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-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper/Scenes.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper/Scenes/SampleLevel.unity1598
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper/Scenes/SampleLevel.unity.meta9
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper/SpriteShapeProfiles.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper/SpriteShapeProfiles/CastStand.asset52
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper/SpriteShapeProfiles/CastStand.asset.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper/SpriteShapeProfiles/CasteWall.asset67
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper/SpriteShapeProfiles/CasteWall.asset.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper/SpriteShapeProfiles/PlatformA.asset52
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper/SpriteShapeProfiles/PlatformA.asset.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper/Sprites.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper/Sprites/CastleWall.psdbin0 -> 1417714 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper/Sprites/CastleWall.psd.meta483
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper/Textures.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper/Textures/CastleWallFill.psdbin0 -> 297800 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper/Textures/CastleWallFill.psd.meta120
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Scenes.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Scenes/SampleLevel.unity9432
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Scenes/SampleLevel.unity.meta9
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/SpriteShapeProfiles.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/SpriteShapeProfiles/Poly.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/SpriteShapeProfiles/Poly/BgFill01.asset46
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/SpriteShapeProfiles/Poly/BgFill01.asset.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/SpriteShapeProfiles/Poly/BgFill02.asset46
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/SpriteShapeProfiles/Poly/BgFill02.asset.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/SpriteShapeProfiles/Poly/Black.asset46
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/SpriteShapeProfiles/Poly/Black.asset.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/SpriteShapeProfiles/Poly/BlackSoftEdge.asset56
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/SpriteShapeProfiles/Poly/BlackSoftEdge.asset.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/SpriteShapeProfiles/Poly/PurpleDark.asset46
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/SpriteShapeProfiles/Poly/PurpleDark.asset.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/SpriteShapeProfiles/Poly/PurpleLightFade.asset46
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/SpriteShapeProfiles/Poly/PurpleLightFade.asset.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/SpriteShapeProfiles/PurpleFill.asset56
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/SpriteShapeProfiles/PurpleFill.asset.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/SpriteShapeProfiles/PurpleLight.asset51
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/SpriteShapeProfiles/PurpleLight.asset.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/SpriteShapeProfiles/PurpleLight2.asset56
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/SpriteShapeProfiles/PurpleLight2.asset.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites.meta8
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/BgFill01.pngbin0 -> 18155 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/BgFill01.png.meta96
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/BgFill02.pngbin0 -> 18155 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/BgFill02.png.meta96
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/BlackFill.pngbin0 -> 17717 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/BlackFill.png.meta116
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/BlackSoftEdge.pngbin0 -> 17064 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/BlackSoftEdge.png.meta128
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/PurpleDarkFill.pngbin0 -> 17271 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/PurpleDarkFill.png.meta144
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/PurpleFadeDarkFill.pngbin0 -> 18155 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/PurpleFadeDarkFill.png.meta116
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/PurpleFadeLightFill.pngbin0 -> 18155 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/PurpleFadeLightFill.png.meta116
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/PurpleFill.pngbin0 -> 18155 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/PurpleFill.png.meta96
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/PurpleLight2.pngbin0 -> 18461 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/PurpleLight2.png.meta96
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/PurpleLightFill.pngbin0 -> 18155 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/PurpleLightFill.png.meta116
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/PurpleStrip.pngbin0 -> 39933 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/PurpleStrip.png.meta144
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/PurpleStrip2.pngbin0 -> 30499 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/PurpleStrip2.png.meta192
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/PurpleStrip_Source.psdbin0 -> 117657 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/FillGrads/PurpleStrip_Source.psd.meta96
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/border.pngbin0 -> 78 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Endless/Sprites/border.png.meta104
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras.meta8
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Assets.meta9
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Assets/IceSprite.pngbin0 -> 27895 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Assets/IceSprite.png.meta156
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Assets/PlankSprite.pngbin0 -> 26216 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Assets/PlankSprite.png.meta120
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Assets/RoadSprite.pngbin0 -> 231 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Assets/RoadSprite.png.meta168
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Assets/Simple1.asset51
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Assets/Simple1.asset.meta8
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Assets/Simple2.asset52
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Assets/Simple2.asset.meta8
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Assets/Simple3.asset51
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Assets/Simple3.asset.meta8
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Assets/TreeSprite.pngbin0 -> 2226 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Assets/TreeSprite.png.meta119
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Assets/TreeSprite.prefab88
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Assets/TreeSprite.prefab.meta8
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scenes.meta8
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scenes/Colliders.unity15526
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scenes/Colliders.unity.meta7
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scenes/ConformingSplineScene.unity509
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scenes/ConformingSplineScene.unity.meta7
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scenes/SimpleDrawScene.unity326
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scenes/SimpleDrawScene.unity.meta7
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scenes/SimplifiedSpriteShape.unity382
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scenes/SimplifiedSpriteShape.unity.meta7
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scenes/SprinklePrefabs.unity373
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scenes/SprinklePrefabs.unity.meta7
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts.meta8
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/Clipper.cs5078
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/Clipper.cs.meta11
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/ConformingSpline.cs55
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/ConformingSpline.cs.meta11
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/GeometryCollider.cs171
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/GeometryCollider.cs.meta11
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/LegacyCollider.cs159
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/LegacyCollider.cs.meta11
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/SimpleDraw.cs59
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/SimpleDraw.cs.meta11
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/Sprinkler.cs53
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/Sprinkler.cs.meta11
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Scenes.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Scenes/SampleLevel.unity13864
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Scenes/SampleLevel.unity.meta9
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/SpriteShapeProfiles.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/SpriteShapeProfiles/GrassRock01.asset77
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/SpriteShapeProfiles/GrassRock01.asset.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/SpriteShapeProfiles/PlapaBush.asset52
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/SpriteShapeProfiles/PlapaBush.asset.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/SpriteShapeProfiles/PlapaPlant.asset52
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/SpriteShapeProfiles/PlapaPlant.asset.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/SpriteShapeProfiles/SugarGrass.asset51
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/SpriteShapeProfiles/SugarGrass.asset.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/SpriteShapeProfiles/Tree01.asset46
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/SpriteShapeProfiles/Tree01.asset.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/SpriteShapeProfiles/Tree02.asset46
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/SpriteShapeProfiles/Tree02.asset.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/SpriteShapeProfiles/Tree03.asset46
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/SpriteShapeProfiles/Tree03.asset.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/SpriteShapeProfiles/Treetrunk.asset51
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/SpriteShapeProfiles/Treetrunk.asset.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Sprites.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Sprites/PlapaBush01.pngbin0 -> 94005 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Sprites/PlapaBush01.png.meta96
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Sprites/PlapaField_A.psdbin0 -> 4852168 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Sprites/PlapaField_A.psd.meta312
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Sprites/PlapaPlant01.psdbin0 -> 601194 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Sprites/PlapaPlant01.psd.meta96
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Sprites/SugarGrass01.psdbin0 -> 1097905 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Sprites/SugarGrass01.psd.meta96
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Sprites/TreeTrunk01.psdbin0 -> 1056701 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Sprites/TreeTrunk01.psd.meta96
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Textures.meta10
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Textures/DirtFilk23l.pngbin0 -> 436061 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Textures/DirtFilk23l.png.meta120
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Textures/DirtFilkl.pngbin0 -> 426485 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Textures/DirtFilkl.png.meta96
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Textures/RockFillMain.pngbin0 -> 71310 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Textures/RockFillMain.png.meta117
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Textures/treefill01.pngbin0 -> 17777 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Textures/treefill01.png.meta97
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Textures/treefill02.pngbin0 -> 18225 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Textures/treefill02.png.meta96
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Textures/treefill03.pngbin0 -> 18225 bytes
-rw-r--r--Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Textures/treefill03.png.meta96
158 files changed, 53559 insertions, 0 deletions
diff --git a/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper.meta b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper.meta
new file mode 100644
index 0000000..8d2a6cb
--- /dev/null
+++ b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper.meta
@@ -0,0 +1,10 @@
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+folderAsset: yes
+timeCreated: 1507691930
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+ userData:
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diff --git a/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper/Scenes.meta b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper/Scenes.meta
new file mode 100644
index 0000000..7501a9d
--- /dev/null
+++ b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/CastleJumper/Scenes.meta
@@ -0,0 +1,10 @@
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diff --git a/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scenes/SprinklePrefabs.unity.meta b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scenes/SprinklePrefabs.unity.meta
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new file mode 100644
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diff --git a/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/Clipper.cs b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/Clipper.cs
new file mode 100644
index 0000000..49f84ca
--- /dev/null
+++ b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/Clipper.cs
@@ -0,0 +1,5078 @@
+/*******************************************************************************
+* *
+* Author : Angus Johnson *
+* Version : 6.4.2 *
+* Date : 27 February 2017 *
+* Website : http://www.angusj.com *
+* Copyright : Angus Johnson 2010-2017 *
+* *
+* License: *
+* Use, modification & distribution is subject to Boost Software License Ver 1. *
+* http://www.boost.org/LICENSE_1_0.txt *
+* *
+* Attributions: *
+* The code in this library is an extension of Bala Vatti's clipping algorithm: *
+* "A generic solution to polygon clipping" *
+* Communications of the ACM, Vol 35, Issue 7 (July 1992) pp 56-63. *
+* http://portal.acm.org/citation.cfm?id=129906 *
+* *
+* Computer graphics and geometric modeling: implementation and algorithms *
+* By Max K. Agoston *
+* Springer; 1 edition (January 4, 2005) *
+* http://books.google.com/books?q=vatti+clipping+agoston *
+* *
+* See also: *
+* "Polygon Offsetting by Computing Winding Numbers" *
+* Paper no. DETC2005-85513 pp. 565-575 *
+* ASME 2005 International Design Engineering Technical Conferences *
+* and Computers and Information in Engineering Conference (IDETC/CIE2005) *
+* September 24-28, 2005 , Long Beach, California, USA *
+* http://www.me.berkeley.edu/~mcmains/pubs/DAC05OffsetPolygon.pdf *
+* *
+*******************************************************************************/
+
+/*******************************************************************************
+* *
+* This is a translation of the Delphi Clipper library and the naming style *
+* used has retained a Delphi flavour. *
+* *
+*******************************************************************************/
+
+//use_int32: When enabled 32bit ints are used instead of 64bit ints. This
+//improve performance but coordinate values are limited to the range +/- 46340
+//#define use_int32
+
+//use_xyz: adds a Z member to IntPoint. Adds a minor cost to performance.
+//#define use_xyz
+
+//use_lines: Enables open path clipping. Adds a very minor cost to performance.
+#define use_lines
+
+
+using System;
+using System.Collections.Generic;
+//using System.Text; //for Int128.AsString() & StringBuilder
+//using System.IO; //debugging with streamReader & StreamWriter
+//using System.Windows.Forms; //debugging to clipboard
+
+namespace ExtrasClipperLib
+{
+#if use_int32
+ using cInt = Int32;
+#else
+ using cInt = Int64;
+#endif
+
+ using Path = List<IntPoint>;
+ using Paths = List<List<IntPoint>>;
+
+ public struct DoublePoint
+ {
+ public double X;
+ public double Y;
+
+ public DoublePoint(double x = 0, double y = 0)
+ {
+ this.X = x; this.Y = y;
+ }
+
+ public DoublePoint(DoublePoint dp)
+ {
+ this.X = dp.X; this.Y = dp.Y;
+ }
+
+ public DoublePoint(IntPoint ip)
+ {
+ this.X = ip.X; this.Y = ip.Y;
+ }
+ };
+
+
+ //------------------------------------------------------------------------------
+ // PolyTree & PolyNode classes
+ //------------------------------------------------------------------------------
+
+ public class PolyTree : PolyNode
+ {
+ internal List<PolyNode> m_AllPolys = new List<PolyNode>();
+
+ //The GC probably handles this cleanup more efficiently ...
