if (Poly2ContainsPoly1 (outrec2.Pts, outrec.Pts)) {
//OutRec2 is contained by OutRec1 ...
outrec2.IsHole = !outrec.IsHole;
outrec2.FirstLeft = outrec;
if (m_UsingPolyTree)
FixupFirstLefts2 (outrec2, outrec);
} else if (Poly2ContainsPoly1 (outrec.Pts, outrec2.Pts)) {
//OutRec1 is contained by OutRec2 ...
outrec2.IsHole = outrec.IsHole;
outrec.IsHole = !outrec2.IsHole;
outrec2.FirstLeft = outrec.FirstLeft;
outrec.FirstLeft = outrec2;
if (m_UsingPolyTree)
FixupFirstLefts2 (outrec, outrec2);
} else {
//the 2 polygons are separate ...
outrec2.IsHole = outrec.IsHole;
outrec2.FirstLeft = outrec.FirstLeft;
if (m_UsingPolyTree)
FixupFirstLefts1 (outrec, outrec2);
}
op2 = op; //ie get ready for the next iteration
}
op2 = op2.Next;
}
op = op.Next;
} while (op != outrec.Pts);
}
}
//------------------------------------------------------------------------------
public static double Area (Path poly) {
int cnt = (int)poly.Count;
if (cnt < 3)
return 0;
double a = 0;
for (int i = 0, j = cnt - 1; i < cnt; ++i) {
a += ((double)poly [j].X + poly [i].X) * ((double)poly [j].Y - poly [i].Y);
j = i;
}
return -a * 0.5;
}
//------------------------------------------------------------------------------
internal double Area (OutRec outRec) {
return Area (outRec.Pts);
}
//------------------------------------------------------------------------------
internal double Area (OutPt op) {
OutPt opFirst = op;
if (op == null)
return 0;
double a = 0;
do {
a = a + (double)(op.Prev.Pt.X + op.Pt.X) * (double)(op.Prev.Pt.Y - op.Pt.Y);
op = op.Next;
} while (op != opFirst);
return a * 0.5;
}
//------------------------------------------------------------------------------
// SimplifyPolygon functions ...
// Convert self-intersecting polygons into simple polygons
//------------------------------------------------------------------------------
public static Paths SimplifyPolygon (Path poly,
PolyFillType fillType = PolyFillType.pftEvenOdd) {
Paths result = new Paths ();
Clipper c = new Clipper ();
c.StrictlySimple = true;
c.AddPath (poly, PolyType.ptSubject, true);
c.Execute (ClipType.ctUnion, result, fillType, fillType);
return result;
}
//------------------------------------------------------------------------------
public static Paths SimplifyPolygons (Paths polys,
PolyFillType fillType = PolyFillType.pftEvenOdd) {
Paths result = new Paths ();
Clipper c = new Clipper ();
c.StrictlySimple = true;
c.AddPaths (polys, PolyType.ptSubject, true);
c.Execute (ClipType.ctUnion, result, fillType, fillType);
return result;
}
//------------------------------------------------------------------------------
private static double DistanceSqrd (IntPoint pt1, IntPoint pt2) {
double dx = ((double)pt1.X - pt2.X);
double dy = ((double)pt1.Y - pt2.Y);
return (dx * dx + dy * dy);
}
//------------------------------------------------------------------------------
private static double DistanceFromLineSqrd (IntPoint pt, IntPoint ln1, IntPoint ln2) {
//The equation of a line in general form (Ax + By + C = 0)
//given 2 points (x¹,y¹) & (x²,y²) is ...
//(y¹ - y²)x + (x² - x¹)y + (y² - y¹)x¹ - (x² - x¹)y¹ = 0
//A = (y¹ - y²); B = (x² - x¹); C = (y² - y¹)x¹ - (x² - x¹)y¹
//perpendicular distance of point (x³,y³) = (Ax³ + By³ + C)/Sqrt(A² + B²)
//see http://en.wikipedia.org/wiki/Perpendicular_distance
double A = ln1.Y - ln2.Y;
double B = ln2.X - ln1.X;
double C = A * ln1.X + B * ln1.Y;
C = A * pt.X + B * pt.Y - C;
return (C * C) / (A * A + B * B);
}
//---------------------------------------------------------------------------
private static bool SlopesNearCollinear (IntPoint pt1,
IntPoint pt2, IntPoint pt3, double distSqrd) {
//this function is more accurate when the point that's GEOMETRICALLY
//between the other 2 points is the one that's tested for distance.
