private List <Point> Unclip(List <PointF> box, float unclip_ratio) { List <IntPoint> theCliperPts = new List <IntPoint>(); foreach (PointF pt in box) { IntPoint a1 = new IntPoint((int)pt.X, (int)pt.Y); theCliperPts.Add(a1); } float area = Math.Abs(SignedPolygonArea(box.ToArray <PointF>())); double length = LengthOfPoints(box); double distance = area * unclip_ratio / length; ClipperOffset co = new ClipperOffset(); co.AddPath(theCliperPts, JoinType.jtRound, EndType.etClosedPolygon); List <List <IntPoint> > solution = new List <List <IntPoint> >(); co.Execute(ref solution, distance); if (solution.Count == 0) { return(null); } List <Point> retPts = new List <Point>(); foreach (IntPoint ip in solution[0]) { retPts.Add(new Point((int)ip.X, (int)ip.Y)); } return(retPts); }
public static bool addSteinerPointsAtOffset(ref Polygon _polygon, ref ClipperOffset co, float offset, int seglenBigInt) { PolyTree resPolytree = new AXClipperLib.PolyTree(); co.Execute(ref resPolytree, (double)(-offset * AXGeometryTools.Utilities.IntPointPrecision)); Paths paths = Clipper.PolyTreeToPaths(resPolytree); if (paths != null && paths.Count > 0 && paths[0] != null && paths[0].Count > 0) { foreach (Path path in paths) { if (path != null && path.Count > 0) { Path ppp = Pather.segmentPath(path, seglenBigInt); if (ppp != null && ppp.Count > 0) { foreach (IntPoint ip in ppp) { _polygon.AddSteinerPoint(new TriangulationPoint((double)ip.X / (double)AXGeometryTools.Utilities.IntPointPrecision, (double)ip.Y / (double)AXGeometryTools.Utilities.IntPointPrecision)); } } } } return(true); } return(false); }
// Rough shape only used in Inspector for quick preview. internal static List <Vector2> GetOutlinePath(Vector3[] shapePath, float offsetDistance) { const float kClipperScale = 10000.0f; List <IntPoint> path = new List <IntPoint>(); List <Vector2> output = new List <Vector2>(); for (var i = 0; i < shapePath.Length; ++i) { var newPoint = new Vector2(shapePath[i].x, shapePath[i].y) * kClipperScale; path.Add(new IntPoint((System.Int64)(newPoint.x), (System.Int64)(newPoint.y))); } List <List <IntPoint> > solution = new List <List <IntPoint> >(); ClipperOffset clipOffset = new ClipperOffset(2048.0f); clipOffset.AddPath(path, JoinType.jtRound, EndType.etClosedPolygon); clipOffset.Execute(ref solution, kClipperScale * offsetDistance, path.Count); if (solution.Count > 0) { for (int i = 0; i < solution[0].Count; ++i) { output.Add(new Vector2(solution[0][i].X / kClipperScale, solution[0][i].Y / kClipperScale)); } } return(output); }
public static List <GeneralPolygon2d> ComputeOffsetPolygon(GeneralPolygon2d poly, double fOffset, bool bMiter = false) { double nIntScale = GetIntScale(poly); CPolygonList clipper_polys = new CPolygonList(); clipper_polys.Add(ClipperUtil.ConvertToClipper(poly.Outer, nIntScale)); foreach (Polygon2d hole in poly.Holes) { clipper_polys.Add(ClipperUtil.ConvertToClipper(hole, nIntScale)); } CPolygonList dilate_solution = new CPolygonList(); try { ClipperOffset co = new ClipperOffset(); if (bMiter) { co.AddPaths(clipper_polys, JoinType.jtMiter, EndType.etClosedPolygon); } else { co.AddPaths(clipper_polys, JoinType.jtRound, EndType.etClosedPolygon); } co.Execute(ref dilate_solution, fOffset * nIntScale); } catch /*( Exception e )*/ { //System.Diagnostics.Debug.WriteLine("ClipperUtil.ComputeOffsetPolygon: Clipper threw exception: " + e.Message); return(new List <GeneralPolygon2d>()); } List <GeneralPolygon2d> polys = ClipperUtil.ConvertFromClipper(dilate_solution, nIntScale); return(polys); }
