Ejemplo n.º 1
0
        /// <summary>
        /// Sorting function for the entries in the output parameter outList used for
        /// function GatherTraceData().
        /// </summary>
        /// <param name="x">The left item being sorted.</param>
        /// <param name="y">The right item being sorted.</param>
        /// <returns>The comparison return.</returns>
        public static int _LexicalSubdivSort(Utils.BezierSubdivSample x, Utils.BezierSubdivSample y)
        {
            // We only care about the "a" SubdivSample.
            if (x.a.lEst == y.a.lEst)
            {
                return(0);
            }

            if (x.a.lEst < y.a.lEst)
            {
                return(-1);
            }

            return(1);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Perform an intersection operation between two islands using a reflow strategy.
        /// </summary>
        /// <param name="dst">The destination of where the intersected path will be placed.</param>
        /// <param name="islandSegsA">A list of all the nodes in island A.</param>
        /// <param name="islandSegsB">A list of all the nodes in island B.</param>
        /// <param name="onIslA">If the islands were processed, this output parameter contains a node
        /// on the new shape.</param>
        /// <returns>The results from the operation.</returns>
        /// <remarks>islandSegsA and islandSegsB should only contain elements in the island, and should not
        /// be confused with all nodes in the parent loop.</remarks>
        public static BoundingMode Intersection(
            BLoop dst,
            List <BNode> islandSegsA,
            List <BNode> islandSegsB,
            out BNode onIslA)
        {
            // For the intersection, if there's ANY geometry return, it's a copy.
            // It's expected after this operation that the original islands will
            // be destroyed and only the copies will be left.

            float leftWinding  = BNode.CalculateWinding(islandSegsA[0].Travel());
            float rightWinding = BNode.CalculateWinding(islandSegsB[0].Travel());

            if (leftWinding > 0.0f != rightWinding > 0.0f)
            {
                islandSegsB[0].ReverseChainOrder();
            }

            onIslA = null;

            List <Utils.BezierSubdivSample> delCollisions = new List <Utils.BezierSubdivSample>();

            GetLoopCollisionInfo(islandSegsA, islandSegsB, delCollisions);
            Utils.BezierSubdivSample.CleanIntersectionList(delCollisions);

            if (delCollisions.Count == 0)
            {
                BoundingMode bm = GetLoopBoundingMode(islandSegsA, islandSegsB);

                if (bm == BoundingMode.NoCollision)
                {
                    return(BoundingMode.NoCollision);
                }
                else if (bm == BoundingMode.RightSurroundsLeft)
                {
                    // If the right is fully surrounded, the right is kept.
                    Dictionary <BNode, BNode> insertCloneMap = BNode.CloneNodes(islandSegsA, false);
                    foreach (BNode bn in insertCloneMap.Values)
                    {
                        onIslA = bn;
                        bn.SetParent(dst);
                    }

                    onIslA = islandSegsA[0];
                    return(BoundingMode.RightSurroundsLeft);
                }
                else if (bm == BoundingMode.LeftSurroundsRight)
                {
                    // If the left is fully surrounded, the left is kept.
                    Dictionary <BNode, BNode> insertCloneMap = BNode.CloneNodes(islandSegsB, false);
                    foreach (BNode bn in insertCloneMap.Values)
                    {
                        onIslA = bn;
                        bn.SetParent(dst);
                    }

                    onIslA = islandSegsA[0];
                    return(BoundingMode.LeftSurroundsRight);
                }
            }

            // Make copies of both, remap and keep their intersection.
            Dictionary <BNode, BNode> cloneMapA = BNode.CloneNodes(islandSegsA, false);
            Dictionary <BNode, BNode> cloneMapB = BNode.CloneNodes(islandSegsB, false);

            foreach (BNode bn in cloneMapA.Values)
            {
                bn.SetParent(dst);
            }

            foreach (BNode bn in cloneMapB.Values)
            {
                bn.SetParent(dst);
            }

            for (int i = 0; i < delCollisions.Count; ++i)
            {
                Utils.BezierSubdivSample bss = delCollisions[i];

                bss.a.node = cloneMapA[bss.a.node];
                bss.b.node = cloneMapB[bss.b.node];


                delCollisions[i] = bss;
            }

            Dictionary <Utils.NodeTPos, BNode.SubdivideInfo> colSlideInfo = SliceCollisionInfo(delCollisions);
            Dictionary <Utils.NodeTPos, BNode> createdSubdivs             = new Dictionary <Utils.NodeTPos, BNode>();
            SplitCollection splitCol = new SplitCollection(dst, delCollisions, createdSubdivs);

            //left.nodes.Clear();
            //foreach(BNode bn in islandSegsA)
            //    bn.SetParent(null, false);
            //
            ////right.DumpInto(dst); // Move everything in from the other loop
            foreach (BNode bn in islandSegsB)
            {
                bn.SetParent(dst, false);
            }