//nb: with 'spikes', either pt1 or pt3 is geometrically between the other pts
if (Math.Abs (pt1.X - pt2.X) > Math.Abs (pt1.Y - pt2.Y)) {
if ((pt1.X > pt2.X) == (pt1.X < pt3.X))
return DistanceFromLineSqrd (pt1, pt2, pt3) < distSqrd;
else if ((pt2.X > pt1.X) == (pt2.X < pt3.X))
return DistanceFromLineSqrd (pt2, pt1, pt3) < distSqrd;
else
return DistanceFromLineSqrd (pt3, pt1, pt2) < distSqrd;
} else {
if ((pt1.Y > pt2.Y) == (pt1.Y < pt3.Y))
return DistanceFromLineSqrd (pt1, pt2, pt3) < distSqrd;
else if ((pt2.Y > pt1.Y) == (pt2.Y < pt3.Y))
return DistanceFromLineSqrd (pt2, pt1, pt3) < distSqrd;
else
return DistanceFromLineSqrd (pt3, pt1, pt2) < distSqrd;
}
}
//------------------------------------------------------------------------------
private static bool PointsAreClose (IntPoint pt1, IntPoint pt2, double distSqrd) {
double dx = (double)pt1.X - pt2.X;
double dy = (double)pt1.Y - pt2.Y;
return ((dx * dx) + (dy * dy) <= distSqrd);
}
//------------------------------------------------------------------------------
private static OutPt ExcludeOp (OutPt op) {
OutPt result = op.Prev;
result.Next = op.Next;
op.Next.Prev = result;
result.Idx = 0;
return result;
}
//------------------------------------------------------------------------------
public static Path CleanPolygon (Path path, double distance = 1.415) {
//distance = proximity in units/pixels below which vertices will be stripped.
//Default ~= sqrt(2) so when adjacent vertices or semi-adjacent vertices have
//both x & y coords within 1 unit, then the second vertex will be stripped.
int cnt = path.Count;
if (cnt == 0)
return new Path ();
OutPt[] outPts = new OutPt[cnt];
for (int i = 0; i < cnt; ++i)
outPts [i] = new OutPt ();
for (int i = 0; i < cnt; ++i) {
outPts [i].Pt = path [i];
outPts [i].Next = outPts [(i + 1) % cnt];
outPts [i].Next.Prev = outPts [i];
outPts [i].Idx = 0;
}
double distSqrd = distance * distance;
OutPt op = outPts [0];
while (op.Idx == 0 && op.Next != op.Prev) {
if (PointsAreClose (op.Pt, op.Prev.Pt, distSqrd)) {
op = ExcludeOp (op);
cnt--;
} else if (PointsAreClose (op.Prev.Pt, op.Next.Pt, distSqrd)) {
ExcludeOp (op.Next);
op = ExcludeOp (op);
cnt -= 2;
} else if (SlopesNearCollinear (op.Prev.Pt, op.Pt, op.Next.Pt, distSqrd)) {
op = ExcludeOp (op);
cnt--;
} else {
op.Idx = 1;
op = op.Next;
}
}
if (cnt < 3)
cnt = 0;
Path result = new Path (cnt);
for (int i = 0; i < cnt; ++i) {
result.Add (op.Pt);
op = op.Next;
}
outPts = null;
return result;
}
//------------------------------------------------------------------------------
public static Paths CleanPolygons (Paths polys,
double distance = 1.415) {
Paths result = new Paths (polys.Count);
for (int i = 0; i < polys.Count; i++)
result.Add (CleanPolygon (polys [i], distance));
return result;
}
//------------------------------------------------------------------------------
internal static Paths Minkowski (Path pattern, Path path, bool IsSum, bool IsClosed) {
int delta = (IsClosed ? 1 : 0);
int polyCnt = pattern.Count;
int pathCnt = path.Count;
Paths result = new Paths (pathCnt);
if (IsSum)
for (int i = 0; i < pathCnt; i++) {
Path p = new Path (polyCnt);
foreach (IntPoint ip in pattern)
p.Add (new IntPoint (path [i].X + ip.X, path [i].Y + ip.Y));
result.Add (p);
}
else
for (int i = 0; i < pathCnt; i++) {
Path p = new Path (polyCnt);
foreach (IntPoint ip in pattern)
p.Add (new IntPoint (path [i].X - ip.X, path [i].Y - ip.Y));
result.Add (p);
}
Paths quads = new Paths ((pathCnt + delta) * (polyCnt + 1));
for (int i = 0; i < pathCnt - 1 + delta; i++)
for (int j = 0; j < polyCnt; j++) {
Path quad = new Path (4);
quad.Add (result [i % pathCnt] [j % polyCnt]);
quad.Add (result [(i + 1) % pathCnt] [j % polyCnt]);
quad.Add (result [(i + 1) % pathCnt] [(j + 1) % polyCnt]);
quad.Add (result [i % pathCnt] [(j + 1) % polyCnt]);
if (!Orientation (quad))
quad.Reverse ();
quads.Add (quad);
}
return quads;
}
//------------------------------------------------------------------------------
public static Paths MinkowskiSum (Path pattern, Path path, bool pathIsClosed) {
Paths paths = Minkowski (pattern, path, true, pathIsClosed);
Clipper c = new Clipper ();
c.AddPaths (paths, PolyType.ptSubject, true);
c.Execute (ClipType.ctUnion, paths, PolyFillType.pftNonZero, PolyFillType.pftNonZero);
