コード例 #1
0
        //------------------------------------------------------------------------------

        public bool AddPaths(List <List <ClipperIntPoint> > ppg, ClipperPolyType polyType, bool closed)
        {
            bool result = false;

            for (int i = 0; i < ppg.Count; ++i)
            {
                if (AddPath(ppg[i], polyType, closed))
                {
                    result = true;
                }
            }
            return(result);
        }
コード例 #2
0
        //------------------------------------------------------------------------------

        private void InitEdge2(ClipperTEdge e, ClipperPolyType polyType)
        {
            if (e.Curr.Y >= e.Next.Curr.Y)
            {
                e.Bot = e.Curr;
                e.Top = e.Next.Curr;
            }
            else
            {
                e.Top = e.Curr;
                e.Bot = e.Next.Curr;
            }
            SetDx(e);
            e.PolyTyp = polyType;
        }
コード例 #3
0
        //------------------------------------------------------------------------------

        public bool AddPath(List <ClipperIntPoint> pg, ClipperPolyType polyType, bool Closed)
        {
            if (!Closed && polyType == ClipperPolyType.Clip)
            {
                throw new ClipperException("AddPath: Open paths must be subject.");
            }

            int highI = (int)pg.Count - 1;

            if (Closed)
            {
                while (highI > 0 && (pg[highI] == pg[0]))
                {
                    --highI;
                }
            }
            while (highI > 0 && (pg[highI] == pg[highI - 1]))
            {
                --highI;
            }
            if ((Closed && highI < 2) || (!Closed && highI < 1))
            {
                return(false);
            }

            //create a new edge array ...
            List <ClipperTEdge> edges = new List <ClipperTEdge>(highI + 1);

            for (int i = 0; i <= highI; i++)
            {
                edges.Add(new ClipperTEdge());
            }

            bool IsFlat = true;

            //1. Basic (first) edge initialization ...
            edges[1].Curr = pg[1];
            RangeTest(pg[0], ref m_UseFullRange);
            RangeTest(pg[highI], ref m_UseFullRange);
            InitEdge(edges[0], edges[1], edges[highI], pg[0]);
            InitEdge(edges[highI], edges[0], edges[highI - 1], pg[highI]);
            for (int i = highI - 1; i >= 1; --i)
            {
                RangeTest(pg[i], ref m_UseFullRange);
                InitEdge(edges[i], edges[i + 1], edges[i - 1], pg[i]);
            }
            ClipperTEdge eStart = edges[0];

            //2. Remove duplicate vertices, and (when closed) collinear edges ...
            ClipperTEdge E = eStart, eLoopStop = eStart;

            for (; ;)
            {
                //nb: allows matching start and end points when not Closed ...
                if (E.Curr == E.Next.Curr && (Closed || E.Next != eStart))
                {
                    if (E == E.Next)
                    {
                        break;
                    }
                    if (E == eStart)
                    {
                        eStart = E.Next;
                    }
                    E         = RemoveEdge(E);
                    eLoopStop = E;
                    continue;
                }
                if (E.Prev == E.Next)
                {
                    break; //only two vertices
                }
                else if (Closed &&
                         SlopesEqual(E.Prev.Curr, E.Curr, E.Next.Curr, m_UseFullRange) &&
                         (!PreserveCollinear ||
                          !Pt2IsBetweenPt1AndPt3(E.Prev.Curr, E.Curr, E.Next.Curr)))
                {
                    //Collinear edges are allowed for open paths but in closed paths
                    //the default is to merge adjacent collinear edges into a single edge.
                    //However, if the PreserveCollinear property is enabled, only overlapping
                    //collinear edges (ie spikes) will be removed from closed paths.
                    if (E == eStart)
                    {
                        eStart = E.Next;
                    }
                    E         = RemoveEdge(E);
                    E         = E.Prev;
                    eLoopStop = E;
                    continue;
                }
                E = E.Next;
                if ((E == eLoopStop) || (!Closed && E.Next == eStart))
                {
                    break;
                }
            }

            if ((!Closed && (E == E.Next)) || (Closed && (E.Prev == E.Next)))
            {
                return(false);
            }

            if (!Closed)
            {
                m_HasOpenPaths     = true;
                eStart.Prev.OutIdx = Skip;
            }

            //3. Do second stage of edge initialization ...
            E = eStart;
            do
            {
                InitEdge2(E, polyType);
                E = E.Next;
                if (IsFlat && E.Curr.Y != eStart.Curr.Y)
                {
                    IsFlat = false;
                }
            }while (E != eStart);

            //4. Finally, add edge bounds to LocalMinima list ...

