Esempio n. 1
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        public void AddPoint(SvgPoint point)
        {
            var list = Points.ToList();

            list.Add(point);
            Points = list.ToArray();
        }
Esempio n. 2
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        // returns true if points are within the given distance
        public static bool _withinDistance(SvgPoint p1, SvgPoint p2, double distance)
        {
            var dx = p1.X - p2.X;
            var dy = p1.Y - p2.Y;

            return((dx * dx + dy * dy) < distance * distance);
        }
Esempio n. 3
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        public static bool pointInPolygon(SvgPoint point, NFP polygon)
        {
            // scaling is deliberately coarse to filter out points that lie *on* the polygon

            var p  = svgToClipper2(polygon, 1000);
            var pt = new ClipperLib.IntPoint(1000 * point.X, 1000 * point.Y);

            return(ClipperLib.Clipper.PointInPolygon(pt, p.ToList()) > 0);
        }
Esempio n. 4
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        public static SvgPoint getTarget(SvgPoint o, NFP simple, double tol)
        {
            List <InrangeItem> inrange = new List <InrangeItem>();

            // find closest points within 2 offset deltas
            for (var j = 0; j < simple.Length; j++)
            {
                var s  = simple[j];
                var d2 = (o.X - s.X) * (o.X - s.X) + (o.Y - s.Y) * (o.Y - s.Y);
                if (d2 < tol * tol)
                {
                    inrange.Add(new InrangeItem()
                    {
                        point = s, distance = d2
                    });
                }
            }

            SvgPoint target = null;

            if (inrange.Count > 0)
            {
                var filtered = inrange.Where((p) =>
                {
                    return(p.point.exact);
                }).ToList();

                // use exact points when available, normal points when not
                inrange = filtered.Count > 0 ? filtered : inrange;


                inrange = inrange.OrderBy((b) =>
                {
                    return(b.distance);
                }).ToList();

                target = inrange[0].point;
            }
            else
            {
                double?mind = null;
                for (int j = 0; j < simple.Length; j++)
                {
                    var s  = simple[j];
                    var d2 = (o.X - s.X) * (o.X - s.X) + (o.Y - s.Y) * (o.Y - s.Y);
                    if (mind == null || d2 < mind)
                    {
                        target = s;
                        mind   = d2;
                    }
                }
            }

            return(target);
        }
Esempio n. 5
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 public static int?find(SvgPoint v, NFP p, double curveTolerance = 0.72)
 {
     for (var i = 0; i < p.Length; i++)
     {
         if (GeometryUtil._withinDistance(v, p[i], curveTolerance / 1000))
         {
             return(i);
         }
     }
     return(null);
 }
Esempio n. 6
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        public void push(SvgPoint svgPoint)
        {
            List <SvgPoint> points = new List <SvgPoint>();

            if (Points == null)
            {
                Points = new SvgPoint[] { };
            }
            points.AddRange(Points);
            points.Add(svgPoint);
            Points = points.ToArray();
        }
Esempio n. 7
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 public static double DistTo(this SvgPoint p, SvgPoint p2)
 {
     return(Math.Sqrt(Math.Pow(p.X - p2.X, 2) + Math.Pow(p.Y - p2.Y, 2)));
 }
Esempio n. 8
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        public static NFP simplifyFunction(NFP polygon, bool inside, double clipperScale, double curveTolerance = 0.72, bool hullSimplify = false)
        {
            var tolerance = 4 * curveTolerance;