private IEnumerable <HPGLLine> OffsetLine(double offset, HPGLLine line) { var newlines = new List <HPGLLine> { line }; var co = new ClipperOffset(); var solution = new List <List <IntPoint> >(); var solution2 = new List <List <IntPoint> >(); solution.Add(line.Commands.Select(x => new IntPoint(_scale * x.PointFrom.X0, _scale * x.PointFrom.Y0)).ToList()); co.AddPaths(solution, JoinType.jtRound, EndType.etClosedPolygon); co.Execute(ref solution2, offset); var existingline = line; foreach (var polygon in solution2) { var newcmds = new List <HPGLCommand>(); HPGLCommand last = null; foreach (var pt in polygon) { var from = new Point3D { X = pt.X / _scale, Y = pt.Y / _scale }; var hpgl = new HPGLCommand { PointFrom = from, CommandType = HPGLCommand.HPGLCommandType.PenDown }; newcmds.Add(hpgl); if (last != null) { last.PointTo = from; } last = hpgl; } last.PointTo = newcmds.First().PointFrom; if (existingline == null) { // add new line existingline = new HPGLLine { PreCommands = new List <HPGLCommand> { new HPGLCommand { CommandType = HPGLCommand.HPGLCommandType.PenUp } }, PostCommands = new List <HPGLCommand>(), ParentLine = line.ParentLine }; newlines.Add(existingline); } existingline.Commands = newcmds; existingline.PreCommands.Last(l => l.IsPenCommand).PointTo = newcmds.First().PointFrom; existingline = null; } return(newlines); }
public static IPolygon Offset(this IPolygon p, double offset) { if (p.IsEmpty) { return(Polygon.Empty); } var boundingBox = p.BoundingBox().Offset(Math.Max(offset, 0)); double scale = Math.Max(boundingBox.Width, boundingBox.Height); var fixedPointRange = new Box2(boundingBox.MinCorner, new Vector2(scale, scale)); var fixedP = ConvertToFixedPoint(p, fixedPointRange); try { var offsetter = new ClipperOffset(); offsetter.AddPaths(fixedP, JoinType.jtMiter, EndType.etClosedPolygon); var fixedAnswer = new ClipperPolygon(); offsetter.Execute(ref fixedAnswer, offset * _fixedPointRange / scale); return(ConvertToFloatingPoint(fixedAnswer, fixedPointRange)); } catch (Exception e) { Console.WriteLine("EXCEPTION: {0}", e); return(p); } }
protected internal virtual Path FilterStrokePath(Path path, Matrix ctm, float lineWidth, int lineCapStyle, int lineJoinStyle, float miterLimit, LineDashPattern lineDashPattern) { JoinType joinType = GetJoinType(lineJoinStyle); EndType endType = GetEndType(lineCapStyle); if (lineDashPattern != null) { if (IsZeroDash(lineDashPattern)) { return(new Path()); } if (!IsSolid(lineDashPattern)) { path = ApplyDashPattern(path, lineDashPattern); } } ClipperOffset offset = new ClipperOffset(miterLimit, PdfCleanUpProcessor.ArcTolerance * PdfCleanUpProcessor.FloatMultiplier); AddPath(offset, path, joinType, endType); PolyTree resultTree = new PolyTree(); offset.Execute(ref resultTree, lineWidth * PdfCleanUpProcessor.FloatMultiplier / 2); return(FilterFillPath(ConvertToPath(resultTree), ctm, PathPaintingRenderInfo.NONZERO_WINDING_RULE)); }
public static Vector2[] Extend(this Vector2[] points, float radius) { if (Mathf.Approximately(radius, 0)) { return(points); } Path polygon = points.ToList().ConvertAll(p => new IntPoint(p.x, p.y)); Paths solution = new Paths(); ClipperOffset c = new ClipperOffset(); c.AddPath(polygon, JoinType.jtRound, EndType.etClosedPolygon); c.Execute(ref solution, radius); var r = solution.Count > 0 ? solution[0].ConvertAll(p => new Vector2(p.X, p.Y)) : new List <Vector2>(); if (r.Count > 0) { r.Add(r[0]); } return(r.ToArray()); }
/// <summary> /// Offset this polyline by the specified amount. /// </summary> /// <param name="offset">The amount to offset.</param> /// <param name="endType">The closure type to use on the offset polygon.</param> /// <param name="tolerance">An optional tolerance.</param> /// <returns>A new closed Polygon offset in all directions by offset from the polyline.</returns> public virtual Polygon[] Offset(double offset, EndType endType, double tolerance = Vector3.EPSILON) { var clipperScale = 1.0 / tolerance; var path = this.ToClipperPath(tolerance); var solution = new List <List <IntPoint> >(); var co = new ClipperOffset(); ClipperLib.EndType clEndType; switch (endType) { case EndType.Butt: clEndType = ClipperLib.EndType.etOpenButt; break; case EndType.ClosedPolygon: clEndType = ClipperLib.EndType.etClosedPolygon; break; case EndType.Square: default: clEndType = ClipperLib.EndType.etOpenSquare; break; } co.AddPath(path, JoinType.jtMiter, clEndType); co.Execute(ref solution, offset * clipperScale); // important, scale also used here var result = new Polygon[solution.Count]; for (var i = 0; i < result.Length; i++) { result[i] = solution[i].ToPolygon(tolerance); } return(result); }
