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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*************************************************************************
*
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* Copyright 2000, 2010 Oracle and/or its affiliates.
*
* OpenOffice.org - a multi-platform office productivity suite
*
* This file is part of OpenOffice.org.
*
* OpenOffice.org is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License version 3
* only, as published by the Free Software Foundation.
*
* OpenOffice.org is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License version 3 for more details
* (a copy is included in the LICENSE file that accompanied this code).
*
* You should have received a copy of the GNU Lesser General Public License
* version 3 along with OpenOffice.org. If not, see
* <http://www.openoffice.org/license.html>
* for a copy of the LGPLv3 License.
*
************************************************************************/
#include <osl/diagnose.h>
#include <basegfx/numeric/ftools.hxx>
#include <basegfx/polygon/b2dpolypolygoncutter.hxx>
#include <basegfx/point/b2dpoint.hxx>
#include <basegfx/vector/b2dvector.hxx>
#include <basegfx/polygon/b2dpolygon.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>
#include <basegfx/polygon/b2dpolygoncutandtouch.hxx>
#include <basegfx/range/b2drange.hxx>
#include <basegfx/polygon/b2dpolypolygontools.hxx>
#include <basegfx/curve/b2dcubicbezier.hxx>
#include <vector>
#include <algorithm>
//////////////////////////////////////////////////////////////////////////////
namespace basegfx
{
namespace
{
//////////////////////////////////////////////////////////////////////////////
struct StripHelper
{
B2DRange maRange;
sal_Int32 mnDepth;
B2VectorOrientation meOrinetation;
};
//////////////////////////////////////////////////////////////////////////////
struct PN
{
public:
B2DPoint maPoint;
sal_uInt32 mnI;
sal_uInt32 mnIP;
sal_uInt32 mnIN;
};
//////////////////////////////////////////////////////////////////////////////
struct VN
{
public:
B2DVector maPrev;
B2DVector maNext;
// to have the correct curve segments in the crossover checks,
// it is necessary to keep the original next vectors, too. Else,
// it may happen to use a already switched next vector which
// would interpolate the wrong comparison point
B2DVector maOriginalNext;
};
//////////////////////////////////////////////////////////////////////////////
struct SN
{
public:
PN* mpPN;
bool operator<(const SN& rComp) const
{
if(fTools::equal(mpPN->maPoint.getX(), rComp.mpPN->maPoint.getX()))
{
if(fTools::equal(mpPN->maPoint.getY(), rComp.mpPN->maPoint.getY()))
{
return (mpPN->mnI < rComp.mpPN->mnI);
}
else
{
return fTools::less(mpPN->maPoint.getY(), rComp.mpPN->maPoint.getY());
}
}
else
{
return fTools::less(mpPN->maPoint.getX(), rComp.mpPN->maPoint.getX());
}
}
};
//////////////////////////////////////////////////////////////////////////////
typedef ::std::vector< PN > PNV;
typedef ::std::vector< VN > VNV;
typedef ::std::vector< SN > SNV;
//////////////////////////////////////////////////////////////////////////////
class solver
{
private:
const B2DPolyPolygon maOriginal;
PNV maPNV;
VNV maVNV;
SNV maSNV;
unsigned mbIsCurve : 1;
unsigned mbChanged : 1;
void impAddPolygon(const sal_uInt32 aPos, const B2DPolygon& rGeometry)
{
const sal_uInt32 nCount(rGeometry.count());
PN aNewPN;
VN aNewVN;
SN aNewSN;
for(sal_uInt32 a(0); a < nCount; a++)
{
const B2DPoint aPoint(rGeometry.getB2DPoint(a));
aNewPN.maPoint = aPoint;
aNewPN.mnI = aPos + a;
aNewPN.mnIP = aPos + ((a != 0) ? a - 1 : nCount - 1);
aNewPN.mnIN = aPos + ((a + 1 == nCount) ? 0 : a + 1);
maPNV.push_back(aNewPN);
if(mbIsCurve)
{
aNewVN.maPrev = rGeometry.getPrevControlPoint(a) - aPoint;
aNewVN.maNext = rGeometry.getNextControlPoint(a) - aPoint;
aNewVN.maOriginalNext = aNewVN.maNext;
maVNV.push_back(aNewVN);
}
aNewSN.mpPN = &maPNV[maPNV.size() - 1];
maSNV.push_back(aNewSN);
}
}
bool impLeftOfEdges(const B2DVector& rVecA, const B2DVector& rVecB, const B2DVector& rTest)
{
// tests if rTest is left of both directed line segments along the line -rVecA, rVecB. Test is
// with border.
