mirror of https://github.com/axmolengine/axmol.git
514 lines
16 KiB
C++
514 lines
16 KiB
C++
/*******************************************************************************
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* Author : Angus Johnson *
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* Date : 14 January 2023 *
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* Website : http://www.angusj.com *
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* Copyright : Angus Johnson 2010-2022 *
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* Purpose : FAST rectangular clipping *
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* License : http://www.boost.org/LICENSE_1_0.txt *
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*******************************************************************************/
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#include <cmath>
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#include "clipper.h"
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#include "clipper.rectclip.h"
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namespace Clipper2Lib {
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//------------------------------------------------------------------------------
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// Miscellaneous methods
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//------------------------------------------------------------------------------
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inline PointInPolygonResult Path1ContainsPath2(const Path64& path1, const Path64& path2)
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{
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PointInPolygonResult result = PointInPolygonResult::IsOn;
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for(const Point64& pt : path2)
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{
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result = PointInPolygon(pt, path1);
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if (result != PointInPolygonResult::IsOn) break;
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}
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return result;
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}
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inline bool GetLocation(const Rect64& rec,
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const Point64& pt, Location& loc)
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{
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if (pt.x == rec.left && pt.y >= rec.top && pt.y <= rec.bottom)
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{
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loc = Location::Left;
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return false;
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}
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else if (pt.x == rec.right && pt.y >= rec.top && pt.y <= rec.bottom)
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{
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loc = Location::Right;
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return false;
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}
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else if (pt.y == rec.top && pt.x >= rec.left && pt.x <= rec.right)
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{
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loc = Location::Top;
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return false;
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}
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else if (pt.y == rec.bottom && pt.x >= rec.left && pt.x <= rec.right)
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{
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loc = Location::Bottom;
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return false;
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}
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else if (pt.x < rec.left) loc = Location::Left;
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else if (pt.x > rec.right) loc = Location::Right;
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else if (pt.y < rec.top) loc = Location::Top;
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else if (pt.y > rec.bottom) loc = Location::Bottom;
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else loc = Location::Inside;
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return true;
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}
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inline bool GetIntersection(const Path64& rectPath,
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const Point64& p, const Point64& p2, Location& loc, Point64& ip)
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{
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// gets the intersection closest to 'p'
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// when Result = false, loc will remain unchanged
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switch (loc)
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{
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case Location::Left:
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if (SegmentsIntersect(p, p2, rectPath[0], rectPath[3], true))
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GetIntersectPoint(p, p2, rectPath[0], rectPath[3], ip);
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else if (p.y < rectPath[0].y &&
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SegmentsIntersect(p, p2, rectPath[0], rectPath[1], true))
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{
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GetIntersectPoint(p, p2, rectPath[0], rectPath[1], ip);
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loc = Location::Top;
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}
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else if (SegmentsIntersect(p, p2, rectPath[2], rectPath[3], true))
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{
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GetIntersectPoint(p, p2, rectPath[2], rectPath[3], ip);
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loc = Location::Bottom;
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}
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else return false;
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break;
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case Location::Top:
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if (SegmentsIntersect(p, p2, rectPath[0], rectPath[1], true))
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GetIntersectPoint(p, p2, rectPath[0], rectPath[1], ip);
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else if (p.x < rectPath[0].x &&
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SegmentsIntersect(p, p2, rectPath[0], rectPath[3], true))
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{
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GetIntersectPoint(p, p2, rectPath[0], rectPath[3], ip);
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loc = Location::Left;
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}
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else if (p.x > rectPath[1].x &&
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SegmentsIntersect(p, p2, rectPath[1], rectPath[2], true))
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{
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GetIntersectPoint(p, p2, rectPath[1], rectPath[2], ip);
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loc = Location::Right;
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}
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else return false;
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break;
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case Location::Right:
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if (SegmentsIntersect(p, p2, rectPath[1], rectPath[2], true))
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GetIntersectPoint(p, p2, rectPath[1], rectPath[2], ip);
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else if (p.y < rectPath[0].y &&
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SegmentsIntersect(p, p2, rectPath[0], rectPath[1], true))
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{
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GetIntersectPoint(p, p2, rectPath[0], rectPath[1], ip);
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loc = Location::Top;
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}
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else if (SegmentsIntersect(p, p2, rectPath[2], rectPath[3], true))
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{
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GetIntersectPoint(p, p2, rectPath[2], rectPath[3], ip);
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loc = Location::Bottom;
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}
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else return false;
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break;
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case Location::Bottom:
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if (SegmentsIntersect(p, p2, rectPath[2], rectPath[3], true))
