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doExplosion(Vector3 position){ + transform.localPosition = position; + StartCoroutine(waitAndExplode()); + } + + /// + /// exerts an explosion force on all rigidbodies within the given radius + /// + /// + private IEnumerator waitAndExplode(){ + yield return new WaitForFixedUpdate(); + + Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position,radius); + + foreach(Collider2D coll in colliders){ + if(coll.GetComponent()&&coll.name!="hero"){ + //Roman Update + //使其仅影响碎片 + if(coll.gameObject.layer == LayerMask.NameToLayer("Fragment")) + // + AddExplosionForce(coll.GetComponent(), force, transform.position, radius, upliftModifer); + } + } + } + + /// + /// adds explosion force to given rigidbody + /// + /// rigidbody to add force to + /// base force of explosion + /// location of the explosion source + /// radius of explosion effect + /// factor of additional upward force + private void AddExplosionForce(Rigidbody2D body, float explosionForce, Vector3 explosionPosition, float explosionRadius, float upliftModifier = 0) + { + var dir = (body.transform.position - explosionPosition); + float wearoff = 1 - (dir.magnitude / explosionRadius); + Vector3 baseForce = dir.normalized * explosionForce * wearoff; + baseForce.z = 0; + body.AddForce(baseForce); + + if (upliftModifer != 0) + { + float upliftWearoff = 1 - upliftModifier / explosionRadius; + Vector3 upliftForce = Vector2.up * explosionForce * upliftWearoff; + upliftForce.z = 0; + body.AddForce(upliftForce); + } + + } +} diff --git a/Assets/2D_Destruction/Demo/Demo Scripts/ExplosionForce.cs.meta b/Assets/2D_Destruction/Demo/Demo Scripts/ExplosionForce.cs.meta new file mode 100644 index 0000000..c53709b --- /dev/null +++ b/Assets/2D_Destruction/Demo/Demo Scripts/ExplosionForce.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b57070c18171a2448bd93ce4df9e8ff5 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git 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weights: [] + secondaryTextures: [] + nameFileIdTable: {} + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/2D_Destruction/Scripts.meta b/Assets/2D_Destruction/Scripts.meta new file mode 100644 index 0000000..b3dc097 --- /dev/null +++ b/Assets/2D_Destruction/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5d6623b71c12f9643a5cb60649000a91 +folderAsset: yes +timeCreated: 1439078393 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/2D_Destruction/Scripts/ClipperHelper.cs b/Assets/2D_Destruction/Scripts/ClipperHelper.cs new file mode 100644 index 0000000..de54bb8 --- /dev/null +++ b/Assets/2D_Destruction/Scripts/ClipperHelper.cs @@ -0,0 +1,95 @@ +#pragma warning disable 0436 +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using ClipperLib; +using Polygon = System.Collections.Generic.List; +using Polygons = System.Collections.Generic.List>; +using Delaunay; + +public static class ClipperHelper { + private static float multiplier = 1000; + + public static List> clip(List boundary, Triangle piece) + { + //create Boundary Polygon + Polygons boundaryPoly = createPolygons(boundary); + + //create Polygon from the triangular piece + Polygons subjPoly = createPolygons(piece); + + //clip triangular polygon against the boundary polygon + Polygons result = new Polygons(); + //忽略warning + #pragma warning disable CS0436 // The variable 'result' is assigned but its value is never used + Clipper c = new Clipper(); + c.AddPaths(subjPoly, PolyType.ptClip, true); + c.AddPaths(boundaryPoly, PolyType.ptSubject, true); + c.Execute(ClipType.ctIntersection, result, PolyFillType.pftEvenOdd, PolyFillType.pftEvenOdd); + + List> clippedPolygons = new List>(); + + foreach (Polygon poly in result) + { + List clippedPoly = new List(); + foreach (IntPoint p in poly) + { + clippedPoly.Add(new Vector2(p.X, p.Y) / multiplier); + } + clippedPolygons.Add(clippedPoly); + + } + return clippedPolygons; + + } + public static List> clip(List boundary, List region) + { + Polygons boundaryPoly = createPolygons(boundary); + Polygons regionPoly = createPolygons(region); + + //clip triangular polygon against the boundary polygon + Polygons result = new Polygons(); + Clipper c = new Clipper(); + c.AddPaths(regionPoly, PolyType.ptClip, true); + c.AddPaths(boundaryPoly, PolyType.ptSubject, true); + c.Execute(ClipType.ctIntersection, result, PolyFillType.pftEvenOdd, PolyFillType.pftEvenOdd); + + List> clippedPolygons = new List>(); + + foreach (Polygon poly in result) + { + List clippedPoly = new List(); + foreach (IntPoint p in poly) + { + clippedPoly.Add(new Vector2(p.X, p.Y) / multiplier); + } + clippedPolygons.Add(clippedPoly); + + } + return clippedPolygons; + } + + private static Polygons createPolygons(List source) + { + Polygons poly = new Polygons(1); + poly.Add(new Polygon(source.Count)); + foreach (Vector2 p in source) + { + poly[0].Add(new IntPoint(p.x * multiplier, p.y * multiplier)); + } + + return poly; + } + private static Polygons createPolygons(Triangle tri) + { + Polygons poly = new Polygons(1); + poly.Add(new Polygon(3)); + for (int i = 0; i < 3; i++) + { + poly[0].Add(new IntPoint(tri.sites[i].x * multiplier, tri.sites[i].y * multiplier)); + } + + return poly; + } + +} diff --git a/Assets/2D_Destruction/Scripts/ClipperHelper.cs.meta b/Assets/2D_Destruction/Scripts/ClipperHelper.cs.meta new file mode 100644 index 0000000..5fa2fcf --- /dev/null +++ b/Assets/2D_Destruction/Scripts/ClipperHelper.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f4b1882c785d77c4fa3642e8db1e1f8a +timeCreated: 1438962459 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/2D_Destruction/Scripts/Editor.meta b/Assets/2D_Destruction/Scripts/Editor.meta new file mode 100644 index 0000000..2ef0976 --- /dev/null +++ b/Assets/2D_Destruction/Scripts/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a8095910601b97244a65e582c52b97eb +folderAsset: yes +timeCreated: 1438609457 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/2D_Destruction/Scripts/Editor/ExplodableEditor.cs b/Assets/2D_Destruction/Scripts/Editor/ExplodableEditor.cs new file mode 100644 index 0000000..30f5848 --- /dev/null +++ b/Assets/2D_Destruction/Scripts/Editor/ExplodableEditor.cs @@ -0,0 +1,44 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using UnityEditor; + +[CustomEditor(typeof(Explodable))] +public class ExplodableEditor : Editor { + + public override void OnInspectorGUI() + { + Explodable myTarget = (Explodable)target; + myTarget.allowRuntimeFragmentation = EditorGUILayout.Toggle("Allow Runtime Fragmentation", myTarget.allowRuntimeFragmentation); + myTarget.shatterType = (Explodable.ShatterType)EditorGUILayout.EnumPopup("Shatter Type", myTarget.shatterType); + myTarget.extraPoints = EditorGUILayout.IntField("Extra Points", myTarget.extraPoints); + myTarget.subshatterSteps = EditorGUILayout.IntField("Subshatter Steps",myTarget.subshatterSteps); + if (myTarget.subshatterSteps > 1) + { + EditorGUILayout.HelpBox("Use subshatter steps with caution! Too many will break performance!!! Don't recommend more than 1", MessageType.Warning); + } + + myTarget.fragmentLayer = EditorGUILayout.TextField("Fragment Layer", myTarget.fragmentLayer); + myTarget.sortingLayerName = EditorGUILayout.TextField("Sorting Layer", myTarget.sortingLayerName); + myTarget.orderInLayer = EditorGUILayout.IntField("Order In Layer", myTarget.orderInLayer); + + if (myTarget.GetComponent() == null && myTarget.GetComponent() == null) + { + EditorGUILayout.HelpBox("You must add a BoxCollider2D or PolygonCollider2D to explode this sprite", MessageType.Warning); + } + else + { + if (GUILayout.Button("Generate Fragments")) + { + myTarget.fragmentInEditor(); + EditorUtility.SetDirty(myTarget); + } + if (GUILayout.Button("Destroy Fragments")) + { + myTarget.deleteFragments(); + EditorUtility.SetDirty(myTarget); + } + } + + } +} diff --git a/Assets/2D_Destruction/Scripts/Editor/ExplodableEditor.cs.meta b/Assets/2D_Destruction/Scripts/Editor/ExplodableEditor.cs.meta new file mode 100644 index 0000000..364d08b --- /dev/null +++ b/Assets/2D_Destruction/Scripts/Editor/ExplodableEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: bb97dd95347dc52498ef1224a58907c0 +timeCreated: 1438609465 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/2D_Destruction/Scripts/Explodable.cs b/Assets/2D_Destruction/Scripts/Explodable.cs new file mode 100644 index 0000000..36aecb7 --- /dev/null +++ b/Assets/2D_Destruction/Scripts/Explodable.cs @@ -0,0 +1,177 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using UnityEditor; + +[RequireComponent(typeof(Rigidbody2D))] +public class Explodable : MonoBehaviour +{ + public System.Action> OnFragmentsGenerated; + + public bool allowRuntimeFragmentation = false; + public int extraPoints = 0; + public int subshatterSteps = 0; + + public string fragmentLayer = "Default"; + public string sortingLayerName = "Default"; + public int orderInLayer = 0; + + public enum ShatterType + { + Triangle, + Voronoi + }; + public ShatterType shatterType; + public List fragments = new List(); + private List> polygons = new List>(); + + /// + /// Creates fragments if necessary and destroys original gameobject + /// + public void explode() + { + //if fragments were not created before runtime then create them now + if (fragments.Count == 0 && allowRuntimeFragmentation) + { + generateFragments(); + } + //otherwise unparent and activate them + else + { + foreach (GameObject frag in fragments) + { + frag.transform.parent = null; + frag.SetActive(true); + } + } + //if fragments exist destroy the original + if (fragments.Count > 0) + { + Destroy(gameObject); + } + } + /// + /// Creates fragments and then disables them + /// + public void fragmentInEditor() + { + if (fragments.Count > 0) + { + deleteFragments(); + } + generateFragments(); + setPolygonsForDrawing(); + foreach (GameObject frag in fragments) + { + frag.transform.parent = transform; + frag.SetActive(false); + } + } + public void deleteFragments() + { + foreach (GameObject frag in fragments) + { + if (Application.isEditor) + { + DestroyImmediate(frag); + } + else + { + Destroy(frag); + } + } + fragments.Clear(); + polygons.Clear(); + } + /// + /// Turns Gameobject into multiple fragments + /// + private void generateFragments() + { + fragments = new List(); + switch (shatterType) + { + case ShatterType.Triangle: + fragments = SpriteExploder.GenerateTriangularPieces(gameObject, extraPoints, subshatterSteps); + break; + case ShatterType.Voronoi: + fragments = SpriteExploder.GenerateVoronoiPieces(gameObject, extraPoints, subshatterSteps); + break; + default: + Debug.Log("invalid choice"); + break; + } + //sets additional aspects of the fragments + foreach (GameObject p in fragments) + { + if (p != null) + { + p.layer = LayerMask.NameToLayer(fragmentLayer); + p.GetComponent().sortingLayerName = sortingLayerName; + p.GetComponent().sortingOrder = orderInLayer; + } + } + + foreach (ExplodableAddon addon in GetComponents()) + { + if (addon.enabled) + { + addon.OnFragmentsGenerated(fragments); + } + } + } + private void setPolygonsForDrawing() + { + polygons.Clear(); + List polygon; + + foreach (GameObject frag in fragments) + { + polygon = new List(); + foreach (Vector2 point in frag.GetComponent().points) + { + Vector2 offset = rotateAroundPivot((Vector2)frag.transform.position, (Vector2)transform.position, Quaternion.Inverse(transform.rotation)) - (Vector2)transform.position; + offset.x /= transform.localScale.x; + offset.y /= transform.localScale.y; + polygon.Add(point + offset); + } + polygons.Add(polygon); + } + } + private Vector2 rotateAroundPivot(Vector2 point, Vector2 pivot, Quaternion angle) + { + Vector2 dir = point - pivot; + dir = angle * dir; + point = dir + pivot; + return point; + } + + void OnDrawGizmos() + { + if (Application.isEditor) + { + if (polygons.Count == 0 && fragments.Count != 0) + { + setPolygonsForDrawing(); + } + + Gizmos.color = Color.blue; + Gizmos.matrix = transform.localToWorldMatrix; + Vector2 offset = (Vector2)transform.position * 0; + foreach (List polygon in polygons) + { + for (int i = 0; i < polygon.Count; i++) + { + if (i + 1 == polygon.Count) + { + Gizmos.DrawLine(polygon[i] + offset, polygon[0] + offset); + } + else + { + Gizmos.DrawLine(polygon[i] + offset, polygon[i + 1] + offset); + } + } + } + } + } +} diff --git a/Assets/2D_Destruction/Scripts/Explodable.cs.meta b/Assets/2D_Destruction/Scripts/Explodable.cs.meta new file mode 100644 index 0000000..ea34d30 --- /dev/null +++ b/Assets/2D_Destruction/Scripts/Explodable.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 75953d6b31f574644be1238b08e89b8a +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/2D_Destruction/Scripts/ExplodableAddon.cs b/Assets/2D_Destruction/Scripts/ExplodableAddon.cs new file mode 100644 index 0000000..0381db5 --- /dev/null +++ b/Assets/2D_Destruction/Scripts/ExplodableAddon.cs @@ -0,0 +1,15 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +[ExecuteInEditMode] +[RequireComponent(typeof(Explodable))] +public abstract class ExplodableAddon : MonoBehaviour { + protected Explodable explodable; + // Use this for initialization + void Start () { + explodable = GetComponent(); + } + + public abstract void OnFragmentsGenerated(List fragments); +} diff --git a/Assets/2D_Destruction/Scripts/ExplodableAddon.cs.meta b/Assets/2D_Destruction/Scripts/ExplodableAddon.cs.meta new file mode 100644 index 0000000..5113c98 --- /dev/null +++ b/Assets/2D_Destruction/Scripts/ExplodableAddon.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5585f2ed16db5254683ce71ab7429d17 +timeCreated: 1439067196 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/2D_Destruction/Scripts/ExplodableFragments.cs b/Assets/2D_Destruction/Scripts/ExplodableFragments.cs new file mode 100644 index 0000000..67f4e90 --- /dev/null +++ b/Assets/2D_Destruction/Scripts/ExplodableFragments.cs @@ -0,0 +1,21 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +public class ExplodableFragments : ExplodableAddon{ + public override void OnFragmentsGenerated(List fragments) + { + foreach (GameObject fragment in fragments) + { + Explodable fragExp = fragment.AddComponent(); + fragExp.shatterType = explodable.shatterType; + fragExp.fragmentLayer = explodable.fragmentLayer; + fragExp.sortingLayerName = explodable.sortingLayerName; + fragExp.orderInLayer = explodable.orderInLayer; + + fragment.layer = explodable.gameObject.layer; + + fragExp.fragmentInEditor(); + } + } +} diff --git a/Assets/2D_Destruction/Scripts/ExplodableFragments.cs.meta b/Assets/2D_Destruction/Scripts/ExplodableFragments.cs.meta new file mode 100644 index 0000000..6a57496 --- /dev/null +++ b/Assets/2D_Destruction/Scripts/ExplodableFragments.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 39c037c84bace504697edb2369c9dfc4 +timeCreated: 1439067488 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/2D_Destruction/Scripts/SpriteExploder.cs b/Assets/2D_Destruction/Scripts/SpriteExploder.cs new file mode 100644 index 0000000..6d09c91 --- /dev/null +++ b/Assets/2D_Destruction/Scripts/SpriteExploder.cs @@ -0,0 +1,592 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Delaunay; +using Delaunay.Geo; + +public static class SpriteExploder { + public static List GenerateTriangularPieces(GameObject source, int extraPoints = 0, int subshatterSteps = 0, Material mat = null) + { + List pieces = new List(); + + if (mat == null) + { + mat = createFragmentMaterial(source); + } + + //get transform information + Vector3 origScale = source.transform.localScale; + source.transform.localScale = Vector3.one; + Quaternion origRotation = source.transform.localRotation; + source.transform.localRotation = Quaternion.identity; + + //get rigidbody information + Vector2 origVelocity = source.GetComponent().velocity; + + //get collider information + + PolygonCollider2D sourcePolyCollider = source.GetComponent(); + BoxCollider2D sourceBoxCollider = source.GetComponent(); + List points = new List(); + List borderPoints = new List(); + + //add points from the present collider + if (sourcePolyCollider != null) + { + points = getPoints(sourcePolyCollider); + borderPoints = getPoints(sourcePolyCollider); + } + else if (sourceBoxCollider != null) + { + points = getPoints(sourceBoxCollider); + borderPoints = getPoints(sourceBoxCollider); + } + + //create a bounding rectangle based on the polygon points + Rect rect = getRect(source); + + //if the target polygon is a triangle, generate a point in the middle to allow for fracture + if (points.Count == 3) + { + points.Add((points[0] + points[1] + points[2]) / 3); + } + + for (int i = 0; i < extraPoints; i++) + { + points.Add(new Vector2(Random.Range(rect.width / -2, rect.width / 2), Random.Range(rect.height / -2, rect.height / 2))); + } + + + Voronoi voronoi = new Delaunay.Voronoi(points, null, rect); + + List> clippedTriangles = new List>(); + foreach (Triangle tri in voronoi.Triangles()) + { + clippedTriangles = ClipperHelper.clip(borderPoints, tri); + foreach (List triangle in clippedTriangles) + { + pieces.Add(generateTriangularPiece(source, triangle, origVelocity, origScale, origRotation, mat)); + } + } + List morePieces = new List(); + if (subshatterSteps > 0) + { + subshatterSteps--; + foreach (GameObject piece in pieces) + { + morePieces.AddRange(SpriteExploder.GenerateTriangularPieces(piece, extraPoints, subshatterSteps, mat)); + GameObject.DestroyImmediate(piece); + } + } + else + { + morePieces = pieces; + } + + //reset transform information + source.transform.localScale = origScale; + source.transform.localRotation = origRotation; + + Resources.UnloadUnusedAssets(); + + return morePieces; + } + private static GameObject generateTriangularPiece(GameObject source, List tri, Vector2 origVelocity, Vector3 origScale, Quaternion origRotation, Material mat) + { + //Create Game Object and set transform settings properly + GameObject piece = new GameObject(source.name + " piece"); + piece.transform.position = source.transform.position; + piece.transform.rotation = source.transform.rotation; + piece.transform.localScale = source.transform.localScale; + + //Create and Add Mesh Components + MeshFilter meshFilter = (MeshFilter)piece.AddComponent(typeof(MeshFilter)); + piece.AddComponent(typeof(MeshRenderer)); + + Mesh uMesh = piece.GetComponent().sharedMesh; + if (uMesh == null) + { + meshFilter.mesh = new Mesh(); + uMesh = meshFilter.sharedMesh; + } + Vector3[] vertices = new Vector3[3]; + int[] triangles = new int[3]; + + vertices[0] = new Vector3(tri[0].x, tri[0].y, 0); + vertices[1] = new Vector3(tri[1].x, tri[1].y, 0); + vertices[2] = new Vector3(tri[2].x, tri[2].y, 0); + triangles[0] = 0; + triangles[1] = 1; + triangles[2] = 2; + + uMesh.vertices = vertices; + uMesh.triangles = triangles; + if (source.GetComponent() != null) + { + uMesh.uv = calcUV(vertices, source.GetComponent(), source.transform); + } + else + { + uMesh.uv = calcUV(vertices, source.GetComponent(), source.transform); + } + + //set transform properties before fixing the pivot for easier rotation + piece.transform.localScale = origScale; + piece.transform.localRotation = origRotation; + + Vector3 diff = calcPivotCenterDiff(piece); + centerMeshPivot(piece, diff); + uMesh.RecalculateBounds(); + + //setFragmentMaterial(piece, source); + piece.GetComponent().sharedMaterial = mat; + + //assign mesh + meshFilter.mesh = uMesh; + + //Create and Add Polygon Collider + PolygonCollider2D collider = piece.AddComponent(); + collider.SetPath(0, new Vector2[]{uMesh.vertices[0],uMesh.vertices[1],uMesh.vertices[2]}); + + //Create and Add Rigidbody + Rigidbody2D rigidbody = piece.AddComponent(); + rigidbody.velocity = origVelocity; + + + + return piece; + } + + public static List GenerateVoronoiPieces(GameObject source, int extraPoints = 0, int subshatterSteps = 0, Material mat = null) + { + List pieces = new List(); + + if (mat == null) + { + mat = createFragmentMaterial(source); + } + + //get transform information + Vector3 origScale = source.transform.localScale; + source.transform.localScale = Vector3.one; + Quaternion origRotation = source.transform.localRotation; + source.transform.localRotation = Quaternion.identity; + + //get rigidbody information + Vector2 origVelocity = source.GetComponent().velocity; + + //get collider information + PolygonCollider2D sourcePolyCollider = source.GetComponent(); + BoxCollider2D sourceBoxCollider = source.GetComponent(); + List points = new List(); + List borderPoints = new List(); + if (sourcePolyCollider != null) + { + points = getPoints(sourcePolyCollider); + borderPoints = getPoints(sourcePolyCollider); + } + else if (sourceBoxCollider != null) + { + points = getPoints(sourceBoxCollider); + borderPoints = getPoints(sourceBoxCollider); + } + + Rect rect = getRect(source); + + for (int i = 0; i < extraPoints; i++) + { + points.Add(new Vector2(Random.Range(rect.width / -2, rect.width / 2), Random.Range(rect.height / -2, rect.height / 2))); + } + + + Voronoi voronoi = new Delaunay.Voronoi(points, null, rect); + List> clippedRegions = new List>(); + foreach (List region in voronoi.Regions()) + { + clippedRegions = ClipperHelper.clip(borderPoints, region); + foreach (List clippedRegion in clippedRegions) + { + pieces.Add(generateVoronoiPiece(source, clippedRegion, origVelocity, origScale, origRotation, mat)); + } + } + + List morePieces = new List(); + if (subshatterSteps > 0) + { + subshatterSteps--; + foreach (GameObject piece in pieces) + { + morePieces.AddRange(SpriteExploder.GenerateVoronoiPieces(piece, extraPoints, subshatterSteps)); + GameObject.DestroyImmediate(piece); + } + } + else + { + morePieces = pieces; + } + + //reset transform information + source.transform.localScale = origScale; + source.transform.localRotation = origRotation; + + Resources.UnloadUnusedAssets(); + + return morePieces; + } + private static GameObject generateVoronoiPiece(GameObject source, List region, Vector2 origVelocity, Vector3 origScale, Quaternion origRotation, Material mat) + { + //Create Game Object and set transform settings properly + GameObject piece = new GameObject(source.name + " piece"); + piece.transform.position = source.transform.position; + piece.transform.rotation = source.transform.rotation; + piece.transform.localScale = source.transform.localScale; + + //Create and Add Mesh Components + MeshFilter meshFilter = (MeshFilter)piece.AddComponent(typeof(MeshFilter)); + piece.AddComponent(typeof(MeshRenderer)); + + Mesh uMesh = piece.GetComponent().sharedMesh; + if (uMesh == null) + { + meshFilter.mesh = new Mesh(); + uMesh = meshFilter.sharedMesh; + } + + Voronoi voronoi = new Voronoi(region, null, getRect(region)); + + Vector3[] vertices = calcVerts(voronoi); + int[] triangles = calcTriangles(voronoi); + + uMesh.vertices = vertices; + uMesh.triangles = triangles; + if (source.GetComponent() != null) + { + uMesh.uv = calcUV(vertices, source.GetComponent(), source.transform); + } + else + { + uMesh.uv = calcUV(vertices, source.GetComponent(), source.transform); + } + + //set transform properties before fixing the pivot for easier rotation + piece.transform.localScale = origScale; + piece.transform.localRotation = origRotation; + + Vector3 diff = calcPivotCenterDiff(piece); + centerMeshPivot(piece, diff); + uMesh.RecalculateBounds(); + + //setFragmentMaterial(piece, source); + piece.GetComponent().sharedMaterial = mat; + + //assign mesh + meshFilter.mesh = uMesh; + + //Create and Add Polygon Collider + PolygonCollider2D collider = piece.AddComponent(); + collider.SetPath(0, calcPolyColliderPoints(region,diff)); + + //Create and Add Rigidbody + Rigidbody2D rigidbody = piece.AddComponent(); + rigidbody.velocity = origVelocity; + + + + return piece; + } + + /// + /// generates a list of points from a box collider + /// + /// source box collider + /// list of points + private static List getPoints(BoxCollider2D collider) + { + List points = new List(); + + Vector2 center = collider.offset; + Vector2 size = collider.size; + //bottom left + points.Add(new Vector2((center.x - size.x / 2), (center.y - size.y / 2))); + //top left + points.Add(new Vector2((center.x - size.x / 2), (center.y + size.y / 2))); + //top right + points.Add(new Vector2((center.x + size.x / 2), (center.y + size.y / 2))); + //bottom right + points.Add(new Vector2((center.x + size.x / 2), (center.y - size.y / 2))); + + return points; + } + /// + /// generates a list of points from a polygon collider + /// + /// source polygon collider + /// list of points + private static List getPoints(PolygonCollider2D collider) + { + List points = new List(); + + foreach (Vector2 point in collider.GetPath(0)) + { + points.Add(point); + } + + return points; + } + private static List getRendererPoints(GameObject source) + { + List points = new List(); + Bounds bounds = source.GetComponent().bounds; + points.Add(new Vector2(bounds.center.x - bounds.extents.x, bounds.center.y - bounds.extents.y) - (Vector2)source.transform.position); + points.Add(new Vector2(bounds.center.x + bounds.extents.x, bounds.center.y - bounds.extents.y) - (Vector2)source.transform.position); + points.Add(new Vector2(bounds.center.x + bounds.extents.x, bounds.center.y + bounds.extents.y) - (Vector2)source.transform.position); + points.Add(new Vector2(bounds.center.x - bounds.extents.x, bounds.center.y + bounds.extents.y) - (Vector2)source.transform.position); + return points; + } + + /// + /// generates a rectangle based on the rendering bounds of the object + /// + /// gameobject to get the rectangle from + /// a Rectangle representing the rendering bounds of the object + private static Rect getRect(GameObject source) + { + Bounds bounds = source.GetComponent().bounds; + //return new Rect(source.transform.localPosition - bounds.extents, bounds.size); + return new Rect(bounds.extents.x*-1, bounds.extents.y*-1,bounds.size.x,bounds.size.y); + } + private static Rect getRect(List region) + { + Vector2 center = new Vector2(); + float minX = region[0].x; + float maxX = minX; + float minY = region[0].y; + float maxY = minY; + foreach (Vector2 v in region) + { + center += v; + if (v.x < minX) + { + minX = v.x; + } + if (v.x > maxX) + { + maxX = v.x; + } + if (v.y < minY) + { + minY = v.y; + } + if (v.y > maxY) + { + maxY = v.y; + } + } + center /= region.Count; + Vector2 size = new Vector2(maxX - minX, maxY - minY); + return new Rect(center, size); + } + + /// + /// calculates the UV coordinates for the given vertices based on the provided Sprite + /// + /// vertices to generate the UV coordinates for + /// Sprite Renderer of original object + /// Transform of the original object + /// array of UV coordinates for the mesh + private static Vector2[] calcUV(Vector3[] vertices, SpriteRenderer sRend, Transform sTransform) + { + float texHeight = (sRend.bounds.extents.y * 2) / sTransform.localScale.y; + float texWidth = (sRend.bounds.extents.x * 2) / sTransform.localScale.x; + Vector3 botLeft = sTransform.InverseTransformPoint(new Vector3(sRend.bounds.center.x - sRend.bounds.extents.x, sRend.bounds.center.y - sRend.bounds.extents.y, 0)); + Vector2[] uv = new Vector2[vertices.Length]; + + Vector2[] sourceUV = sRend.sprite.uv; + Vector2 uvMin; + Vector2 uvMax; + getUVRange(out uvMin, out uvMax, sourceUV); + + for (int i = 0; i < vertices.Length; i++) + { + + float x = (vertices[i].x - botLeft.x) / texWidth; + x = scaleRange(x, 0, 1, uvMin.x, uvMax.x); + float y = (vertices[i].y - botLeft.y) / texHeight; + y = scaleRange(y, 0, 1, uvMin.y, uvMax.y); + + uv[i] = new Vector2(x, y); + } + return uv; + } + private static Vector2[] calcUV(Vector3[] vertices, MeshRenderer mRend, Transform sTransform) + { + float texHeight = (mRend.bounds.extents.y * 2) / sTransform.localScale.y; + float texWidth = (mRend.bounds.extents.x * 2) / sTransform.localScale.x; + Vector3 botLeft = sTransform.InverseTransformPoint(new Vector3(mRend.bounds.center.x - mRend.bounds.extents.x, mRend.bounds.center.y - mRend.bounds.extents.y, 0)); + Vector2[] uv = new Vector2[vertices.Length]; + + Vector2[] sourceUV = sTransform.GetComponent().sharedMesh.uv; + Vector2 uvMin; + Vector2 uvMax; + getUVRange(out uvMin, out uvMax, sourceUV); + + for (int i = 0; i < vertices.Length; i++) + { + float x = (vertices[i].x - botLeft.x) / texWidth; + x = scaleRange(x, 0, 1, uvMin.x, uvMax.x); + float y = (vertices[i].y - botLeft.y) / texHeight; + y = scaleRange(y, 0, 1, uvMin.y, uvMax.y); + + uv[i] = new Vector2(x, y); + } + return uv; + } + private static void getUVRange(out Vector2 min, out Vector2 max, Vector2[]uv) + { + min = uv[0]; + max = uv[0]; + + foreach (Vector2 p in uv) + { + if (p.x < min.x) + { + min.x = p.x; + } + if (p.x > max.x) + { + max.x = p.x; + } + if (p.y < min.y) + { + min.y = p.y; + } + if (p.y > max.y) + { + max.y = p.y; + } + } + } + private static float scaleRange(float target, float oldMin, float oldMax, float newMin, float newMax) + { + return (target / ((oldMax - oldMin) / (newMax - newMin))) + newMin; + } + private static Vector3[] calcVerts(Voronoi region) + { + List sites = region.Sites()._sites; + Vector3[] vertices = new Vector3[sites.Count]; + int idx = 0; + foreach (Site s in sites) + { + vertices[idx++] = new Vector3(s.x,s.y,0); + } + return vertices; + } + private static int[] calcTriangles(Voronoi region) + { + //calculate unity triangles + int[] triangles = new int[region.Triangles().Count*3]; + + List sites = region.Sites()._sites; + int idx = 0; + foreach (Triangle t in region.Triangles()) + { + triangles[idx++] = sites.IndexOf(t.sites[0]); + triangles[idx++] = sites.IndexOf(t.sites[1]); + triangles[idx++] = sites.IndexOf(t.sites[2]); + } + return triangles; + } + private static Vector2[] calcPolyColliderPoints(List points, Vector2 offset) + { + Vector2[] result = new Vector2[points.Count]; + for (int i = 0; i < points.Count; i++) + { + result[i] = points[i] + offset; + } + return result; + } + + /// + /// calculates the distance between the targets pivot and it's actual center + /// + /// target gameobject to do the calculation on + /// distance between center and pivot + private static Vector3 calcPivotCenterDiff(GameObject target) + { + Mesh uMesh = target.GetComponent().sharedMesh; + Vector3[] vertices = uMesh.vertices; + + Vector3 sum = new Vector3(); + + for (int i = 0; i < vertices.Length; i++) + { + sum += vertices[i]; + } + Vector3 triCenter = sum / vertices.Length; + Vector3 pivot = target.transform.InverseTransformPoint(target.transform.position); + return pivot - triCenter; + } + /// + /// Sets the pivot of the target object to it's center + /// + /// Target Gameobject + /// the distance from pivot to center + private static void centerMeshPivot(GameObject target, Vector3 diff) + { + //initialize mesh and vertices variables from source + Mesh uMesh = target.GetComponent().sharedMesh; + Vector3[] vertices = uMesh.vertices; + + //calculate adjusted vertices + for (int i = 0; i < vertices.Length; i++) + { + vertices[i] += diff; + } + //set adjusted vertices + uMesh.vertices = vertices; + + //calculate and assign adjusted trasnsform position + Vector3 pivot = target.transform.InverseTransformPoint(target.transform.position); + target.transform.localPosition = target.transform.TransformPoint(pivot - diff); + + } + + /// + /// assigns a new material for a fragment + /// + /// sprite of the fragment + /// original gameobject that was shattered + private static void setFragmentMaterial(GameObject newSprite, GameObject source) + { + + Material mat = new Material(Shader.Find("Sprites/Default")); + + SpriteRenderer sRend = source.GetComponent(); + if (sRend != null) + { + mat.SetTexture("_MainTex", sRend.sprite.texture); + mat.color = sRend.color; + } + else + { + mat = source.GetComponent().sharedMaterial; + } + newSprite.GetComponent().sharedMaterial = mat; + } + private static Material createFragmentMaterial(GameObject source) + { + SpriteRenderer sRend = source.GetComponent(); + if (sRend != null) + { + Material mat = new Material(Shader.Find("Sprites/Default")); + mat.SetTexture("_MainTex", sRend.sprite.texture); + mat.color = sRend.color; + return mat; + } + else + { + return source.GetComponent().sharedMaterial; + } + + } +} diff --git a/Assets/2D_Destruction/Scripts/SpriteExploder.cs.meta b/Assets/2D_Destruction/Scripts/SpriteExploder.cs.meta new file mode 100644 index 0000000..a92c16b --- /dev/null +++ b/Assets/2D_Destruction/Scripts/SpriteExploder.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 88114238b604a0c4ea377254ec4ae1b6 +timeCreated: 1438956599 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/2D_Destruction/Unity-delaunay.meta b/Assets/2D_Destruction/Unity-delaunay.meta new file mode 100644 index 0000000..4603b24 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1e62e9aeab3de2c4caf1d751058363a4 +folderAsset: yes +timeCreated: 1438956433 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay.meta b/Assets/2D_Destruction/Unity-delaunay/Delaunay.meta new file mode 100644 index 0000000..c9faed6 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 7ea91cd8b2a424a0f97e63013b752cdc +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/DelaunayHelpers.cs b/Assets/2D_Destruction/Unity-delaunay/Delaunay/DelaunayHelpers.cs new file mode 100644 index 0000000..8ff40fa --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/DelaunayHelpers.cs @@ -0,0 +1,175 @@ +using UnityEngine; +using System; +using System.Collections.Generic; +using Delaunay.Geo; +using Delaunay.LR; + +namespace Delaunay +{ + + public class Node + { + public static Stack pool = new Stack (); + + public Node parent; + public int treeSize; + } + + public enum KruskalType + { + MINIMUM, + MAXIMUM + } + + public static class DelaunayHelpers + { + public static List VisibleLineSegments (List edges) + { + List segments = new List (); + + for (int i = 0; i p1 = edge.clippedEnds [Side.LEFT]; + Nullable p2 = edge.clippedEnds [Side.RIGHT]; + segments.Add (new LineSegment (p1, p2)); + } + } + + return segments; + } + + public static List SelectEdgesForSitePoint (Vector2 coord, List edgesToTest) + { + return edgesToTest.FindAll (delegate (Edge edge) { + return ((edge.leftSite != null && edge.leftSite.Coord == coord) + || (edge.rightSite != null && edge.rightSite.Coord == coord)); + }); + } + + public static List SelectNonIntersectingEdges (/*keepOutMask:BitmapData,*/List edgesToTest) + { +// if (keepOutMask == null) +// { + return edgesToTest; +// } + +// var zeroPoint:Point = new Point(); +// return edgesToTest.filter(myTest); +// +// function myTest(edge:Edge, index:int, vector:Vector.):Boolean +// { +// var delaunayLineBmp:BitmapData = edge.makeDelaunayLineBmp(); +// var notIntersecting:Boolean = !