+ //~PolyTree(){Clear();}
+
+ public void Clear()
+ {
+ for (int i = 0; i < m_AllPolys.Count; i++)
+ m_AllPolys[i] = null;
+ m_AllPolys.Clear();
+ m_Childs.Clear();
+ }
+
+ public PolyNode GetFirst()
+ {
+ if (m_Childs.Count > 0)
+ return m_Childs[0];
+ else
+ return null;
+ }
+
+ public int Total
+ {
+ get
+ {
+ int result = m_AllPolys.Count;
+ //with negative offsets, ignore the hidden outer polygon ...
+ if (result > 0 && m_Childs[0] != m_AllPolys[0]) result--;
+ return result;
+ }
+ }
+ }
+
+ public class PolyNode
+ {
+ internal PolyNode m_Parent;
+ internal Path m_polygon = new Path();
+ internal int m_Index;
+ internal JoinType m_jointype;
+ internal EndType m_endtype;
+ internal List<PolyNode> m_Childs = new List<PolyNode>();
+
+ private bool IsHoleNode()
+ {
+ bool result = true;
+ PolyNode node = m_Parent;
+ while (node != null)
+ {
+ result = !result;
+ node = node.m_Parent;
+ }
+ return result;
+ }
+
+ public int ChildCount
+ {
+ get { return m_Childs.Count; }
+ }
+
+ public Path Contour
+ {
+ get { return m_polygon; }
+ }
+
+ internal void AddChild(PolyNode Child)
+ {
+ int cnt = m_Childs.Count;
+ m_Childs.Add(Child);
+ Child.m_Parent = this;
+ Child.m_Index = cnt;
+ }
+
+ public PolyNode GetNext()
+ {
+ if (m_Childs.Count > 0)
+ return m_Childs[0];
+ else
+ return GetNextSiblingUp();
+ }
+
+ internal PolyNode GetNextSiblingUp()
+ {
+ if (m_Parent == null)
+ return null;
+ else if (m_Index == m_Parent.m_Childs.Count - 1)
+ return m_Parent.GetNextSiblingUp();
+ else
+ return m_Parent.m_Childs[m_Index + 1];
+ }
+
+ public List<PolyNode> Childs
+ {
+ get { return m_Childs; }
+ }
+
+ public PolyNode Parent
+ {
+ get { return m_Parent; }
+ }
+
+ public bool IsHole
+ {
+ get { return IsHoleNode(); }
+ }
+
+ public bool IsOpen { get; set; }
+ }
+
+
+ //------------------------------------------------------------------------------
+ // Int128 struct (enables safe math on signed 64bit integers)
+ // eg Int128 val1((Int64)9223372036854775807); //ie 2^63 -1
+ // Int128 val2((Int64)9223372036854775807);
+ // Int128 val3 = val1 * val2;
+ // val3.ToString => "85070591730234615847396907784232501249" (8.5e+37)
+ //------------------------------------------------------------------------------
+
+ internal struct Int128
+ {
+ private Int64 hi;
+ private UInt64 lo;
+
+ public Int128(Int64 _lo)
+ {
+ lo = (UInt64)_lo;
+ if (_lo < 0) hi = -1;
+ else hi = 0;
+ }
+
+ public Int128(Int64 _hi, UInt64 _lo)
+ {
+ lo = _lo;
+ hi = _hi;
+ }
+
+ public Int128(Int128 val)
+ {
+ hi = val.hi;
+ lo = val.lo;
+ }
+
+ public bool IsNegative()
+ {
+ return hi < 0;
+ }
+
+ public static bool operator==(Int128 val1, Int128 val2)
+ {
+ if ((object)val1 == (object)val2) return true;
+ else if ((object)val1 == null || (object)val2 == null) return false;
+ return (val1.hi == val2.hi && val1.lo == val2.lo);
+ }
+
+ public static bool operator!=(Int128 val1, Int128 val2)
+ {
+ return !(val1 == val2);
+ }
+
+ public override bool Equals(System.Object obj)
+ {
+ if (obj == null || !(obj is Int128))
+ return false;
+ Int128 i128 = (Int128)obj;
+ return (i128.hi == hi && i128.lo == lo);
+ }
+
+ public override int GetHashCode()
+ {
+ return hi.GetHashCode() ^ lo.GetHashCode();
+ }
+
+ public static bool operator>(Int128 val1, Int128 val2)
+ {
+ if (val1.hi != val2.hi)
+ return val1.hi > val2.hi;
+ else
+ return val1.lo > val2.lo;
+ }
+
+ public static bool operator<(Int128 val1, Int128 val2)
+ {
+ if (val1.hi != val2.hi)
+ return val1.hi < val2.hi;
+ else
+ return val1.lo < val2.lo;
+ }
+
+ public static Int128 operator+(Int128 lhs, Int128 rhs)
+ {
+ lhs.hi += rhs.hi;
+ lhs.lo += rhs.lo;
+ if (lhs.lo < rhs.lo) lhs.hi++;
+ return lhs;
+ }
+
+ public static Int128 operator-(Int128 lhs, Int128 rhs)
+ {
+ return lhs + -rhs;
+ }
+
+ public static Int128 operator-(Int128 val)
+ {
+ if (val.lo == 0)
+ return new Int128(-val.hi, 0);
+ else
+ return new Int128(~val.hi, ~val.lo + 1);
+ }
+
+ public static explicit operator double(Int128 val)
+ {
+ const double shift64 = 18446744073709551616.0; //2^64
+ if (val.hi < 0)
+ {
+ if (val.lo == 0)
+ return (double)val.hi * shift64;
+ else
+ return -(double)(~val.lo + ~val.hi * shift64);
+ }
+ else
+ return (double)(val.lo + val.hi * shift64);
+ }
+
+ //nb: Constructing two new Int128 objects every time we want to multiply longs
+ //is slow. So, although calling the Int128Mul method doesn't look as clean, the
+ //code runs significantly faster than if we'd used the * operator.
+
+ public static Int128 Int128Mul(Int64 lhs, Int64 rhs)
+ {
+ bool negate = (lhs < 0) != (rhs < 0);
+ if (lhs < 0) lhs = -lhs;
+ if (rhs < 0) rhs = -rhs;
+ UInt64 int1Hi = (UInt64)lhs >> 32;
+ UInt64 int1Lo = (UInt64)lhs & 0xFFFFFFFF;
+ UInt64 int2Hi = (UInt64)rhs >> 32;
+ UInt64 int2Lo = (UInt64)rhs & 0xFFFFFFFF;
+
+ //nb: see comments in clipper.pas
+ UInt64 a = int1Hi * int2Hi;
+ UInt64 b = int1Lo * int2Lo;
+ UInt64 c = int1Hi * int2Lo + int1Lo * int2Hi;
+
+ UInt64 lo;
+ Int64 hi;
+ hi = (Int64)(a + (c >> 32));
+
+ unchecked { lo = (c << 32) + b; }
+ if (lo < b) hi++;
+ Int128 result = new Int128(hi, lo);
+ return negate ? -result : result;
+ }
+ };
+
+ //------------------------------------------------------------------------------
+ //------------------------------------------------------------------------------
+
+ public struct IntPoint
+ {
+ public cInt X;
+ public cInt Y;
+#if use_xyz
+ public cInt Z;
+
+ public IntPoint(cInt x, cInt y, cInt z = 0)
+ {
+ this.X = x; this.Y = y; this.Z = z;
+ }
+
+ public IntPoint(double x, double y, double z = 0)
+ {
+ this.X = (cInt)x; this.Y = (cInt)y; this.Z = (cInt)z;
+ }
+
+ public IntPoint(DoublePoint dp)
+ {
+ this.X = (cInt)dp.X; this.Y = (cInt)dp.Y; this.Z = 0;
+ }
+
+ public IntPoint(IntPoint pt)
+ {
+ this.X = pt.X; this.Y = pt.Y; this.Z = pt.Z;
+ }
+
+#else
+ public IntPoint(cInt X, cInt Y)
+ {
+ this.X = X; this.Y = Y;
+ }
+
+ public IntPoint(double x, double y)
+ {
+ this.X = (cInt)x; this.Y = (cInt)y;
+ }
+
+ public IntPoint(IntPoint pt)
+ {
+ this.X = pt.X; this.Y = pt.Y;
+ }
+
+#endif
+
+ public static bool operator==(IntPoint a, IntPoint b)
+ {
+ return a.X == b.X && a.Y == b.Y;
+ }
+
+ public static bool operator!=(IntPoint a, IntPoint b)
+ {
+ return a.X != b.X || a.Y != b.Y;
+ }
+
+ public override bool Equals(object obj)
+ {
+ if (obj == null) return false;
+ if (obj is IntPoint)
+ {
+ IntPoint a = (IntPoint)obj;
+ return (X == a.X) && (Y == a.Y);
+ }
+ else return false;
+ }
+
+ public override int GetHashCode()
+ {
+ //simply prevents a compiler warning
+ return base.GetHashCode();
+ }
+ }// end struct IntPoint
+
+ public struct IntRect
+ {
+ public cInt left;
+ public cInt top;
+ public cInt right;
+ public cInt bottom;
+
+ public IntRect(cInt l, cInt t, cInt r, cInt b)
+ {
+ this.left = l; this.top = t;
+ this.right = r; this.bottom = b;
+ }
+
+ public IntRect(IntRect ir)
+ {
+ this.left = ir.left; this.top = ir.top;
+ this.right = ir.right; this.bottom = ir.bottom;
+ }
+ }
+
+ public enum ClipType { ctIntersection, ctUnion, ctDifference, ctXor };
+ public enum PolyType { ptSubject, ptClip };
+
+ //By far the most widely used winding rules for polygon filling are
+ //EvenOdd & NonZero (GDI, GDI+, XLib, OpenGL, Cairo, AGG, Quartz, SVG, Gr32)
+ //Others rules include Positive, Negative and ABS_GTR_EQ_TWO (only in OpenGL)
+ //see http://glprogramming.com/red/chapter11.html
+ public enum PolyFillType { pftEvenOdd, pftNonZero, pftPositive, pftNegative };
+
+ public enum JoinType { jtSquare, jtRound, jtMiter };
+ public enum EndType { etClosedPolygon, etClosedLine, etOpenButt, etOpenSquare, etOpenRound };
+
+ internal enum EdgeSide { esLeft, esRight };
+ internal enum Direction { dRightToLeft, dLeftToRight };
+
+ internal class TEdge
+ {
+ internal IntPoint Bot;
+ internal IntPoint Curr; //current (updated for every new scanbeam)
+ internal IntPoint Top;
+ internal IntPoint Delta;
+ internal double Dx;
+ internal PolyType PolyTyp;
+ internal EdgeSide Side; //side only refers to current side of solution poly
+ internal int WindDelta; //1 or -1 depending on winding direction
+ internal int WindCnt;
+ internal int WindCnt2; //winding count of the opposite polytype
+ internal int OutIdx;
+ internal TEdge Next;
+ internal TEdge Prev;
+ internal TEdge NextInLML;
+ internal TEdge NextInAEL;
+ internal TEdge PrevInAEL;
+ internal TEdge NextInSEL;
+ internal TEdge PrevInSEL;
+ };
+
+ public class IntersectNode
+ {
+ internal TEdge Edge1;
+ internal TEdge Edge2;
+ internal IntPoint Pt;
+ };
+
+ public class MyIntersectNodeSort : IComparer<IntersectNode>
+ {
+ public int Compare(IntersectNode node1, IntersectNode node2)
+ {
+ cInt i = node2.Pt.Y - node1.Pt.Y;
+ if (i > 0) return 1;
+ else if (i < 0) return -1;
+ else return 0;
+ }
+ }
+
+ internal class LocalMinima
+ {
+ internal cInt Y;
+ internal TEdge LeftBound;
+ internal TEdge RightBound;
+ internal LocalMinima Next;
+ };
+
+ internal class Scanbeam
+ {
+ internal cInt Y;
+ internal Scanbeam Next;
+ };
+
+ internal class Maxima
+ {
+ internal cInt X;
+ internal Maxima Next;
+ internal Maxima Prev;
+ };
+
+ //OutRec: contains a path in the clipping solution. Edges in the AEL will
+ //carry a pointer to an OutRec when they are part of the clipping solution.
