コード例 #1
0
 public Polygon GetPolygon(int edgeSubdivisions, float curvature)
 {
     Connector connector = new Connector ();
     for (int k=0; k<segments.Count; k++) {
         Segment s = segments [k];
         if (!s.deleted) {
             if (edgeSubdivisions>1) {
                 connector.AddRange (s.Subdivide(edgeSubdivisions, curvature));
             } else {
                 connector.Add (s);
             }
         }
     }
     return connector.ToPolygonFromLargestLineStrip ();
 }
コード例 #2
0
        public Polygon GetPolygon(int edgeSubdivisions, float curvature)
        {
            Connector connector = new Connector();

            for (int k = 0; k < segments.Count; k++)
            {
                Segment s = segments [k];
                if (!s.deleted)
                {
                    if (edgeSubdivisions > 1)
                    {
                        connector.AddRange(s.Subdivide(edgeSubdivisions, curvature));
                    }
                    else
                    {
                        connector.Add(s);
                    }
                }
            }
            return(connector.ToPolygonFromLargestLineStrip());
        }
コード例 #3
0
ファイル: PolygonClipper.cs プロジェクト: mengtest/CYMCommon
        Polygon ComputeInternal(PolygonOp operation)
        {
            Polygon result = null;

            sortedEvents = new List <SweepEvent>();

            // Init event queue
            eventQueue = new EventQueue();

            // Test 1 for trivial result case
            if (subject.contours.Count * clipping.contours.Count == 0)
            {
                if (operation == PolygonOp.DIFFERENCE)
                {
                    result = subject;
                }
                else if (operation == PolygonOp.UNION || operation == PolygonOp.XOR)
                {
                    result = (subject.contours.Count == 0) ? clipping : subject;
                }
                return(result);
            }

            // Test 2 for trivial result case
            Rectangle subjectBB  = subject.boundingBox;
            Rectangle clippingBB = clipping.boundingBox;

            if (!subjectBB.Intersects(clippingBB))
            {
                if (operation == PolygonOp.DIFFERENCE)
                {
                    result = subject;
                }
                if (operation == PolygonOp.UNION || operation == PolygonOp.XOR)
                {
                    result = subject;
                    foreach (Contour c in clipping.contours)
                    {
                        result.AddContour(c);
                    }
                }

                return(result);
            }

            // Add each segment to the eventQueue, sorted from left to right.
            for (int k = 0; k < subject.contours.Count; k++)
            {
                Contour sCont            = subject.contours[k];
                int     sContPointsCount = sCont.points.Count;
                for (int pParse1 = 0; pParse1 < sContPointsCount; pParse1++)
                {
                    ProcessSegment(sCont.GetSegment(pParse1), PolygonType.SUBJECT);
                }
            }

            for (int k = 0; k < clipping.contours.Count; k++)
            {
                Contour cCont            = clipping.contours[k];
                int     cContPointsCount = cCont.points.Count;
                for (int pParse2 = 0; pParse2 < cContPointsCount; pParse2++)
                {
                    ProcessSegment(cCont.GetSegment(pParse2), PolygonType.CLIPPING);
                }
            }

            Connector connector = new Connector();

            // This is the SweepLine. That is, we go through all the polygon edges
            // by sweeping from left to right.
            SweepEventSet S = new SweepEventSet();

            double MINMAX_X = Math.Min(subjectBB.right, clippingBB.right) + Point.PRECISION;

            SweepEvent prev, next;

            int panicCounter = 0;             // This is a safety check to prevent infinite loops (very rare but could happen due to floating-point issues with a high number of points)

            while (!eventQueue.isEmpty)
            {
                if (panicCounter++ > 10000)
                {
                    Debug.Log("PANIC!");
                    break;
                }
                prev = null;
                next = null;