if(rVecA.cross(rVecB) > 0.0)
{
// b is left turn seen from a, test if Test is left of both and so inside (left is seeen as inside)
const bool bBoolA(fTools::moreOrEqual(rVecA.cross(rTest), 0.0));
const bool bBoolB(fTools::lessOrEqual(rVecB.cross(rTest), 0.0));
return (bBoolA && bBoolB);
}
else
{
// b is right turn seen from a, test if Test is right of both and so outside (left is seeen as inside)
const bool bBoolA(fTools::lessOrEqual(rVecA.cross(rTest), 0.0));
const bool bBoolB(fTools::moreOrEqual(rVecB.cross(rTest), 0.0));
return (!(bBoolA && bBoolB));
}
}
void impSwitchNext(PN& rPNa, PN& rPNb)
{
::std::swap(rPNa.mnIN, rPNb.mnIN);
if(mbIsCurve)
{
VN& rVNa = maVNV[rPNa.mnI];
VN& rVNb = maVNV[rPNb.mnI];
::std::swap(rVNa.maNext, rVNb.maNext);
}
if(!mbChanged)
{
mbChanged = true;
}
}
B2DCubicBezier createSegment(const PN& rPN, bool bPrev) const
{
const B2DPoint& rStart(rPN.maPoint);
const B2DPoint& rEnd(maPNV[bPrev ? rPN.mnIP : rPN.mnIN].maPoint);
const B2DVector& rCPA(bPrev ? maVNV[rPN.mnI].maPrev : maVNV[rPN.mnI].maNext);
// Use maOriginalNext, not maNext to create the original (yet unchanged)
// curve segment. Otherwise, this segment would NOT ne correct.
const B2DVector& rCPB(bPrev ? maVNV[maPNV[rPN.mnIP].mnI].maOriginalNext : maVNV[maPNV[rPN.mnIN].mnI].maPrev);
return B2DCubicBezier(rStart, rStart + rCPA, rEnd + rCPB, rEnd);
}
void impHandleCommon(PN& rPNa, PN& rPNb)
{
if(mbIsCurve)
{
const B2DCubicBezier aNextA(createSegment(rPNa, false));
const B2DCubicBezier aPrevA(createSegment(rPNa, true));
if(aNextA.equal(aPrevA))
{
// deadend on A (identical edge)
return;
}
const B2DCubicBezier aNextB(createSegment(rPNb, false));
const B2DCubicBezier aPrevB(createSegment(rPNb, true));
if(aNextB.equal(aPrevB))
{
// deadend on B (identical edge)
return;
}
if(aPrevA.equal(aPrevB))
{
// common edge in same direction
if(aNextA.equal(aNextB))
{
// common edge in same direction continues
return;
}
else
{
// common edge in same direction leave
// action is done on enter
return;
}
}
else if(aPrevA.equal(aNextB))
{
// common edge in opposite direction
if(aNextA.equal(aPrevB))
{
// common edge in opposite direction continues
return;
}
else
{
// common edge in opposite direction leave
impSwitchNext(rPNa, rPNb);
}
}
else if(aNextA.equal(aNextB))
{
// common edge in same direction enter
// search leave edge
PN* pPNa2 = &maPNV[rPNa.mnIN];
PN* pPNb2 = &maPNV[rPNb.mnIN];
bool bOnEdge(true);
do
{
const B2DCubicBezier aNextA2(createSegment(*pPNa2, false));
const B2DCubicBezier aNextB2(createSegment(*pPNb2, false));
if(aNextA2.equal(aNextB2))
{
pPNa2 = &maPNV[pPNa2->mnIN];
pPNb2 = &maPNV[pPNb2->mnIN];
}
else
{
bOnEdge = false;
}
}
while(bOnEdge && pPNa2 != &rPNa && pPNa2 != &rPNa);
if(bOnEdge)
{
// loop over two identical polygon paths
return;
}
else
{
// enter at rPNa, rPNb; leave at pPNa2, pPNb2. No common edges
// at enter/leave. Check for crossover.