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GetIntersectPoint(p, p2, rectPath[2], rectPath[3], ip);
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else if (p.x < rectPath[3].x &&
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SegmentsIntersect(p, p2, rectPath[0], rectPath[3], true))
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{
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GetIntersectPoint(p, p2, rectPath[0], rectPath[3], ip);
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loc = Location::Left;
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}
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else if (p.x > rectPath[2].x &&
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SegmentsIntersect(p, p2, rectPath[1], rectPath[2], true))
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{
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GetIntersectPoint(p, p2, rectPath[1], rectPath[2], ip);
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loc = Location::Right;
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}
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else return false;
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break;
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default: // loc == rInside
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if (SegmentsIntersect(p, p2, rectPath[0], rectPath[3], true))
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{
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GetIntersectPoint(p, p2, rectPath[0], rectPath[3], ip);
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loc = Location::Left;
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}
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else if (SegmentsIntersect(p, p2, rectPath[0], rectPath[1], true))
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{
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GetIntersectPoint(p, p2, rectPath[0], rectPath[1], ip);
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loc = Location::Top;
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}
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else if (SegmentsIntersect(p, p2, rectPath[1], rectPath[2], true))
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{
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GetIntersectPoint(p, p2, rectPath[1], rectPath[2], ip);
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loc = Location::Right;
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}
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else if (SegmentsIntersect(p, p2, rectPath[2], rectPath[3], true))
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{
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GetIntersectPoint(p, p2, rectPath[2], rectPath[3], ip);
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loc = Location::Bottom;
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}
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else return false;
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break;
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}
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return true;
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}
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inline Location GetAdjacentLocation(Location loc, bool isClockwise)
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{
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int delta = (isClockwise) ? 1 : 3;
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return static_cast<Location>((static_cast<int>(loc) + delta) % 4);
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}
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inline bool HeadingClockwise(Location prev, Location curr)
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{
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return (static_cast<int>(prev) + 1) % 4 == static_cast<int>(curr);
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}
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inline bool AreOpposites(Location prev, Location curr)
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{
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return abs(static_cast<int>(prev) - static_cast<int>(curr)) == 2;
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}
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inline bool IsClockwise(Location prev, Location curr,
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const Point64& prev_pt, const Point64& curr_pt, const Point64& rect_mp)
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{
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if (AreOpposites(prev, curr))
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return CrossProduct(prev_pt, rect_mp, curr_pt) < 0;
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else
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return HeadingClockwise(prev, curr);
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}
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//----------------------------------------------------------------------------
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// RectClip64
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//----------------------------------------------------------------------------
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void RectClip::AddCorner(Location prev, Location curr)
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{
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if (HeadingClockwise(prev, curr))
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result_.push_back(rectPath_[static_cast<int>(prev)]);
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else
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result_.push_back(rectPath_[static_cast<int>(curr)]);
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}
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void RectClip::AddCorner(Location& loc, bool isClockwise)
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{
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if (isClockwise)
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{
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result_.push_back(rectPath_[static_cast<int>(loc)]);
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loc = GetAdjacentLocation(loc, true);
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}
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else
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{
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loc = GetAdjacentLocation(loc, false);
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result_.push_back(rectPath_[static_cast<int>(loc)]);
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}
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}
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void RectClip::GetNextLocation(const Path64& path,
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Location& loc, int& i, int highI)
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{
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switch (loc)
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{
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case Location::Left:
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while (i <= highI && path[i].x <= rect_.left) ++i;
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if (i > highI) break;
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else if (path[i].x >= rect_.right) loc = Location::Right;
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else if (path[i].y <= rect_.top) loc = Location::Top;
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else if (path[i].y >= rect_.bottom) loc = Location::Bottom;
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else loc = Location::Inside;
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break;
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case Location::Top:
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while (i <= highI && path[i].y <= rect_.top) ++i;
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if (i > highI) break;
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else if (path[i].y >= rect_.bottom) loc = Location::Bottom;
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else if (path[i].x <= rect_.left) loc = Location::Left;
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else if (path[i].x >= rect_.right) loc = Location::Right;
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else loc = Location::Inside;
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break;
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case Location::Right:
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while (i <= highI && path[i].x >= rect_.right) ++i;
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if (i > highI) break;
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else if (path[i].x <= rect_.left) loc = Location::Left;
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else if (path[i].y <= rect_.top) loc = Location::Top;
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else if (path[i].y >= rect_.bottom) loc = Location::Bottom;
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else loc = Location::Inside;