                SweepEvent e = eventQueue.Dequeue();

                if ((operation == PolygonOp.INTERSECTION && e.p.x > MINMAX_X) || (operation == PolygonOp.DIFFERENCE && e.p.x > subjectBB.right + Point.PRECISION))
                {
                    return(connector.ToPolygonFromLargestLineStrip());
                }

                if (operation == PolygonOp.UNION && e.p.x > MINMAX_X)
                {
                    // add all the non-processed line segments to the result
                    if (!e.isLeft)
                    {
                        connector.Add(e.segment);
                    }

                    while (!eventQueue.isEmpty)
                    {
                        e = eventQueue.Dequeue();
                        if (!e.isLeft)
                        {
                            connector.Add(e.segment);
                        }
                    }
                    return(connector.ToPolygonFromLargestLineStrip());
                }

                if (e.isLeft)                    // the line segment must be inserted into S
                {
                    int pos = S.Insert(e);

                    prev = (pos > 0) ? S.eventSet[pos - 1] : null;
                    next = (pos < S.eventSet.Count - 1) ? S.eventSet[pos + 1] : null;

                    if (prev == null)
                    {
                        e.inside = e.inOut = false;
                    }
                    else if (prev.edgeType != EdgeType.NORMAL)
                    {
                        if (pos - 2 < 0)                           // e overlaps with prev
                        // Not sure how to handle the case when pos - 2 < 0, but judging
                        // from the C++ implementation this looks like how it should be handled.
                        {
                            e.inside = e.inOut = false;
                            if (prev.polygonType != e.polygonType)
                            {
                                e.inside = true;
                            }
                            else
                            {
                                e.inOut = true;
                            }
                        }
                        else
                        {
                            SweepEvent prevTwo = S.eventSet[pos - 2];
                            if (prev.polygonType == e.polygonType)
                            {
                                e.inOut  = !prev.inOut;
                                e.inside = !prevTwo.inOut;
                            }
                            else
                            {
                                e.inOut  = !prevTwo.inOut;
                                e.inside = !prev.inOut;
                            }
                        }
                    }
                    else if (e.polygonType == prev.polygonType)
                    {
                        e.inside = prev.inside;
                        e.inOut  = !prev.inOut;
                    }
                    else
                    {
                        e.inside = !prev.inOut;
                        e.inOut  = prev.inside;
                    }

                    // Process a possible intersection between "e" and its next neighbor in S
                    if (next != null)
                    {
                        PossibleIntersection(e, next);
                    }

                    // Process a possible intersection between "e" and its previous neighbor in S
                    if (prev != null)
                    {
                        PossibleIntersection(prev, e);
                    }
                }
                else                     // the line segment must be removed from S

                // Get the next and previous line segments to "e" in S
                {
                    int otherPos = -1;
                    for (int evt = 0; evt < S.eventSet.Count; evt++)
                    {
                        if (e.otherSE.Equals(S.eventSet[evt]))
                        {
                            otherPos = evt;
                            break;
                        }
                    }
                    if (otherPos != -1)
                    {
                        prev = (otherPos > 0) ? S.eventSet[otherPos - 1] : null;
                        next = (otherPos < S.eventSet.Count - 1) ? S.eventSet[otherPos + 1] : null;
                    }

                    switch (e.edgeType)
                    {
                    case EdgeType.NORMAL:
                        switch (operation)
                        {
                        case PolygonOp.INTERSECTION:
                            if (e.otherSE.inside)
                            {
                                connector.Add(e.segment);
                            }
                            break;

                        case PolygonOp.UNION:
                            if (!e.otherSE.inside)
                            {
                                connector.Add(e.segment);
                            }
                            break;

                        case PolygonOp.DIFFERENCE:
                            if ((e.polygonType == PolygonType.SUBJECT && !e.otherSE.inside) || (e.polygonType == PolygonType.CLIPPING && e.otherSE.inside))
                            {
                                connector.Add(e.segment);
                            }
                            break;