            HashSet <BNode> looseEnds = new HashSet <BNode>();

            foreach (Utils.BezierSubdivSample bss in delCollisions)
            {
                BNode.SubdivideInfo sdiA = colSlideInfo[bss.GetTPosA()];
                BNode.SubdivideInfo sdiB = colSlideInfo[bss.GetTPosB()];
                float wind    = Utils.Vector2Cross(sdiA.subOut, sdiB.subOut);
                BNode colNode = createdSubdivs[bss.GetTPosA()];
                onIslA = colNode;

                if (wind < 0.0f != leftWinding < 0.0f)
                {
                    BNode nA = splitCol.GetNextTo(bss.GetTPosA());
                    BNode nB = splitCol.GetPreviousTo(bss.GetTPosB());

                    nA.TanIn  = sdiA.nextIn;
                    nB.TanOut = sdiB.prevOut;

                    colNode.UseTanIn  = bss.b.node.IsLine() == false;
                    colNode.UseTanOut = bss.a.node.IsLine() == false;
                    colNode.TanIn     = sdiB.subIn;
                    colNode.TanOut    = sdiA.subOut;

                    nB.next      = colNode;
                    colNode.prev = nB;
                    nA.prev      = colNode;
                    colNode.next = nA;

                    looseEnds.Add(bss.a.node);
                    looseEnds.Add(splitCol.GetSplitInfo(bss.b.node).origNext);
                }
                else
                {
                    BNode nA = splitCol.GetPreviousTo(bss.GetTPosA());
                    BNode nB = splitCol.GetNextTo(bss.GetTPosB());

                    nA.TanOut = sdiA.prevOut;
                    nB.TanIn  = sdiB.nextIn;

                    colNode.UseTanIn  = bss.a.node.IsLine() == false;
                    colNode.UseTanOut = bss.b.node.IsLine() == false;
                    colNode.TanIn     = sdiA.subIn;
                    colNode.TanOut    = sdiB.subOut;

                    nA.next      = colNode;
                    colNode.prev = nA;
                    nB.prev      = colNode;
                    colNode.next = nB;

                    looseEnds.Add(splitCol.GetSplitInfo(bss.a.node).origNext);
                    looseEnds.Add(bss.b.node);
                }
            }

            // Figure out what internal items need to be removed by
            // checking which nodes have unmatching connectivity.
            ClipLooseEnds(looseEnds);
            return(BoundingMode.Collision);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Perform a difference operation between two islands using a reflow strategy.
        /// </summary>
        /// <param name="dstloop">The destination of where the differenced path will be placed.</param>
        /// <param name="islandSegsA">A list of all the nodes in island A.</param>
        /// <param name="islandSegsB">A list of all the nodes in island B.</param>
        /// <param name="onIslA">A node on the resulting path.</param>
        /// <param name="processFullOverlaps">If true, check and handle is one of the parameter islands
        /// completly wraps around the other island.</param>
        /// <returns>The results from the operation.</returns>
        /// <remarks>islandSegsA and islandSegsB should only contain elements in the island, and should not
        /// be confused with all nodes in the parent loop.</remarks>
        public static BoundingMode Difference(BLoop dstloop, List <BNode> islandSegsA, List <BNode> islandSegsB, out BNode onIslA, bool processFullOverlaps)
        {
            // If there is any interaction, a copy of islandB is made and used - this means
            // if islandB should be removed, it is up to the caller to remove it themselves.
            //
            // This is done because we don't know if the shape being subtracted is part of a
            // bigger operation where it's subtracted against multiple islands for multi-island
            // loop subtraction, or shape subtraction.

            float leftWind  = BNode.CalculateWinding(islandSegsA[0].Travel());
            float rightWind = BNode.CalculateWinding(islandSegsB[0].Travel());

            // They need to have opposite windings.
            if (leftWind > 0.0f == rightWind > 0.0f)
            {
                islandSegsB[0].ReverseChainOrder();
            }


            List <Utils.BezierSubdivSample> delCollisions = new List <Utils.BezierSubdivSample>();

            GetLoopCollisionInfo(islandSegsA, islandSegsB, delCollisions);
            Utils.BezierSubdivSample.CleanIntersectionList(delCollisions);

            onIslA = null;