return paths;
}
//------------------------------------------------------------------------------
private static Path TranslatePath (Path path, IntPoint delta) {
Path outPath = new Path (path.Count);
for (int i = 0; i < path.Count; i++)
outPath.Add (new IntPoint (path [i].X + delta.X, path [i].Y + delta.Y));
return outPath;
}
//------------------------------------------------------------------------------
public static Paths MinkowskiSum (Path pattern, Paths paths, bool pathIsClosed) {
Paths solution = new Paths ();
Clipper c = new Clipper ();
for (int i = 0; i < paths.Count; ++i) {
Paths tmp = Minkowski (pattern, paths [i], true, pathIsClosed);
c.AddPaths (tmp, PolyType.ptSubject, true);
if (pathIsClosed) {
Path path = TranslatePath (paths [i], pattern [0]);
c.AddPath (path, PolyType.ptClip, true);
}
}
c.Execute (ClipType.ctUnion, solution,
PolyFillType.pftNonZero, PolyFillType.pftNonZero);
return solution;
}
//------------------------------------------------------------------------------
public static Paths MinkowskiDiff (Path poly1, Path poly2) {
Paths paths = Minkowski (poly1, poly2, false, true);
Clipper c = new Clipper ();
c.AddPaths (paths, PolyType.ptSubject, true);
c.Execute (ClipType.ctUnion, paths, PolyFillType.pftNonZero, PolyFillType.pftNonZero);
return paths;
}
//------------------------------------------------------------------------------
internal enum NodeType {
ntAny,
ntOpen,
ntClosed}
;
public static Paths PolyTreeToPaths (PolyTree polytree) {
Paths result = new Paths ();
result.Capacity = polytree.Total;
AddPolyNodeToPaths (polytree, NodeType.ntAny, result);
return result;
}
//------------------------------------------------------------------------------
internal static void AddPolyNodeToPaths (PolyNode polynode, NodeType nt, Paths paths) {
bool match = true;
switch (nt) {
case NodeType.ntOpen:
return;
case NodeType.ntClosed:
match = !polynode.IsOpen;
break;
default:
break;
}
if (polynode.m_polygon.Count > 0 && match)
paths.Add (polynode.m_polygon);
foreach (PolyNode pn in polynode.Childs)
AddPolyNodeToPaths (pn, nt, paths);
}
//------------------------------------------------------------------------------
public static Paths OpenPathsFromPolyTree (PolyTree polytree) {
Paths result = new Paths ();
result.Capacity = polytree.ChildCount;
for (int i = 0; i < polytree.ChildCount; i++)
if (polytree.Childs [i].IsOpen)
result.Add (polytree.Childs [i].m_polygon);
return result;
}
//------------------------------------------------------------------------------
public static Paths ClosedPathsFromPolyTree (PolyTree polytree) {
Paths result = new Paths ();
result.Capacity = polytree.Total;
AddPolyNodeToPaths (polytree, NodeType.ntClosed, result);
return result;
}
//------------------------------------------------------------------------------
}
//end Clipper
public class ClipperOffset {
private Paths m_destPolys;
private Path m_srcPoly;
private Path m_destPoly;
private List<DoublePoint> m_normals = new List<DoublePoint> ();
private double m_delta, m_sinA, m_sin, m_cos;
private double m_miterLim, m_StepsPerRad;
private IntPoint m_lowest;
private PolyNode m_polyNodes = new PolyNode ();
public double ArcTolerance { get; set; }
public double MiterLimit { get; set; }
private const double two_pi = Math.PI * 2;
private const double def_arc_tolerance = 0.25;
public ClipperOffset (
double miterLimit = 2.0, double arcTolerance = def_arc_tolerance) {
MiterLimit = miterLimit;
ArcTolerance = arcTolerance;
m_lowest.X = -1;
}
//------------------------------------------------------------------------------
public void Clear () {
m_polyNodes.Childs.Clear ();
m_lowest.X = -1;
}
//------------------------------------------------------------------------------
internal static cInt Round (double value) {
return value < 0 ? (cInt)(value - 0.5) : (cInt)(value + 0.5);
}
//------------------------------------------------------------------------------
public void AddPath (Path path, JoinType joinType, EndType endType) {
int highI = path.Count - 1;
if (highI < 0)
return;
PolyNode newNode = new PolyNode ();
newNode.m_jointype = joinType;
newNode.m_endtype = endType;
//strip duplicate points from path and also get index to the lowest point ...