                        case PolygonOp.XOR:
                            connector.Add(e.segment);
                            break;
                        }
                        break;

                    case EdgeType.SAME_TRANSITION:
                        if (operation == PolygonOp.INTERSECTION || operation == PolygonOp.UNION)
                        {
                            connector.Add(e.segment);
                        }
                        break;

                    case EdgeType.DIFFERENT_TRANSITION:
                        if (operation == PolygonOp.DIFFERENCE)
                        {
                            connector.Add(e.segment);
                        }
                        break;
                    }

                    if (otherPos != -1)
                    {
                        S.Remove(S.eventSet[otherPos]);
                    }

                    if (next != null && prev != null)
                    {
                        PossibleIntersection(prev, next);
                    }
                }
            }

            return(connector.ToPolygonFromLargestLineStrip());
        }
コード例 #4
0
        GameObject GenerateCellRegionSurface(int cellIndex, Material material)
        {
            if (cellIndex<0 || cellIndex>=cells.Count) return null;
            Region region = cells [cellIndex].region;

            // Calculate region's surface points
            int numSegments = region.segments.Count;
            Connector connector = new Connector();
            if (_terrain==null) {
                connector.AddRange(region.segments);
            } else {
                for (int i = 0; i<numSegments; i++) {
                    Segment s = region.segments[i];
                    SurfaceSegmentForSurface(s, connector);
                }
            }
            Geom.Polygon surfacedPolygon = connector.ToPolygonFromLargestLineStrip();
            List<Point> surfacedPoints = surfacedPolygon.contours[0].points;

            List<PolygonPoint> ppoints = new List<PolygonPoint>(surfacedPoints.Count);
            for (int k=0;k<surfacedPoints.Count;k++) {
                double x = surfacedPoints[k].x+2;
                double y = surfacedPoints[k].y+2;
                if (!IsTooNearPolygon(x, y, ppoints)) {
                    float h = _terrain!=null ? _terrain.SampleHeight(transform.TransformPoint((float)x-2, (float)y-2,0)): 0;
                    ppoints.Add (new PolygonPoint(x, y, h));
                }
            }
            Poly2Tri.Polygon poly = new Poly2Tri.Polygon(ppoints);

            if (_terrain!=null) {
                if (steinerPoints==null) {
                    steinerPoints = new List<TriangulationPoint>(6000);
                } else {
                    steinerPoints.Clear();
                }

                float stepX = 1.0f / heightMapWidth;
                float smallStep = 1.0f / heightMapWidth;
                float y = region.rect2D.yMin + smallStep;
                float ymax = region.rect2D.yMax - smallStep;
                float[] acumY = new float[terrainRoughnessMapWidth];
                while(y<ymax) {
                    int j = (int)((y + 0.5f) * terrainRoughnessMapHeight); // * heightMapHeight)) / TERRAIN_CHUNK_SIZE;
                    if (j>=0) {
                    if (j>=terrainRoughnessMapHeight) j=terrainRoughnessMapHeight-1;
                    float sy = y + 2;
                    float xin = GetFirstPointInRow(sy, ppoints) + smallStep;
                    float xout = GetLastPointInRow(sy, ppoints) - smallStep;
                    int k0 = -1;
                    for (float x = xin; x<xout; x+=stepX) {
                        int k = (int)((x + 0.5f) * terrainRoughnessMapWidth); //)) / TERRAIN_CHUNK_SIZE;
                        if (k>=terrainRoughnessMapWidth) k=terrainRoughnessMapWidth-1;
                        if (k0!=k) {
                            k0=k;
                            stepX = terrainRoughnessMap[j,k];
                            if (acumY[k] >= stepX) acumY[k] = 0;
                            acumY[k] += smallStep;
                        }
                        if (acumY[k] >= stepX) {
                            // Gather precision height
                            float h = _terrain.SampleHeight (transform.TransformPoint(x,y,0));
                            float htl = _terrain.SampleHeight (transform.TransformPoint (x-smallStep, y+smallStep, 0));
                            if (htl>h) h = htl;
                            float htr = _terrain.SampleHeight (transform.TransformPoint (x+smallStep, y+smallStep, 0));
                            if (htr>h) h = htr;
                            float hbr = _terrain.SampleHeight (transform.TransformPoint (x+smallStep, y-smallStep, 0));
                            if (hbr>h) h = hbr;
                            float hbl = _terrain.SampleHeight (transform.TransformPoint (x-smallStep, y-smallStep, 0));
                            if (hbl>h) h = hbl;
                            steinerPoints.Add (new PolygonPoint (x+2, sy, h));
                        }
                    }
                    }
                    y += smallStep;
                    if (steinerPoints.Count>80000) {
                        break;
                    }
                }
                poly.AddSteinerPoints(steinerPoints);
            }

