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using System; |
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using System.Collections.Generic; |
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|
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namespace Oni.Akira |
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{ |
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internal struct Polygon2Clipper |
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{ |
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private readonly List<Polygon2> result; |
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private readonly RoomBspNode bspTree; |
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|
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#region private struct Line |
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|
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private struct Line |
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{ |
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private float a, c, d; |
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|
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public Line(Plane plane) |
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{ |
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a = plane.Normal.X; |
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c = plane.Normal.Z; |
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d = plane.D; |
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} |
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|
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public int RelativePosition(Vector2 point) |
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{ |
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float r = a * point.X + c * point.Y + d; |
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|
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if (r < -0.00001f) |
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return -1; |
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else if (r > 0.00001f) |
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return 1; |
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else |
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return 0; |
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} |
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|
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public Vector2 Intersect(Vector2 p0, Vector2 p1) |
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{ |
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if (p0.X == p1.X) |
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{ |
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float x = p0.X; |
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float y = (d + a * x) / -c; |
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return new Vector2(x, y); |
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} |
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else if (p0.Y == p1.Y) |
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{ |
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float x = (-c * p0.Y - d) / a; |
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float y = p0.Y; |
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return new Vector2(x, y); |
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} |
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else |
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{ |
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float m = (p1.Y - p0.Y) / (p1.X - p0.X); |
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float x = (c * m * p0.X - c * p0.Y - d) / (a + c * m); |
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float y = m * (x - p0.X) + p0.Y; |
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return new Vector2(x, y); |
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} |
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} |
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} |
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|
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#endregion |
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|
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public Polygon2Clipper(RoomBspNode bspTree) |
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{ |
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this.result = new List<Polygon2>(); |
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this.bspTree = bspTree; |
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} |
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|
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public IEnumerable<Polygon2> Clip(Polygon2 polygon) |
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{ |
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result.Clear(); |
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Clip(new[] { polygon }, bspTree); |
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return result; |
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} |
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|
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private void Clip(IEnumerable<Polygon2> polygons, RoomBspNode node) |
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{ |
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var negative = new List<Polygon2>(); |
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var positive = new List<Polygon2>(); |
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|
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var plane = node.Plane; |
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|
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if (Math.Abs(plane.Normal.Y) > 0.001f) |
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{ |
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negative.AddRange(polygons); |
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positive.AddRange(polygons); |
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} |
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else |
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{ |
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var line = new Line(plane); |
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|
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foreach (Polygon2 polygon in polygons) |
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Clip(polygon, line, negative, positive); |
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} |
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|
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if (node.FrontChild != null) |
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Clip(positive, node.FrontChild); |
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|
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if (node.BackChild != null) |
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Clip(negative, node.BackChild); |
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else |
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result.AddRange(negative); |
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} |
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|
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private static void Clip(Polygon2 polygon, Line line, List<Polygon2> negative, List<Polygon2> positive) |
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{ |
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var signs = new int[polygon.Length]; |
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int positiveCount = 0, negativeCount = 0; |
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|
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for (int i = 0; i < polygon.Length; i++) |
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{ |
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signs[i] = line.RelativePosition(polygon[i]); |
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|
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if (signs[i] >= 0) |
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positiveCount++; |
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|
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if (signs[i] <= 0) |
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negativeCount++; |
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} |
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|
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if (negativeCount == polygon.Length) |
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{ |
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// |
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// All points are in the negative half plane, nothing to clip. |
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// |
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|
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negative.Add(polygon); |
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return; |
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} |
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|
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if (positiveCount == polygon.Length) |
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{ |
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// |
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// All points are in the positive half plane, nothing to clip. |
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// |
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|
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positive.Add(polygon); |
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return; |
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} |
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|
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var negativePoints = new List<Vector2>(); |
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var positivePoints = new List<Vector2>(); |
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|
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int start = 0; |
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Vector2 p0; |
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int s0; |
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|
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do |
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{ |
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p0 = polygon[start]; |
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s0 = signs[start]; |
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start++; |
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|
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// |
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// do not start right on the clip line |
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// |
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|
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} while (s0 == 0); |
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|
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var intersections = new Vector2[2]; |
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int intersectionCount = 0; |
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|
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for (int i = 0; i < polygon.Length; i++) |
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{ |
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Vector2 p1 = polygon[(i + start) % polygon.Length]; |
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int s1 = signs[(i + start) % polygon.Length]; |
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|
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if (s0 == s1) |
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{ |
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// |
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// Same half plane, no intersection, add the existing edge. |
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// |
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|
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if (s0 < 0) |
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negativePoints.Add(p0); |
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else |
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positivePoints.Add(p0); |
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} |
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else if (s0 == 0) |
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{ |
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// |
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// If the previous point was on the clip line then we need |
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// to use the current point sign to figure out the destination polygon. |
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// |
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|
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if (s1 < 0) |
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negativePoints.Add(p0); |
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else |
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positivePoints.Add(p0); |
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} |
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else |
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{ |
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// |
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// Different half plane, split the edge in two. |
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// |
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|
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Vector2 intersection; |
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|
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if (s1 == 0) |
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intersection = p1; |
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else |
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intersection = line.Intersect(p0, p1); |
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|
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intersections[intersectionCount++] = intersection; |
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|
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if (s0 < 0) |
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{ |
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// the negative polygon needs to be closed |
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// the positive polygon needs to have an edge added from the previous intersection to the new one |
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|
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negativePoints.Add(p0); |
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|
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if (intersectionCount == 2) |
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{ |
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negativePoints.Add(intersection); |
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positivePoints.Add(intersections[0]); |
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} |
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|
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if (s1 != 0) |
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positivePoints.Add(intersection); |
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} |
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else |
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{ |
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// the positive polygon needs to be closed |
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// the negative polygon needs to have an edge added from the previous intersection to the new one |
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|
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positivePoints.Add(p0); |
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|
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if (intersectionCount == 2) |
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{ |
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positivePoints.Add(intersection); |
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negativePoints.Add(intersections[0]); |
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} |
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|
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if (s1 != 0) |
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negativePoints.Add(intersection); |
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} |
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} |
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|
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p0 = p1; |
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s0 = s1; |
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} |
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|
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negative.Add(new Polygon2(negativePoints.ToArray())); |
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positive.Add(new Polygon2(positivePoints.ToArray())); |
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} |
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} |
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} |