if (endType == EndType.etClosedLine || endType == EndType.etClosedPolygon)
while (highI > 0 && path [0] == path [highI])
highI--;
newNode.m_polygon.Capacity = highI + 1;
newNode.m_polygon.Add (path [0]);
int j = 0, k = 0;
for (int i = 1; i <= highI; i++)
if (newNode.m_polygon [j] != path [i]) {
j++;
newNode.m_polygon.Add (path [i]);
if (path [i].Y > newNode.m_polygon [k].Y ||
(path [i].Y == newNode.m_polygon [k].Y &&
path [i].X < newNode.m_polygon [k].X))
k = j;
}
if (endType == EndType.etClosedPolygon && j < 2)
return;
m_polyNodes.AddChild (newNode);
//if this path's lowest pt is lower than all the others then update m_lowest
if (endType != EndType.etClosedPolygon)
return;
if (m_lowest.X < 0)
m_lowest = new IntPoint (m_polyNodes.ChildCount - 1, k);
else {
IntPoint ip = m_polyNodes.Childs [(int)m_lowest.X].m_polygon [(int)m_lowest.Y];
if (newNode.m_polygon [k].Y > ip.Y ||
(newNode.m_polygon [k].Y == ip.Y &&
newNode.m_polygon [k].X < ip.X))
m_lowest = new IntPoint (m_polyNodes.ChildCount - 1, k);
}
}
//------------------------------------------------------------------------------
public void AddPaths (Paths paths, JoinType joinType, EndType endType) {
foreach (Path p in paths)
AddPath (p, joinType, endType);
}
//------------------------------------------------------------------------------
private void FixOrientations () {
//fixup orientations of all closed paths if the orientation of the
//closed path with the lowermost vertex is wrong ...
if (m_lowest.X >= 0 &&
!Clipper.Orientation (m_polyNodes.Childs [(int)m_lowest.X].m_polygon)) {
for (int i = 0; i < m_polyNodes.ChildCount; i++) {
PolyNode node = m_polyNodes.Childs [i];
if (node.m_endtype == EndType.etClosedPolygon ||
(node.m_endtype == EndType.etClosedLine &&
Clipper.Orientation (node.m_polygon)))
node.m_polygon.Reverse ();
}
} else {
for (int i = 0; i < m_polyNodes.ChildCount; i++) {
PolyNode node = m_polyNodes.Childs [i];
if (node.m_endtype == EndType.etClosedLine &&
!Clipper.Orientation (node.m_polygon))
node.m_polygon.Reverse ();
}
}
}
//------------------------------------------------------------------------------
internal static DoublePoint GetUnitNormal (IntPoint pt1, IntPoint pt2) {
double dx = (pt2.X - pt1.X);
double dy = (pt2.Y - pt1.Y);
if ((dx == 0) && (dy == 0))
return new DoublePoint ();
double f = 1 * 1.0 / Math.Sqrt (dx * dx + dy * dy);
dx *= f;
dy *= f;
return new DoublePoint (dy, -dx);
}
//------------------------------------------------------------------------------
private void DoOffset (double delta) {
m_destPolys = new Paths ();
m_delta = delta;
//if Zero offset, just copy any CLOSED polygons to m_p and return ...