            // give special treatment to line segments above this length (squared)
            var fixedTolerance = 40 * curveTolerance * 40 * curveTolerance;
            int i, j, k;


            if (hullSimplify)
            {
                // use convex hull
                var hull = getHull(polygon);
                if (hull != null)
                {
                    return(hull);
                }
                else
                {
                    return(polygon);
                }
            }

            var cleaned = cleanPolygon2(polygon, clipperScale);

            if (cleaned != null && cleaned.Length > 1)
            {
                polygon = cleaned;
            }
            else
            {
                return(polygon);
            }
            // polygon to polyline
            var copy = polygon.slice(0);

            copy.push(copy[0]);
            // mark all segments greater than ~0.25 in to be kept
            // the PD simplification algo doesn't care about the accuracy of long lines, only the absolute distance of each point
            // we care a great deal
            for (i = 0; i < copy.Length - 1; i++)
            {
                var p1  = copy[i];
                var p2  = copy[i + 1];
                var sqd = (p2.X - p1.X) * (p2.X - p1.X) + (p2.Y - p1.Y) * (p2.Y - p1.Y);
                if (sqd > fixedTolerance)
                {
                    p1.marked = true;
                    p2.marked = true;
                }
            }

            var simple = Simplify.simplify(copy, tolerance, true);

            // now a polygon again
            //simple.pop();
            simple.Points = simple.Points.Take(simple.Points.Count() - 1).ToArray();

            // could be dirty again (self intersections and/or coincident points)
            simple = cleanPolygon2(simple, clipperScale);

            // simplification process reduced poly to a line or point
            if (simple == null)
            {
                simple = polygon;
            }



            var offsets = polygonOffsetDeepNest(simple, inside ? -tolerance : tolerance, clipperScale);

            NFP        offset     = null;
            double     offsetArea = 0;
            List <NFP> holes      = new List <NFP>();

            for (i = 0; i < offsets.Length; i++)
            {
                var area = GeometryUtil.polygonArea(offsets[i]);
                if (offset == null || area < offsetArea)
                {
                    offset     = offsets[i];
                    offsetArea = area;
                }
                if (area > 0)
                {
                    holes.Add(offsets[i]);
                }
            }

            // mark any points that are exact
            for (i = 0; i < simple.Length; i++)
            {
                var seg = new NFP();
                seg.AddPoint(simple[i]);
                seg.AddPoint(simple[i + 1 == simple.Length ? 0 : i + 1]);

                var index1 = find(seg[0], polygon);
                var index2 = find(seg[1], polygon);

                if (index1 + 1 == index2 || index2 + 1 == index1 || (index1 == 0 && index2 == polygon.Length - 1) || (index2 == 0 && index1 == polygon.Length - 1))
                {
                    seg[0].exact = true;
                    seg[1].exact = true;
                }
            }
            var numshells = 4;

            NFP[] shells = new NFP[numshells];

            for (j = 1; j < numshells; j++)
            {
                var delta = j * (tolerance / numshells);
                delta = inside ? -delta : delta;
                var shell = polygonOffsetDeepNest(simple, delta, clipperScale);
                if (shell.Count() > 0)
                {
                    shells[j] = shell.First();
                }
                else
                {
                    //shells[j] = shell;
                }
            }

            if (offset == null)
            {
                return(polygon);
            }
            // selective reversal of offset
            for (i = 0; i < offset.Length; i++)
            {
                var o      = offset[i];
                var target = getTarget(o, simple, 2 * tolerance);

                // reverse point offset and try to find exterior points
                var test = clone(offset);
                test.Points[i] = new SvgPoint(target.X, target.Y);

                if (!exterior(test, polygon, inside))
                {
                    o.X = target.X;
                    o.Y = target.Y;
                }
                else
                {
                    // a shell is an intermediate offset between simple and offset
                    for (j = 1; j < numshells; j++)
                    {
                        if (shells[j] != null)
                        {
                            var shell = shells[j];
                            var delta = j * (tolerance / numshells);
                            target         = getTarget(o, shell, 2 * delta);
                            test           = clone(offset);
                            test.Points[i] = new SvgPoint(target.X, target.Y);
                            if (!exterior(test, polygon, inside))
                            {
                                o.X = target.X;
                                o.Y = target.Y;
                                break;
                            }
                        }
                    }
                }
            }