            // If we have an odd number of collisions, we have a problem because we have
            // any entry without an exit which will lead to corrupt topology. For now we
            // don't have a way to resolve that, but at least we can exit on 1 without
            // causing issues (in theory at least).
            if (delCollisions.Count == 1)
            {
                return(BoundingMode.NoCollision);
            }

            if (delCollisions.Count == 0)
            {
                BoundingMode bm = GetLoopBoundingMode(islandSegsA, islandSegsB);

                if (processFullOverlaps == false)
                {
                    onIslA = islandSegsA[0];
                    return(bm);
                }

                if (bm == BoundingMode.NoCollision)
                {
                    onIslA = islandSegsA[0];
                    return(BoundingMode.NoCollision);
                }
                else if (bm == BoundingMode.RightSurroundsLeft)
                {
                    // Everything was subtracted out
                    foreach (BNode bn in islandSegsA)
                    {
                        onIslA = bn;
                        bn.SetParent(null);
                    }

                    return(BoundingMode.RightSurroundsLeft);
                }
                else if (bm == BoundingMode.LeftSurroundsRight)
                {
                    // Leave the reverse winding inside as a hollow cavity - and
                    // nothing needs to be changed.
                    Dictionary <BNode, BNode> insertCloneMap = BNode.CloneNodes(islandSegsB, false);
                    foreach (BNode bn in insertCloneMap.Values)
                    {
                        bn.SetParent(dstloop);
                    }

                    onIslA = islandSegsA[0];

                    return(BoundingMode.LeftSurroundsRight);
                }
            }

            // Make sure we have no overlaps of intersections. We currently
            // can't handle such things.
            HashSet <Utils.NodeTPos> intersections = new HashSet <Utils.NodeTPos>();

            foreach (Utils.BezierSubdivSample bss in delCollisions)
            {
                if (intersections.Add(bss.a.TPos()) == false)
                {
                    return(BoundingMode.Degenerate);
                }

                if (intersections.Add(bss.b.TPos()) == false)
                {
                    return(BoundingMode.Degenerate);
                }
            }

            // Add everything in the copy in. We'll clip loose ends later to get
            // rid of the trash.
            Dictionary <BNode, BNode> cloneMap = BNode.CloneNodes(islandSegsB, false);

            foreach (BNode bn in cloneMap.Values)
            {
                bn.SetParent(dstloop);
            }

            // Well, if we're going to make a copy in its place, that means we need to remap
            // all references...
            for (int i = 0; i < delCollisions.Count; ++i)
            {
                Utils.BezierSubdivSample bss = delCollisions[i];
                bss.b.node       = cloneMap[bss.b.node];
                delCollisions[i] = bss;
            }

            Dictionary <Utils.NodeTPos, BNode.SubdivideInfo> colSlideInfo = SliceCollisionInfo(delCollisions);
            Dictionary <Utils.NodeTPos, BNode> createdSubdivs             = new Dictionary <Utils.NodeTPos, BNode>();
            SplitCollection splitCol = new SplitCollection(dstloop, delCollisions, createdSubdivs);

            HashSet <BNode> looseEnds = new HashSet <BNode>();

            // Note that nothing from B will be tagged as a loose end. Instead, we're
            // forcing the entire island of B to be removed after the Per-Island
            // processing.
            foreach (Utils.BezierSubdivSample bss in delCollisions)
            {
                BNode.SubdivideInfo sdiA = colSlideInfo[bss.GetTPosA()];
                BNode.SubdivideInfo sdiB = colSlideInfo[bss.GetTPosB()];
                float wind    = Utils.Vector2Cross(sdiA.subOut, sdiB.subOut);
                BNode colNode = createdSubdivs[bss.GetTPosA()];
                onIslA = colNode;

                if (leftWind > 0 == wind > 0.0f)
                {
                    // A CCW transition will go from A to B.
                    BNode nA = splitCol.GetPreviousTo(bss.GetTPosA());
                    BNode nB = splitCol.GetNextTo(bss.GetTPosB());

                    nA.TanOut = sdiA.prevOut;
                    nB.TanIn  = sdiB.nextIn;

                    colNode.UseTanIn  = bss.a.node.IsLine() == false;
                    colNode.UseTanOut = bss.b.node.IsLine() == false;
                    colNode.TanIn     = sdiA.subIn;
                    colNode.TanOut    = sdiB.subOut;

                    nA.next      = colNode;
                    colNode.prev = nA;
                    nB.prev      = colNode;
                    colNode.next = nB;

                    looseEnds.Add(bss.b.node);
                    looseEnds.Add(bss.a.node.next);
                }
                else
                {
                    // A CW transition will go from the other to it.
                    BNode nA = splitCol.GetNextTo(bss.GetTPosA());
                    BNode nB = splitCol.GetPreviousTo(bss.GetTPosB());

                    nA.TanIn  = sdiA.nextIn;
                    nB.TanOut = sdiB.prevOut;

                    colNode.UseTanIn  = bss.b.node.IsLine() == false;
                    colNode.UseTanOut = bss.a.node.IsLine() == false;
                    colNode.TanIn     = sdiB.subIn;
                    colNode.TanOut    = sdiA.subOut;

                    nB.next      = colNode;
                    colNode.prev = nB;
                    nA.prev      = colNode;
                    colNode.next = nA;

                    looseEnds.Add(bss.b.node.next);
                    looseEnds.Add(bss.a.node);
                }
            }