public void GenerateCollision() { //List<List<Vector2>> polygons = new List<List<Vector2>>(); List <List <Vector2> > unitedPolygons = new List <List <Vector2> >(); Clipper clipper = new Clipper(); int scalingFactor = 10000; for (int x = 0; x < layer.chunkSize_x; x++) { for (int y = 0; y < layer.chunkSize_y; y++) { if (grid[x, y] != null && grid[x, y].colider) { Path newPoligons = new Path(4); newPoligons.Add(new IntPoint(Mathf.Floor((0 + x) * scalingFactor), Mathf.Floor((0 + y) * scalingFactor))); newPoligons.Add(new IntPoint(Mathf.Floor((0 + x) * scalingFactor), Mathf.Floor((1 + y) * scalingFactor))); newPoligons.Add(new IntPoint(Mathf.Floor((1 + x) * scalingFactor), Mathf.Floor((1 + y) * scalingFactor))); newPoligons.Add(new IntPoint(Mathf.Floor((1 + x) * scalingFactor), Mathf.Floor((0 + y) * scalingFactor))); clipper.AddPath(newPoligons, PolyType.ptSubject, true); } } } Paths solution = new Paths(); clipper.Execute(ClipType.ctUnion, solution); ClipperOffset offset = new ClipperOffset(); offset.AddPaths(solution, JoinType.jtMiter, EndType.etClosedPolygon); offset.Execute(ref solution, 5f); foreach (Path path in solution) { List <Vector2> unitedPolygon = new List <Vector2>(); foreach (IntPoint point in path) { unitedPolygon.Add(new Vector2(point.X / (float)scalingFactor, point.Y / (float)scalingFactor)); } unitedPolygons.Add(unitedPolygon); } unitedPolygons = TileMap.RemoveClosePointsInPolygons(unitedPolygons); PolygonCollider2D collider = layer.map.gameObject.GetComponent <PolygonCollider2D>(); collider.pathCount = unitedPolygons.Count; for (int i = 0; i < unitedPolygons.Count; i++) { Vector2[] points = unitedPolygons[i].ToArray(); collider.SetPath(i, points); } }
//this function takes a list of polygons as a parameter, this list of polygons represent all the polygons that constitute collision in your level. public List <List <Vector2> > UniteCollisionPolygons(List <List <Vector2> > polygons) { //this is going to be the result of the method List <List <Vector2> > unitedPolygons = new List <List <Vector2> >(); Clipper clipper = new Clipper(); //clipper only works with ints, so if we're working with floats, we need to multiply all our floats by //a scaling factor, and when we're done, divide by the same scaling factor again int scalingFactor = 10000; //this loop will convert our List<List<Vector2>> to what Clipper works with, which is "Path" and "IntPoint" //and then add all the Paths to the clipper object so we can process them for (int i = 0; i < polygons.Count; i++) { Path allPolygonsPath = new Path(polygons[i].Count); for (int j = 0; j < polygons[i].Count; j++) { allPolygonsPath.Add(new IntPoint(Mathf.Floor(polygons[i][j].x * scalingFactor), Mathf.Floor(polygons[i][j].y * scalingFactor))); //print(new IntPoint(Mathf.Floor(polygons[i][j].x * scalingFactor), Mathf.Floor(polygons[i][j].y * scalingFactor)).X + ", " + new IntPoint(Mathf.Floor(polygons[i][j].x * scalingFactor), Mathf.Floor(polygons[i][j].y * scalingFactor)).Y); } clipper.AddPath(allPolygonsPath, PolyType.ptSubject, true); } //this will be the result Paths solution = new Paths(); //having added all the Paths added to the clipper object, we tell clipper to execute an union clipper.Execute(ClipType.ctUnion, solution); //the union may not end perfectly, so we're gonna do an offset in our polygons, that is, expand them outside a little bit ClipperOffset offset = new ClipperOffset(); offset.AddPaths(solution, JoinType.jtMiter, EndType.etClosedPolygon); //5 is the amount of offset offset.Execute(ref solution, 0.1f); //now we just need to convert it into a