            //Totally flat paths must be handled differently when adding them
            //to LocalMinima list to avoid endless loops etc ...
            if (IsFlat)
            {
                if (Closed)
                {
                    return(false);
                }
                E.Prev.OutIdx = Skip;
                ClipperLocalMinima locMin = new ClipperLocalMinima
                {
                    Next       = null,
                    Y          = E.Bot.Y,
                    LeftBound  = null,
                    RightBound = E
                };
                locMin.RightBound.Side      = ClipperEdgeSide.Right;
                locMin.RightBound.WindDelta = 0;
                for (; ;)
                {
                    if (E.Bot.X != E.Prev.Top.X)
                    {
                        ReverseHorizontal(E);
                    }
                    if (E.Next.OutIdx == Skip)
                    {
                        break;
                    }
                    E.NextInLML = E.Next;
                    E           = E.Next;
                }
                InsertLocalMinima(locMin);
                m_edges.Add(edges);
                return(true);
            }

            m_edges.Add(edges);
            bool         leftBoundIsForward;
            ClipperTEdge EMin = null;

            //workaround to avoid an endless loop in the while loop below when
            //open paths have matching start and end points ...
            if (E.Prev.Bot == E.Prev.Top)
            {
                E = E.Next;
            }

            for (; ;)
            {
                E = FindNextLocMin(E);
                if (E == EMin)
                {
                    break;
                }
                else if (EMin == null)
                {
                    EMin = E;
                }

                //E and E.Prev now share a local minima (left aligned if horizontal).
                //Compare their slopes to find which starts which bound ...
                ClipperLocalMinima locMin = new ClipperLocalMinima
                {
                    Next = null,
                    Y    = E.Bot.Y
                };
                if (E.Dx < E.Prev.Dx)
                {
                    locMin.LeftBound   = E.Prev;
                    locMin.RightBound  = E;
                    leftBoundIsForward = false; //Q.nextInLML = Q.prev
                }
                else
                {
                    locMin.LeftBound   = E;
                    locMin.RightBound  = E.Prev;
                    leftBoundIsForward = true; //Q.nextInLML = Q.next
                }
                locMin.LeftBound.Side  = ClipperEdgeSide.Left;
                locMin.RightBound.Side = ClipperEdgeSide.Right;

                if (!Closed)
                {
                    locMin.LeftBound.WindDelta = 0;
                }
                else if (locMin.LeftBound.Next == locMin.RightBound)
                {
                    locMin.LeftBound.WindDelta = -1;
                }
                else
                {
                    locMin.LeftBound.WindDelta = 1;
                }
                locMin.RightBound.WindDelta = -locMin.LeftBound.WindDelta;

                E = ProcessBound(locMin.LeftBound, leftBoundIsForward);
                if (E.OutIdx == Skip)
                {
                    E = ProcessBound(E, leftBoundIsForward);
                }

                ClipperTEdge E2 = ProcessBound(locMin.RightBound, !leftBoundIsForward);
                if (E2.OutIdx == Skip)
                {
                    E2 = ProcessBound(E2, !leftBoundIsForward);
                }

                if (locMin.LeftBound.OutIdx == Skip)
                {
                    locMin.LeftBound = null;
                }
                else if (locMin.RightBound.OutIdx == Skip)
                {
                    locMin.RightBound = null;
                }
                InsertLocalMinima(locMin);
                if (!leftBoundIsForward)
                {
                    E = E2;
                }
            }
            return(true);
        }