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break;
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case Location::Bottom:
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while (i <= highI && path[i].y >= rect_.bottom) ++i;
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if (i > highI) break;
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else if (path[i].y <= rect_.top) loc = Location::Top;
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else if (path[i].x <= rect_.left) loc = Location::Left;
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else if (path[i].x >= rect_.right) loc = Location::Right;
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else loc = Location::Inside;
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break;
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case Location::Inside:
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while (i <= highI)
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{
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if (path[i].x < rect_.left) loc = Location::Left;
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else if (path[i].x > rect_.right) loc = Location::Right;
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else if (path[i].y > rect_.bottom) loc = Location::Bottom;
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else if (path[i].y < rect_.top) loc = Location::Top;
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else { result_.push_back(path[i]); ++i; continue; }
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break; //inner loop
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}
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break;
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} //switch
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}
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Path64 RectClip::Execute(const Path64& path)
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{
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if (rect_.IsEmpty() || path.size() < 3) return Path64();
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result_.clear();
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start_locs_.clear();
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int i = 0, highI = static_cast<int>(path.size()) - 1;
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Location prev = Location::Inside, loc;
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Location crossing_loc = Location::Inside;
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Location first_cross_ = Location::Inside;
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if (!GetLocation(rect_, path[highI], loc))
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{
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i = highI - 1;
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while (i >= 0 && !GetLocation(rect_, path[i], prev)) --i;
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if (i < 0) return path;
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if (prev == Location::Inside) loc = Location::Inside;
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i = 0;
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}
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Location starting_loc = loc;
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///////////////////////////////////////////////////
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while (i <= highI)
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{
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prev = loc;
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Location crossing_prev = crossing_loc;
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GetNextLocation(path, loc, i, highI);
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if (i > highI) break;
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Point64 ip, ip2;
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Point64 prev_pt = (i) ? path[static_cast<size_t>(i - 1)] : path[highI];
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crossing_loc = loc;
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if (!GetIntersection(rectPath_, path[i], prev_pt, crossing_loc, ip))
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{
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// ie remaining outside
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if (crossing_prev == Location::Inside)
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{
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bool isClockw = IsClockwise(prev, loc, prev_pt, path[i], mp_);
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do {
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start_locs_.push_back(prev);
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prev = GetAdjacentLocation(prev, isClockw);
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} while (prev != loc);
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crossing_loc = crossing_prev; // still not crossed
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}
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else if (prev != Location::Inside && prev != loc)
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{
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bool isClockw = IsClockwise(prev, loc, prev_pt, path[i], mp_);
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do {
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AddCorner(prev, isClockw);
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} while (prev != loc);
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}
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++i;
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continue;
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}
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////////////////////////////////////////////////////
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// we must be crossing the rect boundary to get here
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////////////////////////////////////////////////////
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if (loc == Location::Inside) // path must be entering rect
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{
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if (first_cross_ == Location::Inside)
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{
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first_cross_ = crossing_loc;
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start_locs_.push_back(prev);
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}
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else if (prev != crossing_loc)
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{
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bool isClockw = IsClockwise(prev, crossing_loc, prev_pt, path[i], mp_);
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do {
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AddCorner(prev, isClockw);
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} while (prev != crossing_loc);
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}
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}
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else if (prev != Location::Inside)
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{
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// passing right through rect. 'ip' here will be the second
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// intersect pt but we'll also need the first intersect pt (ip2)
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loc = prev;
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GetIntersection(rectPath_, prev_pt, path[i], loc, ip2);
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if (crossing_prev != Location::Inside)
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AddCorner(crossing_prev, loc);
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if (first_cross_ == Location::Inside)
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{
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first_cross_ = loc;
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start_locs_.push_back(prev);
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}
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loc = crossing_loc;
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result_.push_back(ip2);
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if (ip == ip2)
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{
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// it's very likely that path[i] is on rect
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GetLocation(rect_, path[i], loc);
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AddCorner(crossing_loc, loc);
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crossing_loc = loc;
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continue;
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}
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}
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else // path must be exiting rect
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{
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loc = crossing_loc;
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if (first_cross_ == Location::Inside)