const B2DVector aPrevCA(aPrevA.interpolatePoint(0.5) - aPrevA.getStartPoint());
const B2DVector aNextCA(aNextA.interpolatePoint(0.5) - aNextA.getStartPoint());
const B2DVector aPrevCB(aPrevB.interpolatePoint(0.5) - aPrevB.getStartPoint());
const bool bEnter(impLeftOfEdges(aPrevCA, aNextCA, aPrevCB));
const B2DCubicBezier aNextA2(createSegment(*pPNa2, false));
const B2DCubicBezier aPrevA2(createSegment(*pPNa2, true));
const B2DCubicBezier aNextB2(createSegment(*pPNb2, false));
const B2DVector aPrevCA2(aPrevA2.interpolatePoint(0.5) - aPrevA2.getStartPoint());
const B2DVector aNextCA2(aNextA2.interpolatePoint(0.5) - aNextA2.getStartPoint());
const B2DVector aNextCB2(aNextB2.interpolatePoint(0.5) - aNextB2.getStartPoint());
const bool bLeave(impLeftOfEdges(aPrevCA2, aNextCA2, aNextCB2));
if(bEnter != bLeave)
{
// crossover
impSwitchNext(rPNa, rPNb);
}
}
}
else if(aNextA.equal(aPrevB))
{
// common edge in opposite direction enter
impSwitchNext(rPNa, rPNb);
}
else
{
// no common edges, check for crossover
const B2DVector aPrevCA(aPrevA.interpolatePoint(0.5) - aPrevA.getStartPoint());
const B2DVector aNextCA(aNextA.interpolatePoint(0.5) - aNextA.getStartPoint());
const B2DVector aPrevCB(aPrevB.interpolatePoint(0.5) - aPrevB.getStartPoint());
const B2DVector aNextCB(aNextB.interpolatePoint(0.5) - aNextB.getStartPoint());
const bool bEnter(impLeftOfEdges(aPrevCA, aNextCA, aPrevCB));
const bool bLeave(impLeftOfEdges(aPrevCA, aNextCA, aNextCB));
if(bEnter != bLeave)
{
// crossover
impSwitchNext(rPNa, rPNb);
}
}
}
else
{
const B2DPoint& rNextA(maPNV[rPNa.mnIN].maPoint);
const B2DPoint& rPrevA(maPNV[rPNa.mnIP].maPoint);
if(rNextA.equal(rPrevA))
{
// deadend on A
return;
}
const B2DPoint& rNextB(maPNV[rPNb.mnIN].maPoint);
const B2DPoint& rPrevB(maPNV[rPNb.mnIP].maPoint);
if(rNextB.equal(rPrevB))
{
// deadend on B
return;
}
if(rPrevA.equal(rPrevB))
{
// common edge in same direction
if(rNextA.equal(rNextB))
{
// common edge in same direction continues
return;
}
else
{
// common edge in same direction leave
// action is done on enter
return;
}
}
else if(rPrevA.equal(rNextB))
{
// common edge in opposite direction
if(rNextA.equal(rPrevB))
{
// common edge in opposite direction continues
return;
}
else
{
// common edge in opposite direction leave
impSwitchNext(rPNa, rPNb);
}
}
else if(rNextA.equal(rNextB))
{
// common edge in same direction enter
// search leave edge
PN* pPNa2 = &maPNV[rPNa.mnIN];
PN* pPNb2 = &maPNV[rPNb.mnIN];
bool bOnEdge(true);
do
{
const B2DPoint& rNextA2(maPNV[pPNa2->mnIN].maPoint);
const B2DPoint& rNextB2(maPNV[pPNb2->mnIN].maPoint);
if(rNextA2.equal(rNextB2))
{
pPNa2 = &maPNV[pPNa2->mnIN];
pPNb2 = &maPNV[pPNb2->mnIN];
}
else
{
bOnEdge = false;
}
}
while(bOnEdge && pPNa2 != &rPNa && pPNa2 != &rPNa);
if(bOnEdge)
{
// loop over two identical polygon paths
return;
}
else
{
// enter at rPNa, rPNb; leave at pPNa2, pPNb2. No common edges
// at enter/leave. Check for crossover.
