public static ClipperLib.PolyTree ExecuteClipper(TmxMap tmxMap, TmxLayer tmxLayer, TransformPointFunc xfFunc, ProgressFunc progFunc) { // The "fullClipper" combines the clipper results from the smaller pieces ClipperLib.Clipper fullClipper = new ClipperLib.Clipper(); // From the perspective of Clipper lines are polygons too // Closed paths == polygons // Open paths == lines var polygonGroups = from y in Enumerable.Range(0, tmxLayer.Height) from x in Enumerable.Range(0, tmxLayer.Width) let rawTileId = tmxLayer.GetRawTileIdAt(x, y) let tileId = TmxMath.GetTileIdWithoutFlags(rawTileId) where tileId != 0 let tile = tmxMap.Tiles[tileId] from polygon in tile.ObjectGroup.Objects where (polygon as TmxHasPoints) != null let groupX = x / LayerClipper.GroupBySize let groupY = y / LayerClipper.GroupBySize group new { PositionOnMap = tmxMap.GetMapPositionAt(x, y, tile), HasPointsInterface = polygon as TmxHasPoints, TmxObjectInterface = polygon, IsFlippedDiagnoally = TmxMath.IsTileFlippedDiagonally(rawTileId), IsFlippedHorizontally = TmxMath.IsTileFlippedHorizontally(rawTileId), IsFlippedVertically = TmxMath.IsTileFlippedVertically(rawTileId), TileCenter = new PointF(tile.TileSize.Width * 0.5f, tile.TileSize.Height * 0.5f), } by Tuple.Create(groupX, groupY); int groupIndex = 0; int groupCount = polygonGroups.Count(); foreach (var polyGroup in polygonGroups) { if (groupIndex % 5 == 0) { progFunc(String.Format("Clipping '{0}' polygons: {1}%", tmxLayer.Name, (groupIndex / (float)groupCount) * 100)); } groupIndex++; // The "groupClipper" clips the polygons in a smaller part of the world ClipperLib.Clipper groupClipper = new ClipperLib.Clipper(); // Add all our polygons to the Clipper library so it can reduce all the polygons to a (hopefully small) number of paths foreach (var poly in polyGroup) { // Create a clipper library polygon out of each and add it to our collection ClipperPolygon clipperPolygon = new ClipperPolygon(); // Our points may be transformed due to tile flipping/rotation // Before we transform them we put all the points into local space relative to the tile SizeF offset = new SizeF(poly.TmxObjectInterface.Position); PointF[] transformedPoints = poly.HasPointsInterface.Points.Select(pt => PointF.Add(pt, offset)).ToArray(); // Now transform the points relative to the tile TmxMath.TransformPoints(transformedPoints, poly.TileCenter, poly.IsFlippedDiagnoally, poly.IsFlippedHorizontally, poly.IsFlippedVertically); foreach (var pt in transformedPoints) { float x = poly.PositionOnMap.X + pt.X; float y = poly.PositionOnMap.Y + pt.Y; ClipperLib.IntPoint point = xfFunc(x, y); clipperPolygon.Add(point); } // Because of Unity's cooridnate system, the winding order of the polygons must be reversed clipperPolygon.Reverse(); // Add the "subject" groupClipper.AddPath(clipperPolygon, ClipperLib.PolyType.ptSubject, poly.HasPointsInterface.ArePointsClosed()); } // Get a solution for this group ClipperLib.PolyTree solution = new ClipperLib.PolyTree(); groupClipper.Execute(ClipperLib.ClipType.ctUnion, solution, LayerClipper.SubjectFillRule, LayerClipper.ClipFillRule); // Combine the solutions into the full clipper fullClipper.AddPaths(ClipperLib.Clipper.ClosedPathsFromPolyTree(solution), ClipperLib.PolyType.ptSubject, true); fullClipper.AddPaths(ClipperLib.Clipper.OpenPathsFromPolyTree(solution), ClipperLib.PolyType.ptSubject, false); } progFunc(String.Format("Clipping '{0}' polygons: 100%", tmxLayer.Name)); ClipperLib.PolyTree fullSolution = new ClipperLib.PolyTree(); fullClipper.Execute(ClipperLib.ClipType.ctUnion, fullSolution, LayerClipper.SubjectFillRule, LayerClipper.ClipFillRule); return(fullSolution); }