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first_cross_ = crossing_loc;
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}
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result_.push_back(ip);
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} //while i <= highI
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///////////////////////////////////////////////////
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if (first_cross_ == Location::Inside)
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{
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if (starting_loc == Location::Inside) return path;
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Rect64 tmp_rect = Bounds(path);
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if (tmp_rect.Contains(rect_) &&
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Path1ContainsPath2(path, rectPath_) !=
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PointInPolygonResult::IsOutside) return rectPath_;
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else
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return Path64();
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}
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if (loc != Location::Inside &&
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(loc != first_cross_ || start_locs_.size() > 2))
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{
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if (start_locs_.size() > 0)
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{
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prev = loc;
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for (auto loc2 : start_locs_)
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{
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if (prev == loc2) continue;
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AddCorner(prev, HeadingClockwise(prev, loc2));
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prev = loc2;
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}
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loc = prev;
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}
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if (loc != first_cross_)
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AddCorner(loc, HeadingClockwise(loc, first_cross_));
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}
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if (result_.size() < 3) return Path64();
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// tidy up duplicates and collinear segments
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Path64 res;
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res.reserve(result_.size());
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size_t k = 0; highI = static_cast<int>(result_.size()) - 1;
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Point64 prev_pt = result_[highI];
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res.push_back(result_[0]);
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Path64::const_iterator cit;
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for (cit = result_.cbegin() + 1; cit != result_.cend(); ++cit)
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{
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if (CrossProduct(prev_pt, res[k], *cit))
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{
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prev_pt = res[k++];
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res.push_back(*cit);
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}
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else
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res[k] = *cit;
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}
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if (k < 2) return Path64();
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// and a final check for collinearity
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else if (!CrossProduct(res[0], res[k - 1], res[k])) res.pop_back();
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return res;
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}
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Paths64 RectClipLines::Execute(const Path64& path)
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{
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result_.clear();
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Paths64 result;
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if (rect_.IsEmpty() || path.size() == 0) return result;
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int i = 1, highI = static_cast<int>(path.size()) - 1;
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Location prev = Location::Inside, loc;
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Location crossing_loc;
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if (!GetLocation(rect_, path[0], loc))
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{
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while (i <= highI && !GetLocation(rect_, path[i], prev)) ++i;
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if (i > highI) {
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result.push_back(path);
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return result;
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}
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if (prev == Location::Inside) loc = Location::Inside;
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i = 1;
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}
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if (loc == Location::Inside) result_.push_back(path[0]);
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///////////////////////////////////////////////////
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while (i <= highI)
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{
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prev = loc;
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GetNextLocation(path, loc, i, highI);
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if (i > highI) break;
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Point64 ip, ip2;
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Point64 prev_pt = path[static_cast<size_t>(i - 1)];
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crossing_loc = loc;
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if (!GetIntersection(rectPath_, path[i], prev_pt, crossing_loc, ip))
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{
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// ie remaining outside
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++i;
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continue;
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}
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////////////////////////////////////////////////////
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// we must be crossing the rect boundary to get here
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////////////////////////////////////////////////////
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if (loc == Location::Inside) // path must be entering rect
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{
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result_.push_back(ip);
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}
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else if (prev != Location::Inside)
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{
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// passing right through rect. 'ip' here will be the second
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// intersect pt but we'll also need the first intersect pt (ip2)
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crossing_loc = prev;
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GetIntersection(rectPath_, prev_pt, path[i], crossing_loc, ip2);
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result_.push_back(ip2);
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result_.push_back(ip);
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result.push_back(result_);
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result_.clear();
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}
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else // path must be exiting rect
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{
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result_.push_back(ip);
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result.push_back(result_);
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result_.clear();
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}
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} //while i <= highI
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///////////////////////////////////////////////////
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if (result_.size() > 1)
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result.push_back(result_);
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return result;
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}
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} // namespace
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