            P2T.Triangulate(poly);

            // Calculate & optimize mesh data
            int pointCount = poly.Triangles.Count*3;
            List<Vector3> meshPoints = new List<Vector3> (pointCount);
            int[] triNew = new int[pointCount];
            if (surfaceMeshHit == null)
                surfaceMeshHit = new Dictionary<TriangulationPoint, int> (2000);
            else
                surfaceMeshHit.Clear ();

            int triNewIndex =-1;
            int newPointsCount = -1;

            if (_gridNormalOffset>0) {
                for (int k=0;k<poly.Triangles.Count;k++) {
                    DelaunayTriangle dt = poly.Triangles[k];
                    TriangulationPoint p = dt.Points [0];
                    if (surfaceMeshHit.ContainsKey (p)) {
                        triNew [++triNewIndex] = surfaceMeshHit [p];
                    } else {
                        Vector3 np = new Vector3(p.Xf-2, p.Yf-2, -p.Zf);
                        np += transform.InverseTransformVector(_terrain.terrainData.GetInterpolatedNormal(np.x+0.5f,np.y+0.5f)) * _gridNormalOffset;
                        meshPoints.Add (np);
                        surfaceMeshHit.Add (p, ++newPointsCount);
                        triNew [++triNewIndex] = newPointsCount;
                    }
                    p = dt.Points [2];
                    if (surfaceMeshHit.ContainsKey (p)) {
                        triNew [++triNewIndex] = surfaceMeshHit [p];
                    } else {
                        Vector3 np = new Vector3(p.Xf-2, p.Yf-2, -p.Zf);
                        np += transform.InverseTransformVector(_terrain.terrainData.GetInterpolatedNormal(np.x+0.5f,np.y+0.5f)) * _gridNormalOffset;
                        meshPoints.Add (np);
                        surfaceMeshHit.Add (p, ++newPointsCount);
                        triNew [++triNewIndex] = newPointsCount;
                    }
                    p = dt.Points [1];
                    if (surfaceMeshHit.ContainsKey (p)) {
                        triNew [++triNewIndex] = surfaceMeshHit [p];
                    } else {
                        Vector3 np = new Vector3(p.Xf-2, p.Yf-2, -p.Zf);
                        np += transform.InverseTransformVector(_terrain.terrainData.GetInterpolatedNormal(np.x+0.5f,np.y+0.5f)) * _gridNormalOffset;
                        meshPoints.Add (np);
                        surfaceMeshHit.Add (p, ++newPointsCount);
                        triNew [++triNewIndex] = newPointsCount;
                    }
                }
            } else {
                for (int k=0;k<poly.Triangles.Count;k++) {
                    DelaunayTriangle dt = poly.Triangles[k];
                    TriangulationPoint p = dt.Points [0];
                    if (surfaceMeshHit.ContainsKey (p)) {
                        triNew [++triNewIndex] = surfaceMeshHit [p];
                    } else {
                        Vector3 np = new Vector3(p.Xf-2, p.Yf-2, -p.Zf);
                        meshPoints.Add (np);
                        surfaceMeshHit.Add (p, ++newPointsCount);
                        triNew [++triNewIndex] = newPointsCount;
                    }
                    p = dt.Points [2];
                    if (surfaceMeshHit.ContainsKey (p)) {
                        triNew [++triNewIndex] = surfaceMeshHit [p];
                    } else {
                        Vector3 np = new Vector3(p.Xf-2, p.Yf-2, -p.Zf);
                        meshPoints.Add (np);
                        surfaceMeshHit.Add (p, ++newPointsCount);
                        triNew [++triNewIndex] = newPointsCount;
                    }
                    p = dt.Points [1];
                    if (surfaceMeshHit.ContainsKey (p)) {
                        triNew [++triNewIndex] = surfaceMeshHit [p];
                    } else {
                        Vector3 np = new Vector3(p.Xf-2, p.Yf-2, -p.Zf);
                        meshPoints.Add (np);
                        surfaceMeshHit.Add (p, ++newPointsCount);
                        triNew [++triNewIndex] = newPointsCount;
                    }
                }
            }