+ internal class OutRec
+ {
+ internal int Idx;
+ internal bool IsHole;
+ internal bool IsOpen;
+ internal OutRec FirstLeft; //see comments in clipper.pas
+ internal OutPt Pts;
+ internal OutPt BottomPt;
+ internal PolyNode PolyNode;
+ };
+
+ internal class OutPt
+ {
+ internal int Idx;
+ internal IntPoint Pt;
+ internal OutPt Next;
+ internal OutPt Prev;
+ };
+
+ internal class Join
+ {
+ internal OutPt OutPt1;
+ internal OutPt OutPt2;
+ internal IntPoint OffPt;
+ };
+
+ public class ClipperBase
+ {
+ internal const double horizontal = -3.4E+38;
+ internal const int Skip = -2;
+ internal const int Unassigned = -1;
+ internal const double tolerance = 1.0E-20;
+ internal static bool near_zero(double val) {return (val > -tolerance) && (val < tolerance); }
+
+#if use_int32
+ public const cInt loRange = 0x7FFF;
+ public const cInt hiRange = 0x7FFF;
+#else
+ public const cInt loRange = 0x3FFFFFFF;
+ public const cInt hiRange = 0x3FFFFFFFFFFFFFFFL;
+#endif
+
+ internal LocalMinima m_MinimaList;
+ internal LocalMinima m_CurrentLM;
+ internal List<List<TEdge>> m_edges = new List<List<TEdge>>();
+ internal Scanbeam m_Scanbeam;
+ internal List<OutRec> m_PolyOuts;
+ internal TEdge m_ActiveEdges;
+ internal bool m_UseFullRange;
+ internal bool m_HasOpenPaths;
+
+ //------------------------------------------------------------------------------
+
+ public bool PreserveCollinear
+ {
+ get;
+ set;
+ }
+ //------------------------------------------------------------------------------
+
+ public void Swap(ref cInt val1, ref cInt val2)
+ {
+ cInt tmp = val1;
+ val1 = val2;
+ val2 = tmp;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal static bool IsHorizontal(TEdge e)
+ {
+ return e.Delta.Y == 0;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal bool PointIsVertex(IntPoint pt, OutPt pp)
+ {
+ OutPt pp2 = pp;
+ do
+ {
+ if (pp2.Pt == pt) return true;
+ pp2 = pp2.Next;
+ }
+ while (pp2 != pp);
+ return false;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal bool PointOnLineSegment(IntPoint pt,
+ IntPoint linePt1, IntPoint linePt2, bool UseFullRange)
+ {
+ if (UseFullRange)
+ return ((pt.X == linePt1.X) && (pt.Y == linePt1.Y)) ||
+ ((pt.X == linePt2.X) && (pt.Y == linePt2.Y)) ||
+ (((pt.X > linePt1.X) == (pt.X < linePt2.X)) &&
+ ((pt.Y > linePt1.Y) == (pt.Y < linePt2.Y)) &&
+ ((Int128.Int128Mul((pt.X - linePt1.X), (linePt2.Y - linePt1.Y)) ==
+ Int128.Int128Mul((linePt2.X - linePt1.X), (pt.Y - linePt1.Y)))));
+ else
+ return ((pt.X == linePt1.X) && (pt.Y == linePt1.Y)) ||
+ ((pt.X == linePt2.X) && (pt.Y == linePt2.Y)) ||
+ (((pt.X > linePt1.X) == (pt.X < linePt2.X)) &&
+ ((pt.Y > linePt1.Y) == (pt.Y < linePt2.Y)) &&
+ ((pt.X - linePt1.X) * (linePt2.Y - linePt1.Y) ==
+ (linePt2.X - linePt1.X) * (pt.Y - linePt1.Y)));
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal bool PointOnPolygon(IntPoint pt, OutPt pp, bool UseFullRange)
+ {
+ OutPt pp2 = pp;
+ while (true)
+ {
+ if (PointOnLineSegment(pt, pp2.Pt, pp2.Next.Pt, UseFullRange))
+ return true;
+ pp2 = pp2.Next;
+ if (pp2 == pp) break;
+ }
+ return false;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal static bool SlopesEqual(TEdge e1, TEdge e2, bool UseFullRange)
+ {
+ if (UseFullRange)
+ return Int128.Int128Mul(e1.Delta.Y, e2.Delta.X) ==
+ Int128.Int128Mul(e1.Delta.X, e2.Delta.Y);
+ else
+ return (cInt)(e1.Delta.Y) * (e2.Delta.X) ==
+ (cInt)(e1.Delta.X) * (e2.Delta.Y);
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal static bool SlopesEqual(IntPoint pt1, IntPoint pt2,
+ IntPoint pt3, bool UseFullRange)
+ {
+ if (UseFullRange)
+ return Int128.Int128Mul(pt1.Y - pt2.Y, pt2.X - pt3.X) ==
+ Int128.Int128Mul(pt1.X - pt2.X, pt2.Y - pt3.Y);
+ else
+ return
+ (cInt)(pt1.Y - pt2.Y) * (pt2.X - pt3.X) - (cInt)(pt1.X - pt2.X) * (pt2.Y - pt3.Y) == 0;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal static bool SlopesEqual(IntPoint pt1, IntPoint pt2,
+ IntPoint pt3, IntPoint pt4, bool UseFullRange)
+ {
+ if (UseFullRange)
+ return Int128.Int128Mul(pt1.Y - pt2.Y, pt3.X - pt4.X) ==
+ Int128.Int128Mul(pt1.X - pt2.X, pt3.Y - pt4.Y);
+ else
+ return
+ (cInt)(pt1.Y - pt2.Y) * (pt3.X - pt4.X) - (cInt)(pt1.X - pt2.X) * (pt3.Y - pt4.Y) == 0;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal ClipperBase() //constructor (nb: no external instantiation)
+ {
+ m_MinimaList = null;
+ m_CurrentLM = null;
+ m_UseFullRange = false;
+ m_HasOpenPaths = false;
+ }
+
+ //------------------------------------------------------------------------------
+
+ public virtual void Clear()
+ {
+ DisposeLocalMinimaList();
+ for (int i = 0; i < m_edges.Count; ++i)
+ {
+ for (int j = 0; j < m_edges[i].Count; ++j) m_edges[i][j] = null;
+ m_edges[i].Clear();
+ }
+ m_edges.Clear();
+ m_UseFullRange = false;
+ m_HasOpenPaths = false;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void DisposeLocalMinimaList()
+ {
+ while (m_MinimaList != null)
+ {
+ LocalMinima tmpLm = m_MinimaList.Next;
+ m_MinimaList = null;
+ m_MinimaList = tmpLm;
+ }
+ m_CurrentLM = null;
+ }
+
+ //------------------------------------------------------------------------------
+
+ void RangeTest(IntPoint Pt, ref bool useFullRange)
+ {
+ if (useFullRange)
+ {
+ if (Pt.X > hiRange || Pt.Y > hiRange || -Pt.X > hiRange || -Pt.Y > hiRange)
+ throw new ClipperException("Coordinate outside allowed range");
+ }
+ else if (Pt.X > loRange || Pt.Y > loRange || -Pt.X > loRange || -Pt.Y > loRange)
+ {
+ useFullRange = true;
+ RangeTest(Pt, ref useFullRange);
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void InitEdge(TEdge e, TEdge eNext,
+ TEdge ePrev, IntPoint pt)
+ {
+ e.Next = eNext;
+ e.Prev = ePrev;
+ e.Curr = pt;
+ e.OutIdx = Unassigned;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void InitEdge2(TEdge e, PolyType polyType)
+ {
+ if (e.Curr.Y >= e.Next.Curr.Y)
+ {
+ e.Bot = e.Curr;
+ e.Top = e.Next.Curr;
+ }
+ else
+ {
+ e.Top = e.Curr;
+ e.Bot = e.Next.Curr;
+ }
+ SetDx(e);
+ e.PolyTyp = polyType;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private TEdge FindNextLocMin(TEdge E)
+ {
+ TEdge E2;
+ for (;;)
+ {
+ while (E.Bot != E.Prev.Bot || E.Curr == E.Top) E = E.Next;
+ if (E.Dx != horizontal && E.Prev.Dx != horizontal) break;
+ while (E.Prev.Dx == horizontal) E = E.Prev;
+ E2 = E;
+ while (E.Dx == horizontal) E = E.Next;
+ if (E.Top.Y == E.Prev.Bot.Y) continue; //ie just an intermediate horz.
+ if (E2.Prev.Bot.X < E.Bot.X) E = E2;
+ break;
+ }
+ return E;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private TEdge ProcessBound(TEdge E, bool LeftBoundIsForward)
+ {
+ TEdge EStart, Result = E;
+ TEdge Horz;
+
+ if (Result.OutIdx == Skip)
+ {
+ //check if there are edges beyond the skip edge in the bound and if so
+ //create another LocMin and calling ProcessBound once more ...
+ E = Result;
+ if (LeftBoundIsForward)
+ {
+ while (E.Top.Y == E.Next.Bot.Y) E = E.Next;
+ while (E != Result && E.Dx == horizontal) E = E.Prev;
+ }
+ else
+ {
+ while (E.Top.Y == E.Prev.Bot.Y) E = E.Prev;
+ while (E != Result && E.Dx == horizontal) E = E.Next;
+ }
+ if (E == Result)
+ {
+ if (LeftBoundIsForward) Result = E.Next;
+ else Result = E.Prev;
+ }
+ else
+ {
+ //there are more edges in the bound beyond result starting with E
+ if (LeftBoundIsForward)
+ E = Result.Next;
+ else
+ E = Result.Prev;
+ LocalMinima locMin = new LocalMinima();
+ locMin.Next = null;
+ locMin.Y = E.Bot.Y;
+ locMin.LeftBound = null;
+ locMin.RightBound = E;
+ E.WindDelta = 0;
+ Result = ProcessBound(E, LeftBoundIsForward);
+ InsertLocalMinima(locMin);
+ }
+ return Result;
+ }
+
+ if (E.Dx == horizontal)
+ {
+ //We need to be careful with open paths because this may not be a
+ //true local minima (ie E may be following a skip edge).
+ //Also, consecutive horz. edges may start heading left before going right.