const B2DPoint& aPointE(rPNa.maPoint);
const B2DVector aPrevAE(rPrevA - aPointE);
const B2DVector aNextAE(rNextA - aPointE);
const B2DVector aPrevBE(rPrevB - aPointE);
const B2DPoint& aPointL(pPNa2->maPoint);
const B2DVector aPrevAL(maPNV[pPNa2->mnIP].maPoint - aPointL);
const B2DVector aNextAL(maPNV[pPNa2->mnIN].maPoint - aPointL);
const B2DVector aNextBL(maPNV[pPNb2->mnIN].maPoint - aPointL);
const bool bEnter(impLeftOfEdges(aPrevAE, aNextAE, aPrevBE));
const bool bLeave(impLeftOfEdges(aPrevAL, aNextAL, aNextBL));
if(bEnter != bLeave)
{
// crossover; switch start or end
impSwitchNext(rPNa, rPNb);
}
}
}
else if(rNextA.equal(rPrevB))
{
// common edge in opposite direction enter
impSwitchNext(rPNa, rPNb);
}
else
{
// no common edges, check for crossover
const B2DPoint& aPoint(rPNa.maPoint);
const B2DVector aPrevA(rPrevA - aPoint);
const B2DVector aNextA(rNextA - aPoint);
const B2DVector aPrevB(rPrevB - aPoint);
const B2DVector aNextB(rNextB - aPoint);
const bool bEnter(impLeftOfEdges(aPrevA, aNextA, aPrevB));
const bool bLeave(impLeftOfEdges(aPrevA, aNextA, aNextB));
if(bEnter != bLeave)
{
// crossover
impSwitchNext(rPNa, rPNb);
}
}
}
}
void impSolve()
{
// sort by point to identify common nodes
::std::sort(maSNV.begin(), maSNV.end());
// handle common nodes
const sal_uInt32 nNodeCount(maSNV.size());
for(sal_uInt32 a(0); a < nNodeCount - 1; a++)
{
// test a before using it, not after. Also use nPointCount instead of aSortNodes.size()
PN& rPNb = *(maSNV[a].mpPN);
for(sal_uInt32 b(a + 1); b < nNodeCount && rPNb.maPoint.equal(maSNV[b].mpPN->maPoint); b++)
{
impHandleCommon(rPNb, *maSNV[b].mpPN);
}
}
}
public:
solver(const B2DPolygon& rOriginal)
: maOriginal(B2DPolyPolygon(rOriginal)),
mbIsCurve(false),
mbChanged(false)
{
const sal_uInt32 nOriginalCount(rOriginal.count());
if(nOriginalCount)
{
B2DPolygon aGeometry(tools::addPointsAtCutsAndTouches(rOriginal));
aGeometry.removeDoublePoints();
aGeometry = tools::simplifyCurveSegments(aGeometry);
mbIsCurve = aGeometry.areControlPointsUsed();
const sal_uInt32 nPointCount(aGeometry.count());
// If it's not a pezier polygon, at least four points are needed to create
// a self-intersection. If it's a bezier polygon, the minimum point number
// is two, since with a single point You get a curve, but no self-intersection
if(nPointCount > 3 || (nPointCount > 1 && mbIsCurve))
{
// reserve space in point, control and sort vector.
maSNV.reserve(nPointCount);
maPNV.reserve(nPointCount);
maVNV.reserve(mbIsCurve ? nPointCount : 0);
// fill data
impAddPolygon(0, aGeometry);
// solve common nodes
impSolve();
}
}
}
solver(const B2DPolyPolygon& rOriginal)
: maOriginal(rOriginal),
mbIsCurve(false),
mbChanged(false)
{
sal_uInt32 nOriginalCount(maOriginal.count());
if(nOriginalCount)
{
B2DPolyPolygon aGeometry(tools::addPointsAtCutsAndTouches(maOriginal, true));
aGeometry.removeDoublePoints();
aGeometry = tools::simplifyCurveSegments(aGeometry);
mbIsCurve = aGeometry.areControlPointsUsed();
nOriginalCount = aGeometry.count();
if(nOriginalCount)
{
sal_uInt32 nPointCount(0);
sal_uInt32 a(0);
// count points
for(a = 0; a < nOriginalCount; a++)
{
const B2DPolygon aCandidate(aGeometry.getB2DPolygon(a));
const sal_uInt32 nCandCount(aCandidate.count());
// If it's not a bezier curve, at least three points would be needed to have a
// topological relevant (not empty) polygon. Since its not known here if trivial
// edges (dead ends) will be kept or sorted out, add non-bezier polygons with
// more than one point.