            int cacheIndex = GetCacheIndexForCellRegion (cellIndex);
            string cacheIndexSTR = cacheIndex.ToString();
            // Deletes potential residual surface
            Transform t = surfacesLayer.transform.FindChild(cacheIndexSTR);
            if (t!=null) DestroyImmediate(t.gameObject);
            GameObject surf = Drawing.CreateSurface (cacheIndexSTR, meshPoints.ToArray(), triNew, material);
            _lastVertexCount += surf.GetComponent<MeshFilter>().sharedMesh.vertexCount;
            surf.transform.SetParent (surfacesLayer.transform, false);
            surf.transform.localPosition = Vector3.zero;
            surf.layer = gameObject.layer;
            if (surfaces.ContainsKey(cacheIndex)) surfaces.Remove(cacheIndex);
            surfaces.Add (cacheIndex, surf);
            return surf;
        }
コード例 #5
0
        GameObject GenerateTerritoryRegionSurface(int territoryIndex, Material material, Vector2 textureScale, Vector2 textureOffset, float textureRotation)
        {
            if (territoryIndex<0 || territoryIndex>=territories.Count) return null;
            Region region = territories [territoryIndex].region;

            // Calculate region's surface points
            int numSegments = region.segments.Count;
            Connector connector = new Connector();
            if (_terrain==null) {
                connector.AddRange(region.segments);
            } else {
                for (int i = 0; i<numSegments; i++) {
                    Segment s = region.segments[i];
                    SurfaceSegmentForSurface(s, connector);
                }
            }
            Geom.Polygon surfacedPolygon = connector.ToPolygonFromLargestLineStrip();
            List<Point> surfacedPoints = surfacedPolygon.contours[0].points;

            List<PolygonPoint> ppoints = new List<PolygonPoint>(surfacedPoints.Count);
            for (int k=0;k<surfacedPoints.Count;k++) {
                double x = surfacedPoints[k].x+2;
                double y = surfacedPoints[k].y+2;
                if (!IsTooNearPolygon(x, y, ppoints)) {
                    float h = _terrain!=null ? _terrain.SampleHeight(transform.TransformPoint((float)x-2, (float)y-2,0)): 0;
                    ppoints.Add (new PolygonPoint(x, y, h));
                }
            }
            Poly2Tri.Polygon poly = new Poly2Tri.Polygon(ppoints);

            if (_terrain!=null) {

                if (steinerPoints==null) {
                    steinerPoints = new List<TriangulationPoint>(6000);
                } else {
                    steinerPoints.Clear();
                }