            // Figure out what internal items need to be removed by
            // checking which nodes have unmatching connectivity.
            ClipLooseEnds(looseEnds);

            return(BoundingMode.Collision);
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Gather intersection data commonly used in boolean trace operations.
        /// </summary>
        /// <param name="islA">A node on a closed island used as the left path parameter.</param>
        /// <param name="islB">A node on a closed island used as the right path parameter.</param>
        /// <param name="allNodes">All the nodes found in the loop for islA and islB.</param>
        /// <param name="outList">
        /// A collection of all the collisions found between islA and islB. This also includes self
        /// intersections (such as collisions between islA and other parts of islA).</param>
        /// <param name="dictCol">A collection of collisions sorted per-node, and ordered by the
        /// point on the beziers they occured.</param>
        /// <remarks>The significance of the left and right paths depends on the operation this
        /// function is being used for.</remarks>
        public static void GatherTraceData(
            BNode islA,
            BNode islB,
            List <BNode> allNodes,
            List <Utils.BezierSubdivSample> outList,
            Dictionary <BNode, List <Utils.BezierSubdivSample> > dictCol)
        {
            foreach (BNode bnit in islA.Travel())
            {
                allNodes.Add(bnit); // Also collect for allNodes
            }
            foreach (BNode bnit in islB.Travel())
            {
                allNodes.Add(bnit); // Also collect for allNodes
            }
            //  SCAN AND LOG ALL COLLISIONS
            //
            //////////////////////////////////////////////////

            for (int i = 0; i < allNodes.Count - 1; ++i)
            {
                BNode bni = allNodes[i];
                // This check isn't as robust as it could be. While rare, a segment can create
                // a loop that causes an intersection with itself. But, these loops are set up
                // assuming loops can never do that.
                for (int j = i + 1; j < allNodes.Count; ++j)
                {
                    BNode bnj = allNodes[j];

                    // Make an output list that checks and cleans for each individual
                    // collision.
                    List <Utils.BezierSubdivSample> ol = new List <Utils.BezierSubdivSample>();
                    Utils.NodeIntersections(bni, bnj, 20, 0.00001f, ol);
                    Utils.BezierSubdivSample.CleanIntersectionList(ol);

                    foreach (Utils.BezierSubdivSample bss in ol)
                    {
                        // This part is trick and isn't as robust as it could be. Neighboring nodes
                        // are prone to creating false positives for collising at the ends where
                        // they are attached. We can't be too aggressive on culling these detections
                        // out though because it is possible that there could be tiny loops that
                        // back-track and legitimately collide with their segment neighbors
                        // *near* the ends. To do this properly we need to bounds check at the
                        // (cubic) curve roots instead of at extreemly low (0.001) and high (0.99)
                        // interpolation points.
                        if (
                            (bss.a.lEst < 0.001f && bss.a.node.prev == bss.b.node) ||
                            (bss.a.lEst > 0.99f && bss.a.node.next == bss.b.node))
                        {
                            continue;
                        }

                        outList.Add(bss);
                    }
                }
            }

            //  ORGANIZE COLLISIONS TO BE USABLE
            //
            //////////////////////////////////////////////////

            // Each node that has a collision has a ordered list of where collisions
            // happened. This makes the collision data FAR less unwieldy and more
            // usable. Note that because a collision involves two segments colliding
            // (ignoring self collisions) each collision will be added to two nodes;
            // where the list it's added to will be the "a" segment. If it's originally
            // labeled the "b" segment in the collision data, a and b are swapped.

            foreach (Utils.BezierSubdivSample bss in outList)
            {
                List <Utils.BezierSubdivSample> lstA;
                List <Utils.BezierSubdivSample> lstB;

                // Add a directly.
                if (dictCol.TryGetValue(bss.a.node, out lstA) == false)
                {
                    lstA = new List <Utils.BezierSubdivSample>();
                    dictCol.Add(bss.a.node, lstA);
                }
                lstA.Add(bss);

                // For b, swap b and a before adding so that it's also
                // a. This makes it so we don't need to branch to figure
                // out which NodeSubRgn (a or b) to reference for a given
                // key.
                Utils.BezierSubdivSample bssRec = bss.Reciprocal();
                if (dictCol.TryGetValue(bss.b.node, out lstB) == false)
                {
                    lstB = new List <Utils.BezierSubdivSample>();
                    dictCol.Add(bss.b.node, lstB);
                }
                lstB.Add(bssRec);
            }

            foreach (List <Utils.BezierSubdivSample> lst in dictCol.Values)
            {
                lst.Sort(_LexicalSubdivSort);
            }
        }