public static ClipperLib.PolyTree ExecuteClipper(TmxMap tmxMap, TmxLayer tmxLayer, TransformPointFunc xfFunc, ProgressFunc progFunc) { // The "fullClipper" combines the clipper results from the smaller pieces ClipperLib.Clipper fullClipper = new ClipperLib.Clipper(); // Limit to polygon "type" that matches the collision layer name (unless we are overriding the whole layer to a specific Unity Layer Name) bool usingUnityLayerOverride = !String.IsNullOrEmpty(tmxLayer.UnityLayerOverrideName); // From the perspective of Clipper lines are polygons too // Closed paths == polygons // Open paths == lines Dictionary <TupleInt2, List <PolygonGroup> > polygonGroups = new Dictionary <TupleInt2, List <PolygonGroup> >(); foreach (int y in Enumerable.Range(0, tmxLayer.Height)) { foreach (int x in Enumerable.Range(0, tmxLayer.Width)) { uint rawTileId = tmxLayer.GetRawTileIdAt(x, y); if (rawTileId == 0) { continue; } uint tileId = TmxMath.GetTileIdWithoutFlags(rawTileId); TmxTile tile = tmxMap.Tiles[tileId]; foreach (TmxObject polygon in tile.ObjectGroup.Objects) { if (typeof(TmxHasPoints).IsAssignableFrom(polygon.GetType()) && (usingUnityLayerOverride || String.Compare(polygon.Type, tmxLayer.Name, true) == 0)) { int groupX = x / LayerClipper.GroupBySize; int groupY = y / LayerClipper.GroupBySize; PolygonGroup poly = new PolygonGroup(); poly.PositionOnMap = tmxMap.GetMapPositionAt(x, y, tile); poly.HasPointsInterface = polygon as TmxHasPoints; poly.TmxObjectInterface = polygon; poly.IsFlippedDiagnoally = TmxMath.IsTileFlippedDiagonally(rawTileId); poly.IsFlippedHorizontally = TmxMath.IsTileFlippedHorizontally(rawTileId); poly.IsFlippedVertically = TmxMath.IsTileFlippedVertically(rawTileId); poly.TileCenter = new PointF(tile.TileSize.Width * 0.5f, tile.TileSize.Height * 0.5f); TupleInt2 key = new TupleInt2(groupX, groupY); if (!polygonGroups.ContainsKey(key)) { polygonGroups[key] = new List <PolygonGroup>(); } polygonGroups[key].Add(poly); } } } } // Tuple not supported in Mono 2.0 so doing this the old fashioned way, sorry //var polygonGroups = from y in Enumerable.Range(0, tmxLayer.Height) // from x in Enumerable.Range(0, tmxLayer.Width) // let rawTileId = tmxLayer.GetRawTileIdAt(x, y) // where rawTileId != 0 // let tileId = TmxMath.GetTileIdWithoutFlags(rawTileId) // let tile = tmxMap.Tiles[tileId] // from polygon in tile.ObjectGroup.Objects // where (polygon as TmxHasPoints) != null // where usingUnityLayerOverride || String.Compare(polygon.Type, tmxLayer.Name, true) == 0 // let groupX = x / LayerClipper.GroupBySize // let groupY = y / LayerClipper.GroupBySize // group new // { // PositionOnMap = tmxMap.GetMapPositionAt(x, y, tile), // HasPointsInterface = polygon as TmxHasPoints, // TmxObjectInterface = polygon, // IsFlippedDiagnoally = TmxMath.IsTileFlippedDiagonally(rawTileId), // IsFlippedHorizontally = TmxMath.IsTileFlippedHorizontally(rawTileId), // IsFlippedVertically = TmxMath.IsTileFlippedVertically(rawTileId), // TileCenter = new PointF(tile.TileSize.Width * 0.5f, tile.TileSize.Height * 0.5f), // } // by Tuple.Create(groupX, groupY); int groupIndex = 0; int groupCount = polygonGroups.Count(); foreach (TupleInt2 key in polygonGroups.Keys) { if (groupIndex % 5 == 0) { progFunc(String.Format("Clipping '{0}' polygons: {1}%", tmxLayer.Name, (groupIndex / (float)groupCount) * 100)); } groupIndex++; // The "groupClipper" clips the polygons in a smaller part of the world ClipperLib.Clipper groupClipper = new ClipperLib.Clipper(); // Add all our polygons to the Clipper library so it can reduce all the polygons to a (hopefully small) number of paths foreach (PolygonGroup poly in polygonGroups[key]) { // Create a clipper library polygon out of each and add it to our collection ClipperPolygon clipperPolygon = new ClipperPolygon(); // Our points may be transformed due to tile flipping/rotation // Before we transform them we put all the points into local space relative to the tile SizeF offset = new SizeF(poly.TmxObjectInterface.Position); PointF[] transformedPoints = poly.HasPointsInterface.Points.Select(pt => PointF.Add(pt, offset)).ToArray(); // Now transform the points relative to the tile TmxMath.TransformPoints(transformedPoints, poly.TileCenter, poly.IsFlippedDiagnoally, poly.IsFlippedHorizontally, poly.IsFlippedVertically); foreach (var pt in transformedPoints) { float x = poly.PositionOnMap.X + pt.X; float y = poly.PositionOnMap.Y + pt.Y; ClipperLib.IntPoint point = xfFunc(x, y); clipperPolygon.Add(point); } // Because of Unity's cooridnate system, the winding order of the polygons must be reversed clipperPolygon.Reverse(); // Add the "subject" groupClipper.AddPath(clipperPolygon, ClipperLib.PolyType.ptSubject, poly.HasPointsInterface.ArePointsClosed()); } // Get a solution for this group ClipperLib.PolyTree solution = new ClipperLib.PolyTree(); groupClipper.Execute(ClipperLib.ClipType.ctUnion, solution, LayerClipper.SubjectFillRule, LayerClipper.ClipFillRule); // Combine the solutions into the full clipper fullClipper.AddPaths(ClipperLib.Clipper.ClosedPathsFromPolyTree(solution), ClipperLib.PolyType.ptSubject, true); fullClipper.AddPaths(ClipperLib.Clipper.OpenPathsFromPolyTree(solution), ClipperLib.PolyType.ptSubject, false); } progFunc(String.Format("Clipping '{0}' polygons: 100%", tmxLayer.Name)); ClipperLib.PolyTree fullSolution = new ClipperLib.PolyTree(); fullClipper.Execute(ClipperLib.ClipType.ctUnion, fullSolution, LayerClipper.SubjectFillRule, LayerClipper.ClipFillRule); return(fullSolution); }
public static PolyTree ExecuteClipper(TmxMap map, TmxChunk chunk, TransformPointFunc xfFunc) { ////for(int i=0;i<chunk.Height;i++) //// { //// for(int j=0; j<chunk.Width;j++) //// { //// var raw = chunk.GetRawTileIdAt(j, i); //// if(raw!=0) //// { //// var tid = TmxMath.GetTileIdWithoutFlags(raw); //// var tile = map.Tiles[tid]; //// foreach(var p in tile.ObjectGroup.Objects) //// { //// if(p is TmxHasPoints) //// { //// p.ToEnumerable().Where((x) => //// { //// if (!usingUnityLayerOverride) //// { //// return string.Compare(tuple.Item1.Type, chunk.ParentData.ParentLayer.Name, true) == 0; //// } //// return true; //// }); //// } //// } //// } //// } //// } // Clipper clipper = new Clipper(0); // Tuple<TmxObject, TmxTile, uint> tuple = new Tuple<TmxObject, TmxTile, uint>(null, null, 0); // bool usingUnityLayerOverride = !string.IsNullOrEmpty(chunk.ParentData.ParentLayer.UnityLayerOverrideName); // foreach (var item2 in from h__TransparentIdentifier4 in (from y in Enumerable.Range(0, chunk.Height) // from x in Enumerable.Range(0, chunk.Width) // let rawTileId = chunk.GetRawTileIdAt(x, y) // where rawTileId != 0 // let tileId = TmxMath.GetTileIdWithoutFlags(rawTileId) // let tile = map.Tiles[tileId] // from polygon in tile.ObjectGroup.Objects // where polygon is TmxHasPoints // select polygon.ToEnumerable().ToList().TrueForAll // (h__TransparentIdentifier4 => // { // UnityEngine.Debug.Log("liudaodelh"); // tuple = new Tuple<TmxObject, TmxTile, uint>(polygon, tile, rawTileId); // if (!usingUnityLayerOverride) // { // return string.Compare(tuple.Item1.Type, chunk.ParentData.ParentLayer.Name, true) == 0; // } // return true; // })) // select new // { // PositionOnMap = map.GetMapPositionAt((int)tuple.Item1.Position.X + chunk.X, (int)tuple.Item1.Position.Y + chunk.Y, tuple.Item2), // HasPointsInterface = (tuple.Item1 as TmxHasPoints), // TmxObjectInterface = tuple.Item1, // IsFlippedDiagnoally = TmxMath.IsTileFlippedDiagonally(tuple.Item3), // IsFlippedHorizontally = TmxMath.IsTileFlippedHorizontally(tuple.Item3), // IsFlippedVertically = TmxMath.IsTileFlippedVertically(tuple.Item3), // TileCenter = new PointF((float)tuple.Item2.TileSize.Width * 0.5f, (float)tuple.Item2.TileSize.Height * 0.5f) // }) // { // List<IntPoint> list = new List<IntPoint>(); // SizeF offset = new SizeF(item2.TmxObjectInterface.Position); // PointF[] array = item2.HasPointsInterface.Points.Select((PointF pt) => PointF.Add(pt, offset)).ToArray(); // TmxMath.TransformPoints(array, item2.TileCenter, item2.IsFlippedDiagnoally, item2.IsFlippedHorizontally, item2.IsFlippedVertically); // PointF[] array2 = array; // for (int i = 0; i < array2.Length; i++) // { // PointF pointF = array2[i]; // float x2 = (float)item2.PositionOnMap.X + pointF.X; // float y2 = (float)item2.PositionOnMap.Y + pointF.Y; // IntPoint item = xfFunc(x2, y2); // list.Add(item); // } // list.Reverse(); // clipper.AddPath(list, PolyType.ptSubject, item2.HasPointsInterface.ArePointsClosed()); // } // PolyTree polyTree = new PolyTree(); // clipper.Execute(ClipType.ctUnion, polyTree, SubjectFillRule, ClipFillRule); // return polyTree; ClipperLib.Clipper clipper = new ClipperLib.Clipper(); // Limit to polygon "type" that matches the collision layer name (unless we are overriding the whole layer to a specific Unity Layer Name) bool usingUnityLayerOverride = !String.IsNullOrEmpty(chunk.ParentData.ParentLayer.UnityLayerOverrideName); var polygons = from y in Enumerable.Range(0, chunk.Height) from x in Enumerable.Range(0, chunk.Width) let rawTileId = chunk.GetRawTileIdAt(x, y) where rawTileId != 0 let tileId = TmxMath.GetTileIdWithoutFlags(rawTileId) let tile = map.Tiles[tileId] from polygon in tile.ObjectGroup.Objects where (polygon as TmxHasPoints) != null where usingUnityLayerOverride || String.Compare(polygon.Type, chunk.ParentData.ParentLayer.Name, true) == 0 select new { PositionOnMap = map.GetMapPositionAt(x + chunk.X, y + chunk.Y, tile), HasPointsInterface = polygon as TmxHasPoints, TmxObjectInterface = polygon, IsFlippedDiagnoally = TmxMath.IsTileFlippedDiagonally(rawTileId), IsFlippedHorizontally = TmxMath.IsTileFlippedHorizontally(rawTileId), IsFlippedVertically = TmxMath.IsTileFlippedVertically(rawTileId), TileCenter = new PointF(tile.TileSize.Width * 0.5f, tile.TileSize.Height * 0.5f), }; // Add all our polygons to the Clipper library so it can reduce all the polygons to a (hopefully small) number of paths foreach (var poly in polygons) { // Create a clipper library polygon out of each and add it to our collection ClipperPolygon clipperPolygon = new ClipperPolygon(); // Our points may be transformed due to tile flipping/rotation // Before we transform them we put all the points into local space relative to the tile SizeF offset = new SizeF(poly.TmxObjectInterface.Position); PointF[] transformedPoints = poly.HasPointsInterface.Points.Select(pt => PointF.Add(pt, offset)).ToArray(); // Now transform the points relative to the tile TmxMath.TransformPoints(transformedPoints, poly.TileCenter, poly.IsFlippedDiagnoally, poly.IsFlippedHorizontally, poly.IsFlippedVertically); foreach (var pt in transformedPoints) { float x = poly.PositionOnMap.X + pt.X; float y = poly.PositionOnMap.Y + pt.Y; ClipperLib.IntPoint point = xfFunc(x, y); clipperPolygon.Add(point); } // Because of Unity's cooridnate system, the winding order of the polygons must be reversed clipperPolygon.Reverse(); // Add the "subject" clipper.AddPath(clipperPolygon, ClipperLib.PolyType.ptSubject, poly.HasPointsInterface.ArePointsClosed()); } ClipperLib.PolyTree solution = new ClipperLib.PolyTree(); clipper.Execute(ClipperLib.ClipType.ctUnion, solution, LayerClipper.SubjectFillRule, LayerClipper.ClipFillRule); return(solution); }