(keepOutMask.hitTest(zeroPoint, 1, delaunayLineBmp, zeroPoint, 1)); +// delaunayLineBmp.dispose(); +// return notIntersecting; +// } + } + + public static List DelaunayLinesForEdges (List edges) + { + List segments = new List (); + Edge edge; + for (int i = 0; i < edges.Count; i++) { + edge = edges [i]; + segments.Add (edge.DelaunayLine ()); + } + return segments; + } + + /** + * Kruskal's spanning tree algorithm with union-find + * Skiena: The Algorithm Design Manual, p. 196ff + * Note: the sites are implied: they consist of the end points of the line segments + */ + public static List Kruskal (List lineSegments, KruskalType type = KruskalType.MINIMUM) + { + Dictionary,Node> nodes = new Dictionary,Node> (); + List mst = new List (); + Stack nodePool = Node.pool; + + switch (type) { + // note that the compare functions are the reverse of what you'd expect + // because (see below) we traverse the lineSegments in reverse order for speed + case KruskalType.MAXIMUM: + lineSegments.Sort (delegate (LineSegment l1, LineSegment l2) { + return LineSegment.CompareLengths (l1, l2); + }); + break; + default: + lineSegments.Sort (delegate (LineSegment l1, LineSegment l2) { + return LineSegment.CompareLengths_MAX (l1, l2); + }); + break; + } + + for (int i = lineSegments.Count; --i > -1;) { + LineSegment lineSegment = lineSegments [i]; + + Node node0 = null; + Node rootOfSet0; + if (!nodes.ContainsKey (lineSegment.p0)) { + node0 = nodePool.Count > 0 ? nodePool.Pop () : new Node (); + // intialize the node: + rootOfSet0 = node0.parent = node0; + node0.treeSize = 1; + + nodes [lineSegment.p0] = node0; + } else { + node0 = nodes [lineSegment.p0]; + rootOfSet0 = Find (node0); + } + + Node node1 = null; + Node rootOfSet1; + if (!nodes.ContainsKey (lineSegment.p1)) { + node1 = nodePool.Count > 0 ? nodePool.Pop () : new Node (); + // intialize the node: + rootOfSet1 = node1.parent = node1; + node1.treeSize = 1; + + nodes [lineSegment.p1] = node1; + } else { + node1 = nodes [lineSegment.p1]; + rootOfSet1 = Find (node1); + } + + if (rootOfSet0 != rootOfSet1) { // nodes not in same set + mst.Add (lineSegment); + + // merge the two sets: + int treeSize0 = rootOfSet0.treeSize; + int treeSize1 = rootOfSet1.treeSize; + if (treeSize0 >= treeSize1) { + // set0 absorbs set1: + rootOfSet1.parent = rootOfSet0; + rootOfSet0.treeSize += treeSize1; + } else { + // set1 absorbs set0: + rootOfSet0.parent = rootOfSet1; + rootOfSet1.treeSize += treeSize0; + } + } + } + foreach (Node node in nodes.Values) { + nodePool.Push (node); + } + + return mst; + } + + private static Node Find (Node node) + { + if (node.parent == node) { + return node; + } else { + Node root = Find (node.parent); + // this line is just to speed up subsequent finds by keeping the tree depth low: + node.parent = root; + return root; + } + } + } + + +} \ No newline at end of file diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/DelaunayHelpers.cs.meta b/Assets/2D_Destruction/Unity-delaunay/Delaunay/DelaunayHelpers.cs.meta new file mode 100644 index 0000000..8edc284 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/DelaunayHelpers.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3e5cf667cd9df4f68a86433bcfff21d4 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/Edge.cs b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Edge.cs new file mode 100644 index 0000000..2318c24 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Edge.cs @@ -0,0 +1,389 @@ +using UnityEngine; +using System; +using System.Collections.Generic; +using Delaunay.Geo; +using Delaunay.LR; + +namespace Delaunay +{ + // import com.nodename.geom.LineSegment; + // + // import flash.display.BitmapData; + // import flash.display.CapsStyle; + // import flash.display.Graphics; + // import flash.display.LineScaleMode; + // import flash.display.Sprite; + // import flash.geom.Point; + // import flash.geom.Rectangle; + // import flash.utils.Dictionary; + + /** + * The line segment connecting the two Sites is part of the Delaunay triangulation; + * the line segment connecting the two Vertices is part of the Voronoi diagram + * @author ashaw + * + */ + public sealed class Edge + { + private static Stack _pool = new Stack (); + + /** + * This is the only way to create a new Edge + * @param site0 + * @param site1 + * @return + * + */ + public static Edge CreateBisectingEdge (Site site0, Site site1) + { + float dx, dy, absdx, absdy; + float a, b, c; + + dx = site1.x - site0.x; + dy = site1.y - site0.y; + absdx = dx > 0 ? dx : -dx; + absdy = dy > 0 ? dy : -dy; + c = site0.x * dx + site0.y * dy + (dx * dx + dy * dy) * 0.5f; + if (absdx > absdy) { + a = 1.0f; + b = dy / dx; + c /= dx; + } else { + b = 1.0f; + a = dx / dy; + c /= dy; + } + + Edge edge = Edge.Create (); + + edge.leftSite = site0; + edge.rightSite = site1; + site0.AddEdge (edge); + site1.AddEdge (edge); + + edge._leftVertex = null; + edge._rightVertex = null; + + edge.a = a; + edge.b = b; + edge.c = c; + //trace("createBisectingEdge: a ", edge.a, "b", edge.b, "c", edge.c); + + return edge; + } + + private static Edge Create () + { + Edge edge; + if (_pool.Count > 0) { + edge = _pool.Pop (); + edge.Init (); + } else { + edge = new Edge (); + } + return edge; + } + + // private static const LINESPRITE:Sprite = new Sprite(); + // private static const GRAPHICS:Graphics = LINESPRITE.graphics; + // + // private var _delaunayLineBmp:BitmapData; + // internal function get delaunayLineBmp():BitmapData + // { + // if (!_delaunayLineBmp) + // { + // _delaunayLineBmp = makeDelaunayLineBmp(); + // } + // return _delaunayLineBmp; + // } + // + // // making this available to Voronoi; running out of memory in AIR so I cannot cache the bmp + // internal function makeDelaunayLineBmp():BitmapData + // { + // var p0:Point = leftSite.coord; + // var p1:Point = rightSite.coord; + // + // GRAPHICS.clear(); + // // clear() resets line style back to undefined! + // GRAPHICS.lineStyle(0, 0, 1.0, false, LineScaleMode.NONE, CapsStyle.NONE); + // GRAPHICS.moveTo(p0.x, p0.y); + // GRAPHICS.lineTo(p1.x, p1.y); + // + // var w:int = int(Math.ceil(Math.max(p0.x, p1.x))); + // if (w < 1) + // { + // w = 1; + // } + // var h:int = int(Math.ceil(Math.max(p0.y, p1.y))); + // if (h < 1) + // { + // h = 1; + // } + // var bmp:BitmapData = new BitmapData(w, h, true, 0); + // bmp.draw(LINESPRITE); + // return bmp; + // } + + public LineSegment DelaunayLine () + { + // draw a line connecting the input Sites for which the edge is a bisector: + return new LineSegment (leftSite.Coord, rightSite.Coord); + } + + public LineSegment VoronoiEdge () + { + if (!visible) + return new LineSegment (null, null); + return new LineSegment (_clippedVertices [Side.LEFT], + _clippedVertices [Side.RIGHT]); + } + + private static int _nedges = 0; + + public static readonly Edge DELETED = new Edge (); + + // the equation of the edge: ax + by = c + public float a, b, c; + + // the two Voronoi vertices that the edge connects + // (if one of them is null, the edge extends to infinity) + private Vertex _leftVertex; + public Vertex leftVertex { + get { return _leftVertex;} + } + private Vertex _rightVertex; + public Vertex rightVertex { + get { return _rightVertex;} + } + public Vertex Vertex (Side leftRight) + { + return (leftRight == Side.LEFT) ? _leftVertex : _rightVertex; + } + public void SetVertex (Side leftRight, Vertex v) + { + if (leftRight == Side.LEFT) { + _leftVertex = v; + } else { + _rightVertex = v; + } + } + + public bool IsPartOfConvexHull () + { + return (_leftVertex == null || _rightVertex == null); + } + + public float SitesDistance () + { + return Vector2.Distance (leftSite.Coord, rightSite.Coord); + } + + public static int CompareSitesDistances_MAX (Edge edge0, Edge edge1) + { + float length0 = edge0.SitesDistance (); + float length1 = edge1.SitesDistance (); + if (length0 < length1) { + return 1; + } + if (length0 > length1) { + return -1; + } + return 0; + } + + public static int CompareSitesDistances (Edge edge0, Edge edge1) + { + return - CompareSitesDistances_MAX (edge0, edge1); + } + + // Once clipVertices() is called, this Dictionary will hold two Points + // representing the clipped coordinates of the left and right ends... + private Dictionary> _clippedVertices; + public Dictionary> clippedEnds { + get { return _clippedVertices;} + } + // unless the entire Edge is outside the bounds. + // In that case visible will be false: + public bool visible { + get { return _clippedVertices != null;} + } + + // the two input Sites for which this Edge is a bisector: + private Dictionary _sites; + public Site leftSite { + get{ return _sites [Side.LEFT];} + set{ _sites [Side.LEFT] = value;} + + } + public Site rightSite { + get { return _sites [Side.RIGHT];} + set { _sites [Side.RIGHT] = value;} + } + + public Site Site (Side leftRight) + { + return _sites [leftRight]; + } + + private int _edgeIndex; + + public void Dispose () + { +// if (_delaunayLineBmp) { +// _delaunayLineBmp.Dispose (); +// _delaunayLineBmp = null; +// } + _leftVertex = null; + _rightVertex = null; + if (_clippedVertices != null) { + _clippedVertices [Side.LEFT] = null; + _clippedVertices [Side.RIGHT] = null; + _clippedVertices = null; + } + _sites [Side.LEFT] = null; + _sites [Side.RIGHT] = null; + _sites = null; + + _pool.Push (this); + } + + private Edge () + { + // if (lock != PrivateConstructorEnforcer) + // { + // throw new Error("Edge: constructor is private"); + // } + + _edgeIndex = _nedges++; + Init (); + } + + private void Init () + { + _sites = new Dictionary (); + } + + public override string ToString () + { + return "Edge " + _edgeIndex.ToString () + "; sites " + _sites [Side.LEFT].ToString () + ", " + _sites [Side.RIGHT].ToString () + + "; endVertices " + ((_leftVertex != null) ? _leftVertex.vertexIndex.ToString () : "null") + ", " + + ((_rightVertex != null) ? _rightVertex.vertexIndex.ToString () : "null") + "::"; + } + + /** + * Set _clippedVertices to contain the two ends of the portion of the Voronoi edge that is visible + * within the bounds. If no part of the Edge falls within the bounds, leave _clippedVertices null. + * @param bounds + * + */ + public void ClipVertices (Rect bounds) + { + float xmin = bounds.xMin; + float ymin = bounds.yMin; + float xmax = bounds.xMax; + float ymax = bounds.yMax; + + Vertex vertex0, vertex1; + float x0, x1, y0, y1; + + if (a == 1.0 && b >= 0.0) { + vertex0 = _rightVertex; + vertex1 = _leftVertex; + } else { + vertex0 = _leftVertex; + vertex1 = _rightVertex; + } + + if (a == 1.0) { + y0 = ymin; + if (vertex0 != null && vertex0.y > ymin) { + y0 = vertex0.y; + } + if (y0 > ymax) { + return; + } + x0 = c - b * y0; + + y1 = ymax; + if (vertex1 != null && vertex1.y < ymax) { + y1 = vertex1.y; + } + if (y1 < ymin) { + return; + } + x1 = c - b * y1; + + if ((x0 > xmax && x1 > xmax) || (x0 < xmin && x1 < xmin)) { + return; + } + + if (x0 > xmax) { + x0 = xmax; + y0 = (c - x0) / b; + } else if (x0 < xmin) { + x0 = xmin; + y0 = (c - x0) / b; + } + + if (x1 > xmax) { + x1 = xmax; + y1 = (c - x1) / b; + } else if (x1 < xmin) { + x1 = xmin; + y1 = (c - x1) / b; + } + } else { + x0 = xmin; + if (vertex0 != null && vertex0.x > xmin) { + x0 = vertex0.x; + } + if (x0 > xmax) { + return; + } + y0 = c - a * x0; + + x1 = xmax; + if (vertex1 != null && vertex1.x < xmax) { + x1 = vertex1.x; + } + if (x1 < xmin) { + return; + } + y1 = c - a * x1; + + if ((y0 > ymax && y1 > ymax) || (y0 < ymin && y1 < ymin)) { + return; + } + + if (y0 > ymax) { + y0 = ymax; + x0 = (c - y0) / a; + } else if (y0 < ymin) { + y0 = ymin; + x0 = (c - y0) / a; + } + + if (y1 > ymax) { + y1 = ymax; + x1 = (c - y1) / a; + } else if (y1 < ymin) { + y1 = ymin; + x1 = (c - y1) / a; + } + } + + // _clippedVertices = new Dictionary(true); // XXX: Weak ref'd dict might be a problem to use standard + _clippedVertices = new Dictionary> (); + if (vertex0 == _leftVertex) { + _clippedVertices [Side.LEFT] = new Vector2 (x0, y0); + _clippedVertices [Side.RIGHT] = new Vector2 (x1, y1); + } else { + _clippedVertices [Side.RIGHT] = new Vector2 (x0, y0); + _clippedVertices [Side.LEFT] = new Vector2 (x1, y1); + } + } + + } +} + +//class PrivateConstructorEnforcer {} \ No newline at end of file diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/Edge.cs.meta b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Edge.cs.meta new file mode 100644 index 0000000..41906bb --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Edge.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 49202b1d309f140d6bd015a7fbce4b64 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/EdgeList.cs b/Assets/2D_Destruction/Unity-delaunay/Delaunay/EdgeList.cs new file mode 100644 index 0000000..3b20767 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/EdgeList.cs @@ -0,0 +1,157 @@ +using UnityEngine; +using Delaunay.Utils; + +namespace Delaunay +{ + + internal sealed class EdgeList: Utils.IDisposable + { + private float _deltax; + private float _xmin; + + private int _hashsize; + private Halfedge[] _hash; + private Halfedge _leftEnd; + public Halfedge leftEnd { + get { return _leftEnd;} + } + private Halfedge _rightEnd; + public Halfedge rightEnd { + get { return _rightEnd;} + } + + public void Dispose () + { + Halfedge halfEdge = _leftEnd; + Halfedge prevHe; + while (halfEdge != _rightEnd) { + prevHe = halfEdge; + halfEdge = halfEdge.edgeListRightNeighbor; + prevHe.Dispose (); + } + _leftEnd = null; + _rightEnd.Dispose (); + _rightEnd = null; + + int i; + for (i = 0; i < _hashsize; ++i) { + _hash [i] = null; + } + _hash = null; + } + + public EdgeList (float xmin, float deltax, int sqrt_nsites) + { + _xmin = xmin; + _deltax = deltax; + _hashsize = 2 * sqrt_nsites; + + _hash = new Halfedge[_hashsize]; + + // two dummy Halfedges: + _leftEnd = Halfedge.CreateDummy (); + _rightEnd = Halfedge.CreateDummy (); + _leftEnd.edgeListLeftNeighbor = null; + _leftEnd.edgeListRightNeighbor = _rightEnd; + _rightEnd.edgeListLeftNeighbor = _leftEnd; + _rightEnd.edgeListRightNeighbor = null; + _hash [0] = _leftEnd; + _hash [_hashsize - 1] = _rightEnd; + } + + /** + * Insert newHalfedge to the right of lb + * @param lb + * @param newHalfedge + * + */ + public void Insert (Halfedge lb, Halfedge newHalfedge) + { + newHalfedge.edgeListLeftNeighbor = lb; + newHalfedge.edgeListRightNeighbor = lb.edgeListRightNeighbor; + lb.edgeListRightNeighbor.edgeListLeftNeighbor = newHalfedge; + lb.edgeListRightNeighbor = newHalfedge; + } + + /** + * This function only removes the Halfedge from the left-right list. + * We cannot dispose it yet because we are still using it. + * @param halfEdge + * + */ + public void Remove (Halfedge halfEdge) + { + halfEdge.edgeListLeftNeighbor.edgeListRightNeighbor = halfEdge.edgeListRightNeighbor; + halfEdge.edgeListRightNeighbor.edgeListLeftNeighbor = halfEdge.edgeListLeftNeighbor; + halfEdge.edge = Edge.DELETED; + halfEdge.edgeListLeftNeighbor = halfEdge.edgeListRightNeighbor = null; + } + + /** + * Find the rightmost Halfedge that is still left of p + * @param p + * @return + * + */ + public Halfedge EdgeListLeftNeighbor (Vector2 p) + { + int i, bucket; + Halfedge halfEdge; + + /* Use hash table to get close to desired halfedge */ + bucket = (int)((p.x - _xmin) / _deltax * _hashsize); + if (bucket < 0) { + bucket = 0; + } + if (bucket >= _hashsize) { + bucket = _hashsize - 1; + } + halfEdge = GetHash (bucket); + if (halfEdge == null) { + for (i = 1; true; ++i) { + if ((halfEdge = GetHash (bucket - i)) != null) + break; + if ((halfEdge = GetHash (bucket + i)) != null) + break; + } + } + /* Now search linear list of halfedges for the correct one */ + if (halfEdge == leftEnd || (halfEdge != rightEnd && halfEdge.IsLeftOf (p))) { + do { + halfEdge = halfEdge.edgeListRightNeighbor; + } while (halfEdge != rightEnd && halfEdge.IsLeftOf(p)); + halfEdge = halfEdge.edgeListLeftNeighbor; + } else { + do { + halfEdge = halfEdge.edgeListLeftNeighbor; + } while (halfEdge != leftEnd && !halfEdge.IsLeftOf(p)); + } + + /* Update hash table and reference counts */ + if (bucket > 0 && bucket < _hashsize - 1) { + _hash [bucket] = halfEdge; + } + return halfEdge; + } + + /* Get entry from hash table, pruning any deleted nodes */ + private Halfedge GetHash (int b) + { + Halfedge halfEdge; + + if (b < 0 || b >= _hashsize) { + return null; + } + halfEdge = _hash [b]; + if (halfEdge != null && halfEdge.edge == Edge.DELETED) { + /* Hash table points to deleted halfedge. Patch as necessary. */ + _hash [b] = null; + // still can't dispose halfEdge yet! + return null; + } else { + return halfEdge; + } + } + + } +} \ No newline at end of file diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/EdgeList.cs.meta b/Assets/2D_Destruction/Unity-delaunay/Delaunay/EdgeList.cs.meta new file mode 100644 index 0000000..4574f09 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/EdgeList.