if (ClipperBase.near_zero (delta)) {
m_destPolys.Capacity = m_polyNodes.ChildCount;
for (int i = 0; i < m_polyNodes.ChildCount; i++) {
PolyNode node = m_polyNodes.Childs [i];
if (node.m_endtype == EndType.etClosedPolygon)
m_destPolys.Add (node.m_polygon);
}
return;
}
//see offset_triginometry3.svg in the documentation folder ...
if (MiterLimit > 2)
m_miterLim = 2 / (MiterLimit * MiterLimit);
else
m_miterLim = 0.5;
double y;
if (ArcTolerance <= 0.0)
y = def_arc_tolerance;
else if (ArcTolerance > Math.Abs (delta) * def_arc_tolerance)
y = Math.Abs (delta) * def_arc_tolerance;
else
y = ArcTolerance;
//see offset_triginometry2.svg in the documentation folder ...
double steps = Math.PI / Math.Acos (1 - y / Math.Abs (delta));
m_sin = Math.Sin (two_pi / steps);
m_cos = Math.Cos (two_pi / steps);
m_StepsPerRad = steps / two_pi;
if (delta < 0.0)
m_sin = -m_sin;
m_destPolys.Capacity = m_polyNodes.ChildCount * 2;
for (int i = 0; i < m_polyNodes.ChildCount; i++) {
PolyNode node = m_polyNodes.Childs [i];
m_srcPoly = node.m_polygon;
int len = m_srcPoly.Count;
if (len == 0 || (delta <= 0 && (len < 3 ||
node.m_endtype != EndType.etClosedPolygon)))
continue;
m_destPoly = new Path ();
if (len == 1) {
if (node.m_jointype == JoinType.jtRound) {
double X = 1.0, Y = 0.0;
for (int j = 1; j <= steps; j++) {
m_destPoly.Add (new IntPoint (
Round (m_srcPoly [0].X + X * delta),
Round (m_srcPoly [0].Y + Y * delta)));
double X2 = X;
X = X * m_cos - m_sin * Y;
Y = X2 * m_sin + Y * m_cos;
}
} else {
double X = -1.0, Y = -1.0;
for (int j = 0; j < 4; ++j) {
m_destPoly.Add (new IntPoint (
Round (m_srcPoly [0].X + X * delta),
Round (m_srcPoly [0].Y + Y * delta)));
if (X < 0)
X = 1;
else if (Y < 0)
Y = 1;
else
X = -1;
}
}
m_destPolys.Add (m_destPoly);
continue;
}
//build m_normals ...
m_normals.Clear ();
m_normals.Capacity = len;
for (int j = 0; j < len - 1; j++)
m_normals.Add (GetUnitNormal (m_srcPoly [j], m_srcPoly [j + 1]));
if (node.m_endtype == EndType.etClosedLine ||
node.m_endtype == EndType.etClosedPolygon)
m_normals.Add (GetUnitNormal (m_srcPoly [len - 1], m_srcPoly [0]));
else
m_normals.Add (new DoublePoint (m_normals [len - 2]));
if (node.m_endtype == EndType.etClosedPolygon) {
int k = len - 1;
for (int j = 0; j < len; j++)
OffsetPoint (j, ref k, node.m_jointype);
m_destPolys.Add (m_destPoly);
} else if (node.m_endtype == EndType.etClosedLine) {
int k = len - 1;
for (int j = 0; j < len; j++)
OffsetPoint (j, ref k, node.m_jointype);
m_destPolys.Add (m_destPoly);
m_destPoly = new Path ();
//re-build m_normals ...
DoublePoint n = m_normals [len - 1];
for (int j = len - 1; j > 0; j--)
m_normals [j] = new DoublePoint (-m_normals [j - 1].X, -m_normals [j - 1].Y);
m_normals [0] = new DoublePoint (-n.X, -n.Y);
k = 0;
for (int j = len - 1; j >= 0; j--)
OffsetPoint (j, ref k, node.m_jointype);
m_destPolys.Add (m_destPoly);
} else {
int k = 0;
for (int j = 1; j < len - 1; ++j)
OffsetPoint (j, ref k, node.m_jointype);
IntPoint pt1;
if (node.m_endtype == EndType.etOpenButt) {
int j = len - 1;
pt1 = new IntPoint ((cInt)Round (m_srcPoly [j].X + m_normals [j].X *
delta), (cInt)Round (m_srcPoly [j].Y + m_normals [j].Y * delta));
m_destPoly.Add (pt1);
pt1 = new IntPoint ((cInt)Round (m_srcPoly [j].X - m_normals [j].X *
delta), (cInt)Round (m_srcPoly [j].Y - m_normals [j].Y * delta));
m_destPoly.Add (pt1);
} else {
int j = len - 1;
k = len - 2;
m_sinA = 0;
m_normals [j] = new DoublePoint (-m_normals [j].X, -m_normals [j].Y);
if (node.m_endtype == EndType.etOpenSquare)
DoSquare (j, k);
else
DoRound (j, k);
}
//re-build m_normals ...