public static ClipperLib.PolyTree ExecuteClipper(TmxMap tmxMap, TmxLayer tmxLayer, TransformPointFunc xfFunc, ProgressFunc progFunc) { // The "fullClipper" combines the clipper results from the smaller pieces ClipperLib.Clipper fullClipper = new ClipperLib.Clipper(); // From the perspective of Clipper lines are polygons too // Closed paths == polygons // Open paths == lines var polygonGroups = from y in Enumerable.Range(0, tmxLayer.Height) from x in Enumerable.Range(0, tmxLayer.Width) let rawTileId = tmxLayer.GetRawTileIdAt(x, y) let tileId = TmxMath.GetTileIdWithoutFlags(rawTileId) where tileId != 0 let tile = tmxMap.Tiles[tileId] from polygon in tile.ObjectGroup.Objects where (polygon as TmxHasPoints) != null let groupX = x / LayerClipper.GroupBySize let groupY = y / LayerClipper.GroupBySize group new { PositionOnMap = tmxMap.GetMapPositionAt(x, y, tile), HasPointsInterface = polygon as TmxHasPoints, TmxObjectInterface = polygon, IsFlippedDiagnoally = TmxMath.IsTileFlippedDiagonally(rawTileId), IsFlippedHorizontally = TmxMath.IsTileFlippedHorizontally(rawTileId), IsFlippedVertically = TmxMath.IsTileFlippedVertically(rawTileId), TileCenter = new PointF(tile.TileSize.Width * 0.5f, tile.TileSize.Height * 0.5f), } by Tuple.Create(groupX, groupY); int groupIndex = 0; int groupCount = polygonGroups.Count(); foreach (var polyGroup in polygonGroups) { if (groupIndex % 5 == 0) { progFunc(String.Format("Clipping '{0}' polygons: {1}%", tmxLayer.Name, (groupIndex / (float)groupCount) * 100)); } groupIndex++; // The "groupClipper" clips the polygons in a smaller part of the world ClipperLib.Clipper groupClipper = new ClipperLib.Clipper(); // Add all our polygons to the Clipper library so it can reduce all the polygons to a (hopefully small) number of paths foreach (var poly in polyGroup) { // Create a clipper library polygon out of each and add it to our collection ClipperPolygon clipperPolygon = new ClipperPolygon(); // Our points may be transformed due to tile flipping/rotation // Before we transform them we put all the points into local space relative to the tile SizeF offset = new SizeF(poly.TmxObjectInterface.Position); PointF[] transformedPoints = poly.HasPointsInterface.Points.Select(pt => PointF.Add(pt, offset)).ToArray(); // Now transform the points relative to the tile TmxMath.TransformPoints(transformedPoints, poly.TileCenter, poly.IsFlippedDiagnoally, poly.IsFlippedHorizontally, poly.IsFlippedVertically); foreach (var pt in transformedPoints) { float x = poly.PositionOnMap.X + pt.X; float y = poly.PositionOnMap.Y + pt.Y; ClipperLib.IntPoint point = xfFunc(x, y); clipperPolygon.Add(point); } // Because of Unity's cooridnate system, the winding order of the polygons must be reversed clipperPolygon.Reverse(); // Add the "subject" groupClipper.AddPath(clipperPolygon, ClipperLib.PolyType.ptSubject, poly.HasPointsInterface.ArePointsClosed()); } // Get a solution for this group ClipperLib.PolyTree solution = new ClipperLib.PolyTree(); groupClipper.Execute(ClipperLib.ClipType.ctUnion, solution, LayerClipper.SubjectFillRule, LayerClipper.ClipFillRule); // Combine the solutions into the full clipper fullClipper.AddPaths(ClipperLib.Clipper.ClosedPathsFromPolyTree(solution), ClipperLib.PolyType.ptSubject, true); fullClipper.AddPaths(ClipperLib.Clipper.OpenPathsFromPolyTree(solution), ClipperLib.PolyType.ptSubject, false); } progFunc(String.Format("Clipping '{0}' polygons: 100%", tmxLayer.Name)); ClipperLib.PolyTree fullSolution = new ClipperLib.PolyTree(); fullClipper.Execute(ClipperLib.ClipType.ctUnion, fullSolution, LayerClipper.SubjectFillRule, LayerClipper.ClipFillRule); return fullSolution; }