List<List<Vector2>> while removing the scaling foreach (Path path in solution) { List <Vector2> unitedPolygon = new List <Vector2>(); foreach (IntPoint point in path) { unitedPolygon.Add(new Vector2(point.X / (float)scalingFactor, point.Y / (float)scalingFactor)); } unitedPolygons.Add(unitedPolygon); } //this removes some redundant vertices in the polygons when they are too close from each other //may be useful to clean things up a little if your initial collisions don't match perfectly from tile to tile unitedPolygons = RemoveClosePointsInPolygons(unitedPolygons); //everything done return(unitedPolygons); }
/// <summary> /// Gets a parallel <see cref="Loxy"/> with offset /// </summary> /// <param name="JT">Jointype</param> /// <param name="ET">Endtype</param> /// <param name="Offset">Offset</param> /// <returns></returns> public Loxy GetOffset(JoinType JT, EndType ET, double Offset) { ClipperOffset co = new ClipperOffset(); List <List <IntPoint> > Solution = new List <List <IntPoint> >(); co.AddPaths(ToClipperPoly(this), (ClipperLib.JoinType)JT, (ClipperLib.EndType)ET); co.Execute(ref Solution, (long)(ToInt * Offset)); return(FromClipperLoxy(Solution)); }
public static void generateOutlineSegments() { Logger.logProgress("Generating outline segments"); //Check if there should be at least one shell if (Global.Values.shellThickness < 1) { return; } //We need to got through every layercomponent //for (ushort i = 0; i < Global.Values.layerCount; i++) foreach (LayerComponent layer in Global.Values.layerComponentList) { Logger.logProgress("Outline: " + layer.layerNumber); //And every island inside the list foreach (Island island in layer.islandList) { if (island.outlinePolygons.Count < 1) { continue; } //The first outline will be one that is half an extrusion thinner than the sliced outline, ths is sothat the dimensions //do not change once extruded Polygons outline = new Polygons(); ClipperOffset offset = new ClipperOffset(); offset.AddPaths(island.outlinePolygons, JoinType.jtMiter, EndType.etClosedPolygon); offset.Execute(ref outline, -Global.Values.nozzleWidth / 2); for (ushort j = 0; j < Global.Values.shellThickness; j++) { //Place the newly created outline in its own segment LayerSegment outlineSegment = new LayerSegment(SegmentType.OutlineSegment); outlineSegment.segmentType = SegmentType.OutlineSegment; outlineSegment.segmentSpeed = layer.layerSpeed; outlineSegment.outlinePolygons = new Polygons(outline); island.segmentList.Add(outlineSegment); var distance = (-Global.Values.nozzleWidth / 2) - Global.Values.nozzleWidth * (j + 1); //We now shrink the outline with one extrusion width for the next shell if any offset = new ClipperOffset(); offset.AddPaths(island.outlinePolygons, JoinType.jtMiter, EndType.etClosedPolygon); offset.Execute(ref outline, distance); } //We now need to store the smallest outline as the new layer outline for infill trimming purposes //the current outline though is just half an extrusion width to small offset = new ClipperOffset(); offset.AddPaths(outline, JoinType.jtMiter, EndType.etClosedPolygon); offset.Execute(ref island.outlinePolygons, Global.Values.nozzleWidth); } } }
static public ClipperPolygons Buffer(this ClipperPolygons polygons, double distance) { ClipperPolygons result = new ClipperPolygons(); ClipperOffset co = new ClipperOffset(); co.AddPaths(polygons, JoinType.jtRound, EndType.etClosedPolygon); co.Execute(ref result, distance * Acc); return result; }