for (int j = len - 1; j > 0; j--)
m_normals [j] = new DoublePoint (-m_normals [j - 1].X, -m_normals [j - 1].Y);
m_normals [0] = new DoublePoint (-m_normals [1].X, -m_normals [1].Y);
k = len - 1;
for (int j = k - 1; j > 0; --j)
OffsetPoint (j, ref k, node.m_jointype);
if (node.m_endtype == EndType.etOpenButt) {
pt1 = new IntPoint ((cInt)Round (m_srcPoly [0].X - m_normals [0].X * delta),
(cInt)Round (m_srcPoly [0].Y - m_normals [0].Y * delta));
m_destPoly.Add (pt1);
pt1 = new IntPoint ((cInt)Round (m_srcPoly [0].X + m_normals [0].X * delta),
(cInt)Round (m_srcPoly [0].Y + m_normals [0].Y * delta));
m_destPoly.Add (pt1);
} else {
k = 1;
m_sinA = 0;
if (node.m_endtype == EndType.etOpenSquare)
DoSquare (0, 1);
else
DoRound (0, 1);
}
m_destPolys.Add (m_destPoly);
}
}
}
//------------------------------------------------------------------------------
public void Execute (ref Paths solution, double delta) {
solution.Clear ();
FixOrientations ();
DoOffset (delta);
//now clean up 'corners' ...
Clipper clpr = new Clipper ();
clpr.AddPaths (m_destPolys, PolyType.ptSubject, true);
if (delta > 0) {
clpr.Execute (ClipType.ctUnion, solution,
PolyFillType.pftPositive, PolyFillType.pftPositive);
} else {
IntRect r = Clipper.GetBounds (m_destPolys);
Path outer = new Path (4);
outer.Add (new IntPoint (r.left - 10, r.bottom + 10));
outer.Add (new IntPoint (r.right + 10, r.bottom + 10));
outer.Add (new IntPoint (r.right + 10, r.top - 10));
outer.Add (new IntPoint (r.left - 10, r.top - 10));
clpr.AddPath (outer, PolyType.ptSubject, true);
clpr.ReverseSolution = true;
clpr.Execute (ClipType.ctUnion, solution, PolyFillType.pftNegative, PolyFillType.pftNegative);
if (solution.Count > 0)
solution.RemoveAt (0);
}
}
//------------------------------------------------------------------------------
public void Execute (ref PolyTree solution, double delta) {
solution.Clear ();
FixOrientations ();
DoOffset (delta);
//now clean up 'corners' ...
Clipper clpr = new Clipper ();
clpr.AddPaths (m_destPolys, PolyType.ptSubject, true);
if (delta > 0) {
clpr.Execute (ClipType.ctUnion, solution,
PolyFillType.pftPositive, PolyFillType.pftPositive);
} else {
IntRect r = Clipper.GetBounds (m_destPolys);
Path outer = new Path (4);
outer.Add (new IntPoint (r.left - 10, r.bottom + 10));
outer.Add (new IntPoint (r.right + 10, r.bottom + 10));
outer.Add (new IntPoint (r.right + 10, r.top - 10));
outer.Add (new IntPoint (r.left - 10, r.top - 10));
clpr.AddPath (outer, PolyType.ptSubject, true);
clpr.ReverseSolution = true;
clpr.Execute (ClipType.ctUnion, solution, PolyFillType.pftNegative, PolyFillType.pftNegative);
//remove the outer PolyNode rectangle ...