+ if (LeftBoundIsForward) EStart = E.Prev;
+ else EStart = E.Next;
+ if (EStart.Dx == horizontal) //ie an adjoining horizontal skip edge
+ {
+ if (EStart.Bot.X != E.Bot.X && EStart.Top.X != E.Bot.X)
+ ReverseHorizontal(E);
+ }
+ else if (EStart.Bot.X != E.Bot.X)
+ ReverseHorizontal(E);
+ }
+
+ EStart = E;
+ if (LeftBoundIsForward)
+ {
+ while (Result.Top.Y == Result.Next.Bot.Y && Result.Next.OutIdx != Skip)
+ Result = Result.Next;
+ if (Result.Dx == horizontal && Result.Next.OutIdx != Skip)
+ {
+ //nb: at the top of a bound, horizontals are added to the bound
+ //only when the preceding edge attaches to the horizontal's left vertex
+ //unless a Skip edge is encountered when that becomes the top divide
+ Horz = Result;
+ while (Horz.Prev.Dx == horizontal) Horz = Horz.Prev;
+ if (Horz.Prev.Top.X > Result.Next.Top.X) Result = Horz.Prev;
+ }
+ while (E != Result)
+ {
+ E.NextInLML = E.Next;
+ if (E.Dx == horizontal && E != EStart && E.Bot.X != E.Prev.Top.X)
+ ReverseHorizontal(E);
+ E = E.Next;
+ }
+ if (E.Dx == horizontal && E != EStart && E.Bot.X != E.Prev.Top.X)
+ ReverseHorizontal(E);
+ Result = Result.Next; //move to the edge just beyond current bound
+ }
+ else
+ {
+ while (Result.Top.Y == Result.Prev.Bot.Y && Result.Prev.OutIdx != Skip)
+ Result = Result.Prev;
+ if (Result.Dx == horizontal && Result.Prev.OutIdx != Skip)
+ {
+ Horz = Result;
+ while (Horz.Next.Dx == horizontal) Horz = Horz.Next;
+ if (Horz.Next.Top.X == Result.Prev.Top.X ||
+ Horz.Next.Top.X > Result.Prev.Top.X) Result = Horz.Next;
+ }
+
+ while (E != Result)
+ {
+ E.NextInLML = E.Prev;
+ if (E.Dx == horizontal && E != EStart && E.Bot.X != E.Next.Top.X)
+ ReverseHorizontal(E);
+ E = E.Prev;
+ }
+ if (E.Dx == horizontal && E != EStart && E.Bot.X != E.Next.Top.X)
+ ReverseHorizontal(E);
+ Result = Result.Prev; //move to the edge just beyond current bound
+ }
+ return Result;
+ }
+
+ //------------------------------------------------------------------------------
+
+
+ public bool AddPath(Path pg, PolyType polyType, bool Closed)
+ {
+#if use_lines
+ if (!Closed && polyType == PolyType.ptClip)
+ throw new ClipperException("AddPath: Open paths must be subject.");
+#else
+ if (!Closed)
+ throw new ClipperException("AddPath: Open paths have been disabled.");
+#endif
+
+ int highI = (int)pg.Count - 1;
+ if (Closed) while (highI > 0 && (pg[highI] == pg[0])) --highI;
+ while (highI > 0 && (pg[highI] == pg[highI - 1])) --highI;
+ if ((Closed && highI < 2) || (!Closed && highI < 1)) return false;
+
+ //create a new edge array ...
+ List<TEdge> edges = new List<TEdge>(highI + 1);
+ for (int i = 0; i <= highI; i++) edges.Add(new TEdge());
+
+ bool IsFlat = true;
+
+ //1. Basic (first) edge initialization ...
+ edges[1].Curr = pg[1];
+ RangeTest(pg[0], ref m_UseFullRange);
+ RangeTest(pg[highI], ref m_UseFullRange);
+ InitEdge(edges[0], edges[1], edges[highI], pg[0]);
+ InitEdge(edges[highI], edges[0], edges[highI - 1], pg[highI]);
+ for (int i = highI - 1; i >= 1; --i)
+ {
+ RangeTest(pg[i], ref m_UseFullRange);
+ InitEdge(edges[i], edges[i + 1], edges[i - 1], pg[i]);
+ }
+ TEdge eStart = edges[0];
+
+ //2. Remove duplicate vertices, and (when closed) collinear edges ...
+ TEdge E = eStart, eLoopStop = eStart;
+ for (;;)
+ {
+ //nb: allows matching start and end points when not Closed ...
+ if (E.Curr == E.Next.Curr && (Closed || E.Next != eStart))
+ {
+ if (E == E.Next) break;
+ if (E == eStart) eStart = E.Next;
+ E = RemoveEdge(E);
+ eLoopStop = E;
+ continue;
+ }
+ if (E.Prev == E.Next)
+ break; //only two vertices
+ else if (Closed &&
+ SlopesEqual(E.Prev.Curr, E.Curr, E.Next.Curr, m_UseFullRange) &&
+ (!PreserveCollinear ||
+ !Pt2IsBetweenPt1AndPt3(E.Prev.Curr, E.Curr, E.Next.Curr)))
+ {
+ //Collinear edges are allowed for open paths but in closed paths
+ //the default is to merge adjacent collinear edges into a single edge.
+ //However, if the PreserveCollinear property is enabled, only overlapping
+ //collinear edges (ie spikes) will be removed from closed paths.
+ if (E == eStart) eStart = E.Next;
+ E = RemoveEdge(E);
+ E = E.Prev;
+ eLoopStop = E;
+ continue;
+ }
+ E = E.Next;
+ if ((E == eLoopStop) || (!Closed && E.Next == eStart)) break;
+ }
+
+ if ((!Closed && (E == E.Next)) || (Closed && (E.Prev == E.Next)))
+ return false;
+
+ if (!Closed)
+ {
+ m_HasOpenPaths = true;
+ eStart.Prev.OutIdx = Skip;
+ }
+
+ //3. Do second stage of edge initialization ...
+ E = eStart;
+ do
+ {
+ InitEdge2(E, polyType);
+ E = E.Next;
+ if (IsFlat && E.Curr.Y != eStart.Curr.Y) IsFlat = false;
+ }
+ while (E != eStart);
+
+ //4. Finally, add edge bounds to LocalMinima list ...
+
+ //Totally flat paths must be handled differently when adding them
+ //to LocalMinima list to avoid endless loops etc ...
+ if (IsFlat)
+ {
+ if (Closed) return false;
+ E.Prev.OutIdx = Skip;
+ LocalMinima locMin = new LocalMinima();
+ locMin.Next = null;
+ locMin.Y = E.Bot.Y;
+ locMin.LeftBound = null;
+ locMin.RightBound = E;
+ locMin.RightBound.Side = EdgeSide.esRight;
+ locMin.RightBound.WindDelta = 0;
+ for (;;)
+ {
+ if (E.Bot.X != E.Prev.Top.X) ReverseHorizontal(E);
+ if (E.Next.OutIdx == Skip) break;
+ E.NextInLML = E.Next;
+ E = E.Next;
+ }
+ InsertLocalMinima(locMin);
+ m_edges.Add(edges);
+ return true;
+ }
+
+ m_edges.Add(edges);
+ bool leftBoundIsForward;
+ TEdge EMin = null;
+
+ //workaround to avoid an endless loop in the while loop below when
+ //open paths have matching start and end points ...
+ if (E.Prev.Bot == E.Prev.Top) E = E.Next;
+
+ for (;;)
+ {
+ E = FindNextLocMin(E);
+ if (E == EMin) break;
+ else if (EMin == null) EMin = E;
+
+ //E and E.Prev now share a local minima (left aligned if horizontal).
+ //Compare their slopes to find which starts which bound ...
+ LocalMinima locMin = new LocalMinima();
+ locMin.Next = null;
+ locMin.Y = E.Bot.Y;
+ if (E.Dx < E.Prev.Dx)
+ {
+ locMin.LeftBound = E.Prev;
+ locMin.RightBound = E;
+ leftBoundIsForward = false; //Q.nextInLML = Q.prev
+ }
+ else
+ {
+ locMin.LeftBound = E;
+ locMin.RightBound = E.Prev;
+ leftBoundIsForward = true; //Q.nextInLML = Q.next
+ }
+ locMin.LeftBound.Side = EdgeSide.esLeft;
+ locMin.RightBound.Side = EdgeSide.esRight;
+
+ if (!Closed) locMin.LeftBound.WindDelta = 0;
+ else if (locMin.LeftBound.Next == locMin.RightBound)
+ locMin.LeftBound.WindDelta = -1;
+ else locMin.LeftBound.WindDelta = 1;
+ locMin.RightBound.WindDelta = -locMin.LeftBound.WindDelta;
+
+ E = ProcessBound(locMin.LeftBound, leftBoundIsForward);
+ if (E.OutIdx == Skip) E = ProcessBound(E, leftBoundIsForward);
+
+ TEdge E2 = ProcessBound(locMin.RightBound, !leftBoundIsForward);
+ if (E2.OutIdx == Skip) E2 = ProcessBound(E2, !leftBoundIsForward);
+
+ if (locMin.LeftBound.OutIdx == Skip)
+ locMin.LeftBound = null;
+ else if (locMin.RightBound.OutIdx == Skip)
+ locMin.RightBound = null;
+ InsertLocalMinima(locMin);
+ if (!leftBoundIsForward) E = E2;
+ }
+ return true;
+ }
+
+ //------------------------------------------------------------------------------
+
+ public bool AddPaths(Paths ppg, PolyType polyType, bool closed)
+ {
+ bool result = false;
+ for (int i = 0; i < ppg.Count; ++i)
+ if (AddPath(ppg[i], polyType, closed)) result = true;
+ return result;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal bool Pt2IsBetweenPt1AndPt3(IntPoint pt1, IntPoint pt2, IntPoint pt3)
+ {
+ if ((pt1 == pt3) || (pt1 == pt2) || (pt3 == pt2)) return false;
+ else if (pt1.X != pt3.X) return (pt2.X > pt1.X) == (pt2.X < pt3.X);
+ else return (pt2.Y > pt1.Y) == (pt2.Y < pt3.Y);
+ }
+
+ //------------------------------------------------------------------------------
+
+ TEdge RemoveEdge(TEdge e)
+ {
+ //removes e from double_linked_list (but without removing from memory)
+ e.Prev.Next = e.Next;
+ e.Next.Prev = e.Prev;
+ TEdge result = e.Next;
+ e.Prev = null; //flag as removed (see ClipperBase.Clear)
+ return result;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void SetDx(TEdge e)
+ {
+ e.Delta.X = (e.Top.X - e.Bot.X);
+ e.Delta.Y = (e.Top.Y - e.Bot.Y);
+ if (e.Delta.Y == 0) e.Dx = horizontal;
+ else e.Dx = (double)(e.Delta.X) / (e.Delta.Y);
+ }
+
+ //---------------------------------------------------------------------------
+
+ private void InsertLocalMinima(LocalMinima newLm)
+ {
+ if (m_MinimaList == null)
+ {
+ m_MinimaList = newLm;
+ }
+ else if (newLm.Y >= m_MinimaList.Y)
+ {
+ newLm.Next = m_MinimaList;
+ m_MinimaList = newLm;
+ }
+ else
+ {
+ LocalMinima tmpLm = m_MinimaList;
+ while (tmpLm.Next != null && (newLm.Y < tmpLm.Next.Y))
+ tmpLm = tmpLm.Next;
+ newLm.Next = tmpLm.Next;
+ tmpLm.Next = newLm;
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal Boolean PopLocalMinima(cInt Y, out LocalMinima current)
+ {
+ current = m_CurrentLM;
+ if (m_CurrentLM != null && m_CurrentLM.Y == Y)
+ {
+ m_CurrentLM = m_CurrentLM.Next;
+ return true;
+ }
+ return false;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void ReverseHorizontal(TEdge e)
+ {
+ //swap horizontal edges' top and bottom x's so they follow the natural
+ //progression of the bounds - ie so their xbots will align with the
+ //adjoining lower edge. [Helpful in the ProcessHorizontal() method.]
+ Swap(ref e.Top.X, ref e.Bot.X);
+#if use_xyz
+ Swap(ref e.Top.Z, ref e.Bot.Z);
+#endif
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal virtual void Reset()
+ {
+ m_CurrentLM = m_MinimaList;
+ if (m_CurrentLM == null) return; //ie nothing to process
+
+ //reset all edges ...