/// <summary> /// Simplifies an list INTPolygons using expand and shrink technique. /// </summary> /// <param name="polygons">The INTPolygons.</param> /// <param name="value">The value used for expand and shrink.</param> /// <returns>INTPolygons.</returns> public INTPolygons SimplifyINTPolygons(INTPolygons polygons, double value) { double simplificationFactor = Math.Pow(10.0, this.PolygonalBooleanPrecision) * UnitConversion.Convert(value, Length_Unit_Types.FEET, UnitType); ClipperOffset clipperOffset = new ClipperOffset(); clipperOffset.AddPaths(polygons, ClipperLib.JoinType.jtMiter, EndType.etClosedPolygon); INTPolygons shrink = new INTPolygons(); clipperOffset.Execute(ref shrink, -simplificationFactor); //expanding to return the polygons to their original position clipperOffset.Clear(); clipperOffset.AddPaths(shrink, ClipperLib.JoinType.jtMiter, EndType.etClosedPolygon); INTPolygons expand = new INTPolygons(); clipperOffset.Execute(ref expand, simplificationFactor); shrink = null; clipperOffset = null; return(expand); }
public static Polygons Offset(this Polygons polygons, int distance) { ClipperOffset offseter = new ClipperOffset(); offseter.AddPaths(polygons, JoinType.jtMiter, EndType.etClosedPolygon); Paths solution = new Polygons(); offseter.Execute(ref solution, distance); return(solution); }
public static void calculateSupportSegments() { Logger.logProgress("Calculating support segments"); if (!Global.Values.shouldSupportMaterial || Global.Values.supportMaterialDesnity <= 0) { return; } //To calculate the support segments we will keep a union of the above layers and perform a difference with them and the current layer Polygons topUnion = new Polygons(); for (int i = Global.Values.layerCount - 1; i > -1; i--) { Polygons layerPolygons = new Polygons(); foreach (Island island in Global.Values.layerComponentList[i].islandList) { Polygons offsetResult = new Polygons(); ClipperOffset offset = new ClipperOffset(); offset.AddPaths(island.outlinePolygons, JoinType.jtMiter, EndType.etClosedPolygon); offset.Execute(ref offsetResult, Global.Values.shellThickness * Global.Values.nozzleWidth); Clipper clipper = new Clipper(); clipper.AddPaths(offsetResult, PolyType.ptClip, true); clipper.AddPaths(layerPolygons, PolyType.ptSubject, true); clipper.Execute(ClipType.ctUnion, layerPolygons); } Polygons supportOutline = new Polygons(); Clipper supportClipper = new Clipper(); supportClipper.AddPaths(topUnion, PolyType.ptSubject, true); supportClipper.AddPaths(layerPolygons, PolyType.ptClip, true); supportClipper.Execute(ClipType.ctDifference, supportOutline); //We should just offset the support slightly so that it does not touch the rest of the model ClipperOffset clipperOffset = new ClipperOffset(); clipperOffset.AddPaths(supportOutline, JoinType.jtMiter, EndType.etClosedPolygon); clipperOffset.Execute(ref supportOutline, -Global.Values.nozzleWidth); Island supportIsland = new Island(); LayerSegment segment = new LayerSegment(SegmentType.SupportSegment); segment.segmentSpeed = Global.Values.layerComponentList[i].supportSpeed; segment.outlinePolygons = supportOutline; supportIsland.outlinePolygons = supportOutline; supportIsland.segmentList.Add(segment); Global.Values.layerComponentList[i].islandList.Add(supportIsland); Clipper unionClipper = new Clipper(); unionClipper.AddPaths(topUnion, PolyType.ptClip, true); unionClipper.AddPaths(layerPolygons, PolyType.ptSubject, true); unionClipper.Execute(ClipType.ctUnion, topUnion); } }
/* * * Geometry features (Offset) * */ public Polygon OffsetPolygon(float offset) { // Calculate Polygon-Clipper scale. float maximum = Mathf.Max(bounds.width, bounds.height) + offset * 2.0f + offset; float scale = (float)Int32.MaxValue / maximum; // Convert to Clipper. Paths paths = new Paths(); { Path path = new Path(); EnumeratePoints((Vector2 eachPoint) => { path.Add(new IntPoint(eachPoint.x * scale, eachPoint.y * scale)); }); paths.Add(path); } foreach (Polygon eachPolygon in polygons) { Path path = new Path(); eachPolygon.EnumeratePoints((Vector2 eachPoint) => { path.Add(new IntPoint(eachPoint.x * scale, eachPoint.y * scale)); }); paths.Add(path); } // Clipper offset. Paths solutionPaths = new Paths(); ClipperOffset clipperOffset = new ClipperOffset(); clipperOffset.AddPaths(paths, JoinType.jtMiter, EndType.etClosedPolygon); clipperOffset.Execute(ref solutionPaths, (double)offset * scale); // Convert from Cipper. Polygon offsetPolygon = null; for (int index = 0; index < solutionPaths.Count; index++) { Path eachSolutionPath = solutionPaths[index]; Polygon eachSolutionPolygon = PolygonFromClipperPath(eachSolutionPath, scale); if (index == 0) { offsetPolygon = Polygon.PolygonWithPoints(eachSolutionPolygon.points); // Copy } else { offsetPolygon.AddPolygon(eachSolutionPolygon); } } // Back to Polygon. return(offsetPolygon); }
