/// <summary> /// Executes the polygon clipping operation. Difference operation can result in a region split in two parts - the new region will be added to the regions list if passed. /// </summary> public bool Compute(PolygonOp operation, List <Region> regions) { int startingContourCount = subject.contours.Count + clipping.contours.Count; Polygon polygon = ComputeInternal(operation); if (polygon == null || polygon.contours.Count == 0 || (operation == PolygonOp.UNION && polygon.contours.Count == startingContourCount)) { if (regions != null && regions.Contains(regionSubject) && (operation == PolygonOp.DIFFERENCE || operation == PolygonOp.XOR)) { regions.Remove(regionSubject); } return(false); // if number of contours equals to starting contours, the operation has not produced anything new - end now. } for (int k = 0; k < polygon.contours.Count; k++) { Contour cont = polygon.contours[k]; int contPointsCount = cont.points.Count; for (int j = 0; j < contPointsCount; j++) { cont.points[j] /= PRECISION; } } // Returns the contour List <Vector2> points = polygon.contours[0].points; if (points.Count < 5 && (operation == PolygonOp.DIFFERENCE || operation == PolygonOp.XOR)) { if (regions != null) { regions.Remove(regionSubject); } } else { regionSubject.UpdatePointsAndRect(points); } if (regions != null) { // New valid extra regions? for (int k = 1; k < polygon.contours.Count; k++) { Region newRegion = new Region(regionSubject.entity, regions.Count); points = polygon.contours[k].points; if (points.Count >= 5) { newRegion.UpdatePointsAndRect(points); regions.Add(newRegion); } } } return(true); }
public void Compute(PolygonOp operation) { Polygon polygon = ComputeInternal(operation); if (polygon == null) { return; } for (int k = 0; k < polygon.contours.Count; k++) { Contour cont = polygon.contours[k]; for (int j = 0; j < cont.points.Count; j++) { cont.points[j] /= PRECISION; } } // Returns the contour regionSubject.points = polygon.contours[0].points.ToArray(); }
Polygon ComputeInternal(PolygonOp operation) { Polygon result = null; // Test 1 for trivial result case if (subject.contours.Count * clipping.contours.Count == 0) { if (operation == PolygonOp.DIFFERENCE) { result = subject; } else if (operation == PolygonOp.UNION || operation == PolygonOp.XOR) { result = (subject.contours.Count == 0) ? clipping : subject; } return(result); } // Test 2 for trivial result case Rectangle subjectBB = subject.boundingBox; Rectangle clippingBB = clipping.boundingBox; if (!subjectBB.Intersects(clippingBB)) { if (operation == PolygonOp.DIFFERENCE) { result = subject; } if (operation == PolygonOp.UNION || operation == PolygonOp.XOR) { result = subject; foreach (Contour c in clipping.contours) { result.AddContour(c); } } return(result); } // Add each segment to the eventQueue, sorted from left to right. foreach (Contour sCont in subject.contours) { for (int pParse1 = 0; pParse1 < sCont.points.Count; pParse1++) { ProcessSegment(sCont.GetSegment(pParse1), PolygonType.SUBJECT); } } foreach (Contour cCont in clipping.contours) { for (int pParse2 = 0; pParse2 < cCont.points.Count; pParse2++) { ProcessSegment(cCont.GetSegment(pParse2), PolygonType.CLIPPING); } } Connector connector = new Connector(); // This is the SweepLine. That is, we go through all the polygon edges // by sweeping from left to right. SweepEventSet S = new SweepEventSet(); float MINMAX_X = Mathf.Min(subjectBB.right, clippingBB.right); SweepEvent prev, next; int panicCounter = 0; while (!eventQueue.isEmpty) { if (panicCounter++ > 100000) { break; } prev = null; next = null; SweepEvent e = eventQueue.Dequeue(); if ((operation == PolygonOp.INTERSECTION && e.p.x > MINMAX_X) || (operation == PolygonOp.DIFFERENCE && e.p.x > subjectBB.right)) { return(connector.ToPolygonFromLargestLineStrip()); } if (operation == PolygonOp.UNION && e.p.x > MINMAX_X) { // add all the non-processed