// For bezier curves, the minimum for defining an area is also one.
if(nCandCount)
{
nPointCount += nCandCount;
}
}
if(nPointCount)
{
// reserve space in point, control and sort vector.
maSNV.reserve(nPointCount);
maPNV.reserve(nPointCount);
maVNV.reserve(mbIsCurve ? nPointCount : 0);
// fill data
sal_uInt32 nInsertIndex(0);
for(a = 0; a < nOriginalCount; a++)
{
const B2DPolygon aCandidate(aGeometry.getB2DPolygon(a));
const sal_uInt32 nCandCount(aCandidate.count());
// use same condition as above, the data vector is
// pre-allocated
if(nCandCount)
{
impAddPolygon(nInsertIndex, aCandidate);
nInsertIndex += nCandCount;
}
}
// solve common nodes
impSolve();
}
}
}
}
B2DPolyPolygon getB2DPolyPolygon()
{
if(mbChanged)
{
B2DPolyPolygon aRetval;
const sal_uInt32 nCount(maPNV.size());
sal_uInt32 nCountdown(nCount);
for(sal_uInt32 a(0); nCountdown && a < nCount; a++)
{
PN& rPN = maPNV[a];
if(SAL_MAX_UINT32 != rPN.mnI)
{
// unused node, start new part polygon
B2DPolygon aNewPart;
PN* pPNCurr = &rPN;
do
{
const B2DPoint& rPoint = pPNCurr->maPoint;
aNewPart.append(rPoint);
if(mbIsCurve)
{
const VN& rVNCurr = maVNV[pPNCurr->mnI];
if(!rVNCurr.maPrev.equalZero())
{
aNewPart.setPrevControlPoint(aNewPart.count() - 1, rPoint + rVNCurr.maPrev);
}
if(!rVNCurr.maNext.equalZero())
{
aNewPart.setNextControlPoint(aNewPart.count() - 1, rPoint + rVNCurr.maNext);
}
}
pPNCurr->mnI = SAL_MAX_UINT32;
nCountdown--;
pPNCurr = &(maPNV[pPNCurr->mnIN]);
}
while(pPNCurr != &rPN && SAL_MAX_UINT32 != pPNCurr->mnI);
// close and add
aNewPart.setClosed(true);
aRetval.append(aNewPart);
}
}
return aRetval;
}
else
{
// no change, return original
return maOriginal;
}
}
};
//////////////////////////////////////////////////////////////////////////////
} // end of anonymous namespace
} // end of namespace basegfx
//////////////////////////////////////////////////////////////////////////////
namespace basegfx
{
namespace tools
{
//////////////////////////////////////////////////////////////////////////////
B2DPolyPolygon solveCrossovers(const B2DPolyPolygon& rCandidate)
{
if(rCandidate.count() > 1L)
{
solver aSolver(rCandidate);
return aSolver.getB2DPolyPolygon();
}
else
{
return rCandidate;
}
}
//////////////////////////////////////////////////////////////////////////////
B2DPolyPolygon solveCrossovers(const B2DPolygon& rCandidate)
{
solver aSolver(rCandidate);
return aSolver.getB2DPolyPolygon();
}
//////////////////////////////////////////////////////////////////////////////
B2DPolyPolygon stripNeutralPolygons(const B2DPolyPolygon& rCandidate)
{
B2DPolyPolygon aRetval;
for(sal_uInt32 a(0L); a < rCandidate.count(); a++)
{
const B2DPolygon aCandidate(rCandidate.getB2DPolygon(a));
if(ORIENTATION_NEUTRAL != tools::getOrientation(aCandidate))
{
aRetval.append(aCandidate);
}
}
return aRetval;
}
//////////////////////////////////////////////////////////////////////////////
B2DPolyPolygon stripDispensablePolygons(const B2DPolyPolygon& rCandidate, bool bKeepAboveZero)