private static Vector2[][] GenerateOpaqueOutline(Sprite sprite, float detail, byte alphaTolerance) { Vector2[][] paths = GenerateTransparentOutline(sprite, 1, alphaTolerance, true); List <List <IntPoint> > intPointList = ConvertToIntPointList(paths, detail); List <List <IntPoint> > offsetIntPointList = new List <List <IntPoint> >(); ClipperOffset offset = new ClipperOffset(); offset.AddPaths(intPointList, JoinType.jtMiter, EndType.etClosedPolygon); offset.Execute(ref offsetIntPointList, -32);//TODO: magic number! return(ConvertToVector2Array(offsetIntPointList)); }
public Paths offset(int distance) { Paths solution2 = new Paths(); ClipperOffset co = new ClipperOffset(); co.AddPaths(polygons, JoinType.jtRound, EndType.etClosedPolygon); //偏置时,偏置量需要先扩大Scale倍 //co.MiterLimit = 2.0; co.Execute(ref solution2, distance); return(solution2); }
public override List <List <IntPoint> > GetCopyOfClipperPolygon(double relativeWidth, List <List <IntPoint> > outerPolygon) { var delta = (-2 * relativeWidth) * ClosedSymbolBase.ClipperScalingInt; var clipper = new ClipperOffset(); clipper.AddPaths(outerPolygon, JoinType.jtMiter, EndType.etClosedPolygon); var result = new List <List <IntPoint> >(); clipper.Execute(ref result, delta); return(result); }
List <List <IntPoint> > Offset(List <List <IntPoint> > polygons, double delta) { var result = new List <List <IntPoint> >(); var clipper = new ClipperOffset(); clipper.AddPaths(polygons, JoinType.jtSquare, EndType.etClosedPolygon); clipper.Execute(ref result, delta); return(result); }
public Polygons Offset(Polygons polygons, double distance) { var offseter = new ClipperOffset(); offseter.AddPaths(polygons, JoinType.jtRound, EndType.etClosedPolygon); var solution = new Polygons(); offseter.Execute(ref solution, distance); return(solution); }
private void AddCharacterMeshes(string currentText, TypeFacePrinter printer) { int newIndex = asyncMeshGroups.Count; StyledTypeFace typeFace = printer.TypeFaceStyle; for (int i = 0; i < currentText.Length; i++) { string letter = currentText[i].ToString(); TypeFacePrinter letterPrinter = new TypeFacePrinter(letter, typeFace); if (CharacterHasMesh(letterPrinter, letter)) { #if true Mesh textMesh = VertexSourceToMesh.Extrude(letterPrinter, unscaledLetterHeight / 2); #else Mesh textMesh = VertexSourceToMesh.Extrude(letterPrinter, unscaledLetterHeight / 2); // this is the code to make rounded tops // convert the letterPrinter to clipper polygons List <List <IntPoint> > insetPoly = VertexSourceToPolygon.CreatePolygons(letterPrinter); // inset them ClipperOffset clipper = new ClipperOffset(); clipper.AddPaths(insetPoly, JoinType.jtMiter, EndType.etClosedPolygon); List <List <IntPoint> > solution = new List <List <IntPoint> >(); clipper.Execute(solution, 5.0); // convert them back into a vertex source // merge both the inset and original vertex sources together // convert the new vertex source into a mesh (trianglulate them) // offset the inner loop in z // create the polygons from the inner loop to a center point so that there is the rest of an approximation of the bubble // make the mesh for the bottom // add the top and bottom together // done #endif asyncMeshGroups.Add(new MeshGroup(textMesh)); PlatingMeshGroupData newMeshInfo = new PlatingMeshGroupData(); newMeshInfo.spacing = printer.GetOffsetLeftOfCharacterIndex(i); asyncPlatingDatas.Add(newMeshInfo); asyncMeshGroupTransforms.Add(ScaleRotateTranslate.Identity()); PlatingHelper.CreateITraceableForMeshGroup(asyncPlatingDatas, asyncMeshGroups, newIndex, null); ScaleRotateTranslate moved = asyncMeshGroupTransforms[newIndex]; moved.translation *= Matrix4X4.CreateTranslation(new Vector3(0, 0, unscaledLetterHeight / 2)); asyncMeshGroupTransforms[newIndex] = moved; newIndex++; } processingProgressControl.PercentComplete = ((i + 1) * 95 / currentText.Length); } }