+ m_Scanbeam = null;
+ LocalMinima lm = m_MinimaList;
+ while (lm != null)
+ {
+ InsertScanbeam(lm.Y);
+ TEdge e = lm.LeftBound;
+ if (e != null)
+ {
+ e.Curr = e.Bot;
+ e.OutIdx = Unassigned;
+ }
+ e = lm.RightBound;
+ if (e != null)
+ {
+ e.Curr = e.Bot;
+ e.OutIdx = Unassigned;
+ }
+ lm = lm.Next;
+ }
+ m_ActiveEdges = null;
+ }
+
+ //------------------------------------------------------------------------------
+
+ public static IntRect GetBounds(Paths paths)
+ {
+ int i = 0, cnt = paths.Count;
+ while (i < cnt && paths[i].Count == 0) i++;
+ if (i == cnt) return new IntRect(0, 0, 0, 0);
+ IntRect result = new IntRect();
+ result.left = paths[i][0].X;
+ result.right = result.left;
+ result.top = paths[i][0].Y;
+ result.bottom = result.top;
+ for (; i < cnt; i++)
+ for (int j = 0; j < paths[i].Count; j++)
+ {
+ if (paths[i][j].X < result.left) result.left = paths[i][j].X;
+ else if (paths[i][j].X > result.right) result.right = paths[i][j].X;
+ if (paths[i][j].Y < result.top) result.top = paths[i][j].Y;
+ else if (paths[i][j].Y > result.bottom) result.bottom = paths[i][j].Y;
+ }
+ return result;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal void InsertScanbeam(cInt Y)
+ {
+ //single-linked list: sorted descending, ignoring dups.
+ if (m_Scanbeam == null)
+ {
+ m_Scanbeam = new Scanbeam();
+ m_Scanbeam.Next = null;
+ m_Scanbeam.Y = Y;
+ }
+ else if (Y > m_Scanbeam.Y)
+ {
+ Scanbeam newSb = new Scanbeam();
+ newSb.Y = Y;
+ newSb.Next = m_Scanbeam;
+ m_Scanbeam = newSb;
+ }
+ else
+ {
+ Scanbeam sb2 = m_Scanbeam;
+ while (sb2.Next != null && (Y <= sb2.Next.Y)) sb2 = sb2.Next;
+ if (Y == sb2.Y) return; //ie ignores duplicates
+ Scanbeam newSb = new Scanbeam();
+ newSb.Y = Y;
+ newSb.Next = sb2.Next;
+ sb2.Next = newSb;
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal Boolean PopScanbeam(out cInt Y)
+ {
+ if (m_Scanbeam == null)
+ {
+ Y = 0;
+ return false;
+ }
+ Y = m_Scanbeam.Y;
+ m_Scanbeam = m_Scanbeam.Next;
+ return true;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal Boolean LocalMinimaPending()
+ {
+ return (m_CurrentLM != null);
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal OutRec CreateOutRec()
+ {
+ OutRec result = new OutRec();
+ result.Idx = Unassigned;
+ result.IsHole = false;
+ result.IsOpen = false;
+ result.FirstLeft = null;
+ result.Pts = null;
+ result.BottomPt = null;
+ result.PolyNode = null;
+ m_PolyOuts.Add(result);
+ result.Idx = m_PolyOuts.Count - 1;
+ return result;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal void DisposeOutRec(int index)
+ {
+ OutRec outRec = m_PolyOuts[index];
+ outRec.Pts = null;
+ outRec = null;
+ m_PolyOuts[index] = null;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal void UpdateEdgeIntoAEL(ref TEdge e)
+ {
+ if (e.NextInLML == null)
+ throw new ClipperException("UpdateEdgeIntoAEL: invalid call");
+ TEdge AelPrev = e.PrevInAEL;
+ TEdge AelNext = e.NextInAEL;
+ e.NextInLML.OutIdx = e.OutIdx;
+ if (AelPrev != null)
+ AelPrev.NextInAEL = e.NextInLML;
+ else m_ActiveEdges = e.NextInLML;
+ if (AelNext != null)
+ AelNext.PrevInAEL = e.NextInLML;
+ e.NextInLML.Side = e.Side;
+ e.NextInLML.WindDelta = e.WindDelta;
+ e.NextInLML.WindCnt = e.WindCnt;
+ e.NextInLML.WindCnt2 = e.WindCnt2;
+ e = e.NextInLML;
+ e.Curr = e.Bot;
+ e.PrevInAEL = AelPrev;
+ e.NextInAEL = AelNext;
+ if (!IsHorizontal(e)) InsertScanbeam(e.Top.Y);
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal void SwapPositionsInAEL(TEdge edge1, TEdge edge2)
+ {
+ //check that one or other edge hasn't already been removed from AEL ...
+ if (edge1.NextInAEL == edge1.PrevInAEL ||
+ edge2.NextInAEL == edge2.PrevInAEL) return;
+
+ if (edge1.NextInAEL == edge2)
+ {
+ TEdge next = edge2.NextInAEL;
+ if (next != null)
+ next.PrevInAEL = edge1;
+ TEdge prev = edge1.PrevInAEL;
+ if (prev != null)
+ prev.NextInAEL = edge2;
+ edge2.PrevInAEL = prev;
+ edge2.NextInAEL = edge1;
+ edge1.PrevInAEL = edge2;
+ edge1.NextInAEL = next;
+ }
+ else if (edge2.NextInAEL == edge1)
+ {
+ TEdge next = edge1.NextInAEL;
+ if (next != null)
+ next.PrevInAEL = edge2;
+ TEdge prev = edge2.PrevInAEL;
+ if (prev != null)
+ prev.NextInAEL = edge1;
+ edge1.PrevInAEL = prev;
+ edge1.NextInAEL = edge2;
+ edge2.PrevInAEL = edge1;
+ edge2.NextInAEL = next;
+ }
+ else
+ {
+ TEdge next = edge1.NextInAEL;
+ TEdge prev = edge1.PrevInAEL;
+ edge1.NextInAEL = edge2.NextInAEL;
+ if (edge1.NextInAEL != null)
+ edge1.NextInAEL.PrevInAEL = edge1;
+ edge1.PrevInAEL = edge2.PrevInAEL;
+ if (edge1.PrevInAEL != null)
+ edge1.PrevInAEL.NextInAEL = edge1;
+ edge2.NextInAEL = next;
+ if (edge2.NextInAEL != null)
+ edge2.NextInAEL.PrevInAEL = edge2;
+ edge2.PrevInAEL = prev;
+ if (edge2.PrevInAEL != null)
+ edge2.PrevInAEL.NextInAEL = edge2;
+ }
+
+ if (edge1.PrevInAEL == null)
+ m_ActiveEdges = edge1;
+ else if (edge2.PrevInAEL == null)
+ m_ActiveEdges = edge2;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal void DeleteFromAEL(TEdge e)
+ {
+ TEdge AelPrev = e.PrevInAEL;
+ TEdge AelNext = e.NextInAEL;
+ if (AelPrev == null && AelNext == null && (e != m_ActiveEdges))
+ return; //already deleted
+ if (AelPrev != null)
+ AelPrev.NextInAEL = AelNext;
+ else m_ActiveEdges = AelNext;
+ if (AelNext != null)
+ AelNext.PrevInAEL = AelPrev;
+ e.NextInAEL = null;
+ e.PrevInAEL = null;
+ }
+
+ //------------------------------------------------------------------------------
+ } //end ClipperBase
+
+ public class Clipper : ClipperBase
+ {
+ //InitOptions that can be passed to the constructor ...
+ public const int ioReverseSolution = 1;
+ public const int ioStrictlySimple = 2;
+ public const int ioPreserveCollinear = 4;
+
+ private ClipType m_ClipType;
+ private Maxima m_Maxima;
+ private TEdge m_SortedEdges;
+ private List<IntersectNode> m_IntersectList;
+ IComparer<IntersectNode> m_IntersectNodeComparer;
+ private bool m_ExecuteLocked;
+ private PolyFillType m_ClipFillType;
+ private PolyFillType m_SubjFillType;
+ private List<Join> m_Joins;
+ private List<Join> m_GhostJoins;
+ private bool m_UsingPolyTree;
+#if use_xyz
+ public delegate void ZFillCallback(IntPoint bot1, IntPoint top1,
+ IntPoint bot2, IntPoint top2, ref IntPoint pt);
+ public ZFillCallback ZFillFunction { get; set; }
+#endif
+ public Clipper(int InitOptions = 0) : base() //constructor
+ {
+ m_Scanbeam = null;
+ m_Maxima = null;
+ m_ActiveEdges = null;
+ m_SortedEdges = null;
+ m_IntersectList = new List<IntersectNode>();
+ m_IntersectNodeComparer = new MyIntersectNodeSort();
+ m_ExecuteLocked = false;
+ m_UsingPolyTree = false;
+ m_PolyOuts = new List<OutRec>();
+ m_Joins = new List<Join>();
+ m_GhostJoins = new List<Join>();
+ ReverseSolution = (ioReverseSolution & InitOptions) != 0;
+ StrictlySimple = (ioStrictlySimple & InitOptions) != 0;
+ PreserveCollinear = (ioPreserveCollinear & InitOptions) != 0;
+#if use_xyz
+ ZFillFunction = null;
+#endif
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void InsertMaxima(cInt X)
+ {
+ //double-linked list: sorted ascending, ignoring dups.
+ Maxima newMax = new Maxima();
+ newMax.X = X;
+ if (m_Maxima == null)
+ {
+ m_Maxima = newMax;
+ m_Maxima.Next = null;
+ m_Maxima.Prev = null;
+ }
+ else if (X < m_Maxima.X)
+ {
+ newMax.Next = m_Maxima;
+ newMax.Prev = null;
+ m_Maxima = newMax;
+ }
+ else
+ {
+ Maxima m = m_Maxima;
+ while (m.Next != null && (X >= m.Next.X)) m = m.Next;
+ if (X == m.X) return; //ie ignores duplicates (& CG to clean up newMax)
+ //insert newMax between m and m.Next ...
+ newMax.Next = m.Next;
+ newMax.Prev = m;
+ if (m.Next != null) m.Next.Prev = newMax;
+ m.Next = newMax;
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ public bool ReverseSolution
+ {
+ get;
+ set;
+ }
+ //------------------------------------------------------------------------------
+
+ public bool StrictlySimple
+ {
+ get;
+ set;
+ }
+ //------------------------------------------------------------------------------
+
+ public bool Execute(ClipType clipType, Paths solution,
+ PolyFillType FillType = PolyFillType.pftEvenOdd)
+ {
+ return Execute(clipType, solution, FillType, FillType);
+ }
+
+ //------------------------------------------------------------------------------
+
+ public bool Execute(ClipType clipType, PolyTree polytree,
+ PolyFillType FillType = PolyFillType.pftEvenOdd)
+ {
+ return Execute(clipType, polytree, FillType, FillType);
+ }
+
+ //------------------------------------------------------------------------------
+
+ public bool Execute(ClipType clipType, Paths solution,
+ PolyFillType subjFillType, PolyFillType clipFillType)
+ {
+ if (m_ExecuteLocked) return false;
+ if (m_HasOpenPaths)
+ throw
+ new ClipperException("Error: PolyTree struct is needed for open path clipping.");
+
+ m_ExecuteLocked = true;
+ solution.Clear();
+ m_SubjFillType = subjFillType;
+ m_ClipFillType = clipFillType;
+ m_ClipType = clipType;
+ m_UsingPolyTree = false;
+ bool succeeded;
+ try
+ {
+ succeeded = ExecuteInternal();
+ //build the return polygons ...