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0f2bfd7ed370844afb774f34e1d6366a +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/EdgeReorderer.cs b/Assets/2D_Destruction/Unity-delaunay/Delaunay/EdgeReorderer.cs new file mode 100644 index 0000000..7393121 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/EdgeReorderer.cs @@ -0,0 +1,125 @@ +using Delaunay.LR; +using Delaunay.Utils; +using System.Collections.Generic; + +/** This class is horrible, and ought to be nuked from orbit. But the library is +heavily dependent upon it in undocumented ways. + +It's viciously complicated, and is used all over the library in odd places where it +shouldn't be used, with no explanation - but with a hard dependency in that it +doesn't merely "re-order" edges (as the name suggests!) but often "generates" them +too. + +It feels like it was intended to be semi-optimized (in the original AS3? probably), +but in a modern language like C#, there are far far better ways of doing this. + +Currently: in my own projects, I am DELETING the output of this class, it's far +too dangerous to use in production. I recommend you do the same: write an +equivalent class (or better: set of classes) that are C#-friendly and do what they +say, and no more and no less. Hopefully one day someone will re-write this thing +and REMOVE IT from the rest of the library (all the places where it shouldn't be used) +*/ +namespace Delaunay +{ + public enum VertexOrSite + { + VERTEX, + SITE + } + + sealed class EdgeReorderer: Utils.IDisposable + { + private List _edges; + private List _edgeOrientations; + public List edges { + get { return _edges;} + } + public List edgeOrientations { + get{ return _edgeOrientations;} + } + + public EdgeReorderer (List origEdges, VertexOrSite criterion) + { + _edges = new List (); + _edgeOrientations = new List (); + if (origEdges.Count > 0) { + _edges = ReorderEdges (origEdges, criterion); + } + } + + public void Dispose () + { + _edges = null; + _edgeOrientations = null; + } + + private List ReorderEdges (List origEdges, VertexOrSite criterion) + { + int i; + int n = origEdges.Count; + Edge edge; + // we're going to reorder the edges in order of traversal + bool[] done = new bool[n]; + int nDone = 0; + for (int j=0; j newEdges = new List (); // TODO: Switch to Deque if performance is a concern + + i = 0; + edge = origEdges [i]; + newEdges.Add (edge); + _edgeOrientations.Add (Side.LEFT); + ICoord firstPoint = (criterion == VertexOrSite.VERTEX) ? (ICoord)edge.leftVertex : (ICoord)edge.leftSite; + ICoord lastPoint = (criterion == VertexOrSite.VERTEX) ? (ICoord)edge.rightVertex : (ICoord)edge.rightSite; + + if (firstPoint == Vertex.VERTEX_AT_INFINITY || lastPoint == Vertex.VERTEX_AT_INFINITY) { + return new List (); + } + + done [i] = true; + ++nDone; + + while (nDone < n) { + for (i = 1; i < n; ++i) { + if (done [i]) { + continue; + } + edge = origEdges [i]; + ICoord leftPoint = (criterion == VertexOrSite.VERTEX) ? (ICoord)edge.leftVertex : (ICoord)edge.leftSite; + ICoord rightPoint = (criterion == VertexOrSite.VERTEX) ? (ICoord)edge.rightVertex : (ICoord)edge.rightSite; + if (leftPoint == Vertex.VERTEX_AT_INFINITY || rightPoint == Vertex.VERTEX_AT_INFINITY) { + return new List (); + } + if (leftPoint == lastPoint) { + lastPoint = rightPoint; + _edgeOrientations.Add (Side.LEFT); + newEdges.Add (edge); + done [i] = true; + } else if (rightPoint == firstPoint) { + firstPoint = leftPoint; + _edgeOrientations.Insert (0, Side.LEFT); // TODO: Change datastructure if this is slow + newEdges.Insert (0, edge); + done [i] = true; + } else if (leftPoint == firstPoint) { + firstPoint = rightPoint; + _edgeOrientations.Insert (0, Side.RIGHT); + newEdges.Insert (0, edge); + done [i] = true; + } else if (rightPoint == lastPoint) { + lastPoint = leftPoint; + _edgeOrientations.Add (Side.RIGHT); + newEdges.Add (edge); + done [i] = true; + } + if (done [i]) { + ++nDone; + } + } + } + + return newEdges; + } + + } +} \ No newline at end of file diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/EdgeReorderer.cs.meta b/Assets/2D_Destruction/Unity-delaunay/Delaunay/EdgeReorderer.cs.meta new file mode 100644 index 0000000..190b422 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/EdgeReorderer.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a6e9c0c7f4ae649678b34ec5397e4079 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/Halfedge.cs b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Halfedge.cs new file mode 100644 index 0000000..2fd33a1 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Halfedge.cs @@ -0,0 +1,135 @@ +using UnityEngine; +using System; +using System.Collections.Generic; +using Delaunay.LR; +using Delaunay.Geo; +using Delaunay.Utils; + +namespace Delaunay +{ + + + public sealed class Halfedge: Delaunay.Utils.IDisposable + { + private static Stack _pool = new Stack (); + public static Halfedge Create (Edge edge, Nullable lr) + { + if (_pool.Count > 0) { + return _pool.Pop ().Init (edge, lr); + } else { + return new Halfedge (edge, lr); + } + } + + public static Halfedge CreateDummy () + { + return Create (null, null); + } + + public Halfedge edgeListLeftNeighbor, edgeListRightNeighbor; + public Halfedge nextInPriorityQueue; + + public Edge edge; + public Nullable leftRight; + public Vertex vertex; + + // the vertex's y-coordinate in the transformed Voronoi space V* + public float ystar; + + public Halfedge (Edge edge = null, Nullable lr = null) + { + Init (edge, lr); + } + + private Halfedge Init (Edge edge, Nullable lr) + { + this.edge = edge; + leftRight = lr; + nextInPriorityQueue = null; + vertex = null; + return this; + } + + public override string ToString () + { + return "Halfedge (leftRight: " + leftRight.ToString () + "; vertex: " + vertex.ToString () + ")"; + } + + public void Dispose () + { + if (edgeListLeftNeighbor != null || edgeListRightNeighbor != null) { + // still in EdgeList + return; + } + if (nextInPriorityQueue != null) { + // still in PriorityQueue + return; + } + edge = null; + leftRight = null; + vertex = null; + _pool.Push (this); + } + + public void ReallyDispose () + { + edgeListLeftNeighbor = null; + edgeListRightNeighbor = null; + nextInPriorityQueue = null; + edge = null; + leftRight = null; + vertex = null; + _pool.Push (this); + } + + internal bool IsLeftOf (Vector2 p) + { + Site topSite; + bool rightOfSite, above, fast; + float dxp, dyp, dxs, t1, t2, t3, yl; + + topSite = edge.rightSite; + rightOfSite = p.x > topSite.x; + if (rightOfSite && this.leftRight == Side.LEFT) { + return true; + } + if (!rightOfSite && this.leftRight == Side.RIGHT) { + return false; + } + + if (edge.a == 1.0) { + dyp = p.y - topSite.y; + dxp = p.x - topSite.x; + fast = false; + if ((!rightOfSite && edge.b < 0.0) || (rightOfSite && edge.b >= 0.0)) { + above = dyp >= edge.b * dxp; + fast = above; + } else { + above = p.x + p.y * edge.b > edge.c; + if (edge.b < 0.0) { + above = !above; + } + if (!above) { + fast = true; + } + } + if (!fast) { + dxs = topSite.x - edge.leftSite.x; + above = edge.b * (dxp * dxp - dyp * dyp) < + dxs * dyp * (1.0 + 2.0 * dxp / dxs + edge.b * edge.b); + if (edge.b < 0.0) { + above = !above; + } + } + } else { /* edge.b == 1.0 */ + yl = edge.c - edge.a * p.x; + t1 = p.y - yl; + t2 = p.x - topSite.x; + t3 = yl - topSite.y; + above = t1 * t1 > t2 * t2 + t3 * t3; + } + return this.leftRight == Side.LEFT ? above : !above; + } + + } +} \ No newline at end of file diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/Halfedge.cs.meta b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Halfedge.cs.meta new file mode 100644 index 0000000..7afce13 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Halfedge.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e873e30775b564fbd9b4b27ac5b0787a +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/HalfedgePriorityQueue.cs b/Assets/2D_Destruction/Unity-delaunay/Delaunay/HalfedgePriorityQueue.cs new file mode 100644 index 0000000..1ec8e8f --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/HalfedgePriorityQueue.cs @@ -0,0 +1,147 @@ +using UnityEngine; +using System.Collections.Generic; +using Delaunay.Utils; + +namespace Delaunay +{ + + internal sealed class HalfedgePriorityQueue: Utils.IDisposable // also known as heap + { + private Halfedge[] _hash; + private int _count; + private int _minBucket; + private int _hashsize; + + private float _ymin; + private float _deltay; + + public HalfedgePriorityQueue (float ymin, float deltay, int sqrt_nsites) + { + _ymin = ymin; + _deltay = deltay; + _hashsize = 4 * sqrt_nsites; + Initialize (); + } + + public void Dispose () + { + // get rid of dummies + for (int i = 0; i < _hashsize; ++i) { + _hash [i].Dispose (); + _hash [i] = null; + } + _hash = null; + } + + private void Initialize () + { + int i; + + _count = 0; + _minBucket = 0; + _hash = new Halfedge[_hashsize]; + // dummy Halfedge at the top of each hash + for (i = 0; i < _hashsize; ++i) { + _hash [i] = Halfedge.CreateDummy (); + _hash [i].nextInPriorityQueue = null; + } + } + + public void Insert (Halfedge halfEdge) + { + Halfedge previous, next; + int insertionBucket = Bucket (halfEdge); + if (insertionBucket < _minBucket) { + _minBucket = insertionBucket; + } + previous = _hash [insertionBucket]; + while ((next = previous.nextInPriorityQueue) != null + && (halfEdge.ystar > next.ystar || (halfEdge.ystar == next.ystar && halfEdge.vertex.x > next.vertex.x))) { + previous = next; + } + halfEdge.nextInPriorityQueue = previous.nextInPriorityQueue; + previous.nextInPriorityQueue = halfEdge; + ++_count; + } + + public void Remove (Halfedge halfEdge) + { + Halfedge previous; + int removalBucket = Bucket (halfEdge); + + if (halfEdge.vertex != null) { + previous = _hash [removalBucket]; + while (previous.nextInPriorityQueue != halfEdge) { + previous = previous.nextInPriorityQueue; + } + previous.nextInPriorityQueue = halfEdge.nextInPriorityQueue; + _count--; + halfEdge.vertex = null; + halfEdge.nextInPriorityQueue = null; + halfEdge.Dispose (); + } + } + + private int Bucket (Halfedge halfEdge) + { + int theBucket = (int)((halfEdge.ystar - _ymin) / _deltay * _hashsize); + if (theBucket < 0) + theBucket = 0; + if (theBucket >= _hashsize) + theBucket = _hashsize - 1; + return theBucket; + } + + private bool IsEmpty (int bucket) + { + return (_hash [bucket].nextInPriorityQueue == null); + } + + /** + * move _minBucket until it contains an actual Halfedge (not just the dummy at the top); + * + */ + private void AdjustMinBucket () + { + while (_minBucket < _hashsize - 1 && IsEmpty(_minBucket)) { + ++_minBucket; + } + } + + public bool Empty () + { + return _count == 0; + } + + /** + * @return coordinates of the Halfedge's vertex in V*, the transformed Voronoi diagram + * + */ + public Vector2 Min () + { + AdjustMinBucket (); + Halfedge answer = _hash [_minBucket].nextInPriorityQueue; + return new Vector2 (answer.vertex.x, answer.ystar); + } + + /** + * remove and return the min Halfedge + * @return + * + */ + public Halfedge ExtractMin () + { + Halfedge answer; + + // get the first real Halfedge in _minBucket + answer = _hash [_minBucket].nextInPriorityQueue; + + _hash [_minBucket].nextInPriorityQueue = answer.nextInPriorityQueue; + _count--; + answer.nextInPriorityQueue = null; + + return answer; + } + + } +} \ No newline at end of file diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/HalfedgePriorityQueue.cs.meta b/Assets/2D_Destruction/Unity-delaunay/Delaunay/HalfedgePriorityQueue.cs.meta new file mode 100644 index 0000000..c062049 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/HalfedgePriorityQueue.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6ba85128b77e245478cd4bc1ac6c8f60 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/ICoord.cs b/Assets/2D_Destruction/Unity-delaunay/Delaunay/ICoord.cs new file mode 100644 index 0000000..48bea31 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/ICoord.cs @@ -0,0 +1,12 @@ +using UnityEngine; + +namespace Delaunay +{ + + public interface ICoord + { + Vector2 Coord { + get; + } + } +} \ No newline at end of file diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/ICoord.cs.meta b/Assets/2D_Destruction/Unity-delaunay/Delaunay/ICoord.cs.meta new file mode 100644 index 0000000..5297d8b --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/ICoord.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6a0a816d1340149068ec7fa5bc31c72c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/LR.cs b/Assets/2D_Destruction/Unity-delaunay/Delaunay/LR.cs new file mode 100644 index 0000000..d32507a --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/LR.cs @@ -0,0 +1,20 @@ +namespace Delaunay +{ + namespace LR + { + public enum Side + { + LEFT = 0, + RIGHT + } + + public class SideHelper + { + public static Side Other (Side leftRight) + { + return leftRight == Side.LEFT ? Side.RIGHT : Side.LEFT; + } + } + + } +} \ No newline at end of file diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/LR.cs.meta b/Assets/2D_Destruction/Unity-delaunay/Delaunay/LR.cs.meta new file mode 100644 index 0000000..4bf1169 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/LR.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 42741f042d2e748aaaf15e94b6ba71dd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/Site.cs b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Site.cs new file mode 100644 index 0000000..451436f --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Site.cs @@ -0,0 +1,422 @@ +using UnityEngine; +using System; +using System.Collections.Generic; +using Delaunay.Geo; +using Delaunay.LR; + +namespace Delaunay +{ + + public sealed class Site: ICoord, IComparable + { + private static Stack _pool = new Stack (); + public static Site Create (Vector2 p, uint index, float weight, uint color) + { + if (_pool.Count > 0) { + return _pool.Pop ().Init (p, index, weight, color); + } else { + return new Site (p, index, weight, color); + } + } + + internal static void SortSites (List sites) + { +// sites.sort(Site.compare); + sites.Sort (); // XXX: Check if this works + } + + /** + * sort sites on y, then x, coord + * also change each site's _siteIndex to match its new position in the list + * so the _siteIndex can be used to identify the site for nearest-neighbor queries + * + * haha "also" - means more than one responsibility... + * + */ + public int CompareTo (System.Object obj) // XXX: Really, really worried about this because it depends on how sorting works in AS3 impl - Julian + { + Site s2 = (Site)obj; + + int returnValue = Voronoi.CompareByYThenX (this, s2); + + // swap _siteIndex values if necessary to match new ordering: + uint tempIndex; + if (returnValue == -1) { + if (this._siteIndex > s2._siteIndex) { + tempIndex = this._siteIndex; + this._siteIndex = s2._siteIndex; + s2._siteIndex = tempIndex; + } + } else if (returnValue == 1) { + if (s2._siteIndex > this._siteIndex) { + tempIndex = s2._siteIndex; + s2._siteIndex = this._siteIndex; + this._siteIndex = tempIndex; + } + + } + + return returnValue; + } + + + private static readonly float EPSILON = .005f; + /** + This ABSOLUTELY has to be public! Otherwise you CANNOT workaround + the major accuracy-bugs in the AS3Delaunay library (because it does NOT + use stable, consistent data, sadly: you cannot compare two Vector2 objects + and get a correct answer to "isEqual", it corrupts them at a micro level :( ) + */ + public static bool CloseEnough (Vector2 p0, Vector2 p1) + { + return Vector2.Distance (p0, p1) < EPSILON; + } + + private Vector2 _coord; + public Vector2 Coord { + get { return _coord;} + } + + public uint color; + public float weight; + + private uint _siteIndex; + + // the edges that define this Site's Voronoi region: + private List _edges; + internal List edges { + get { return _edges;} + } + /** + which end of each edge hooks up with the previous edge in _edges: + + This MUST BE exposed - it is absurd to hide this, without it the Site + is generating corrupt data (the .edges property is meaningless without + access to this list) + */ + private List _edgeOrientations; + public List edgeOrientations { + get { return _edgeOrientations; } + } + // ordered list of points that define the region clipped to bounds: + private List _region; + + private Site (Vector2 p, uint index, float weight, uint color) + { +// if (lock != PrivateConstructorEnforcer) +// { +// throw new Error("Site constructor is private"); +// } + Init (p, index, weight, color); + } + + private Site Init (Vector2 p, uint index, float weight, uint color) + { + _coord = p; + _siteIndex = index; + this.weight = weight; + this.color = color; + _edges = new List (); + _region = null; + return this; + } + + public override string ToString () + { + return "Site " + _siteIndex.ToString () + ": " + Coord.ToString (); + } + + private void Move (Vector2 p) + { + Clear (); + _coord = p; + } + + public void Dispose () + { +// _coord = null; + Clear (); + _pool.Push (this); + } + + private void Clear () + { + if (_edges != null) { + _edges.Clear (); + _edges = null; + } + if (_edgeOrientations != null) { + _edgeOrientations.Clear (); + _edgeOrientations = null; + } + if (_region != null) { + _region.Clear (); + _region = null; + } + } + + public void AddEdge (Edge edge) + { + _edges.Add (edge); + } + + public Edge NearestEdge () + { + _edges.Sort (delegate (Edge a, Edge b) { + return Edge.CompareSitesDistances (a, b); + }); + return _edges [0]; + } + + public List NeighborSites () + { + if (_edges == null || _edges.Count == 0) { + return new List (); + } + if (_edgeOrientations == null) { + ReorderEdges (); + } + List list = new List (); + Edge edge; + for (int i = 0; i < _edges.Count; i++) { + edge = _edges [i]; + list.Add (NeighborSite (edge)); + } + return list; + } + + private Site NeighborSite (Edge edge) + { + if (this == edge.leftSite) { + return edge.rightSite; + } + if (this == edge.rightSite) { + return edge.leftSite; + } + return null; + } + + internal List Region (Rect clippingBounds) + { + if (_edges == null || _edges.Count == 0) { + return new List (); + } + if (_edgeOrientations == null) { + ReorderEdges (); + _region = ClipToBounds (clippingBounds); + if ((new Polygon (_region)).Winding () == Winding.CLOCKWISE) { + _region.Reverse (); + } + } + return _region; + } + + private void ReorderEdges () + { + //trace("_edges:", _edges); + EdgeReorderer reorderer = new EdgeReorderer (_edges, VertexOrSite.VERTEX); + _edges = reorderer.edges; + //trace("reordered:", _edges); + _edgeOrientations = reorderer.edgeOrientations; + reorderer.Dispose (); + } + + private List ClipToBounds (Rect bounds) + { + List points = new List (); + int n = _edges.Count; + int i = 0; + Edge edge; + while (i < n && ((_edges[i] as Edge).visible == false)) { + ++i; + } + + if (i == n) { + // no edges visible + return new List (); + } + edge = _edges [i]; + Side orientation = _edgeOrientations [i]; + + if (edge.clippedEnds [orientation] == null) { + Debug.LogError ("XXX: Null detected when there should be a Vector2!"); + } + if (edge.clippedEnds [SideHelper.Other (orientation)] == null) { + Debug.LogError ("XXX: Null detected when there should be a Vector2!"); + } + points.Add ((Vector2)edge.clippedEnds [orientation]); + points.Add ((Vector2)edge.clippedEnds [SideHelper.Other (orientation)]); + + for (int j = i + 1; j < n; ++j) { + edge = _edges [j]; + if (edge.visible == false) { + continue; + } + Connect (points, j, bounds); + } + // close up the polygon by adding another corner point of the bounds if needed: + Connect (points, i, bounds, true); + + return points; + } + + private void Connect (List points, int j, Rect bounds, bool closingUp = false) + { + Vector2 rightPoint = points [points.Count - 1]; + Edge newEdge = _edges [j] as Edge; + Side newOrientation = _edgeOrientations [j]; + // the point that must be connected to rightPoint: + if (newEdge.clippedEnds [newOrientation] == null) { + Debug.LogError ("XXX: Null detected when there should be a Vector2!"); + } + Vector2 newPoint = (Vector2)newEdge.clippedEnds [newOrientation]; + if (!CloseEnough (rightPoint, newPoint)) { + // The points do not coincide, so they must have been clipped at the bounds; + // see if they are on the same border of the bounds: + if (rightPoint.x != newPoint.x + && rightPoint.y != newPoint.y) { + // They are on different borders of the bounds; + // insert one or two corners of bounds as needed to hook them up: + // (NOTE this will not be correct if the region should take up more than + // half of the bounds rect, for then we will have gone the wrong way + // around the bounds and included the smaller part rather than the larger) + int rightCheck = BoundsCheck.Check (rightPoint, bounds); + int newCheck = BoundsCheck.Check (newPoint, bounds); + float px, py; + if ((rightCheck & BoundsCheck.RIGHT) != 0) { + px = bounds.xMax; + if ((newCheck & BoundsCheck.BOTTOM) != 0) { + py = bounds.yMax; + points.Add (new Vector2 (px, py)); + } else if ((newCheck & BoundsCheck.TOP) != 0) { + py = bounds.yMin; + points.Add (new Vector2 (px, py)); + } else if ((newCheck & BoundsCheck.LEFT) != 0) { + if (rightPoint.y - bounds.y + newPoint.y - bounds.y < bounds.height) { + py = bounds.yMin; + } else { + py = bounds.yMax; + } + points.Add (new Vector2 (px, py)); + points.Add (new Vector2 (bounds.xMin, py)); + } + } else if ((rightCheck & BoundsCheck.LEFT) != 0) { + px = bounds.xMin; + if ((newCheck & BoundsCheck.BOTTOM) != 0) { + py = bounds.yMax; + points.Add (new Vector2 (px, py)); + } else if ((newCheck & BoundsCheck.TOP) != 0) { + py = bounds.yMin; + points.Add (new Vector2 (px, py)); + } else if ((newCheck & BoundsCheck.RIGHT) != 0) { + if (rightPoint.y - bounds.y + newPoint.y - bounds.y < bounds.height) { + py = bounds.yMin; + } else { + py = bounds.yMax; + } + points.Add (new Vector2 (px, py)); + points.Add (new Vector2 (bounds.xMax, py)); + } + } else if ((rightCheck & BoundsCheck.TOP) != 0) { + py = bounds.yMin; + if ((newCheck & BoundsCheck.RIGHT) != 0) { + px = bounds.xMax; + points.Add (new Vector2 (px, py)); + } else if ((newCheck & BoundsCheck.LEFT) != 0) { + px = bounds.xMin; + points.Add (new Vector2 (px, py)); + } else if ((newCheck & BoundsCheck.BOTTOM) != 0) { + if (rightPoint.x - bounds.x + newPoint.x - bounds.x < bounds.width) { + px = bounds.xMin; + } else { + px = bounds.xMax; + } + points.Add (new Vector2 (px, py)); + points.Add (new Vector2 (px, bounds.yMax)); + } + } else if ((rightCheck & BoundsCheck.BOTTOM) != 0) { + py = bounds.yMax; + if ((newCheck & BoundsCheck.RIGHT) != 0) { + px = bounds.xMax; + points.Add (new Vector2 (px, py)); + } else if ((newCheck & BoundsCheck.LEFT) != 0) { + px = bounds.xMin; + points.Add (new Vector2 (px, py)); + } else if ((newCheck & BoundsCheck.TOP) != 0) { + if (rightPoint.x - bounds.x + newPoint.x - bounds.x < bounds.width) { + px = bounds.xMin; + } else { + px = bounds.xMax; + } + points.Add (new Vector2 (px, py)); + points.Add (new Vector2 (px, bounds.yMin)); + } + } + } + if (closingUp) { + // newEdge's ends have already been added + return; + } + points.Add (newPoint); + } + if (newEdge.clippedEnds [SideHelper.Other (newOrientation)] == null) { + Debug.LogError ("XXX: Null detected when there should be a Vector2!"); + } + Vector2 newRightPoint = (Vector2)newEdge.clippedEnds [SideHelper.Other (newOrientation)]; + if (!CloseEnough (points [0], newRightPoint)) { + points.Add (newRightPoint); + } + } + + public float x { + get { return _coord.x;} + } + internal float y { + get { return _coord.y;} + } + + public float Dist (ICoord p) + { + return Vector2.Distance (p.Coord, this._coord); + } + + } +} + +// class PrivateConstructorEnforcer {} + +// import flash.geom.Point; +// import flash.geom.Rectangle; + +static class BoundsCheck +{ + public static readonly int TOP = 1; + public static readonly int BOTTOM = 2; + public static readonly int LEFT = 4; + public static readonly int RIGHT = 8; + + /** + * + * @param point + * @param bounds + * @return an int with the appropriate bits set if the Point lies on the corresponding bounds lines + * + */ + public static int Check (Vector2 point, Rect bounds) + { + int value = 0; + if (point.x == bounds.xMin) { + value |= LEFT; + } + if (point.x == bounds.xMax) { + value |= RIGHT; + } + if (point.y == bounds.yMin) { + value |= TOP; + } + if (point.y == bounds.yMax) { + value |= BOTTOM; + } + return value; + } +} \ No newline at end of file diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/Site.cs.meta b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Site.cs.meta new file mode 100644 index 0000000..5e2535a --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Site.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fa5d818389dce40d29f97fb47bf83081 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/SiteList.cs b/Assets/2D_Destruction/Unity-delaunay/Delaunay/SiteList.cs new file mode 100644 index 0000000..b4ce9aa --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/SiteList.cs @@ -0,0 +1,162 @@ +using UnityEngine; +using System; +using System.Collections.Generic; +using Delaunay.Geo; +using Delaunay.Utils; + +namespace Delaunay +{ + + public sealed class SiteList: Utils.IDisposable + { + public List _sites; + private int _currentIndex; + + private bool _sorted; + + public SiteList () + { + _sites = new List (); + _sorted = false; + } + + public void Dispose () + { + if (_sites != null) { + for (int i = 0; i < _sites.Count; i++) { + Site site = _sites [i]; + site.Dispose (); + } + _sites.Clear (); + _sites = null; + } + } + + public int Add (Site site) + { + _sorted = false; + _sites.Add (site); + return _sites.Count; + } + + public int Count { + get { return _sites.Count;} + } + + public Site Next () + { + if (_sorted == false) { + UnityEngine.Debug.LogError ("SiteList::next(): sites have not been sorted"); + } + if (_currentIndex < _sites.Count) { + return _sites [_currentIndex++]; + } else { + return null; + } + } + + internal Rect GetSitesBounds () + { + if (_sorted == false) { + Site.SortSites (_sites); + _currentIndex = 0; + _sorted = true; + } + float xmin, xmax, ymin, ymax; + if (_sites.Count == 0) { + return new Rect (0, 0, 0, 0); + } + xmin = float.MaxValue; + xmax = float.MinValue; + for (int i = 0; i<_sites.Count; i++) { + Site site = _sites [i]; + if (site.x < xmin) { + xmin = site.x; + } + if (site.x > xmax) { + xmax = site.x; + } + } + // here's where we assume that the sites have been sorted on y: + ymin = _sites [0].y; + ymax = _sites [_sites.Count - 1].y; + + return new Rect (xmin, ymin, xmax - xmin, ymax - ymin); + } + + public List SiteColors (/*BitmapData referenceImage = null*/) + { + List colors = new List (); + Site site; + for (int i = 0; i< _sites.Count; i++) { + site = _sites [i]; + colors.Add (/*referenceImage ? referenceImage.getPixel(site.x, site.y) :*/site.color); + } + return colors; + } + + public List SiteCoords () + { + List coords = new List (); + Site site; + for (int i = 0; i<_sites.Count; i++) { + site = _sites [i]; + coords.Add (site.Coord); + } + return coords; + } + + /** + * + * @return the largest circle centered at each site that fits in its region; + * if the region is infinite, return a circle of radius 0. + * + */ + public List Circles () + { + List circles = new List (); + Site site; + for (int i = 0; i<_sites.Count; i++) { + site = _sites [i]; + float radius = 0f; + Edge nearestEdge = site.NearestEdge (); + + if (!nearestEdge.IsPartOfConvexHull ()) { + radius = nearestEdge.SitesDistance () * 0.5f; + } + circles.Add (new Circle (site.x, site.y, radius)); + } + return circles; + } + + public List> Regions (Rect plotBounds) + { + List> regions = new List> (); + Site site; + for (int i = 0; i< _sites.Count; i++) { + site = _sites [i]; + regions.Add (site.Region (plotBounds)); + } + return regions; + } + + /** + * + * @param proximityMap a BitmapData whose regions are filled with the site index values; see PlanePointsCanvas::fillRegions() + * @param x + * @param y + * @return coordinates of nearest Site to (x, y) + * + */ + public Nullable NearestSitePoint (/*proximityMap:BitmapData,*/float x, float y) + { +// uint index = proximityMap.getPixel(x, y); +// if (index > _sites.length - 1) +// { + return null; +// } +// return _sites[index].coord; + } + + } +} \ No newline at end of file diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/SiteList.cs.meta b/Assets/2D_Destruction/Unity-delaunay/Delaunay/SiteList.cs.meta new file mode 100644 index 0000000..deabc6f --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/SiteList.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d11fa694a445f4fbb9c6ef8f51d7d549 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/Triangle.cs b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Triangle.cs new file mode 100644 index 0000000..23c149d --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Triangle.cs @@ -0,0 +1,26 @@ +using System.Collections.Generic; +using Delaunay.Utils; + +namespace Delaunay +{ + + public sealed class Triangle: IDisposable + { + private List _sites; + public List sites { + get { return this._sites; } + } + + public Triangle (Site a, Site b, Site c) + { + _sites = new List () { a, b, c }; + } + + public void Dispose () + { + _sites.Clear (); + _sites = null; + } + + } +} \ No newline at end of file diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/Triangle.cs.meta b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Triangle.cs.meta new file mode 100644 index 0000000..1aa177a --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Triangle.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c86ee3287678f413e99d8256fcbbbd6f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/Vertex.cs b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Vertex.cs new file mode 100644 index 0000000..78078da --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Vertex.cs @@ -0,0 +1,121 @@ +using UnityEngine; +using System; +using System.Collections.Generic; +using Delaunay.LR; + +namespace Delaunay +{ + + public sealed class Vertex: ICoord + { + public static readonly Vertex VERTEX_AT_INFINITY = new Vertex (float.NaN, float.NaN); + + private static Stack _pool = new Stack (); + private static Vertex Create (float x, float y) + { + if (float.IsNaN (x) || float.IsNaN (y)) { + return VERTEX_AT_INFINITY; + } + if (_pool.Count > 0) { + return _pool.Pop ().Init (x, y); + } else { + return new Vertex (x, y); + } + } + + + private static int _nvertices = 0; + + private Vector2 _coord; + public Vector2 Coord { + get { return _coord;} + } + private int _vertexIndex; + public int vertexIndex { + get { return _vertexIndex;} + } + + public Vertex (float x, float y) + { + Init (x, y); + } + + private Vertex Init (float x, float y) + { + _coord = new Vector2 (x, y); + return this; + } + + public void Dispose () + { + _pool.Push (this); + } + + public void SetIndex () + { + _vertexIndex = _nvertices++; + } + + public override string ToString () + { + return "Vertex (" + _vertexIndex + ")"; + } + + /** + * This is the only way to make a Vertex + * + * @param halfedge0 + * @param halfedge1 + * @return + * + */ + public static Vertex Intersect (Halfedge halfedge0, Halfedge halfedge1) + { + Edge edge0, edge1, edge; + Halfedge halfedge; + float determinant, intersectionX, intersectionY; + bool rightOfSite; + + edge0 = halfedge0.edge; + edge1 = halfedge1.edge; + if (edge0 == null || edge1 == null) { + return null; + } + if (edge0.rightSite == edge1.rightSite) { + return null; + } + + determinant = edge0.a * edge1.b - edge0.b * edge1.a; + if (-1.0e-10 < determinant && determinant < 1.0e-10) { + // the edges are parallel + return null; + } + + intersectionX = (edge0.c * edge1.b - edge1.c * edge0.b) / determinant; + intersectionY = (edge1.c * edge0.a - edge0.c * edge1.a) / determinant; + + if (Voronoi.CompareByYThenX (edge0.rightSite, edge1.rightSite) < 0) { + halfedge = halfedge0; + edge = edge0; + } else { + halfedge = halfedge1; + edge = edge1; + } + rightOfSite = intersectionX >= edge.rightSite.x; + if ((rightOfSite && halfedge.leftRight == Side.LEFT) + || (!rightOfSite && halfedge.leftRight == Side.RIGHT)) { + return null; + } + + return Vertex.Create (intersectionX, intersectionY); + } + + public float x { + get { return _coord.x;} + } + public float y { + get{ return _coord.y;} + } + + } +} \ No newline at end of file diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/Vertex.cs.meta b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Vertex.cs.meta new file mode 100644 index 0000000..9995972 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Vertex.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 16e154efbeed043e1865a7d95f623368 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/Voronoi.cs b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Voronoi.cs new file mode 100644 index 0000000..9e86abe --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Voronoi.cs @@ -0,0 +1,425 @@ +/* + * The author of this software is Steven Fortune. Copyright (c) 1994 by AT&T + * Bell Laboratories. + * Permission to use, copy, modify, and distribute this software for any + * purpose without fee is hereby granted, provided that this entire notice + * is included in all copies of any software which is or includes a copy + * or modification of this software and in all copies of the supporting + * documentation for such software. + * THIS SOFTWARE IS BEING PROVIDED "AS IS", WITHOUT ANY EXPRESS OR IMPLIED + * WARRANTY. IN PARTICULAR, NEITHER THE AUTHORS NOR AT&T MAKE ANY + * REPRESENTATION OR WARRANTY OF ANY KIND CONCERNING THE MERCHANTABILITY + * OF THIS SOFTWARE OR ITS FITNESS FOR ANY PARTICULAR PURPOSE. + */ + +using UnityEngine; +using System; +using System.Collections.Generic; +using Delaunay.Geo; +using Delaunay.Utils; +using Delaunay.LR; + +namespace Delaunay +{ + public sealed class Voronoi: Utils.IDisposable + { + private SiteList _sites; + private Dictionary _sitesIndexedByLocation; + private List _triangles; + private List _edges; + + + // TODO generalize this so it doesn't have to be a rectangle; + // then we can make the fractal voronois-within-voronois + private Rect _plotBounds; + public Rect plotBounds { + get { return _plotBounds;} + } + + public void Dispose () + { + int i, n; + if (_sites != null) { + _sites.Dispose (); + _sites = null; + } + if (_triangles != null) { + n = _triangles.Count; + for (i = 0; i < n; ++i) { + _triangles [i].Dispose (); + } + _triangles.Clear (); + _triangles = null; + } + if (_edges != null) { + n = _edges.Count; + for (i = 0; i < n; ++i) { + _edges [i].Dispose (); + } + _edges.Clear (); + _edges = null; + } +// _plotBounds = null; + _sitesIndexedByLocation = null; + } + + public Voronoi (List points, List colors, Rect plotBounds) + { + _sites = new SiteList (); + _sitesIndexedByLocation = new Dictionary (); // XXX: Used to be Dictionary(true) -- weak refs. + AddSites (points, colors); + _plotBounds = plotBounds; + _triangles = new List (); + _edges = new List (); + FortunesAlgorithm (); + } + + private void AddSites (List points, List colors) + { + int length = points.Count; + for (int i = 0; i < length; ++i) { + AddSite (points [i], (colors != null) ? colors [i] : 0, i); + } + } + + private void AddSite (Vector2 p, uint color, int index) + { + if (_sitesIndexedByLocation.ContainsKey (p)) + return; // Prevent duplicate site! (Adapted from https://github.com/nodename/as3delaunay/issues/1) + float weight = UnityEngine.Random.value * 100f; + Site site = Site.Create (p, (uint)index, weight, color); + _sites.Add (site); + _sitesIndexedByLocation [p] = site; + } + + public List Edges () + { + return _edges; + } + public List Triangles() + { + return _triangles; + } + + public List Region (Vector2 p) + { + Site site = _sitesIndexedByLocation [p]; + if (site == null) { + return new List (); + } + return site.Region (_plotBounds); + } + public SiteList Sites() + { + return _sites; + } + + // TODO: bug: if you call this before you call region(), something goes wrong :( + public List NeighborSitesForSite (Vector2 coord) + { + List points = new List (); + Site site = _sitesIndexedByLocation [coord]; + if (site == null) { + return points; + } + List sites = site.NeighborSites (); + Site neighbor; + for (int nIndex =0; nIndex Circles () + { + return _sites.Circles (); + } + + public List VoronoiBoundaryForSite (Vector2 coord) + { + return