Beispiel #1
0
        public void FloodFill(int x, int y)
        {
            _ranges = new FloodFillRangeQueue((_fillLayer.TilesWide + _fillLayer.TilesHigh) / 2 * 5);

            _matchStack = _fillLayer[x, y];

            LinearFill(ref x, ref y);

            while (_ranges.Count > 0) {
                FloodFillRange range = _ranges.Dequeue();

                int upY = range.Y - 1;
                int downY = range.Y + 1;

                TileCoord tid;
                for (int i = range.StartX; i <= range.EndX; i++) {
                    tid = new TileCoord(i, upY);
                    if (range.Y > 0 && /*!_sourceStack.Equals(_fillLayer[tid]) &&*/
                        (_matchStack == null ? _matchStack == _fillLayer[tid] : _matchStack.Equals(_fillLayer[tid])))
                        LinearFill(ref i, ref upY);

                    tid = new TileCoord(i, downY);
                    if (range.Y < (_fillLayer.TilesHigh - 1) && /*!_sourceStack.Equals(_fillLayer[tid]) &&*/
                        (_matchStack == null ? _matchStack == _fillLayer[tid] : _matchStack.Equals(_fillLayer[tid])))
                        LinearFill(ref i, ref downY);
                }
            }
        }
Beispiel #2
0
        public void FloodFill(int x, int y)
        {
            _ranges = new FloodFillRangeQueue((_fillLayer.TilesWide + _fillLayer.TilesHigh) / 2 * 5);

            _matchStack = _fillLayer[x, y];

            LinearFill(ref x, ref y);

            while (_ranges.Count > 0)
            {
                FloodFillRange range = _ranges.Dequeue();

                int upY   = range.Y - 1;
                int downY = range.Y + 1;

                TileCoord tid;
                for (int i = range.StartX; i <= range.EndX; i++)
                {
                    tid = new TileCoord(i, upY);
                    if (range.Y > 0 && /*!_sourceStack.Equals(_fillLayer[tid]) &&*/
                        (_matchStack == null ? _matchStack == _fillLayer[tid] : _matchStack.Equals(_fillLayer[tid])))
                    {
                        LinearFill(ref i, ref upY);
                    }

                    tid = new TileCoord(i, downY);
                    if (range.Y < (_fillLayer.TilesHigh - 1) && /*!_sourceStack.Equals(_fillLayer[tid]) &&*/
                        (_matchStack == null ? _matchStack == _fillLayer[tid] : _matchStack.Equals(_fillLayer[tid])))
                    {
                        LinearFill(ref i, ref downY);
                    }
                }
            }
        }
Beispiel #3
0
        public static void Flood(Vector2Int32 start, Vector2Int32 minBound, Vector2Int32 maxBound, Func <Vector2Int32, bool> validation)
        {
            var ranges = new FloodFillRangeQueue();
            var points = new HashSet <Vector2Int32>();

            LinearFloodFill(ref start, ref minBound, ref maxBound, validation, ref ranges, ref points);

            while (ranges.Count > 0)
            {
                //**Get Next Range Off the Queue
                FloodFillRange range = ranges.Dequeue();

                //**Check Above and Below Each Pixel in the Floodfill Range
                int upY      = range.Y - 1;//so we can pass the y coord by ref
                int downY    = range.Y + 1;
                var curPoint = new Vector2Int32();
                for (int i = range.StartX; i <= range.EndX; i++)
                {
                    //*Start Fill Upwards
                    //if we're not above the top of the bitmap and the pixel above this one is within the color tolerance
                    curPoint = new Vector2Int32(i, upY);
                    if (range.Y > 0 && (!points.Contains(curPoint) && validation(curPoint)))
                    {
                        LinearFloodFill(ref curPoint, ref minBound, ref maxBound, validation, ref ranges, ref points);
                    }

                    //*Start Fill Downwards
                    //if we're not below the bottom of the bitmap and the pixel below this one is within the color tolerance
                    curPoint = new Vector2Int32(i, downY);
                    if (range.Y < (maxBound.Y - 1) && (!points.Contains(curPoint) && validation(curPoint)))
                    {
                        LinearFloodFill(ref curPoint, ref minBound, ref maxBound, validation, ref ranges, ref points);
                    }
                }
            }
        }
Beispiel #4
0
        private static void LinearFloodFill(ref Vector2Int32 start, ref Vector2Int32 minBound, ref Vector2Int32 maxBound, Func <Vector2Int32, bool> validation, ref FloodFillRangeQueue ranges, ref HashSet <Vector2Int32> points)
        {
            //FIND LEFT EDGE OF COLOR AREA
            int lFillLoc = start.X; //the location to check/fill on the left

            int x = start.X;
            int y = start.Y;

            points.Add(start);
            while (true)
            {
                points.Add(new Vector2Int32(lFillLoc, y));