                float stepX = 1.0f / heightMapWidth;
                float smallStep = 1.0f / heightMapWidth;
                float y = region.rect2D.yMin + smallStep;
                float ymax = region.rect2D.yMax - smallStep;
                float[] acumY = new float[terrainRoughnessMapWidth];
                while(y<ymax) {
                    int j = (int)((y + 0.5f) * terrainRoughnessMapHeight); // * heightMapHeight)) / TERRAIN_CHUNK_SIZE;
                    if (j>=terrainRoughnessMapHeight) j=terrainRoughnessMapHeight-1;
                    float sy = y + 2;
                    float xin = GetFirstPointInRow(sy, ppoints) + smallStep;
                    float xout = GetLastPointInRow(sy, ppoints) - smallStep;
                    int k0 = -1;
                    for (float x = xin; x<xout; x+=stepX) {
                        int k = (int)((x + 0.5f) * terrainRoughnessMapWidth); //)) / TERRAIN_CHUNK_SIZE;
                        if (k>=terrainRoughnessMapWidth) k=terrainRoughnessMapWidth-1;
                        if (k0!=k) {
                            k0=k;
                            stepX = terrainRoughnessMap[j,k];
                            if (acumY[k] >= stepX) acumY[k] = 0;
                            acumY[k] += smallStep;
                        }
                        if (acumY[k] >= stepX) {
                            // Gather precision height
                            float h = _terrain.SampleHeight (transform.TransformPoint(x,y,0));
                            float htl = _terrain.SampleHeight (transform.TransformPoint (x-smallStep, y+smallStep, 0));
                            if (htl>h) h = htl;
                            float htr = _terrain.SampleHeight (transform.TransformPoint (x+smallStep, y+smallStep, 0));
                            if (htr>h) h = htr;
                            float hbr = _terrain.SampleHeight (transform.TransformPoint (x+smallStep, y-smallStep, 0));
                            if (hbr>h) h = hbr;
                            float hbl = _terrain.SampleHeight (transform.TransformPoint (x-smallStep, y-smallStep, 0));
                            if (hbl>h) h = hbl;
                            steinerPoints.Add (new PolygonPoint (x+2, sy, h));
                        }
                    }
                    y += smallStep;
                    if (steinerPoints.Count>80000) {
                        break;
                    }
                }
                poly.AddSteinerPoints(steinerPoints);
            }

            P2T.Triangulate(poly);

            Vector3[] revisedSurfPoints = new Vector3[poly.Triangles.Count*3];

            if (_gridNormalOffset>0) {
                for (int k=0;k<poly.Triangles.Count;k++) {
                    DelaunayTriangle dt = poly.Triangles[k];
                    float x = dt.Points[0].Xf-2;
                    float y = dt.Points[0].Yf-2;
                    float z = -dt.Points[0].Zf;
                    Vector3 nd = transform.InverseTransformVector(_terrain.terrainData.GetInterpolatedNormal(x+0.5f,y+0.5f)) * _gridNormalOffset;
                    revisedSurfPoints[k*3].x = x + nd.x;
                    revisedSurfPoints[k*3].y = y + nd.y;
                    revisedSurfPoints[k*3].z = z + nd.z;

                    x = dt.Points[2].Xf-2;
                    y = dt.Points[2].Yf-2;
                    z = -dt.Points[2].Zf;
                    nd = transform.InverseTransformVector(_terrain.terrainData.GetInterpolatedNormal(x+0.5f,y+0.5f)) * _gridNormalOffset;
                    revisedSurfPoints[k*3+1].x = x + nd.x;
                    revisedSurfPoints[k*3+1].y = y + nd.y;
                    revisedSurfPoints[k*3+1].z = z + nd.z;