            // straighten long lines
            // a rounded rectangle would still have issues at this point, as the long sides won't line up straight

            var straightened = false;

            for (i = 0; i < offset.Length; i++)
            {
                var p1 = offset[i];
                var p2 = offset[i + 1 == offset.Length ? 0 : i + 1];

                var sqd = (p2.X - p1.X) * (p2.X - p1.X) + (p2.Y - p1.Y) * (p2.Y - p1.Y);

                if (sqd < fixedTolerance)
                {
                    continue;
                }
                for (j = 0; j < simple.Length; j++)
                {
                    var s1 = simple[j];
                    var s2 = simple[j + 1 == simple.Length ? 0 : j + 1];

                    var sqds = (p2.X - p1.X) * (p2.X - p1.X) + (p2.Y - p1.Y) * (p2.Y - p1.Y);

                    if (sqds < fixedTolerance)
                    {
                        continue;
                    }

                    if ((GeometryUtil._almostEqual(s1.X, s2.X) || GeometryUtil._almostEqual(s1.Y, s2.Y)) && // we only really care about vertical and horizontal lines
                        GeometryUtil._withinDistance(p1, s1, 2 * tolerance) &&
                        GeometryUtil._withinDistance(p2, s2, 2 * tolerance) &&
                        (!GeometryUtil._withinDistance(p1, s1, curveTolerance / 1000) ||
                         !GeometryUtil._withinDistance(p2, s2, curveTolerance / 1000)))
                    {
                        p1.X         = s1.X;
                        p1.Y         = s1.Y;
                        p2.X         = s2.X;
                        p2.Y         = s2.Y;
                        straightened = true;
                    }
                }
            }

            //if(straightened){

            var Ac = ClipperHelper.ScaleUpPaths(offset, 10000000);
            var Bc = ClipperHelper.ScaleUpPaths(polygon, 10000000);

            var combined = new List <List <IntPoint> >();
            var clipper  = new ClipperLib.Clipper();

            clipper.AddPath(Ac.ToList(), ClipperLib.PolyType.ptSubject, true);
            clipper.AddPath(Bc.ToList(), ClipperLib.PolyType.ptSubject, true);

            // the line straightening may have made the offset smaller than the simplified
            if (clipper.Execute(ClipperLib.ClipType.ctUnion, combined, ClipperLib.PolyFillType.pftNonZero, ClipperLib.PolyFillType.pftNonZero))
            {
                double?largestArea = null;
                for (i = 0; i < combined.Count; i++)
                {
                    var n     = toNestCoordinates(combined[i].ToArray(), 10000000);
                    var sarea = -GeometryUtil.polygonArea(n);
                    if (largestArea == null || largestArea < sarea)
                    {
                        offset      = n;
                        largestArea = sarea;
                    }
                }
            }
            //}

            cleaned = cleanPolygon2(offset, clipperScale);
            if (cleaned != null && cleaned.Length > 1)
            {
                offset = cleaned;
            }

            // mark any points that are exact (for line merge detection)
            for (i = 0; i < offset.Length; i++)
            {
                var seg    = new SvgPoint[] { offset[i], offset[i + 1 == offset.Length ? 0 : i + 1] };
                var index1 = find(seg[0], polygon);
                var index2 = find(seg[1], polygon);
                if (index1 == null)
                {
                    index1 = 0;
                }
                if (index2 == null)
                {
                    index2 = 0;
                }
                if (index1 + 1 == index2 || index2 + 1 == index1 ||
                    (index1 == 0 && index2 == polygon.Length - 1) ||
                    (index2 == 0 && index1 == polygon.Length - 1))
                {
                    seg[0].exact = true;
                    seg[1].exact = true;
                }
            }

            if (!inside && holes != null && holes.Count > 0)
            {
                offset.Childrens = holes;
            }

            return(offset);
        }
Esempio n. 9
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 public virtual PointF Transform(SvgPoint p1)
 {
     return(new PointF((float)((p1.X + sx) * zoom), (float)(-(p1.Y + sy) * zoom)));
 }