{
const sal_uInt32 nCount(rCandidate.count());
B2DPolyPolygon aRetval;
if(nCount)
{
if(nCount == 1L)
{
if(!bKeepAboveZero && ORIENTATION_POSITIVE == tools::getOrientation(rCandidate.getB2DPolygon(0L)))
{
aRetval = rCandidate;
}
}
else
{
sal_uInt32 a, b;
::std::vector< StripHelper > aHelpers;
aHelpers.resize(nCount);
for(a = 0L; a < nCount; a++)
{
const B2DPolygon aCandidate(rCandidate.getB2DPolygon(a));
StripHelper* pNewHelper = &(aHelpers[a]);
pNewHelper->maRange = tools::getRange(aCandidate);
pNewHelper->meOrinetation = tools::getOrientation(aCandidate);
pNewHelper->mnDepth = (ORIENTATION_NEGATIVE == pNewHelper->meOrinetation ? -1L : 0L);
}
for(a = 0L; a < nCount - 1L; a++)
{
const B2DPolygon aCandA(rCandidate.getB2DPolygon(a));
StripHelper& rHelperA = aHelpers[a];
for(b = a + 1L; b < nCount; b++)
{
const B2DPolygon aCandB(rCandidate.getB2DPolygon(b));
StripHelper& rHelperB = aHelpers[b];
const bool bAInB(rHelperB.maRange.isInside(rHelperA.maRange) && tools::isInside(aCandB, aCandA, true));
const bool bBInA(rHelperA.maRange.isInside(rHelperB.maRange) && tools::isInside(aCandA, aCandB, true));
if(bAInB && bBInA)
{
// congruent
if(rHelperA.meOrinetation == rHelperB.meOrinetation)
{
// two polys or two holes. Lower one of them to get one of them out of the way.
// Since each will be contained in the other one, both will be increased, too.
// So, for lowering, increase only one of them
rHelperA.mnDepth++;
}
else
{
// poly and hole. They neutralize, so get rid of both. Move securely below zero.
rHelperA.mnDepth = -((sal_Int32)nCount);
rHelperB.mnDepth = -((sal_Int32)nCount);
}
}
else
{
if(bAInB)
{
if(ORIENTATION_NEGATIVE == rHelperB.meOrinetation)
{
rHelperA.mnDepth--;
}
else
{
rHelperA.mnDepth++;
}
}
else if(bBInA)
{
if(ORIENTATION_NEGATIVE == rHelperA.meOrinetation)
{
rHelperB.mnDepth--;
}
else
{
rHelperB.mnDepth++;
}
}
}
}
}
for(a = 0L; a < nCount; a++)
{
const StripHelper& rHelper = aHelpers[a];
bool bAcceptEntry(bKeepAboveZero ? 1L <= rHelper.mnDepth : 0L == rHelper.mnDepth);
if(bAcceptEntry)
{
aRetval.append(rCandidate.getB2DPolygon(a));
}
}
}
}
return aRetval;
}
//////////////////////////////////////////////////////////////////////////////
B2DPolyPolygon prepareForPolygonOperation(const B2DPolygon& rCandidate)
{
solver aSolver(rCandidate);
B2DPolyPolygon aRetval(stripNeutralPolygons(aSolver.getB2DPolyPolygon()));
return correctOrientations(aRetval);
}
B2DPolyPolygon prepareForPolygonOperation(const B2DPolyPolygon& rCandidate)
{
solver aSolver(rCandidate);
B2DPolyPolygon aRetval(stripNeutralPolygons(aSolver.getB2DPolyPolygon()));
return correctOrientations(aRetval);
}
B2DPolyPolygon solvePolygonOperationOr(const B2DPolyPolygon& rCandidateA, const B2DPolyPolygon& rCandidateB)
{
if(!rCandidateA.count())
{
return rCandidateB;
}
else if(!rCandidateB.count())
{
return rCandidateA;
}
else
{
// concatenate polygons, solve crossovers and throw away all sub-polygons
// which have a depth other than 0.