                // Preform validation for next point
                lFillLoc--;
                var curPoint = new Vector2Int32(lFillLoc, y);
                if (lFillLoc <= minBound.X || !validation(curPoint) || points.Contains(curPoint))
                {
                    break;                               //exit loop if we're at edge of bitmap or match area
                }
            }
            lFillLoc++;

            //FIND RIGHT EDGE OF COLOR AREA
            int rFillLoc = x; //the location to check/fill on the left

            while (true)
            {
                points.Add(new Vector2Int32(rFillLoc, y));

                rFillLoc++;
                var curPoint = new Vector2Int32(rFillLoc, y);
                if (rFillLoc >= maxBound.X || !validation(curPoint) || points.Contains(curPoint))
                {
                    break;                               //exit loop if we're at edge of bitmap or color area
                }
            }
            rFillLoc--;

            var r = new FloodFillRange(lFillLoc, rFillLoc, y);

            ranges.Enqueue(ref r);
        }
Beispiel #5
0
        private static void LinearFloodFill(ref Vector2Int32 start, ref Vector2Int32 minBound, ref Vector2Int32 maxBound, Func<Vector2Int32, bool> validation, ref FloodFillRangeQueue ranges, ref HashSet<Vector2Int32> points)
        {
            //FIND LEFT EDGE OF COLOR AREA
            int lFillLoc = start.X; //the location to check/fill on the left

            int x = start.X;
            int y = start.Y;
            points.Add(start);
            while (true)
            {
                points.Add(new Vector2Int32(lFillLoc, y));

                // Preform validation for next point
                lFillLoc--;
                var curPoint = new Vector2Int32(lFillLoc, y);
                if (lFillLoc <= minBound.X || !validation(curPoint) || points.Contains(curPoint))
                    break;			 	 //exit loop if we're at edge of bitmap or match area

            }
            lFillLoc++;

            //FIND RIGHT EDGE OF COLOR AREA
            int rFillLoc = x; //the location to check/fill on the left

            while (true)
            {
                points.Add(new Vector2Int32(rFillLoc, y));

                rFillLoc++;
                var curPoint = new Vector2Int32(rFillLoc, y);
                if (rFillLoc >= maxBound.X || !validation(curPoint) || points.Contains(curPoint))
                    break;			 	 //exit loop if we're at edge of bitmap or color area

            }
            rFillLoc--;

            var r = new FloodFillRange(lFillLoc, rFillLoc, y);
            ranges.Enqueue(ref r);
        }
Beispiel #6
0
        public static void Flood(Vector2Int32 start, Vector2Int32 minBound, Vector2Int32 maxBound, Func<Vector2Int32, bool> validation)
        {
            var ranges = new FloodFillRangeQueue();
            var points = new HashSet<Vector2Int32>();

            LinearFloodFill(ref start, ref minBound, ref maxBound, validation, ref ranges, ref points);

            while (ranges.Count > 0)
            {
                //**Get Next Range Off the Queue
                FloodFillRange range = ranges.Dequeue();

                //**Check Above and Below Each Pixel in the Floodfill Range
                int upY = range.Y - 1;//so we can pass the y coord by ref
                int downY = range.Y + 1;
                var curPoint = new Vector2Int32();
                for (int i = range.StartX; i <= range.EndX; i++)
                {
                    //*Start Fill Upwards
                    //if we're not above the top of the bitmap and the pixel above this one is within the color tolerance
                    curPoint = new Vector2Int32(i, upY);
                    if (range.Y > 0 && (!points.Contains(curPoint) && validation(curPoint)))
                        LinearFloodFill(ref curPoint, ref minBound, ref maxBound, validation, ref ranges, ref points);

                    //*Start Fill Downwards
                    //if we're not below the bottom of the bitmap and the pixel below this one is within the color tolerance
                    curPoint = new Vector2Int32(i, downY);
                    if (range.Y < (maxBound.Y - 1) && (!points.Contains(curPoint) && validation(curPoint)))
                        LinearFloodFill(ref curPoint, ref minBound, ref maxBound, validation, ref ranges, ref points);
                }
            }
        }