                    x = dt.Points[1].Xf-2;
                    y = dt.Points[1].Yf-2;
                    z = -dt.Points[1].Zf;
                    nd = transform.InverseTransformVector(_terrain.terrainData.GetInterpolatedNormal(x+0.5f,y+0.5f)) * _gridNormalOffset;
                    revisedSurfPoints[k*3+2].x = x + nd.x;
                    revisedSurfPoints[k*3+2].y = y + nd.y;
                    revisedSurfPoints[k*3+2].z = z + nd.z;
                }
            } else {
                for (int k=0;k<poly.Triangles.Count;k++) {
                    DelaunayTriangle dt = poly.Triangles[k];
                    revisedSurfPoints[k*3].x = dt.Points[0].Xf-2;
                    revisedSurfPoints[k*3].y = dt.Points[0].Yf-2;
                    revisedSurfPoints[k*3].z = -dt.Points[0].Zf;
                    revisedSurfPoints[k*3+1].x = dt.Points[2].Xf-2;
                    revisedSurfPoints[k*3+1].y = dt.Points[2].Yf-2;
                    revisedSurfPoints[k*3+1].z = -dt.Points[2].Zf;
                    revisedSurfPoints[k*3+2].x = dt.Points[1].Xf-2;
                    revisedSurfPoints[k*3+2].y = dt.Points[1].Yf-2;
                    revisedSurfPoints[k*3+2].z = -dt.Points[1].Zf;
                }
            }
            int cacheIndex = GetCacheIndexForTerritoryRegion (territoryIndex);
            string cacheIndexSTR = cacheIndex.ToString();
            // Deletes potential residual surface
            Transform t = surfacesLayer.transform.FindChild(cacheIndexSTR);
            if (t!=null) DestroyImmediate(t.gameObject);
            GameObject surf = Drawing.CreateSurface (cacheIndexSTR, revisedSurfPoints, material);
            surf.transform.SetParent (surfacesLayer.transform, false);
            surf.transform.localPosition = Vector3.zero;
            surf.layer = gameObject.layer;
            if (surfaces.ContainsKey(cacheIndex)) surfaces.Remove(cacheIndex);
            surfaces.Add (cacheIndex, surf);

            return surf;
        }
コード例 #6
0
        Polygon ComputeInternal(PolygonOp operation)
        {
            Polygon result = null;
            sortedEvents = new List<SweepEvent>();

            // Init event queue
            eventQueue = new EventQueue();

            // Test 1 for trivial result case
            if (subject.contours.Count * clipping.contours.Count == 0) {
                if (operation == PolygonOp.DIFFERENCE)
                    result = subject;
                else if (operation == PolygonOp.UNION || operation == PolygonOp.XOR)
                    result = (subject.contours.Count == 0) ? clipping : subject;
                return result;
            }

            // Test 2 for trivial result case
            Rectangle subjectBB = subject.boundingBox;
            Rectangle clippingBB = clipping.boundingBox;
            if (!subjectBB.Intersects(clippingBB)) {
                if (operation == PolygonOp.DIFFERENCE)
                    result = subject;
                if (operation == PolygonOp.UNION || operation == PolygonOp.XOR) {
                    result = subject;
                    foreach(Contour c in clipping.contours)
                        result.AddContour(c);
                }

                return result;
            }

            // Add each segment to the eventQueue, sorted from left to right.
            for(int k=0;k<subject.contours.Count;k++) {
                Contour sCont = subject.contours[k];
                for (int pParse1=0;pParse1<sCont.points.Count;pParse1++)
                    ProcessSegment(sCont.GetSegment(pParse1), PolygonType.SUBJECT);
            }

            for(int k=0;k<clipping.contours.Count;k++) {
                Contour cCont = clipping.contours[k];
                for (int pParse2=0;pParse2<cCont.points.Count;pParse2++)
                    ProcessSegment(cCont.GetSegment(pParse2), PolygonType.CLIPPING);
            }

            Connector connector = new Connector();

            // This is the SweepLine. That is, we go through all the polygon edges
            // by sweeping from left to right.
            SweepEventSet S = new SweepEventSet();

            double MINMAX_X = Math.Min(subjectBB.right, clippingBB.right) + Point.PRECISION;

            SweepEvent prev, next;

            int panicCounter = 0; // This is a safety check to prevent infinite loops (very rare but could happen due to floating-point issues with a high number of points)

            while (!eventQueue.isEmpty)
            {
                if (panicCounter++>10000) {
                    Debug.Log("PANIC!");
                    break;
                }
                prev = null;
                next = null;