line segments to the result if (!e.isLeft) { connector.Add(e.segment); } while (!eventQueue.isEmpty) { e = eventQueue.Dequeue(); if (!e.isLeft) { connector.Add(e.segment); } } return(connector.ToPolygonFromLargestLineStrip()); } if (e.isLeft) // the line segment must be inserted into S { int pos = S.Insert(e); prev = (pos > 0) ? S.eventSet[pos - 1] : null; next = (pos < S.eventSet.Count - 1) ? S.eventSet[pos + 1] : null; if (prev == null) { e.inside = e.inOut = false; } else if (prev.edgeType != EdgeType.NORMAL) { if (pos - 2 < 0) // e overlaps with prev // Not sure how to handle the case when pos - 2 < 0, but judging // from the C++ implementation this looks like how it should be handled. { e.inside = e.inOut = false; if (prev.polygonType != e.polygonType) { e.inside = true; } else { e.inOut = true; } } else { SweepEvent prevTwo = S.eventSet[pos - 2]; if (prev.polygonType == e.polygonType) { e.inOut = !prev.inOut; e.inside = !prevTwo.inOut; } else { e.inOut = !prevTwo.inOut; e.inside = !prev.inOut; } } } else if (e.polygonType == prev.polygonType) { e.inside = prev.inside; e.inOut = !prev.inOut; } else { e.inside = !prev.inOut; e.inOut = prev.inside; } // Process a possible intersection between "e" and its next neighbor in S if (next != null) { PossibleIntersection(e, next); } // Process a possible intersection between "e" and its previous neighbor in S if (prev != null) { PossibleIntersection(prev, e); } } else // the line segment must be removed from S // Get the next and previous line segments to "e" in S { int otherPos = -1; for (int evt = 0; evt < S.eventSet.Count; evt++) { if (e.otherSE.Equals(S.eventSet[evt])) { otherPos = evt; break; } } if (otherPos != -1) { prev = (otherPos > 0) ? S.eventSet[otherPos - 1] : null; next = (otherPos < S.eventSet.Count - 1) ? S.eventSet[otherPos + 1] : null; } switch (e.edgeType) { case EdgeType.NORMAL: switch (operation) { case PolygonOp.INTERSECTION: if (e.otherSE.inside) { connector.Add(e.segment); } break; case PolygonOp.UNION: if (!e.otherSE.inside) { connector.Add(e.segment); } break; case PolygonOp.DIFFERENCE: if ((e.polygonType == PolygonType.SUBJECT && !e.otherSE.inside) || (e.polygonType == PolygonType.CLIPPING && e.otherSE.inside)) { connector.Add(e.segment); } break; case PolygonOp.XOR: connector.Add(e.segment); break; } break; case EdgeType.SAME_TRANSITION: if (operation == PolygonOp.INTERSECTION || operation == PolygonOp.UNION) { connector.Add(e.segment); } break; case EdgeType.DIFFERENT_TRANSITION: if (operation == PolygonOp.DIFFERENCE) { connector.Add(e.segment); } break; } if (otherPos != -1) { S.Remove(S.eventSet[otherPos]); } if (next != null && prev != null) { PossibleIntersection(prev, next); } } } return(connector.ToPolygonFromLargestLineStrip()); }
public void Compute(PolygonOp operation) { subject = ComputeInternal(operation); }
Polygon ComputeInternal(PolygonOp operation) { Polygon result = null; sortedEvents = new List<SweepEvent>(); // Init event queue eventQueue = new EventQueue(); // Test 1 for trivial result case if (subject.contours.Count * clipping.contours.Count == 0) { if (operation == PolygonOp.DIFFERENCE) result = subject; else if (operation == PolygonOp.UNION || operation == PolygonOp.XOR) result = (subject.contours.Count == 0) ? clipping : subject; return result; } // Test 2 for trivial result case Rectangle subjectBB = subject.boundingBox; Rectangle clippingBB = clipping.boundingBox; if (!subjectBB.Intersects(clippingBB)) { if (operation == PolygonOp.DIFFERENCE) result = subject; if (operation == PolygonOp.UNION || operation == PolygonOp.XOR) { result = subject; foreach(Contour c in clipping.contours) result.AddContour(c); } return result; } // Add each segment to the eventQueue, sorted from left to right. for(int k=0;k<subject.contours.Count;k++) { Contour sCont = subject.contours[k]; for (int