} /// <summary> /// 线两侧偏移后为矩形,偏移距离须与点的放大倍数一致 /// </summary> public static Paths Offset(this Path _Path, double _offset, double magnification, EndType endType) { Paths solution = new Paths(); ClipperOffset _Co = new ClipperOffset(); _Co.MiterLimit = 3; _Co.AddPath(_Path, JoinType.jtMiter, endType); _Co.Execute(ref solution, _offset * magnification); //solution = Clipper.CleanPolygons(solution, Precision_.clipperMultiple * (0.003)); //solution = Clipper.SimplifyPolygons(solution); return(solution); }
public static List <List <Vector2> > Outline(List <Vector2> polygon, FillMode fillMode, bool closed, StrokeStyle strokeStyle, float strokeWidth, out PolyTree tree) { List <List <Vector2> > simplified = Clipper.SimplifyPolygon(polygon, fillMode.ToPolyFillType()); Offsetter.Clear(); Offsetter.MiterLimit = strokeStyle.MiterLimit; Offsetter.AddPaths(simplified, (JoinType)strokeStyle.LineJoin, closed ? EndType.etClosedLine : strokeStyle.CapStyle.ToEndType()); tree = new PolyTree(); Offsetter.Execute(ref tree, strokeWidth / 2); return(Clipper.ClosedPathsFromPolyTree(tree)); }
private void InsetPath() { var path = this.Children.OfType <IPathObject>().FirstOrDefault(); if (path == null) { // clear our existing data VertexSource = new VertexStorage(); return; } var aPolys = path.VertexSource.CreatePolygons(); var offseter = new ClipperOffset(); var outlineWidth = OutlineWidth.Value(this); var ratio = Ratio.Value(this); offseter.AddPaths(aPolys, InflatePathObject3D.GetJoinType(OuterStyle), EndType.etClosedPolygon); var outerLoops = new List <List <IntPoint> >(); offseter.Execute(ref outerLoops, outlineWidth * ratio * 1000); Clipper.CleanPolygons(outerLoops); offseter.AddPaths(aPolys, InflatePathObject3D.GetJoinType(InnerStyle), EndType.etClosedPolygon); var innerLoops = new List <List <IntPoint> >(); offseter.Execute(ref innerLoops, -outlineWidth * (1 - ratio) * 1000); Clipper.CleanPolygons(innerLoops); var allLoops = outerLoops; allLoops.AddRange(innerLoops); VertexSource = allLoops.CreateVertexStorage(); (VertexSource as VertexStorage).Add(0, 0, ShapePath.FlagsAndCommand.Stop); }
public static List <NestPath> polygonOffset(NestPath polygon, double offset) { List <NestPath> result = new List <NestPath>(); if (offset == 0 || GeometryUtil.almostEqual(offset, 0)) { /** * return EmptyResult */ return(result); } Path p = new Path(); foreach (Segment s in polygon.getSegments()) { ClipperCoor cc = toClipperCoor(s.getX(), s.getY()); p.Add(new IntPoint(cc.getX(), cc.getY())); } int miterLimit = 2; ClipperOffset co = new ClipperOffset(miterLimit, Config.CURVE_TOLERANCE * Config.CLIIPER_SCALE); co.AddPath(p, JoinType.jtRound, EndType.etClosedPolygon); Paths newpaths = new Paths(); co.Execute(ref newpaths, offset * Config.CLIIPER_SCALE); /** * 这里的length是1的话就是我们想要的 */ for (int i = 0; i < newpaths.Count; i++) { result.Add(CommonUtil.clipperToNestPath(newpaths[i])); } if (offset > 0) { NestPath from = result[0]; if (GeometryUtil.polygonArea(from) > 0) { from.reverse(); } from.add(from.get(0)); from.getSegments().RemoveAt(0); } return(result); }
