Example #1
0
        /// <summary>
        /// Squash path sections on one axis that share common ground
        /// </summary>
        private IEnumerable <PathSection> Squash(IEnumerable <PathSection> sections)
        {
            var orderedSections = sections
                                  .OrderBy(x => x.BottomLeft.X)
                                  .ThenBy(x => x.BottomLeft.Y)
                                  .ToList();

            var squashed = new List <PathSection>();
            var current  = orderedSections.First();

            foreach (var s in orderedSections)
            {
                if (s.BottomLeft.X > current.TopRight.X || s.BottomLeft.Y > current.TopRight.Y)
                {
                    squashed.Add(current);
                    current = s;
                }
                else
                {
                    var mx = Math.Max(current.TopRight.X, s.TopRight.X);
                    var my = Math.Max(current.TopRight.Y, s.TopRight.Y);
                    current = new PathSection(current.BottomLeft, new Point(mx, my));
                }
            }

            if (current != null)
            {
                squashed.Add(current);
            }


            return(squashed);
        }
Example #2
0
        /// <summary>
        /// Get intersection of two path sections
        /// </summary>
        /// <returns>Intersection, if exists, null otherwise</returns>
        private PathSection GetIntersection(PathSection a, PathSection b)
        {
            if (a.Horizontal == b.Horizontal)
            {
                // sections are parallel to each other
                // there can be [0, Min(a.Length, b.Length)] places in common

                if (a.Horizontal)
                {
                    // horizontal lines
                    if (a.BottomLeft.Y == b.BottomLeft.Y)
                    {
                        var bl = Math.Max(a.BottomLeft.X, b.BottomLeft.X);
                        var tr = Math.Min(a.TopRight.X, b.TopRight.X);

                        // return intersection if exists
                        return(bl <= tr ? new PathSection(new Point(bl, a.BottomLeft.Y), new Point(tr, a.BottomLeft.Y)) : null);
                    }
                    else
                    {
                        // lines are in different Y axis, there cannot be any intersection
                        return(null);
                    }
                }
                else
                {
                    // vertical lines
                    if (a.BottomLeft.X == b.BottomLeft.X)
                    {
                        var bl = Math.Max(a.BottomLeft.Y, b.BottomLeft.Y);
                        var tr = Math.Min(a.TopRight.Y, b.TopRight.Y);

                        // return intersection if exists
                        return(bl <= tr ? new PathSection(new Point(a.BottomLeft.X, bl), new Point(a.BottomLeft.X, tr)) : null);
                    }
                    else
                    {
                        // lines are in different X axis, there cannot be any intersection
                        return(null);
                    }
                }
            }
            else
            {
                // sections are perpendicular to each other
                // there can be [0, 1] places in common

                var h = a.Horizontal ? a : b;
                var v = a.Horizontal ? b : a;

                var c1 = (h.BottomLeft.X <= v.BottomLeft.X) && (v.BottomLeft.X <= h.TopRight.X);
                var c2 = (v.BottomLeft.Y <= h.BottomLeft.Y) && (h.BottomLeft.Y <= v.TopRight.Y);
                var ip = new Point(v.BottomLeft.X, h.BottomLeft.Y);
                return(c1 && c2 ? new PathSection(ip, ip) : null);
            }
        }