pParse1=0;pParse1<sCont.points.Count;pParse1++) ProcessSegment(sCont.GetSegment(pParse1), PolygonType.SUBJECT); } for(int k=0;k<clipping.contours.Count;k++) { Contour cCont = clipping.contours[k]; for (int pParse2=0;pParse2<cCont.points.Count;pParse2++) ProcessSegment(cCont.GetSegment(pParse2), PolygonType.CLIPPING); } Connector connector = new Connector(); // This is the SweepLine. That is, we go through all the polygon edges // by sweeping from left to right. SweepEventSet S = new SweepEventSet(); double MINMAX_X = Math.Min(subjectBB.right, clippingBB.right) + Point.PRECISION; SweepEvent prev, next; int panicCounter = 0; // This is a safety check to prevent infinite loops (very rare but could happen due to floating-point issues with a high number of points) while (!eventQueue.isEmpty) { if (panicCounter++>10000) { Debug.Log("PANIC!"); break; } prev = null; next = null; SweepEvent e = eventQueue.Dequeue(); if ((operation == PolygonOp.INTERSECTION && e.p.x > MINMAX_X) || (operation == PolygonOp.DIFFERENCE && e.p.x > subjectBB.right + Point.PRECISION)) return connector.ToPolygonFromLargestLineStrip(); if (operation == PolygonOp.UNION && e.p.x > MINMAX_X) { // add all the non-processed line segments to the result if (!e.isLeft) connector.Add(e.segment); while (!eventQueue.isEmpty) { e = eventQueue.Dequeue(); if (!e.isLeft) connector.Add(e.segment); } return connector.ToPolygonFromLargestLineStrip(); } if (e.isLeft) { // the line segment must be inserted into S int pos = S.Insert(e); prev = (pos > 0) ? S.eventSet[pos - 1] : null; next = (pos < S.eventSet.Count - 1) ? S.eventSet[pos + 1] : null; if (prev == null) { e.inside = e.inOut = false; } else if (prev.edgeType != EdgeType.NORMAL) { if (pos - 2 < 0) { // e overlaps with prev // Not sure how to handle the case when pos - 2 < 0, but judging // from the C++ implementation this looks like how it should be handled. e.inside = e.inOut = false; if (prev.polygonType != e.polygonType) e.inside = true; else e.inOut = true; } else { SweepEvent prevTwo = S.eventSet[pos - 2]; if (prev.polygonType == e.polygonType) { e.inOut = !prev.inOut; e.inside = !prevTwo.inOut; } else { e.inOut = !prevTwo.inOut; e.inside = !prev.inOut; } } } else if (e.polygonType == prev.polygonType) { e.inside = prev.inside; e.inOut = !prev.inOut; } else { e.inside = !prev.inOut; e.inOut = prev.inside; } // Process a possible intersection between "e" and its next neighbor in S if (next != null) PossibleIntersection(e, next); // Process a possible intersection between "e" and its previous neighbor in S if (prev != null) PossibleIntersection(prev, e); } else { // the line segment must be removed from S // Get the next and previous line segments to "e" in S int otherPos = -1; for (int evt=0;evt<S.eventSet.Count;evt++) { if (e.otherSE.Equals(S.eventSet[evt])) { otherPos = evt; break; } } if (otherPos != -1) { prev = (otherPos > 0) ? S.eventSet[otherPos - 1] : null; next = (otherPos < S.eventSet.Count - 1) ? S.eventSet[otherPos + 1] : null; } switch (e.edgeType) { case EdgeType.NORMAL: switch (operation) { case PolygonOp.INTERSECTION: if (e.otherSE.inside) connector.Add(e.segment); break; case PolygonOp.UNION: if (!e.otherSE.inside) connector.Add(e.segment); break; case PolygonOp.DIFFERENCE: if ((e.polygonType == PolygonType.SUBJECT && !e.otherSE.inside) || (e.polygonType == PolygonType.CLIPPING && e.otherSE.inside)) connector.Add(e.segment); break; case PolygonOp.XOR: connector.Add (e.segment); break; } break; case EdgeType.SAME_TRANSITION: if (operation == PolygonOp.INTERSECTION || operation == PolygonOp.UNION) connector.Add(e.segment); break; case EdgeType.DIFFERENT_TRANSITION: if (operation == PolygonOp.DIFFERENCE) connector.Add(e.segment); break; } if (otherPos != -1) S.Remove(S.eventSet[otherPos]); if (next != null && prev != null) PossibleIntersection(prev, next); } } return connector.ToPolygonFromLargestLineStrip(); }