DelaunayHelpers.VisibleLineSegments (DelaunayHelpers.SelectEdgesForSitePoint (coord, _edges)); + } + + public List DelaunayLinesForSite (Vector2 coord) + { + return DelaunayHelpers.DelaunayLinesForEdges (DelaunayHelpers.SelectEdgesForSitePoint (coord, _edges)); + } + + public List VoronoiDiagram () + { + return DelaunayHelpers.VisibleLineSegments (_edges); + } + + public List DelaunayTriangulation (/*BitmapData keepOutMask = null*/) + { + return DelaunayHelpers.DelaunayLinesForEdges (DelaunayHelpers.SelectNonIntersectingEdges (/*keepOutMask,*/_edges)); + } + + public List Hull () + { + return DelaunayHelpers.DelaunayLinesForEdges (HullEdges ()); + } + + private List HullEdges () + { + return _edges.FindAll (delegate (Edge edge) { + return (edge.IsPartOfConvexHull ()); + }); + } + + public List HullPointsInOrder () + { + List hullEdges = HullEdges (); + + List points = new List (); + if (hullEdges.Count == 0) { + return points; + } + + EdgeReorderer reorderer = new EdgeReorderer (hullEdges, VertexOrSite.SITE); + hullEdges = reorderer.edges; + List orientations = reorderer.edgeOrientations; + reorderer.Dispose (); + + Side orientation; + + int n = hullEdges.Count; + for (int i = 0; i < n; ++i) { + Edge edge = hullEdges [i]; + orientation = orientations [i]; + points.Add (edge.Site (orientation).Coord); + } + return points; + } + + public List SpanningTree (KruskalType type = KruskalType.MINIMUM/*, BitmapData keepOutMask = null*/) + { + List edges = DelaunayHelpers.SelectNonIntersectingEdges (/*keepOutMask,*/_edges); + List segments = DelaunayHelpers.DelaunayLinesForEdges (edges); + return DelaunayHelpers.Kruskal (segments, type); + } + + public List> Regions () + { + return _sites.Regions (_plotBounds); + } + + public List SiteColors (/*BitmapData referenceImage = null*/) + { + return _sites.SiteColors (/*referenceImage*/); + } + + /** + * + * @param proximityMap a BitmapData whose regions are filled with the site index values; see PlanePointsCanvas::fillRegions() + * @param x + * @param y + * @return coordinates of nearest Site to (x, y) + * + */ + public Nullable NearestSitePoint (/*BitmapData proximityMap,*/float x, float y) + { + return _sites.NearestSitePoint (/*proximityMap,*/x, y); + } + + public List SiteCoords () + { + return _sites.SiteCoords (); + } + + private Site fortunesAlgorithm_bottomMostSite; + private void FortunesAlgorithm () + { + Site newSite, bottomSite, topSite, tempSite; + Vertex v, vertex; + Vector2 newintstar = Vector2.zero; //Because the compiler doesn't know that it will have a value - Julian + Side leftRight; + Halfedge lbnd, rbnd, llbnd, rrbnd, bisector; + Edge edge; + + Rect dataBounds = _sites.GetSitesBounds (); + + int sqrt_nsites = (int)(Mathf.Sqrt (_sites.Count + 4)); + HalfedgePriorityQueue heap = new HalfedgePriorityQueue (dataBounds.y, dataBounds.height, sqrt_nsites); + EdgeList edgeList = new EdgeList (dataBounds.x, dataBounds.width, sqrt_nsites); + List halfEdges = new List (); + List vertices = new List (); + + fortunesAlgorithm_bottomMostSite = _sites.Next (); + newSite = _sites.Next (); + + for (;;) { + if (heap.Empty () == false) { + newintstar = heap.Min (); + } + + if (newSite != null + && (heap.Empty () || CompareByYThenX (newSite, newintstar) < 0)) { + /* new site is smallest */ + //trace("smallest: new site " + newSite); + + // Step 8: + lbnd = edgeList.EdgeListLeftNeighbor (newSite.Coord); // the Halfedge just to the left of newSite + //trace("lbnd: " + lbnd); + rbnd = lbnd.edgeListRightNeighbor; // the Halfedge just to the right + //trace("rbnd: " + rbnd); + bottomSite = FortunesAlgorithm_rightRegion (lbnd); // this is the same as leftRegion(rbnd) + // this Site determines the region containing the new site + //trace("new Site is in region of existing site: " + bottomSite); + + // Step 9: + edge = Edge.CreateBisectingEdge (bottomSite, newSite); + //trace("new edge: " + edge); + _edges.Add (edge); + + bisector = Halfedge.Create (edge, Side.LEFT); + halfEdges.Add (bisector); + // inserting two Halfedges into edgeList constitutes Step 10: + // insert bisector to the right of lbnd: + edgeList.Insert (lbnd, bisector); + + // first half of Step 11: + if ((vertex = Vertex.Intersect (lbnd, bisector)) != null) { + vertices.Add (vertex); + heap.Remove (lbnd); + lbnd.vertex = vertex; + lbnd.ystar = vertex.y + newSite.Dist (vertex); + heap.Insert (lbnd); + } + + lbnd = bisector; + bisector = Halfedge.Create (edge, Side.RIGHT); + halfEdges.Add (bisector); + // second Halfedge for Step 10: + // insert bisector to the right of lbnd: + edgeList.Insert (lbnd, bisector); + + // second half of Step 11: + if ((vertex = Vertex.Intersect (bisector, rbnd)) != null) { + vertices.Add (vertex); + bisector.vertex = vertex; + bisector.ystar = vertex.y + newSite.Dist (vertex); + heap.Insert (bisector); + } + + newSite = _sites.Next (); + } else if (heap.Empty () == false) { + /* intersection is smallest */ + lbnd = heap.ExtractMin (); + llbnd = lbnd.edgeListLeftNeighbor; + rbnd = lbnd.edgeListRightNeighbor; + rrbnd = rbnd.edgeListRightNeighbor; + bottomSite = FortunesAlgorithm_leftRegion (lbnd); + topSite = FortunesAlgorithm_rightRegion (rbnd); + // these three sites define a Delaunay triangle + // (not actually using these for anything...) + _triangles.Add(new Triangle(bottomSite, topSite, FortunesAlgorithm_rightRegion(lbnd))); + + v = lbnd.vertex; + v.SetIndex (); + lbnd.edge.SetVertex ((Side)lbnd.leftRight, v); + rbnd.edge.SetVertex ((Side)rbnd.leftRight, v); + edgeList.Remove (lbnd); + heap.Remove (rbnd); + edgeList.Remove (rbnd); + leftRight = Side.LEFT; + if (bottomSite.y > topSite.y) { + tempSite = bottomSite; + bottomSite = topSite; + topSite = tempSite; + leftRight = Side.RIGHT; + } + edge = Edge.CreateBisectingEdge (bottomSite, topSite); + _edges.Add (edge); + bisector = Halfedge.Create (edge, leftRight); + halfEdges.Add (bisector); + edgeList.Insert (llbnd, bisector); + edge.SetVertex (SideHelper.Other (leftRight), v); + if ((vertex = Vertex.Intersect (llbnd, bisector)) != null) { + vertices.Add (vertex); + heap.Remove (llbnd); + llbnd.vertex = vertex; + llbnd.ystar = vertex.y + bottomSite.Dist (vertex); + heap.Insert (llbnd); + } + if ((vertex = Vertex.Intersect (bisector, rrbnd)) != null) { + vertices.Add (vertex); + bisector.vertex = vertex; + bisector.ystar = vertex.y + bottomSite.Dist (vertex); + heap.Insert (bisector); + } + } else { + break; + } + } + + // heap should be empty now + heap.Dispose (); + edgeList.Dispose (); + + for (int hIndex = 0; hIndex s2.y) + return 1; + if (s1.x < s2.x) + return -1; + if (s1.x > s2.x) + return 1; + return 0; + } + + public static int CompareByYThenX (Site s1, Vector2 s2) + { + if (s1.y < s2.y) + return -1; + if (s1.y > s2.y) + return 1; + if (s1.x < s2.x) + return -1; + if (s1.x > s2.x) + return 1; + return 0; + } + + } +} \ No newline at end of file diff --git a/Assets/2D_Destruction/Unity-delaunay/Delaunay/Voronoi.cs.meta b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Voronoi.cs.meta new file mode 100644 index 0000000..c6b6f00 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/Delaunay/Voronoi.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8a659b037ca774ad4b255ac68dbe65ae +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/2D_Destruction/Unity-delaunay/geom.meta b/Assets/2D_Destruction/Unity-delaunay/geom.meta new file mode 100644 index 0000000..ec6c835 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/geom.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 2ee5f0dcc71544e1dade82ac72f7fc3d +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/2D_Destruction/Unity-delaunay/geom/Circle.cs b/Assets/2D_Destruction/Unity-delaunay/geom/Circle.cs new file mode 100644 index 0000000..c4ee731 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/geom/Circle.cs @@ -0,0 +1,26 @@ +using UnityEngine; +using System; + +namespace Delaunay +{ + namespace Geo + { + public sealed class Circle + { + public Vector2 center; + public float radius; + + public Circle (float centerX, float centerY, float radius) + { + this.center = new Vector2 (centerX, centerY); + this.radius = radius; + } + + public override string ToString () + { + return "Circle (center: " + center.ToString () + "; radius: " + radius.ToString () + ")"; + } + + } + } +} \ No newline at end of file diff --git a/Assets/2D_Destruction/Unity-delaunay/geom/Circle.cs.meta b/Assets/2D_Destruction/Unity-delaunay/geom/Circle.cs.meta new file mode 100644 index 0000000..8c31c9a --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/geom/Circle.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e5300884d68b94e1c958b6328944dcca +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/2D_Destruction/Unity-delaunay/geom/LineSegment.cs b/Assets/2D_Destruction/Unity-delaunay/geom/LineSegment.cs new file mode 100644 index 0000000..631ee5d --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/geom/LineSegment.cs @@ -0,0 +1,39 @@ +using UnityEngine; +using System; + +namespace Delaunay +{ + namespace Geo + { + public sealed class LineSegment + { + public static int CompareLengths_MAX (LineSegment segment0, LineSegment segment1) + { + float length0 = Vector2.Distance ((Vector2)segment0.p0, (Vector2)segment0.p1); + float length1 = Vector2.Distance ((Vector2)segment1.p0, (Vector2)segment1.p1); + if (length0 < length1) { + return 1; + } + if (length0 > length1) { + return -1; + } + return 0; + } + + public static int CompareLengths (LineSegment edge0, LineSegment edge1) + { + return - CompareLengths_MAX (edge0, edge1); + } + + public Nullable p0; + public Nullable p1; + + public LineSegment (Nullable p0, Nullable p1) + { + this.p0 = p0; + this.p1 = p1; + } + + } + } +} \ No newline at end of file diff --git a/Assets/2D_Destruction/Unity-delaunay/geom/LineSegment.cs.meta b/Assets/2D_Destruction/Unity-delaunay/geom/LineSegment.cs.meta new file mode 100644 index 0000000..e25a38e --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/geom/LineSegment.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 76312350a2abb4fa9a9926fc7da2287d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/2D_Destruction/Unity-delaunay/geom/Polygon.cs b/Assets/2D_Destruction/Unity-delaunay/geom/Polygon.cs new file mode 100644 index 0000000..2ae83a5 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/geom/Polygon.cs @@ -0,0 +1,50 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Delaunay +{ + namespace Geo + { + public sealed class Polygon + { + private List _vertices; + + public Polygon (List vertices) + { + _vertices = vertices; + } + + public float Area () + { + return Mathf.Abs (SignedDoubleArea () * 0.5f); // XXX: I'm a bit nervous about this; not sure what the * 0.5 is for, bithacking? + } + + public Winding Winding () + { + float signedDoubleArea = SignedDoubleArea (); + if (signedDoubleArea < 0) { + return Geo.Winding.CLOCKWISE; + } + if (signedDoubleArea > 0) { + return Geo.Winding.COUNTERCLOCKWISE; + } + return Geo.Winding.NONE; + } + + private float SignedDoubleArea () // XXX: I'm a bit nervous about this because Actionscript represents everything as doubles, not floats + { + int index, nextIndex; + int n = _vertices.Count; + Vector2 point, next; + float signedDoubleArea = 0; // Losing lots of precision? + for (index = 0; index < n; ++index) { + nextIndex = (index + 1) % n; + point = _vertices [index]; + next = _vertices [nextIndex]; + signedDoubleArea += point.x * next.y - next.x * point.y; + } + return signedDoubleArea; + } + } + } +} \ No newline at end of file diff --git a/Assets/2D_Destruction/Unity-delaunay/geom/Polygon.cs.meta b/Assets/2D_Destruction/Unity-delaunay/geom/Polygon.cs.meta new file mode 100644 index 0000000..3c21fa7 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/geom/Polygon.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e59bb833c9cf045e992b44a5e23837cb +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/2D_Destruction/Unity-delaunay/geom/Winding.cs b/Assets/2D_Destruction/Unity-delaunay/geom/Winding.cs new file mode 100644 index 0000000..bc6a8e5 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/geom/Winding.cs @@ -0,0 +1,9 @@ +namespace Delaunay +{ + namespace Geo { + public enum Winding + { + NONE = 0, CLOCKWISE, COUNTERCLOCKWISE + } + } +} \ No newline at end of file diff --git a/Assets/2D_Destruction/Unity-delaunay/geom/Winding.cs.meta b/Assets/2D_Destruction/Unity-delaunay/geom/Winding.cs.meta new file mode 100644 index 0000000..dbfc365 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/geom/Winding.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1a38f1425b42547898d3b2ef6c865e05 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/2D_Destruction/Unity-delaunay/utils.meta b/Assets/2D_Destruction/Unity-delaunay/utils.meta new file mode 100644 index 0000000..1e1bcf0 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/utils.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 6505f93572a1d41a38b2f1aeee65897b +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/2D_Destruction/Unity-delaunay/utils/IDisposable.cs b/Assets/2D_Destruction/Unity-delaunay/utils/IDisposable.cs new file mode 100644 index 0000000..00fbe49 --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/utils/IDisposable.cs @@ -0,0 +1,10 @@ +namespace Delaunay +{ + namespace Utils + { + public interface IDisposable + { + void Dispose (); + } + } +} \ No newline at end of file diff --git a/Assets/2D_Destruction/Unity-delaunay/utils/IDisposable.cs.meta b/Assets/2D_Destruction/Unity-delaunay/utils/IDisposable.cs.meta new file mode 100644 index 0000000..bbf4bfc --- /dev/null +++ b/Assets/2D_Destruction/Unity-delaunay/utils/IDisposable.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7cb01ead474dc485fa87ef0e202dcc6d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/2D_Destruction/clipper_library.meta b/Assets/2D_Destruction/clipper_library.meta new file mode 100644 index 0000000..e0175eb --- /dev/null +++ b/Assets/2D_Destruction/clipper_library.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 6bdc2d3dd944bad468a074bc901826a6 +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/2D_Destruction/clipper_library/clipper.cs b/Assets/2D_Destruction/clipper_library/clipper.cs new file mode 100644 index 0000000..697ff10 --- /dev/null +++ b/Assets/2D_Destruction/clipper_library/clipper.cs @@ -0,0 +1,4817 @@ +/******************************************************************************* +* * +* Author : Angus Johnson * +* Version : 6.1.3a * +* Date : 22 January 2014 * +* Website : http://www.angusj.com * +* Copyright : Angus Johnson 2010-2014 * +* * +* 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 line clipping. Adds a very minor cost to performance. +//#define use_lines + +//use_deprecated: Enables support for the obsolete OffsetPaths() function +//which has been replace with the ClipperOffset class. +#define use_deprecated +#pragma warning disable 0436 + +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 ClipperLib +{ + +#if use_int32 + using cInt = Int32; +#else + using cInt = Int64; +#endif + + using Path = List; + using Paths = List>; + + 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 m_AllPolys = new List(); + + ~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 { return m_AllPolys.Count; } + } + + } + + 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 m_Childs = new List(); + + 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 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); + } + + //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 static Int128 operator /(Int128 lhs, Int128 rhs) + { + if (rhs.lo == 0 && rhs.hi == 0) + throw new ClipperException("Int128: divide by zero"); + + bool negate = (rhs.hi < 0) != (lhs.hi < 0); + if (lhs.hi < 0) lhs = -lhs; + if (rhs.hi < 0) rhs = -rhs; + + if (rhs < lhs) + { + Int128 result = new Int128(0); + Int128 cntr = new Int128(1); + while (rhs.hi >= 0 && !(rhs > lhs)) + { + rhs.hi <<= 1; + if ((Int64)rhs.lo < 0) rhs.hi++; + rhs.lo <<= 1; + + cntr.hi <<= 1; + if ((Int64)cntr.lo < 0) cntr.hi++; + cntr.lo <<= 1; + } + rhs.lo >>= 1; + if ((rhs.hi & 1) == 1) + rhs.lo |= 0x8000000000000000; + rhs.hi = (Int64)((UInt64)rhs.hi >> 1); + + cntr.lo >>= 1; + if ((cntr.hi & 1) == 1) + cntr.lo |= 0x8000000000000000; + cntr.hi >>= 1; + + while (cntr.hi != 0 || cntr.lo != 0) + { + if (!