B2DPolyPolygon aRetval(rCandidateA);
aRetval.append(rCandidateB);
aRetval = solveCrossovers(aRetval);
aRetval = stripNeutralPolygons(aRetval);
return stripDispensablePolygons(aRetval, false);
}
}
B2DPolyPolygon solvePolygonOperationXor(const B2DPolyPolygon& rCandidateA, const B2DPolyPolygon& rCandidateB)
{
if(!rCandidateA.count())
{
return rCandidateB;
}
else if(!rCandidateB.count())
{
return rCandidateA;
}
else
{
// XOR is pretty simple: By definition it is the simple concatenation of
// the single polygons since we imply XOR fill rule. Make it intersection-free
// and correct orientations
B2DPolyPolygon aRetval(rCandidateA);
aRetval.append(rCandidateB);
aRetval = solveCrossovers(aRetval);
aRetval = stripNeutralPolygons(aRetval);
return correctOrientations(aRetval);
}
}
B2DPolyPolygon solvePolygonOperationAnd(const B2DPolyPolygon& rCandidateA, const B2DPolyPolygon& rCandidateB)
{
if(!rCandidateA.count())
{
return B2DPolyPolygon();
}
else if(!rCandidateB.count())
{
return B2DPolyPolygon();
}
else
{
// concatenate polygons, solve crossovers and throw away all sub-polygons
// with a depth of < 1. This means to keep all polygons where at least two
// polygons do overlap.
B2DPolyPolygon aRetval(rCandidateA);
aRetval.append(rCandidateB);
aRetval = solveCrossovers(aRetval);
aRetval = stripNeutralPolygons(aRetval);
return stripDispensablePolygons(aRetval, true);
}
}
B2DPolyPolygon solvePolygonOperationDiff(const B2DPolyPolygon& rCandidateA, const B2DPolyPolygon& rCandidateB)
{
if(!rCandidateA.count())
{
return B2DPolyPolygon();
}
else if(!rCandidateB.count())
{
return rCandidateA;
}
else
{
// Make B topologically to holes and append to A
B2DPolyPolygon aRetval(rCandidateB);
aRetval.flip();
aRetval.append(rCandidateA);
// solve crossovers and throw away all sub-polygons which have a
// depth other than 0.
aRetval = basegfx::tools::solveCrossovers(aRetval);
aRetval = basegfx::tools::stripNeutralPolygons(aRetval);
return basegfx::tools::stripDispensablePolygons(aRetval, false);
}
}
B2DPolyPolygon mergeToSinglePolyPolygon(const std::vector< basegfx::B2DPolyPolygon >& rInput)
{
std::vector< basegfx::B2DPolyPolygon > aInput(rInput);
// first step: prepareForPolygonOperation and simple merge of non-overlapping
// PolyPolygons for speedup; this is possible for the wanted OR-operation
if(!aInput.empty())
{
std::vector< basegfx::B2DPolyPolygon > aResult;
aResult.reserve(aInput.size());
for(sal_uInt32 a(0); a < aInput.size(); a++)
{
const basegfx::B2DPolyPolygon aCandidate(prepareForPolygonOperation(aInput[a]));
if(!aResult.empty())
{
const B2DRange aCandidateRange(aCandidate.getB2DRange());
bool bCouldMergeSimple(false);
for(sal_uInt32 b(0); !bCouldMergeSimple && b < aResult.size(); b++)
{
basegfx::B2DPolyPolygon aTarget(aResult[b]);
const B2DRange aTargetRange(aTarget.getB2DRange());
if(!aCandidateRange.overlaps(aTargetRange))
{
aTarget.append(aCandidate);
aResult[b] = aTarget;
bCouldMergeSimple = true;
}
}
if(!bCouldMergeSimple)
{
aResult.push_back(aCandidate);
}
}
else
{
aResult.push_back(aCandidate);
}
}
aInput = aResult;
}
// second step: melt pairwise to a single PolyPolygon
while(aInput.size() > 1)
{
std::vector< basegfx::B2DPolyPolygon > aResult;
aResult.reserve((aInput.size() / 2) + 1);
for(sal_uInt32 a(0); a < aInput.size(); a += 2)
{
if(a + 1 < aInput.size())
{
// a pair for processing
aResult.push_back(solvePolygonOperationOr(aInput[a], aInput[a + 1]));
}
else
{
// last single PolyPolygon; copy to target to not lose it
aResult.push_back(aInput[a]);
}
}
aInput = aResult;
}
// third step: get result
if(1 == aInput.size())
{
return aInput[0];
}
return B2DPolyPolygon();
}
//////////////////////////////////////////////////////////////////////////////
} // end of namespace tools
} // end of namespace basegfx
//////////////////////////////////////////////////////////////////////////////
// eof
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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