                SweepEvent e = eventQueue.Dequeue();

                if ((operation == PolygonOp.INTERSECTION && e.p.x > MINMAX_X) || (operation == PolygonOp.DIFFERENCE && e.p.x > subjectBB.right + Point.PRECISION))
                    return connector.ToPolygonFromLargestLineStrip();

                if (operation == PolygonOp.UNION && e.p.x > MINMAX_X) {
                    // add all the non-processed line segments to the result
                    if (!e.isLeft)
                        connector.Add(e.segment);

                    while (!eventQueue.isEmpty) {
                        e = eventQueue.Dequeue();
                        if (!e.isLeft)
                            connector.Add(e.segment);
                    }
                    return connector.ToPolygonFromLargestLineStrip();
                }

                if (e.isLeft) {  // the line segment must be inserted into S
                    int pos = S.Insert(e);

                    prev = (pos > 0) ? S.eventSet[pos - 1] : null;
                    next = (pos < S.eventSet.Count - 1) ? S.eventSet[pos + 1] : null;

                    if (prev == null) {
                        e.inside = e.inOut = false;
                    } else if (prev.edgeType != EdgeType.NORMAL) {
                        if (pos - 2 < 0) { // e overlaps with prev
                            // Not sure how to handle the case when pos - 2 < 0, but judging
                            // from the C++ implementation this looks like how it should be handled.
                            e.inside = e.inOut = false;
                            if (prev.polygonType != e.polygonType)
                                e.inside = true;
                            else
                                e.inOut = true;
                        } else {
                            SweepEvent prevTwo = S.eventSet[pos - 2];
                            if (prev.polygonType == e.polygonType) {
                                e.inOut = !prev.inOut;
                                e.inside = !prevTwo.inOut;
                            } else {
                                e.inOut = !prevTwo.inOut;
                                e.inside = !prev.inOut;
                            }
                        }
                    } else if (e.polygonType == prev.polygonType) {
                        e.inside = prev.inside;
                        e.inOut = !prev.inOut;
                    } else {
                        e.inside = !prev.inOut;
                        e.inOut = prev.inside;
                    }

                    // Process a possible intersection between "e" and its next neighbor in S
                    if (next != null)
                        PossibleIntersection(e, next);

                    // Process a possible intersection between "e" and its previous neighbor in S
                    if (prev != null)
                        PossibleIntersection(prev, e);
                } else { // the line segment must be removed from S

                    // Get the next and previous line segments to "e" in S
                    int otherPos = -1;
                    for (int evt=0;evt<S.eventSet.Count;evt++) {
                        if (e.otherSE.Equals(S.eventSet[evt])) {
                            otherPos = evt;
                            break;
                        }
                    }
                    if (otherPos != -1) {
                        prev = (otherPos > 0) ? S.eventSet[otherPos - 1] : null;
                        next = (otherPos < S.eventSet.Count - 1) ? S.eventSet[otherPos + 1] : null;
                    }

                    switch (e.edgeType) {
                    case EdgeType.NORMAL:
                        switch (operation) {
                        case PolygonOp.INTERSECTION:
                            if (e.otherSE.inside)
                                connector.Add(e.segment);
                            break;
                        case PolygonOp.UNION:
                            if (!e.otherSE.inside)
                                connector.Add(e.segment);
                            break;
                        case PolygonOp.DIFFERENCE:
                            if ((e.polygonType == PolygonType.SUBJECT && !e.otherSE.inside) || (e.polygonType == PolygonType.CLIPPING && e.otherSE.inside))
                                connector.Add(e.segment);
                            break;
                        case PolygonOp.XOR:
                            connector.Add (e.segment);
                            break;
                        }
                        break;
                    case EdgeType.SAME_TRANSITION:
                        if (operation == PolygonOp.INTERSECTION || operation == PolygonOp.UNION)
                            connector.Add(e.segment);
                        break;
                    case EdgeType.DIFFERENT_TRANSITION:
                        if (operation == PolygonOp.DIFFERENCE)
                            connector.Add(e.segment);
                        break;
                    }

                    if (otherPos != -1)
                        S.Remove(S.eventSet[otherPos]);

                    if (next != null && prev != null)
                        PossibleIntersection(prev, next);
                }
            }

            return connector.ToPolygonFromLargestLineStrip();
        }