public List <GameObject> CreateStreets(List <List <Vector3> > streetsPoly) { List <GameObject> streets = new List <GameObject> (); for (int i = 0; i < streetsPoly.Count; i++) { GameObject street = new GameObject("street" + i, typeof(MeshRenderer), typeof(MeshFilter)); street.transform.parent = this.transform; street.GetComponent <MeshRenderer> ().material = (Material)Resources.Load("StreetMat"); List <List <IntPoint> > solution = new List <List <IntPoint> > (); //transform vertices of each mesh in points for clipper List <IntPoint> intPoint = FromVecToIntPoint(streetsPoly [i].ToArray()); //offset each mesh ClipperOffset co = new ClipperOffset(); co.AddPath(intPoint, JoinType.jtRound, EndType.etOpenRound); co.Execute(ref solution, 700.0); List <Vector2> vertices2D = new List <Vector2> (); for (int j = 0; j < solution.Count; j++) { vertices2D = vertices2D.Concat(FromIntPointToVec(solution [j])).ToList(); } // Use the triangulator to get indices for creating triangles Triangulator tr = new Triangulator(vertices2D.ToArray()); int[] indices = tr.Triangulate(); // Create the Vector3 vertices Vector3[] vertices = new Vector3[vertices2D.Count]; for (int k = 0; k < vertices.Length; k++) { vertices [k] = new Vector3(vertices2D [k].x, 0f, vertices2D [k].y); } // Create the mesh Mesh msh = new Mesh(); msh.vertices = vertices; msh.triangles = indices; msh.RecalculateNormals(); msh.RecalculateBounds(); // Set up game object with mesh; street.GetComponent <MeshFilter> ().mesh = msh; street.AddComponent <MeshCollider> (); street.transform.position = new Vector3(street.transform.position.x, 0.02f, street.transform.position.z); streets.Add(street); } DrawStreetLineMesh(streetsPoly, streets); return(streets); }
private Polygons GetOffsetPolugon(Polygons source, double offset) { if (offset != 0) { Polygons solution2 = new Polygons(); ClipperOffset co = new ClipperOffset(); co.AddPaths(source, JoinType.jtRound, EndType.etClosedPolygon); co.Execute(ref solution2, offset); return(solution2); } return(new Polygons(source)); }
protected internal virtual Path FilterStrokePath(Path path, Matrix ctm, float lineWidth, int lineCapStyle, int lineJoinStyle, float miterLimit, LineDashPattern lineDashPattern) { JoinType joinType = GetJoinType(lineJoinStyle); EndType endType = GetEndType(lineCapStyle); if (lineDashPattern != null) { if (IsZeroDash(lineDashPattern)) { return new Path(); } if (!IsSolid(lineDashPattern)) { path = ApplyDashPattern(path, lineDashPattern); } } ClipperOffset offset = new ClipperOffset(miterLimit, PdfCleanUpProcessor.ArcTolerance * PdfCleanUpProcessor.FloatMultiplier); AddPath(offset, path, joinType, endType); PolyTree resultTree = new PolyTree(); offset.Execute(ref resultTree, lineWidth * PdfCleanUpProcessor.FloatMultiplier / 2); return FilterFillPath(ConvertToPath(resultTree), ctm, PathPaintingRenderInfo.NONZERO_WINDING_RULE); }
public static Polygons Offset(this Polygons polygons, int distance) { ClipperOffset offseter = new ClipperOffset(); offseter.AddPaths(polygons, JoinType.jtMiter, EndType.etClosedPolygon); Paths solution = new Polygons(); offseter.Execute(ref solution, distance); return solution; }
protected internal Path FilterStrokePath(Path sourcePath, Matrix ctm, float lineWidth, int lineCapStyle, int lineJoinStyle, float miterLimit, LineDashPattern lineDashPattern) { Path path = sourcePath; JoinType joinType = GetJoinType(lineJoinStyle); EndType endType = GetEndType(lineCapStyle); if (lineDashPattern != null && !lineDashPattern.IsSolid()) { path = ApplyDashPattern(path, lineDashPattern); } ClipperOffset offset = new ClipperOffset(miterLimit, PdfCleanUpProcessor.ArcTolerance * PdfCleanUpProcessor.FloatMultiplier); IList<Subpath> degenerateSubpaths = AddPath(offset, path, joinType, endType); PolyTree resultTree = new PolyTree(); offset.Execute(ref resultTree, lineWidth * PdfCleanUpProcessor.FloatMultiplier / 2); Path offsetedPath = ConvertToPath(resultTree); if (degenerateSubpaths.Count > 0) { if (endType == EndType.etOpenRound) { IList<Subpath> circles = ConvertToCircles(degenerateSubpaths, lineWidth / 2); offsetedPath.AddSubpaths(circles); } else if (endType == EndType.etOpenSquare && lineDashPattern != null) { IList<Subpath> squares = ConvertToSquares(degenerateSubpaths, lineWidth, sourcePath); offsetedPath.AddSubpaths(squares); } } return FilterFillPath(offsetedPath, ctm, PathPaintingRenderInfo.NONZERO_WINDING_RULE); }