(lhs < rhs)) + { + lhs -= rhs; + result.hi |= cntr.hi; + result.lo |= cntr.lo; + } + rhs.lo >>= 1; + if ((rhs.hi & 1) == 1) + rhs.lo |= 0x8000000000000000; + rhs.hi >>= 1; + + cntr.lo >>= 1; + if ((cntr.hi & 1) == 1) + cntr.lo |= 0x8000000000000000; + cntr.hi >>= 1; + } + return negate ? -result : result; + } + else if (rhs == lhs) + return new Int128(negate ? -1 : 1); + else + return new Int128(0); + } + + public double ToDouble() + { + const double shift64 = 18446744073709551616.0; //2^64 + if (hi < 0) + { + UInt64 lo_ = (~lo + 1); + if (lo_ == 0) + return (double)hi * shift64; + else + return -(double)(lo_ + ~hi * shift64); + } + else + return (double)(lo + hi * shift64); + } + + }; + + //------------------------------------------------------------------------------ + //------------------------------------------------------------------------------ + + 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(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(); + } +} + + 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 }; +#if use_deprecated + public enum EndType_ { etClosed, etButt, etSquare, etRound }; +#endif + + internal enum EdgeSide {esLeft, esRight}; + internal enum Direction {dRightToLeft, dLeftToRight}; + + internal class TEdge { + internal IntPoint Bot; + internal IntPoint Curr; + internal IntPoint Top; + internal IntPoint Delta; + internal double Dx; + internal PolyType PolyTyp; + internal EdgeSide Side; + 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 + { + public int Compare(IntersectNode node1, IntersectNode node2) + { + return (int)(node2.Pt.Y - node1.Pt.Y); + } + } + + 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 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 + { + protected const double horizontal = -3.4E+38; + protected const int Skip = -2; + protected const int Unassigned = -1; + protected const double tolerance = 1.0E-20; + internal static bool near_zero(double val){return (val > -tolerance) && (val < tolerance);} + +#if use_int32 + internal const cInt loRange = 46340; + internal const cInt hiRange = 46340; +#else + internal const cInt loRange = 0x3FFFFFFF; + internal const cInt hiRange = 0x3FFFFFFFFFFFFFFFL; +#endif + + internal LocalMinima m_MinimaList; + internal LocalMinima m_CurrentLM; + internal List> m_edges = new List>(); + internal bool m_UseFullRange; + internal bool m_HasOpenPaths; + + //------------------------------------------------------------------------------ + + public bool PreserveCollinear + { + get; + set; + } + //------------------------------------------------------------------------------ + + 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); + } + //------------------------------------------------------------------------------ + + protected 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; + } + //------------------------------------------------------------------------------ + + protected 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 IsClockwise) + { + TEdge EStart = E, Result = E; + TEdge Horz; + cInt StartX; + if (E.Dx == horizontal) + { + //it's possible for adjacent overlapping horz edges to start heading left + //before finishing right, so ... + if (IsClockwise) StartX = E.Prev.Bot.X; + else StartX = E.Next.Bot.X; + if (E.Bot.X != StartX) ReverseHorizontal(E); + } + if (Result.OutIdx != Skip) + { + if (IsClockwise) + { + 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) + { + if (!IsClockwise) Result = Horz.Prev; + } + else 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) + { + if (!IsClockwise) Result = Horz.Next; + } + else if (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 + } + } + + if (Result.OutIdx == Skip) + { + //if edges still remain in the current bound beyond the skip edge then + //create another LocMin and call ProcessBound once more + E = Result; + if (IsClockwise) + { + while (E.Top.Y == E.Next.Bot.Y) E = E.Next; + //don't include top horizontals when parsing a bound a second time, + //they will be contained in the opposite bound ... + 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 (IsClockwise) Result = E.Next; + else Result = E.Prev; + } else + { + //there are more edges in the bound beyond result starting with E + if (IsClockwise) + 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; + locMin.RightBound.WindDelta = 0; + Result = ProcessBound(locMin.RightBound, IsClockwise); + InsertLocalMinima(locMin); + } + } + 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 edges = new List(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 (;;) + { + if (E.Curr == E.Next.Curr) + { + 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) 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 ... + TEdge eHighest = eStart; + 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; + if (E.Prev.Bot.X < E.Prev.Top.X) ReverseHorizontal(E.Prev); + 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; + while (E.Next.OutIdx != Skip) + { + E.NextInLML = E.Next; + if (E.Bot.X != E.Prev.Top.X) ReverseHorizontal(E); + E = E.Next; + } + InsertLocalMinima(locMin); + m_edges.Add(edges); + return true; + } + + m_edges.Add(edges); + bool clockwise; + TEdge EMin = null; + 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; + clockwise = false; //Q.nextInLML = Q.prev + } else + { + locMin.LeftBound = E; + locMin.RightBound = E.Prev; + clockwise = 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, clockwise); + TEdge E2 = ProcessBound(locMin.RightBound, !clockwise); + + if (locMin.LeftBound.OutIdx == Skip) + locMin.LeftBound = null; + else if (locMin.RightBound.OutIdx == Skip) + locMin.RightBound = null; + InsertLocalMinima(locMin); + if (!clockwise) 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; + } + } + //------------------------------------------------------------------------------ + + protected void PopLocalMinima() + { + if (m_CurrentLM == null) return; + m_CurrentLM = m_CurrentLM.Next; + } + //------------------------------------------------------------------------------ + + 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.] + cInt tmp = e.Top.X; + e.Top.X = e.Bot.X; + e.Bot.X = tmp; +#if use_xyz + tmp = e.Top.Z; + e.Top.Z = e.Bot.Z; + e.Bot.Z = tmp; +#endif + } + //------------------------------------------------------------------------------ + + protected virtual void Reset() + { + m_CurrentLM = m_MinimaList; + if (m_CurrentLM == null) return; //ie nothing to process + + //reset all edges ... + LocalMinima lm = m_MinimaList; + while (lm != null) + { + TEdge e = lm.LeftBound; + if (e != null) + { + e.Curr = e.Bot; + e.Side = EdgeSide.esLeft; + e.OutIdx = Unassigned; + } + e = lm.RightBound; + if (e != null) + { + e.Curr = e.Bot; + e.Side = EdgeSide.esRight; + e.OutIdx = Unassigned; + } + lm = lm.Next; + } + } + //------------------------------------------------------------------------------ + + 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; + } + + } //end ClipperBase + + public 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 List m_PolyOuts; + private ClipType m_ClipType; + private Scanbeam m_Scanbeam; + private TEdge m_ActiveEdges; + private TEdge m_SortedEdges; + private List m_IntersectList; + IComparer m_IntersectNodeComparer; + private bool m_ExecuteLocked; + private PolyFillType m_ClipFillType; + private PolyFillType m_SubjFillType; + private List m_Joins; + private List m_GhostJoins; + private bool m_UsingPolyTree; +#if use_xyz + public delegate void TZFillCallback(IntPoint vert1, IntPoint vert2, ref IntPoint intersectPt); + public TZFillCallback ZFillFunction { get; set; } +#endif + public Clipper(int InitOptions = 0): base() //constructor + { + m_Scanbeam = null; + m_ActiveEdges = null; + m_SortedEdges = null; + m_IntersectList = new List(); + m_IntersectNodeComparer = new MyIntersectNodeSort(); + m_ExecuteLocked = false; + m_UsingPolyTree = false; + m_PolyOuts = new List(); + m_Joins = new List(); + m_GhostJoins = new List(); + ReverseSolution = (ioReverseSolution & InitOptions) != 0; + StrictlySimple = (ioStrictlySimple & InitOptions) != 0; + PreserveCollinear = (ioPreserveCollinear & InitOptions) != 0; +#if use_xyz + ZFillFunction = null; +#endif + } + //------------------------------------------------------------------------------ + + void DisposeScanbeamList() + { + while ( m_Scanbeam != null ) { + Scanbeam sb2 = m_Scanbeam.Next; + m_Scanbeam = null; + m_Scanbeam = sb2; + } + } + //------------------------------------------------------------------------------ + + protected override void Reset() + { + base.Reset(); + m_Scanbeam = null; + m_ActiveEdges = null; + m_SortedEdges = null; + LocalMinima lm = m_MinimaList; + while (lm != null) + { + InsertScanbeam(lm.Y); + lm = lm.Next; + } + } + //------------------------------------------------------------------------------ + + public bool ReverseSolution + { + get; + set; + } + //------------------------------------------------------------------------------ + + public bool StrictlySimple + { + get; + set; + } + //------------------------------------------------------------------------------ + + private void InsertScanbeam(cInt Y) + { + 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; + } + } + //------------------------------------------------------------------------------ + + 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 need 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; + } + //------------------------------------------------------------------------------ + + public bool Execute(ClipType clipType, Paths solution) + { + return Execute(clipType, solution, + PolyFillType.pftEvenOdd, PolyFillType.pftEvenOdd); + } + //------------------------------------------------------------------------------ + + public bool Execute(ClipType clipType, PolyTree polytree) + { + return Execute(clipType, polytree, + PolyFillType.pftEvenOdd, PolyFillType.pftEvenOdd); + } + //------------------------------------------------------------------------------ + + 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(); + if (m_CurrentLM == null) return false; + + cInt botY = PopScanbeam(); + do + { + InsertLocalMinimaIntoAEL(botY); + m_GhostJoins.Clear(); + ProcessHorizontals(false); + if (m_Scanbeam == null) break; + cInt topY = PopScanbeam(); + if (!ProcessIntersections(botY, topY)) return false; + ProcessEdgesAtTopOfScanbeam(topY); + botY = topY; + } while (m_Scanbeam != null || m_CurrentLM != null); + + //fix orientations ... + for (int i = 0; i < m_PolyOuts.Count; i++) + { + OutRec outRec = m_PolyOuts[i]; + if (outRec.Pts == null || outRec.IsOpen) continue; + if ((outRec.IsHole ^ ReverseSolution) == (Area(outRec) > 0)) + ReversePolyPtLinks(outRec.Pts); + } + + JoinCommonEdges(); + + for (int i = 0; i < m_PolyOuts.Count; i++) + { + OutRec outRec = m_PolyOuts[i]; + if (outRec.Pts != null && !outRec.IsOpen) + FixupOutPolygon(outRec); + } + + if (StrictlySimple) DoSimplePolygons(); + return true; + } + //catch { return false; } + finally + { + m_Joins.Clear(); + m_GhostJoins.Clear(); + } + } + //------------------------------------------------------------------------------ + + private cInt PopScanbeam() + { + cInt Y = m_Scanbeam.Y; + Scanbeam sb2 = m_Scanbeam; + m_Scanbeam = m_Scanbeam.Next; + sb2 = null; + return Y; + } + //------------------------------------------------------------------------------ + + private void DisposeAllPolyPts(){ + for (int i = 0; i < m_PolyOuts.Count; ++i) DisposeOutRec(i); + m_PolyOuts.Clear(); + } + //------------------------------------------------------------------------------ + + void DisposeOutRec(int index) + { + OutRec outRec = m_PolyOuts[index]; + if (outRec.Pts != null) DisposeOutPts(outRec.Pts); + outRec = null; + m_PolyOuts[index] = null; + } + //------------------------------------------------------------------------------ + + private void DisposeOutPts(OutPt pp) + { + if (pp == null) return; + OutPt tmpPp = null; + pp.Prev.Next = null; + while (pp != null) + { + tmpPp = pp; + pp = pp.Next; + tmpPp = null; + } + } + //------------------------------------------------------------------------------ + + 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 e) + { + pt.Z = 0; + if (ZFillFunction != null) + { + //put the 'preferred' point as first parameter ... + if (e.OutIdx < 0) + ZFillFunction(e.Bot, e.Top, ref pt); //outside a path so presume entering + else + ZFillFunction(e.Top, e.Bot, ref pt); //inside a path so presume exiting + } + } + //------------------------------------------------------------------------------ +#endif + + private void InsertLocalMinimaIntoAEL(cInt botY) + { + while( m_CurrentLM != null && ( m_CurrentLM.Y == botY ) ) + { + TEdge lb = m_CurrentLM.LeftBound; + TEdge rb = m_CurrentLM.RightBound; + PopLocalMinima(); + + 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)) + 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, j.OffPt, rb.Bot, rb.Top)) + 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, lb, 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, rb, 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) + { + edge.WindCnt = (edge.WindDelta == 0 ? 1 : 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 reused to build a list of horizontal edges. + //However, we don't need to worry about order with horizontal edge processing. + 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; + } + } + //------------------------------------------------------------------------------ + + 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 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; + } + //------------------------------------------------------------------------------ + + 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 && + (TopX(prevE, pt.Y) == TopX(e, pt.Y)) && + SlopesEqual(e, prevE, m_UseFullRange) && + (e.WindDelta != 0) && (prevE.WindDelta != 0)) + { + OutPt outPt = AddOutPt(prevE, pt); + AddJoin(result, outPt, e.Top); + } + return result; + } + //------------------------------------------------------------------------------ + + private 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; + } + //------------------------------------------------------------------------------ + + private OutPt AddOutPt(TEdge e, IntPoint pt) + { + bool ToFront = (e.Side == EdgeSide.esLeft); + 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); +#if use_xyz + if (pt == e.Bot) + newOp.Pt = e.Bot; + else if (pt == e.Top) + newOp.Pt = e.Top; + else + SetZ(ref newOp.Pt, e); +#endif + 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; + 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; +#if use_xyz + if (pt == e.Bot) + newOp.Pt = e.Bot; + else if (pt == e.Top) + newOp.Pt = e.Top; + else + SetZ(ref newOp.Pt, e); +#endif + return newOp; + } + } + //------------------------------------------------------------------------------ + + internal void SwapPoints(ref IntPoint pt1, ref IntPoint pt2) + { + IntPoint tmp = new IntPoint(pt1); + pt1 = pt2; + pt2 = tmp; + } + //------------------------------------------------------------------------------ + + private bool HorzSegmentsOverlap( + IntPoint Pt1a, IntPoint Pt1b, IntPoint Pt2a, IntPoint Pt2b) + { + //precondition: both segments are horizontal + if ((Pt1a.X > Pt2a.X) == (Pt1a.X < Pt2b.X)) return true; + else if ((Pt1b.X > Pt2a.X) == (Pt1b.X < Pt2b.X)) return true; + else if ((Pt2a.X > Pt1a.X) == (Pt2a.X < Pt1b.X)) return true; + else if ((Pt2b.X > Pt1a.X) == (Pt2b.X < Pt1b.X)) return true; + else if ((Pt1a.X == Pt2a.X) && (Pt1b.X == Pt2b.X)) return true; + else if ((Pt1a.X == Pt2b.X) && (Pt1b.X == Pt2a.X)) return true; + else return false; + } + //------------------------------------------------------------------------------ + + private OutPt InsertPolyPtBetween(OutPt p1, OutPt p2, IntPoint pt) + { + OutPt result = new OutPt(); + result.Pt = pt; + if (p2 == p1.Next) + { + p1.Next = result; + p2.Prev = result; + result.Next = p2; + result.Prev = p1; + } else + { + p2.Next = result; + p1.Prev = result; + result.Next = p1; + result.Prev = p2; + } + return result; + } + //------------------------------------------------------------------------------ + + private void SetHoleState(TEdge e, OutRec outRec) + { + bool isHole = false; + TEdge e2 = e.PrevInAEL; + while (e2 != null) + { + if (e2.OutIdx >= 0 && e2.WindDelta != 0) + { + isHole = !isHole; + if (outRec.FirstLeft == null) + outRec.FirstLeft = m_PolyOuts[e2.OutIdx]; + } + e2 = e2.PrevInAEL; + } + if (isHole) + outRec.IsHole = true; + } + //------------------------------------------------------------------------------ + + 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)); + 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 Param1RightOfParam2(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) + { + //get the start and ends of both output polygons ... + OutRec outRec1 = m_PolyOuts[e1.OutIdx]; + OutRec outRec2 = m_PolyOuts[e2.OutIdx]; + + OutRec holeStateRec; + if (Param1RightOfParam2(outRec1, outRec2)) + holeStateRec = outRec2; + else if (Param1RightOfParam2(outRec2, outRec1)) + holeStateRec = outRec1; + else + holeStateRec = GetLowermostRec(outRec1, outRec2); + + OutPt p1_lft = outRec1.Pts; + OutPt p1_rt = p1_lft.Prev; + OutPt p2_lft = outRec2.Pts; + OutPt p2_rt = p2_lft.Prev; + + EdgeSide side; + //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; + } + side = EdgeSide.esLeft; + } 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; + } + side = EdgeSide.esRight; + } + + 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 = 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, bool protect = false) + { + //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 e1stops = !protect && e1.NextInLML == null && + e1.Top.X == pt.X && e1.Top.Y == pt.Y; + bool e2stops = !protect && e2.NextInLML == null && + e2.Top.X == pt.X && e2.Top.Y == pt.Y; + bool e1Contributing = (e1.OutIdx >= 0); + bool e2Contributing = (e2.OutIdx >= 0); + +#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) + { + if ((e1stops || e2stops) && e1Contributing && e2Contributing) + AddLocalMaxPoly(e1, e2, pt); + } + //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; + } + } + + if (e1stops) + if (e1.OutIdx < 0) DeleteFromAEL(e1); + else throw new ClipperException("Error intersecting polylines"); + if (e2stops) + if (e2.OutIdx < 0) DeleteFromAEL(e2); + else throw new ClipperException("Error intersecting polylines"); + 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 ( e1stops || e2stops || + (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) && !e1stops && !e2stops ) + { + //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); + } + + if ((e1stops != e2stops) && + ((e1stops && (e1.OutIdx >= 0)) || (e2stops && (e2.OutIdx >= 0)))) + { + SwapSides(e1, e2); + SwapPolyIndexes(e1, e2); + } + + //finally, delete any non-contributing maxima edges ... + if (e1stops) DeleteFromAEL(e1); + if (e2stops) DeleteFromAEL(e2); + } + //------------------------------------------------------------------------------ + + private 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; + } + //------------------------------------------------------------------------------ + + 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 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); + } + //------------------------------------------------------------------------------ + + private void ProcessHorizontals(bool isTopOfScanbeam) + { + TEdge horzEdge = m_SortedEdges; + while (horzEdge != null) + { + DeleteFromSEL(horzEdge); + ProcessHorizontal(horzEdge, isTopOfScanbeam); + horzEdge = m_SortedEdges; + } + } + //------------------------------------------------------------------------------ + + 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; + } + } + //------------------------------------------------------------------------ + + void PrepareHorzJoins(TEdge horzEdge, bool isTopOfScanbeam) + { + //get the last Op for this horizontal edge + //the point may be anywhere along the horizontal ... + OutPt outPt = m_PolyOuts[horzEdge.OutIdx].Pts; + if (horzEdge.Side != EdgeSide.esLeft) outPt = outPt.Prev; + + //First, match up overlapping horizontal edges (eg when one polygon's + //intermediate horz edge overlaps an intermediate horz edge of another, or + //when one polygon sits on top of another) ... + //for (int i = 0; i < m_GhostJoins.Count; ++i) + //{ + // Join j = m_GhostJoins[i]; + // if (HorzSegmentsOverlap(j.OutPt1.Pt, j.OffPt, horzEdge.Bot, horzEdge.Top)) + // AddJoin(j.OutPt1, outPt, j.OffPt); + //} + + //Also, since horizontal edges at the top of one SB are often removed from + //the AEL before we process the horizontal edges at the bottom of the next, + //we need to create 'ghost' Join records of 'contrubuting' horizontals that + //we can compare with horizontals at the bottom of the next SB. + if (isTopOfScanbeam) + if (outPt.Pt == horzEdge.Top) + AddGhostJoin(outPt, horzEdge.Bot); + else + AddGhostJoin(outPt, horzEdge.Top); + } + //------------------------------------------------------------------------------ + + private void ProcessHorizontal(TEdge horzEdge, bool isTopOfScanbeam) + { + Direction dir; + cInt horzLeft, horzRight; + + 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); + + for (;;) + { + bool IsLastHorz = (horzEdge == eLastHorz); + TEdge e = GetNextInAEL(horzEdge, dir); + while(e != null) + { + //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; + + TEdge eNext = GetNextInAEL(e, dir); //saves eNext for later + + if ((dir == Direction.dLeftToRight && e.Curr.X <= horzRight) || + (dir == Direction.dRightToLeft && e.Curr.X >= horzLeft)) + { + if (horzEdge.OutIdx >= 0 && horzEdge.WindDelta != 0) + PrepareHorzJoins(horzEdge, isTopOfScanbeam); + //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 (dir == Direction.dLeftToRight) + IntersectEdges(horzEdge, e, e.Top); + else + IntersectEdges(e, horzEdge, e.Top); + if (eMaxPair.OutIdx >= 0) throw + new ClipperException("ProcessHorizontal error"); + return; + } + else if(dir == Direction.dLeftToRight) + { + IntPoint Pt = new IntPoint(e.Curr.X, horzEdge.Curr.Y); + IntersectEdges(horzEdge, e, Pt, true); + } + else + { + IntPoint Pt = new IntPoint(e.Curr.X, horzEdge.Curr.Y); + IntersectEdges(e, horzEdge, Pt, true); + } + SwapPositionsInAEL(horzEdge, e); + } + else if ((dir == Direction.dLeftToRight && e.Curr.X >= horzRight) || + (dir == Direction.dRightToLeft && e.Curr.X <= horzLeft)) break; + e = eNext; + } //end while + + if (horzEdge.OutIdx >= 0 && horzEdge.WindDelta != 0) + PrepareHorzJoins(horzEdge, isTopOfScanbeam); + + if (horzEdge.NextInLML != null && IsHorizontal(horzEdge.NextInLML)) + { + UpdateEdgeIntoAEL(ref horzEdge); + if (horzEdge.OutIdx >= 0) AddOutPt(horzEdge, horzEdge.Bot); + GetHorzDirection(horzEdge, out dir, out horzLeft, out horzRight); + } else + break; + } //end for (;;) + + if(horzEdge.NextInLML != null) + { + if(horzEdge.OutIdx >= 0) + { + OutPt 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 (eMaxPair != null) + { + if (eMaxPair.OutIdx >= 0) + { + if (dir == Direction.dLeftToRight) + IntersectEdges(horzEdge, eMaxPair, horzEdge.Top); + else + IntersectEdges(eMaxPair, horzEdge, horzEdge.Top); + if (eMaxPair.OutIdx >= 0) throw + new ClipperException("ProcessHorizontal error"); + } else + { + DeleteFromAEL(horzEdge); + DeleteFromAEL(eMaxPair); + } + } 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); + } + //------------------------------------------------------------------------------ + + private TEdge GetMaximaPair(TEdge e) + { + TEdge result = null; + if ((e.Next.Top == e.Top) && e.Next.NextInLML == null) + result = e.Next; + else if ((e.Prev.Top == e.Top) && e.Prev.NextInLML == null) + result = e.Prev; + if (result != null && (result.OutIdx == Skip || + (result.NextInAEL == result.PrevInAEL && !IsHorizontal(result)))) + return null; + return result; + } + //------------------------------------------------------------------------------ + + private bool ProcessIntersections(cInt botY, cInt topY) + { + if( m_ActiveEdges == null ) return true; + try { + BuildIntersectList(botY, 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 botY, 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) + { + if (!IntersectPoint(e, eNext, out pt) && e.Curr.X > eNext.Curr.X +1) + throw new ClipperException("Intersection error"); + if (pt.Y > botY) + { + pt.Y = botY; + if (Math.Abs(e.Dx) > Math.Abs(eNext.Dx)) + pt.X = TopX(eNext, botY); else + pt.X = TopX(e, botY); + } + + 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; + #pragma warning disable 0436 + 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++) + { + #pragma warning disable 0436 + IntersectNode iNode = m_IntersectList[i]; + { + IntersectEdges(iNode.Edge1, iNode.Edge2, iNode.Pt, true); + 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 bool 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 (SlopesEqual(edge1, edge2, m_UseFullRange) || edge1.Dx == edge2.Dx) + { + if (edge2.Bot.Y > edge1.Bot.Y) + ip = edge2.Bot; + else + ip = edge1.Bot; + return false; + } + else 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); + } + return true; + } + //------------------------------------------------------------------------------ + + 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 = GetMaximaPair(e); + IsMaximaEdge = (eMaxPair == null || !IsHorizontal(eMaxPair)); + } + + if(IsMaximaEdge) + { + 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 (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)) + { + OutPt op = AddOutPt(ePrev, e.Curr); + OutPt op2 = AddOutPt(e, e.Curr); + AddJoin(op, op2, e.Curr); //StrictlySimple (type-3) join + } + } + + e = e.NextInAEL; + } + } + + //3. Process horizontals at the Top of the scanbeam ... + ProcessHorizontals(true); + + //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, ePrev, 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, eNext, 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 = GetMaximaPair(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, true); + 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 ) + { + IntersectEdges( e, eMaxPair, e.Top); + } +#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 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; + for (;;) + { + if (pp.Prev == pp || pp.Prev == pp.Next) + { + DisposeOutPts(pp); + 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) && + (!PreserveCollinear || !Pt2IsBetweenPt1AndPt3(pp.Prev.Pt, pp.Pt, pp.Next.Pt)))) + { + lastOK = null; + OutPt tmp = pp; + pp.Prev.Next = pp.Next; + pp.Next.Prev = pp.Prev; + pp = pp.Prev; + tmp = null; + } + 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 a 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 ... + 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 ... + #pragma warning disable 0436 + 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 + //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; + } + //------------------------------------------------------------------------------ + + private int PointInPolygon(IntPoint pt, OutPt op) + { + //returns 0 if false, +1 if true, -1 if pt ON polygon boundary + //http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.88.5498&rep=rep1&type=pdf + int result = 0; + OutPt startOp = op; + for (; ; ) + { + double poly0x = op.Pt.X, poly0y = op.Pt.Y; + double poly1x = op.Next.Pt.X, poly1y = op.Next.Pt.Y; + + if (poly1y == pt.Y) + { + if ((poly1x == pt.X) || (poly0y == pt.Y && + ((poly1x > pt.X) == (poly0x < pt.X)))) return -1; + } + if ((poly0y < pt.Y) != (poly1y < pt.Y)) + { + if (poly0x >= pt.X) + { + if (poly1x > pt.X) result = 1 - result; + else + { + double d = (double)(poly0x - pt.X) * (poly1y - pt.Y) - + (double)(poly1x - pt.X) * (poly0y - pt.Y); + if (d == 0) return -1; + if ((d > 0) == (poly1y > poly0y)) result = 1 - result; + } + } + else + { + if (poly1x > pt.X) + { + double d = (double)(poly0x - pt.X) * (poly1y - pt.Y) - + (double)(poly1x - pt.X) * (poly0y - pt.Y); + if (d == 0) return -1; + if ((d > 0) == (poly1y > poly0y)) result = 1 - result; + } + } + } + op = op.Next; + if (startOp == op) break; + } + return result; + } + //------------------------------------------------------------------------------ + + private bool Poly2ContainsPoly1(OutPt outPt1, OutPt outPt2) + { + OutPt op = outPt1; + do + { + 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) + { + for (int i = 0; i < m_PolyOuts.Count; i++) + { + OutRec outRec = m_PolyOuts[i]; + if (outRec.Pts != null && outRec.FirstLeft == OldOutRec) + { + if (Poly2ContainsPoly1(outRec.Pts, NewOutRec.Pts)) + outRec.FirstLeft = NewOutRec; + } + } + } + //---------------------------------------------------------------------- + + private void FixupFirstLefts2(OutRec OldOutRec, OutRec NewOutRec) + { + foreach (OutRec outRec in m_PolyOuts) + if (outRec.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; + + //get the polygon fragment with the correct hole state (FirstLeft) + //before calling JoinPoints() ... + OutRec holeStateRec; + if (outRec1 == outRec2) holeStateRec = outRec1; + else if (Param1RightOfParam2(outRec1, outRec2)) holeStateRec = outRec2; + else if (Param1RightOfParam2(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); + + //We now need to check every OutRec.FirstLeft pointer. If it points + //to OutRec1 it may need to point to OutRec2 instead ... + if (m_UsingPolyTree) + for (int j = 0; j < m_PolyOuts.Count - 1; j++) + { + OutRec oRec = m_PolyOuts[j]; + if (oRec.Pts == null || ParseFirstLeft(oRec.FirstLeft) != outRec1 || + oRec.IsHole == outRec1.IsHole) continue; + if (Poly2ContainsPoly1(oRec.Pts, join.OutPt2)) + oRec.FirstLeft = outRec2; + } + + if (Poly2ContainsPoly1(outRec2.Pts, outRec1.Pts)) + { + //outRec2 is contained by outRec1 ... + outRec2.IsHole = !outRec1.IsHole; + outRec2.FirstLeft = outRec1; + + //fixup FirstLeft pointers that may need reassigning to OutRec1 + if (m_UsingPolyTree) FixupFirstLefts2(outRec2, outRec1); + + if ((outRec2.IsHole ^ ReverseSolution) == (Area(outRec2) > 0)) + ReversePolyPtLinks(outRec2.Pts); + + } + else if (Poly2ContainsPoly1(outRec1.Pts, outRec2.Pts)) + { + //outRec1 is contained by outRec2 ... + outRec2.IsHole = outRec1.IsHole; + outRec1.IsHole = !outRec2.IsHole; + outRec2.FirstLeft = outRec1.FirstLeft; + outRec1.FirstLeft = outRec2; + + //fixup FirstLeft pointers that may need reassigning to OutRec1 + 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) FixupFirstLefts2(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) 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; + } + 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; + } else + { + //the 2 polygons are separate ... + outrec2.IsHole = outrec.IsHole; + outrec2.FirstLeft = outrec.FirstLeft; + } + 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; + } + //------------------------------------------------------------------------------ + + double Area(OutRec outRec) + { + OutPt op = outRec.Pts; + 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 != outRec.Pts); + return a * 0.5; + } + +#if use_deprecated + + public static Paths OffsetPaths(Paths polys, double delta, + JoinType jointype, EndType_ endtype, double MiterLimit) + { + #pragma warning disable 0436 + Paths result = new Paths(); + ClipperOffset co = new ClipperOffset(MiterLimit, MiterLimit); + co.AddPaths(polys, jointype, (EndType)endtype); + co.Execute(ref result, delta); + return result; + } + //------------------------------------------------------------------------------ +#endif + + //------------------------------------------------------------------------------ + // 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) + { + return DistanceFromLineSqrd(pt2, pt1, pt3) < 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); + } + + Clipper c = new Clipper(); + c.AddPaths(quads, PolyType.ptSubject, true); + c.Execute(ClipType.ctUnion, result, PolyFillType.pftNonZero, PolyFillType.pftNonZero); + return result; + } + //------------------------------------------------------------------------------ + + public static Paths MinkowskiSum(Path pattern, Path path, bool pathIsClosed) + { + return Minkowski(pattern, path, true, pathIsClosed); + } + //------------------------------------------------------------------------------ + + public static Paths MinkowskiSum(Path pattern, Paths paths, + PolyFillType pathFillType, bool pathIsClosed) + { + 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) c.AddPaths(paths, PolyType.ptClip, true); + Paths solution = new Paths(); + c.Execute(ClipType.ctUnion, solution, pathFillType, pathFillType); + return solution; + } + //------------------------------------------------------------------------------ + + public static Paths MinkowskiDiff(Path poly1, Path poly2) + { + return Minkowski(poly1, poly2, false, true); + } + //------------------------------------------------------------------------------ + + 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 m_normals = new List(); + 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) || + (endType != EndType.etClosedPolygon && j < 0)) 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(0, 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]; + 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) + { + m_sinA = (m_normals[k].X * m_normals[j].Y - m_normals[j].X * m_normals[k].Y); + if (m_sinA < 0.00005 && m_sinA > -0.00005) return; + 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 = (int)Round(m_StepsPerRad * Math.Abs(a)); + + 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 + { + 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index b640571..1c1e67a 100644 --- a/Assets/勍/脚本/DebugHelper.cs +++ b/Assets/勍/脚本/DebugHelper.cs @@ -5,18 +5,14 @@ using Sirenix.OdinInspector; public class DebugHelper : MonoBehaviour { - [Header("给多大的力")] - public float strength; + + void Start() + { + ObstacleManager.Instance.StartCreatObstacle(); + } void Update() { - // 按下上方向键给马刚体一个右上角的力 - if(Input.GetKeyDown(KeyCode.UpArrow)) - { - Debug.Log("Up"); - GameObject.Find("马").GetComponent().AddForce(new Vector2(1,1) * strength,ForceMode2D.Impulse); - } - // 按下R重启场景 if(Input.GetKeyDown(KeyCode.R)) { diff --git a/Assets/勍/脚本/Horse.cs b/Assets/勍/脚本/Horse.cs index c90b814..76f2080 100644 --- a/Assets/勍/脚本/Horse.cs +++ b/Assets/勍/脚本/Horse.cs @@ -291,7 +291,7 @@ public class Horse : MonoBehaviour box.enabled = false; horseRig.velocity = Vector2.one * deadFlySpeed; - horseRig.AddTorque(deadFlySpeed * 2f); + horseRig.AddTorque(deadFlySpeed * 5f); } private void Jump() @@ -592,6 +592,8 @@ public class Horse : MonoBehaviour public void SetInputBackVector(Vector2 input) => inputBackVector = input; + public bool IsHorseStillAlive() => horseState != HorseState.Dead; + //撞击地面后,修改跳跃状态 void OnCollisionEnter2D(Collision2D collision) diff --git a/Assets/勍/脚本/障碍物系统.meta b/Assets/勍/脚本/障碍物系统.meta new file mode 100644 index 0000000..08ddfb9 --- /dev/null +++ b/Assets/勍/脚本/障碍物系统.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 359c10b3ad1a5e842ab73fd8d8dceed4 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/勍/脚本/障碍物系统/BreakAbleObstacle.cs b/Assets/勍/脚本/障碍物系统/BreakAbleObstacle.cs new file mode 100644 index 0000000..5a73822 --- /dev/null +++ b/Assets/勍/脚本/障碍物系统/BreakAbleObstacle.cs @@ -0,0 +1,53 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +public class BreakAbleObstacle : Obstacle +{ + + [Header("要破坏可破坏障碍物,需要多大的水平速度")] + public float breakSpeedThreshold = 1f; + + [Header("爆破碎片飞出时有多大力")] + public float breakForce = 1f; + + + + + private Explodable explodable; + private ExplosionForce explosionForce; + + + + protected override void FindSth() + { + base.FindSth(); + explodable = transform.Find("Obstacle").GetComponent(); + explosionForce = transform.Find("Force").GetComponent(); + } + + void OnTriggerEnter2D(Collider2D other) { + if(other.tag == "HorseHead") + { + if(other.transform.parent.tag != "Horse") + Debug.LogWarning("用于检查可破碎障碍物的触发器捕获到了马头,但是通过马头没有找到马,很可能是马的树状结构或者tag的赋予上出了问题"); + CheckHorseSpeed(other.transform.parent); + } + } + + void CheckHorseSpeed(Transform horse) + { + if(horse.GetComponent().velocity.x > breakSpeedThreshold) + BreakObstacle(horse); + } + + void BreakObstacle(Transform horse) + { + explodable.explode(); + float force = horse.GetComponent().velocity.x * breakForce + 1; + explosionForce.force = force; + explosionForce.doExplosion(explosionForce.transform.position); + GetComponent().enabled = false; + } +} diff --git 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