if (solution.ChildCount == 1 && solution.Childs [0].ChildCount > 0) {
PolyNode outerNode = solution.Childs [0];
solution.Childs.Capacity = outerNode.ChildCount;
solution.Childs [0] = outerNode.Childs [0];
solution.Childs [0].m_Parent = solution;
for (int i = 1; i < outerNode.ChildCount; i++)
solution.AddChild (outerNode.Childs [i]);
} else
solution.Clear ();
}
}
//------------------------------------------------------------------------------
void OffsetPoint (int j, ref int k, JoinType jointype) {
//cross product ...
m_sinA = (m_normals [k].X * m_normals [j].Y - m_normals [j].X * m_normals [k].Y);
if (Math.Abs (m_sinA * m_delta) < 1.0) {
//dot product ...
double cosA = (m_normals [k].X * m_normals [j].X + m_normals [j].Y * m_normals [k].Y);
if (cosA > 0) { // angle ==> 0 degrees
m_destPoly.Add (new IntPoint (Round (m_srcPoly [j].X + m_normals [k].X * m_delta),
Round (m_srcPoly [j].Y + m_normals [k].Y * m_delta)));
return;
}
//else angle ==> 180 degrees
} else if (m_sinA > 1.0)
m_sinA = 1.0;
else if (m_sinA < -1.0)
m_sinA = -1.0;
if (m_sinA * m_delta < 0) {
m_destPoly.Add (new IntPoint (Round (m_srcPoly [j].X + m_normals [k].X * m_delta),
Round (m_srcPoly [j].Y + m_normals [k].Y * m_delta)));
m_destPoly.Add (m_srcPoly [j]);
m_destPoly.Add (new IntPoint (Round (m_srcPoly [j].X + m_normals [j].X * m_delta),
Round (m_srcPoly [j].Y + m_normals [j].Y * m_delta)));
} else
switch (jointype) {
case JoinType.jtMiter:
{
double r = 1 + (m_normals [j].X * m_normals [k].X +
m_normals [j].Y * m_normals [k].Y);
if (r >= m_miterLim)
DoMiter (j, k, r);
else
DoSquare (j, k);
break;
}
case JoinType.jtSquare:
DoSquare (j, k);
break;
case JoinType.jtRound:
DoRound (j, k);
break;
}
k = j;
}
//------------------------------------------------------------------------------
internal void DoSquare (int j, int k) {
double dx = Math.Tan (Math.Atan2 (m_sinA,
m_normals [k].X * m_normals [j].X + m_normals [k].Y * m_normals [j].Y) / 4);
m_destPoly.Add (new IntPoint (
Round (m_srcPoly [j].X + m_delta * (m_normals [k].X - m_normals [k].Y * dx)),
Round (m_srcPoly [j].Y + m_delta * (m_normals [k].Y + m_normals [k].X * dx))));
m_destPoly.Add (new IntPoint (
Round (m_srcPoly [j].X + m_delta * (m_normals [j].X + m_normals [j].Y * dx)),
Round (m_srcPoly [j].Y + m_delta * (m_normals [j].Y - m_normals [j].X * dx))));
}
//------------------------------------------------------------------------------
internal void DoMiter (int j, int k, double r) {
double q = m_delta / r;
m_destPoly.Add (new IntPoint (Round (m_srcPoly [j].X + (m_normals [k].X + m_normals [j].X) * q),
Round (m_srcPoly [j].Y + (m_normals [k].Y + m_normals [j].Y) * q)));
}
//------------------------------------------------------------------------------
internal void DoRound (int j, int k) {
double a = Math.Atan2 (m_sinA,
m_normals [k].X * m_normals [j].X + m_normals [k].Y * m_normals [j].Y);
int steps = Math.Max ((int)Round (m_StepsPerRad * Math.Abs (a)), 1);
double X = m_normals [k].X, Y = m_normals [k].Y, X2;
for (int i = 0; i < steps; ++i) {
m_destPoly.Add (new IntPoint (
Round (m_srcPoly [j].X + X * m_delta),
Round (m_srcPoly [j].Y + Y * m_delta)));
X2 = X;
X = X * m_cos - m_sin * Y;
Y = X2 * m_sin + Y * m_cos;
}
m_destPoly.Add (new IntPoint (
Round (m_srcPoly [j].X + m_normals [j].X * m_delta),
Round (m_srcPoly [j].Y + m_normals [j].Y * m_delta)));
}
//------------------------------------------------------------------------------
}
class ClipperException : Exception {
public ClipperException (string description) : base (description) {
}
}
//------------------------------------------------------------------------------
}
//end ClipperLib namespace