+ if (succeeded) BuildResult(solution);
+ }
+ finally
+ {
+ DisposeAllPolyPts();
+ m_ExecuteLocked = false;
+ }
+ return succeeded;
+ }
+
+ //------------------------------------------------------------------------------
+
+ public bool Execute(ClipType clipType, PolyTree polytree,
+ PolyFillType subjFillType, PolyFillType clipFillType)
+ {
+ if (m_ExecuteLocked) return false;
+ m_ExecuteLocked = true;
+ m_SubjFillType = subjFillType;
+ m_ClipFillType = clipFillType;
+ m_ClipType = clipType;
+ m_UsingPolyTree = true;
+ bool succeeded;
+ try
+ {
+ succeeded = ExecuteInternal();
+ //build the return polygons ...
+ if (succeeded) BuildResult2(polytree);
+ }
+ finally
+ {
+ DisposeAllPolyPts();
+ m_ExecuteLocked = false;
+ }
+ return succeeded;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal void FixHoleLinkage(OutRec outRec)
+ {
+ //skip if an outermost polygon or
+ //already already points to the correct FirstLeft ...
+ if (outRec.FirstLeft == null ||
+ (outRec.IsHole != outRec.FirstLeft.IsHole &&
+ outRec.FirstLeft.Pts != null)) return;
+
+ OutRec orfl = outRec.FirstLeft;
+ while (orfl != null && ((orfl.IsHole == outRec.IsHole) || orfl.Pts == null))
+ orfl = orfl.FirstLeft;
+ outRec.FirstLeft = orfl;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private bool ExecuteInternal()
+ {
+ try
+ {
+ Reset();
+ m_SortedEdges = null;
+ m_Maxima = null;
+
+ cInt botY, topY;
+ if (!PopScanbeam(out botY)) return false;
+ InsertLocalMinimaIntoAEL(botY);
+ while (PopScanbeam(out topY) || LocalMinimaPending())
+ {
+ ProcessHorizontals();
+ m_GhostJoins.Clear();
+ if (!ProcessIntersections(topY)) return false;
+ ProcessEdgesAtTopOfScanbeam(topY);
+ botY = topY;
+ InsertLocalMinimaIntoAEL(botY);
+ }
+
+ //fix orientations ...
+ foreach (OutRec outRec in m_PolyOuts)
+ {
+ if (outRec.Pts == null || outRec.IsOpen) continue;
+ if ((outRec.IsHole ^ ReverseSolution) == (Area(outRec) > 0))
+ ReversePolyPtLinks(outRec.Pts);
+ }
+
+ JoinCommonEdges();
+
+ foreach (OutRec outRec in m_PolyOuts)
+ {
+ if (outRec.Pts == null)
+ continue;
+ else if (outRec.IsOpen)
+ FixupOutPolyline(outRec);
+ else
+ FixupOutPolygon(outRec);
+ }
+
+ if (StrictlySimple) DoSimplePolygons();
+ return true;
+ }
+ //catch { return false; }
+ finally
+ {
+ m_Joins.Clear();
+ m_GhostJoins.Clear();
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void DisposeAllPolyPts()
+ {
+ for (int i = 0; i < m_PolyOuts.Count; ++i) DisposeOutRec(i);
+ m_PolyOuts.Clear();
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void AddJoin(OutPt Op1, OutPt Op2, IntPoint OffPt)
+ {
+ Join j = new Join();
+ j.OutPt1 = Op1;
+ j.OutPt2 = Op2;
+ j.OffPt = OffPt;
+ m_Joins.Add(j);
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void AddGhostJoin(OutPt Op, IntPoint OffPt)
+ {
+ Join j = new Join();
+ j.OutPt1 = Op;
+ j.OffPt = OffPt;
+ m_GhostJoins.Add(j);
+ }
+
+ //------------------------------------------------------------------------------
+
+#if use_xyz
+ internal void SetZ(ref IntPoint pt, TEdge e1, TEdge e2)
+ {
+ if (pt.Z != 0 || ZFillFunction == null) return;
+ else if (pt == e1.Bot) pt.Z = e1.Bot.Z;
+ else if (pt == e1.Top) pt.Z = e1.Top.Z;
+ else if (pt == e2.Bot) pt.Z = e2.Bot.Z;
+ else if (pt == e2.Top) pt.Z = e2.Top.Z;
+ else ZFillFunction(e1.Bot, e1.Top, e2.Bot, e2.Top, ref pt);
+ }
+
+ //------------------------------------------------------------------------------
+#endif
+
+ private void InsertLocalMinimaIntoAEL(cInt botY)
+ {
+ LocalMinima lm;
+ while (PopLocalMinima(botY, out lm))
+ {
+ TEdge lb = lm.LeftBound;
+ TEdge rb = lm.RightBound;
+
+ OutPt Op1 = null;
+ if (lb == null)
+ {
+ InsertEdgeIntoAEL(rb, null);
+ SetWindingCount(rb);
+ if (IsContributing(rb))
+ Op1 = AddOutPt(rb, rb.Bot);
+ }
+ else if (rb == null)
+ {
+ InsertEdgeIntoAEL(lb, null);
+ SetWindingCount(lb);
+ if (IsContributing(lb))
+ Op1 = AddOutPt(lb, lb.Bot);
+ InsertScanbeam(lb.Top.Y);
+ }
+ else
+ {
+ InsertEdgeIntoAEL(lb, null);
+ InsertEdgeIntoAEL(rb, lb);
+ SetWindingCount(lb);
+ rb.WindCnt = lb.WindCnt;
+ rb.WindCnt2 = lb.WindCnt2;
+ if (IsContributing(lb))
+ Op1 = AddLocalMinPoly(lb, rb, lb.Bot);
+ InsertScanbeam(lb.Top.Y);
+ }
+
+ if (rb != null)
+ {
+ if (IsHorizontal(rb))
+ {
+ if (rb.NextInLML != null)
+ InsertScanbeam(rb.NextInLML.Top.Y);
+ AddEdgeToSEL(rb);
+ }
+ else
+ InsertScanbeam(rb.Top.Y);
+ }
+
+ if (lb == null || rb == null) continue;
+
+ //if output polygons share an Edge with a horizontal rb, they'll need joining later ...
+ if (Op1 != null && IsHorizontal(rb) &&
+ m_GhostJoins.Count > 0 && rb.WindDelta != 0)
+ {
+ for (int i = 0; i < m_GhostJoins.Count; i++)
+ {
+ //if the horizontal Rb and a 'ghost' horizontal overlap, then convert
+ //the 'ghost' join to a real join ready for later ...
+ Join j = m_GhostJoins[i];
+ if (HorzSegmentsOverlap(j.OutPt1.Pt.X, j.OffPt.X, rb.Bot.X, rb.Top.X))
+ AddJoin(j.OutPt1, Op1, j.OffPt);
+ }
+ }
+
+ if (lb.OutIdx >= 0 && lb.PrevInAEL != null &&
+ lb.PrevInAEL.Curr.X == lb.Bot.X &&
+ lb.PrevInAEL.OutIdx >= 0 &&
+ SlopesEqual(lb.PrevInAEL.Curr, lb.PrevInAEL.Top, lb.Curr, lb.Top, m_UseFullRange) &&
+ lb.WindDelta != 0 && lb.PrevInAEL.WindDelta != 0)
+ {
+ OutPt Op2 = AddOutPt(lb.PrevInAEL, lb.Bot);
+ AddJoin(Op1, Op2, lb.Top);
+ }
+
+ if (lb.NextInAEL != rb)
+ {
+ if (rb.OutIdx >= 0 && rb.PrevInAEL.OutIdx >= 0 &&
+ SlopesEqual(rb.PrevInAEL.Curr, rb.PrevInAEL.Top, rb.Curr, rb.Top, m_UseFullRange) &&
+ rb.WindDelta != 0 && rb.PrevInAEL.WindDelta != 0)
+ {
+ OutPt Op2 = AddOutPt(rb.PrevInAEL, rb.Bot);
+ AddJoin(Op1, Op2, rb.Top);
+ }
+
+ TEdge e = lb.NextInAEL;
+ if (e != null)
+ while (e != rb)
+ {
+ //nb: For calculating winding counts etc, IntersectEdges() assumes
+ //that param1 will be to the right of param2 ABOVE the intersection ...
+ IntersectEdges(rb, e, lb.Curr); //order important here
+ e = e.NextInAEL;
+ }
+ }
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void InsertEdgeIntoAEL(TEdge edge, TEdge startEdge)
+ {
+ if (m_ActiveEdges == null)
+ {
+ edge.PrevInAEL = null;
+ edge.NextInAEL = null;
+ m_ActiveEdges = edge;
+ }
+ else if (startEdge == null && E2InsertsBeforeE1(m_ActiveEdges, edge))
+ {
+ edge.PrevInAEL = null;
+ edge.NextInAEL = m_ActiveEdges;
+ m_ActiveEdges.PrevInAEL = edge;
+ m_ActiveEdges = edge;
+ }
+ else
+ {
+ if (startEdge == null) startEdge = m_ActiveEdges;
+ while (startEdge.NextInAEL != null &&
+ !E2InsertsBeforeE1(startEdge.NextInAEL, edge))
+ startEdge = startEdge.NextInAEL;
+ edge.NextInAEL = startEdge.NextInAEL;
+ if (startEdge.NextInAEL != null) startEdge.NextInAEL.PrevInAEL = edge;
+ edge.PrevInAEL = startEdge;
+ startEdge.NextInAEL = edge;
+ }
+ }
+
+ //----------------------------------------------------------------------
+
+ private bool E2InsertsBeforeE1(TEdge e1, TEdge e2)
+ {
+ if (e2.Curr.X == e1.Curr.X)
+ {
+ if (e2.Top.Y > e1.Top.Y)
+ return e2.Top.X < TopX(e1, e2.Top.Y);
+ else return e1.Top.X > TopX(e2, e1.Top.Y);
+ }
+ else return e2.Curr.X < e1.Curr.X;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private bool IsEvenOddFillType(TEdge edge)
+ {
+ if (edge.PolyTyp == PolyType.ptSubject)
+ return m_SubjFillType == PolyFillType.pftEvenOdd;
+ else
+ return m_ClipFillType == PolyFillType.pftEvenOdd;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private bool IsEvenOddAltFillType(TEdge edge)
+ {
+ if (edge.PolyTyp == PolyType.ptSubject)
+ return m_ClipFillType == PolyFillType.pftEvenOdd;
+ else
+ return m_SubjFillType == PolyFillType.pftEvenOdd;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private bool IsContributing(TEdge edge)
+ {
+ PolyFillType pft, pft2;
+ if (edge.PolyTyp == PolyType.ptSubject)
+ {
+ pft = m_SubjFillType;
+ pft2 = m_ClipFillType;
+ }
+ else
+ {
+ pft = m_ClipFillType;
+ pft2 = m_SubjFillType;
+ }
+
+ switch (pft)
+ {
+ case PolyFillType.pftEvenOdd:
+ //return false if a subj line has been flagged as inside a subj polygon
+ if (edge.WindDelta == 0 && edge.WindCnt != 1) return false;
+ break;
+ case PolyFillType.pftNonZero:
+ if (Math.Abs(edge.WindCnt) != 1) return false;
+ break;
+ case PolyFillType.pftPositive:
+ if (edge.WindCnt != 1) return false;
+ break;
+ default: //PolyFillType.pftNegative
+ if (edge.WindCnt != -1) return false;
+ break;
+ }
+
+ switch (m_ClipType)
+ {
+ case ClipType.ctIntersection:
+ switch (pft2)
+ {
+ case PolyFillType.pftEvenOdd:
+ case PolyFillType.pftNonZero:
+ return (edge.WindCnt2 != 0);
+ case PolyFillType.pftPositive:
+ return (edge.WindCnt2 > 0);
+ default:
+ return (edge.WindCnt2 < 0);
+ }
+ case ClipType.ctUnion:
+ switch (pft2)
+ {
+ case PolyFillType.pftEvenOdd:
+ case PolyFillType.pftNonZero:
+ return (edge.WindCnt2 == 0);
+ case PolyFillType.pftPositive:
+ return (edge.WindCnt2 <= 0);
+ default:
+ return (edge.WindCnt2 >= 0);
+ }
+ case ClipType.ctDifference:
+ if (edge.PolyTyp == PolyType.ptSubject)
+ switch (pft2)
+ {
+ case PolyFillType.pftEvenOdd:
+ case PolyFillType.pftNonZero:
+ return (edge.WindCnt2 == 0);
+ case PolyFillType.pftPositive:
+ return (edge.WindCnt2 <= 0);
+ default:
+ return (edge.WindCnt2 >= 0);
+ }
+ else
+ switch (pft2)
+ {
+ case PolyFillType.pftEvenOdd:
+ case PolyFillType.pftNonZero:
+ return (edge.WindCnt2 != 0);
+ case PolyFillType.pftPositive:
+ return (edge.WindCnt2 > 0);
+ default:
+ return (edge.WindCnt2 < 0);
+ }
+ case ClipType.ctXor:
+ if (edge.WindDelta == 0) //XOr always contributing unless open
+ switch (pft2)
+ {
+ case PolyFillType.pftEvenOdd:
+ case PolyFillType.pftNonZero:
+ return (edge.WindCnt2 == 0);
+ case PolyFillType.pftPositive:
+ return (edge.WindCnt2 <= 0);
+ default:
+ return (edge.WindCnt2 >= 0);
+ }
+ else
+ return true;
+ }
+ return true;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void SetWindingCount(TEdge edge)
+ {
+ TEdge e = edge.PrevInAEL;
+ //find the edge of the same polytype that immediately preceeds 'edge' in AEL
+ while (e != null && ((e.PolyTyp != edge.PolyTyp) || (e.WindDelta == 0))) e = e.PrevInAEL;
+ if (e == null)
+ {
+ PolyFillType pft;
+ pft = (edge.PolyTyp == PolyType.ptSubject ? m_SubjFillType : m_ClipFillType);
+ if (edge.WindDelta == 0) edge.WindCnt = (pft == PolyFillType.pftNegative ? -1 : 1);
+ else edge.WindCnt = edge.WindDelta;
+ edge.WindCnt2 = 0;
+ e = m_ActiveEdges; //ie get ready to calc WindCnt2
+ }
+ else if (edge.WindDelta == 0 && m_ClipType != ClipType.ctUnion)
+ {
+ edge.WindCnt = 1;
+ edge.WindCnt2 = e.WindCnt2;
+ e = e.NextInAEL; //ie get ready to calc WindCnt2
+ }
+ else if (IsEvenOddFillType(edge))
+ {
+ //EvenOdd filling ...
+ if (edge.WindDelta == 0)
+ {
+ //are we inside a subj polygon ...
+ bool Inside = true;
+ TEdge e2 = e.PrevInAEL;
+ while (e2 != null)
+ {
+ if (e2.PolyTyp == e.PolyTyp && e2.WindDelta != 0)
+ Inside = !Inside;
+ e2 = e2.PrevInAEL;
+ }
+ edge.WindCnt = (Inside ? 0 : 1);
+ }
+ else
+ {
+ edge.WindCnt = edge.WindDelta;
+ }
+ edge.WindCnt2 = e.WindCnt2;
+ e = e.NextInAEL; //ie get ready to calc WindCnt2
+ }
+ else
+ {
+ //nonZero, Positive or Negative filling ...
+ if (e.WindCnt * e.WindDelta < 0)
+ {
+ //prev edge is 'decreasing' WindCount (WC) toward zero
+ //so we're outside the previous polygon ...
+ if (Math.Abs(e.WindCnt) > 1)
+ {
+ //outside prev poly but still inside another.
+ //when reversing direction of prev poly use the same WC
+ if (e.WindDelta * edge.WindDelta < 0) edge.WindCnt = e.WindCnt;
+ //otherwise continue to 'decrease' WC ...
+ else edge.WindCnt = e.WindCnt + edge.WindDelta;
+ }
+ else
+ //now outside all polys of same polytype so set own WC ...
+ edge.WindCnt = (edge.WindDelta == 0 ? 1 : edge.WindDelta);
+ }
+ else
+ {
+ //prev edge is 'increasing' WindCount (WC) away from zero
+ //so we're inside the previous polygon ...
+ if (edge.WindDelta == 0)
+ edge.WindCnt = (e.WindCnt < 0 ? e.WindCnt - 1 : e.WindCnt + 1);
+ //if wind direction is reversing prev then use same WC
+ else if (e.WindDelta * edge.WindDelta < 0)
+ edge.WindCnt = e.WindCnt;
+ //otherwise add to WC ...
+ else edge.WindCnt = e.WindCnt + edge.WindDelta;
+ }
+ edge.WindCnt2 = e.WindCnt2;
+ e = e.NextInAEL; //ie get ready to calc WindCnt2
+ }
+
+ //update WindCnt2 ...
+ if (IsEvenOddAltFillType(edge))
+ {
+ //EvenOdd filling ...
+ while (e != edge)
+ {
+ if (e.WindDelta != 0)
+ edge.WindCnt2 = (edge.WindCnt2 == 0 ? 1 : 0);
+ e = e.NextInAEL;
+ }
+ }
+ else
+ {
+ //nonZero, Positive or Negative filling ...
+ while (e != edge)
+ {
+ edge.WindCnt2 += e.WindDelta;
+ e = e.NextInAEL;
+ }
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void AddEdgeToSEL(TEdge edge)
+ {
+ //SEL pointers in PEdge are use to build transient lists of horizontal edges.
+ //However, since we don't need to worry about processing order, all additions
+ //are made to the front of the list ...
+ if (m_SortedEdges == null)
+ {
+ m_SortedEdges = edge;
+ edge.PrevInSEL = null;
+ edge.NextInSEL = null;
+ }
+ else
+ {
+ edge.NextInSEL = m_SortedEdges;
+ edge.PrevInSEL = null;
+ m_SortedEdges.PrevInSEL = edge;
+ m_SortedEdges = edge;
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal Boolean PopEdgeFromSEL(out TEdge e)
+ {
+ //Pop edge from front of SEL (ie SEL is a FILO list)
+ e = m_SortedEdges;
+ if (e == null) return false;
+ TEdge oldE = e;
+ m_SortedEdges = e.NextInSEL;
+ if (m_SortedEdges != null) m_SortedEdges.PrevInSEL = null;
+ oldE.NextInSEL = null;
+ oldE.PrevInSEL = null;
+ return true;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void CopyAELToSEL()
+ {
+ TEdge e = m_ActiveEdges;
+ m_SortedEdges = e;
+ while (e != null)
+ {
+ e.PrevInSEL = e.PrevInAEL;
+ e.NextInSEL = e.NextInAEL;
+ e = e.NextInAEL;
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void SwapPositionsInSEL(TEdge edge1, TEdge edge2)
+ {
+ if (edge1.NextInSEL == null && edge1.PrevInSEL == null)
+ return;
+ if (edge2.NextInSEL == null && edge2.PrevInSEL == null)
+ return;
+
+ if (edge1.NextInSEL == edge2)
+ {
+ TEdge next = edge2.NextInSEL;
+ if (next != null)
+ next.PrevInSEL = edge1;
+ TEdge prev = edge1.PrevInSEL;
+ if (prev != null)
+ prev.NextInSEL = edge2;
+ edge2.PrevInSEL = prev;
+ edge2.NextInSEL = edge1;
+ edge1.PrevInSEL = edge2;
+ edge1.NextInSEL = next;
+ }
+ else if (edge2.NextInSEL == edge1)
+ {
+ TEdge next = edge1.NextInSEL;
+ if (next != null)
+ next.PrevInSEL = edge2;
+ TEdge prev = edge2.PrevInSEL;
+ if (prev != null)
+ prev.NextInSEL = edge1;
+ edge1.PrevInSEL = prev;
+ edge1.NextInSEL = edge2;
+ edge2.PrevInSEL = edge1;
+ edge2.NextInSEL = next;
+ }
+ else
+ {
+ TEdge next = edge1.NextInSEL;
+ TEdge prev = edge1.PrevInSEL;
+ edge1.NextInSEL = edge2.NextInSEL;
+ if (edge1.NextInSEL != null)
+ edge1.NextInSEL.PrevInSEL = edge1;
+ edge1.PrevInSEL = edge2.PrevInSEL;
+ if (edge1.PrevInSEL != null)
+ edge1.PrevInSEL.NextInSEL = edge1;
+ edge2.NextInSEL = next;
+ if (edge2.NextInSEL != null)
+ edge2.NextInSEL.PrevInSEL = edge2;
+ edge2.PrevInSEL = prev;
+ if (edge2.PrevInSEL != null)
+ edge2.PrevInSEL.NextInSEL = edge2;
+ }
+
+ if (edge1.PrevInSEL == null)
+ m_SortedEdges = edge1;
+ else if (edge2.PrevInSEL == null)
+ m_SortedEdges = edge2;
+ }
+
+ //------------------------------------------------------------------------------
+
+
+ private void AddLocalMaxPoly(TEdge e1, TEdge e2, IntPoint pt)
+ {
+ AddOutPt(e1, pt);
+ if (e2.WindDelta == 0) AddOutPt(e2, pt);
+ if (e1.OutIdx == e2.OutIdx)
+ {
+ e1.OutIdx = Unassigned;
+ e2.OutIdx = Unassigned;
+ }
+ else if (e1.OutIdx < e2.OutIdx)
+ AppendPolygon(e1, e2);
+ else
+ AppendPolygon(e2, e1);
+ }
+
+ //------------------------------------------------------------------------------
+
+ private OutPt AddLocalMinPoly(TEdge e1, TEdge e2, IntPoint pt)
+ {
+ OutPt result;
+ TEdge e, prevE;
+ if (IsHorizontal(e2) || (e1.Dx > e2.Dx))
+ {
+ result = AddOutPt(e1, pt);
+ e2.OutIdx = e1.OutIdx;
+ e1.Side = EdgeSide.esLeft;
+ e2.Side = EdgeSide.esRight;
+ e = e1;
+ if (e.PrevInAEL == e2)
+ prevE = e2.PrevInAEL;
+ else
+ prevE = e.PrevInAEL;
+ }
+ else
+ {
+ result = AddOutPt(e2, pt);
+ e1.OutIdx = e2.OutIdx;
+ e1.Side = EdgeSide.esRight;
+ e2.Side = EdgeSide.esLeft;
+ e = e2;
+ if (e.PrevInAEL == e1)
+ prevE = e1.PrevInAEL;
+ else
+ prevE = e.PrevInAEL;
+ }
+
+ if (prevE != null && prevE.OutIdx >= 0 && prevE.Top.Y < pt.Y && e.Top.Y < pt.Y)
+ {
+ cInt xPrev = TopX(prevE, pt.Y);
+ cInt xE = TopX(e, pt.Y);
+ if ((xPrev == xE) && (e.WindDelta != 0) && (prevE.WindDelta != 0) &&
+ SlopesEqual(new IntPoint(xPrev, pt.Y), prevE.Top, new IntPoint(xE, pt.Y), e.Top, m_UseFullRange))
+ {
+ OutPt outPt = AddOutPt(prevE, pt);
+ AddJoin(result, outPt, e.Top);
+ }
+ }
+ return result;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private OutPt AddOutPt(TEdge e, IntPoint pt)
+ {
+ if (e.OutIdx < 0)
+ {
+ OutRec outRec = CreateOutRec();
+ outRec.IsOpen = (e.WindDelta == 0);
+ OutPt newOp = new OutPt();
+ outRec.Pts = newOp;
+ newOp.Idx = outRec.Idx;
+ newOp.Pt = pt;
+ newOp.Next = newOp;
+ newOp.Prev = newOp;
+ if (!outRec.IsOpen)
+ SetHoleState(e, outRec);
+ e.OutIdx = outRec.Idx; //nb: do this after SetZ !
+ return newOp;
+ }
+ else
+ {
+ OutRec outRec = m_PolyOuts[e.OutIdx];
+ //OutRec.Pts is the 'Left-most' point & OutRec.Pts.Prev is the 'Right-most'
+ OutPt op = outRec.Pts;
+ bool ToFront = (e.Side == EdgeSide.esLeft);
+ if (ToFront && pt == op.Pt) return op;
+ else if (!ToFront && pt == op.Prev.Pt) return op.Prev;
+
+ OutPt newOp = new OutPt();
+ newOp.Idx = outRec.Idx;
+ newOp.Pt = pt;
+ newOp.Next = op;
+ newOp.Prev = op.Prev;
+ newOp.Prev.Next = newOp;
+ op.Prev = newOp;
+ if (ToFront) outRec.Pts = newOp;
+ return newOp;
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ private OutPt GetLastOutPt(TEdge e)
+ {
+ OutRec outRec = m_PolyOuts[e.OutIdx];
+ if (e.Side == EdgeSide.esLeft)
+ return outRec.Pts;
+ else
+ return outRec.Pts.Prev;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal void SwapPoints(ref IntPoint pt1, ref IntPoint pt2)
+ {
+ IntPoint tmp = new IntPoint(pt1);
+ pt1 = pt2;
+ pt2 = tmp;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private bool HorzSegmentsOverlap(cInt seg1a, cInt seg1b, cInt seg2a, cInt seg2b)
+ {
+ if (seg1a > seg1b) Swap(ref seg1a, ref seg1b);
+ if (seg2a > seg2b) Swap(ref seg2a, ref seg2b);
+ return (seg1a < seg2b) && (seg2a < seg1b);
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void SetHoleState(TEdge e, OutRec outRec)
+ {
+ TEdge e2 = e.PrevInAEL;
+ TEdge eTmp = null;
+ while (e2 != null)
+ {
+ if (e2.OutIdx >= 0 && e2.WindDelta != 0)
+ {
+ if (eTmp == null)
+ eTmp = e2;
+ else if (eTmp.OutIdx == e2.OutIdx)
+ eTmp = null; //paired
+ }
+ e2 = e2.PrevInAEL;
+ }
+
+ if (eTmp == null)
+ {
+ outRec.FirstLeft = null;
+ outRec.IsHole = false;
+ }
+ else
+ {
+ outRec.FirstLeft = m_PolyOuts[eTmp.OutIdx];
+ outRec.IsHole = !outRec.FirstLeft.IsHole;
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ private double GetDx(IntPoint pt1, IntPoint pt2)
+ {
+ if (pt1.Y == pt2.Y) return horizontal;
+ else return (double)(pt2.X - pt1.X) / (pt2.Y - pt1.Y);
+ }
+
+ //---------------------------------------------------------------------------
+
+ private bool FirstIsBottomPt(OutPt btmPt1, OutPt btmPt2)
+ {
+ OutPt p = btmPt1.Prev;
+ while ((p.Pt == btmPt1.Pt) && (p != btmPt1)) p = p.Prev;
+ double dx1p = Math.Abs(GetDx(btmPt1.Pt, p.Pt));
+ p = btmPt1.Next;
+ while ((p.Pt == btmPt1.Pt) && (p != btmPt1)) p = p.Next;
+ double dx1n = Math.Abs(GetDx(btmPt1.Pt, p.Pt));
+
+ p = btmPt2.Prev;
+ while ((p.Pt == btmPt2.Pt) && (p != btmPt2)) p = p.Prev;
+ double dx2p = Math.Abs(GetDx(btmPt2.Pt, p.Pt));
+ p = btmPt2.Next;
+ while ((p.Pt == btmPt2.Pt) && (p != btmPt2)) p = p.Next;
+ double dx2n = Math.Abs(GetDx(btmPt2.Pt, p.Pt));
+
+ if (Math.Max(dx1p, dx1n) == Math.Max(dx2p, dx2n) &&
+ Math.Min(dx1p, dx1n) == Math.Min(dx2p, dx2n))
+ return Area(btmPt1) > 0; //if otherwise identical use orientation
+ else
+ return (dx1p >= dx2p && dx1p >= dx2n) || (dx1n >= dx2p && dx1n >= dx2n);
+ }
+
+ //------------------------------------------------------------------------------
+
+ private OutPt GetBottomPt(OutPt pp)
+ {
+ OutPt dups = null;
+ OutPt p = pp.Next;
+ while (p != pp)
+ {
+ if (p.Pt.Y > pp.Pt.Y)
+ {
+ pp = p;
+ dups = null;
+ }
+ else if (p.Pt.Y == pp.Pt.Y && p.Pt.X <= pp.Pt.X)
+ {
+ if (p.Pt.X < pp.Pt.X)
+ {
+ dups = null;
+ pp = p;
+ }
+ else
+ {
+ if (p.Next != pp && p.Prev != pp) dups = p;
+ }
+ }
+ p = p.Next;
+ }
+ if (dups != null)
+ {
+ //there appears to be at least 2 vertices at bottomPt so ...
+ while (dups != p)
+ {
+ if (!FirstIsBottomPt(p, dups)) pp = dups;
+ dups = dups.Next;
+ while (dups.Pt != pp.Pt) dups = dups.Next;
+ }
+ }
+ return pp;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private OutRec GetLowermostRec(OutRec outRec1, OutRec outRec2)
+ {
+ //work out which polygon fragment has the correct hole state ...
+ if (outRec1.BottomPt == null)
+ outRec1.BottomPt = GetBottomPt(outRec1.Pts);
+ if (outRec2.BottomPt == null)
+ outRec2.BottomPt = GetBottomPt(outRec2.Pts);
+ OutPt bPt1 = outRec1.BottomPt;
+ OutPt bPt2 = outRec2.BottomPt;
+ if (bPt1.Pt.Y > bPt2.Pt.Y) return outRec1;
+ else if (bPt1.Pt.Y < bPt2.Pt.Y) return outRec2;
+ else if (bPt1.Pt.X < bPt2.Pt.X) return outRec1;
+ else if (bPt1.Pt.X > bPt2.Pt.X) return outRec2;
+ else if (bPt1.Next == bPt1) return outRec2;
+ else if (bPt2.Next == bPt2) return outRec1;
+ else if (FirstIsBottomPt(bPt1, bPt2)) return outRec1;
+ else return outRec2;
+ }
+
+ //------------------------------------------------------------------------------
+
+ bool OutRec1RightOfOutRec2(OutRec outRec1, OutRec outRec2)
+ {
+ do
+ {
+ outRec1 = outRec1.FirstLeft;
+ if (outRec1 == outRec2) return true;
+ }
+ while (outRec1 != null);
+ return false;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private OutRec GetOutRec(int idx)
+ {
+ OutRec outrec = m_PolyOuts[idx];
+ while (outrec != m_PolyOuts[outrec.Idx])
+ outrec = m_PolyOuts[outrec.Idx];
+ return outrec;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void AppendPolygon(TEdge e1, TEdge e2)
+ {
+ OutRec outRec1 = m_PolyOuts[e1.OutIdx];
+ OutRec outRec2 = m_PolyOuts[e2.OutIdx];
+
+ OutRec holeStateRec;
+ if (OutRec1RightOfOutRec2(outRec1, outRec2))
+ holeStateRec = outRec2;
+ else if (OutRec1RightOfOutRec2(outRec2, outRec1))
+ holeStateRec = outRec1;
+ else
+ holeStateRec = GetLowermostRec(outRec1, outRec2);
+
+ //get the start and ends of both output polygons and
+ //join E2 poly onto E1 poly and delete pointers to E2 ...
+ OutPt p1_lft = outRec1.Pts;
+ OutPt p1_rt = p1_lft.Prev;
+ OutPt p2_lft = outRec2.Pts;
+ OutPt p2_rt = p2_lft.Prev;
+
+ //join e2 poly onto e1 poly and delete pointers to e2 ...
+ if (e1.Side == EdgeSide.esLeft)
+ {
+ if (e2.Side == EdgeSide.esLeft)
+ {
+ //z y x a b c
+ ReversePolyPtLinks(p2_lft);
+ p2_lft.Next = p1_lft;
+ p1_lft.Prev = p2_lft;
+ p1_rt.Next = p2_rt;
+ p2_rt.Prev = p1_rt;
+ outRec1.Pts = p2_rt;
+ }
+ else
+ {
+ //x y z a b c
+ p2_rt.Next = p1_lft;
+ p1_lft.Prev = p2_rt;
+ p2_lft.Prev = p1_rt;
+ p1_rt.Next = p2_lft;
+ outRec1.Pts = p2_lft;
+ }
+ }
+ else
+ {
+ if (e2.Side == EdgeSide.esRight)
+ {
+ //a b c z y x
+ ReversePolyPtLinks(p2_lft);
+ p1_rt.Next = p2_rt;
+ p2_rt.Prev = p1_rt;
+ p2_lft.Next = p1_lft;
+ p1_lft.Prev = p2_lft;
+ }
+ else
+ {
+ //a b c x y z
+ p1_rt.Next = p2_lft;
+ p2_lft.Prev = p1_rt;
+ p1_lft.Prev = p2_rt;
+ p2_rt.Next = p1_lft;
+ }
+ }
+
+ outRec1.BottomPt = null;
+ if (holeStateRec == outRec2)
+ {
+ if (outRec2.FirstLeft != outRec1)
+ outRec1.FirstLeft = outRec2.FirstLeft;
+ outRec1.IsHole = outRec2.IsHole;
+ }
+ outRec2.Pts = null;
+ outRec2.BottomPt = null;
+
+ outRec2.FirstLeft = outRec1;
+
+ int OKIdx = e1.OutIdx;
+ int ObsoleteIdx = e2.OutIdx;
+
+ e1.OutIdx = Unassigned; //nb: safe because we only get here via AddLocalMaxPoly
+ e2.OutIdx = Unassigned;
+
+ TEdge e = m_ActiveEdges;
+ while (e != null)
+ {
+ if (e.OutIdx == ObsoleteIdx)
+ {
+ e.OutIdx = OKIdx;
+ e.Side = e1.Side;
+ break;
+ }
+ e = e.NextInAEL;
+ }
+ outRec2.Idx = outRec1.Idx;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void ReversePolyPtLinks(OutPt pp)
+ {
+ if (pp == null) return;
+ OutPt pp1;
+ OutPt pp2;
+ pp1 = pp;
+ do
+ {
+ pp2 = pp1.Next;
+ pp1.Next = pp1.Prev;
+ pp1.Prev = pp2;
+ pp1 = pp2;
+ }
+ while (pp1 != pp);
+ }
+
+ //------------------------------------------------------------------------------
+
+ private static void SwapSides(TEdge edge1, TEdge edge2)
+ {
+ EdgeSide side = edge1.Side;
+ edge1.Side = edge2.Side;
+ edge2.Side = side;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private static void SwapPolyIndexes(TEdge edge1, TEdge edge2)
+ {
+ int outIdx = edge1.OutIdx;
+ edge1.OutIdx = edge2.OutIdx;
+ edge2.OutIdx = outIdx;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void IntersectEdges(TEdge e1, TEdge e2, IntPoint pt)
+ {
+ //e1 will be to the left of e2 BELOW the intersection. Therefore e1 is before
+ //e2 in AEL except when e1 is being inserted at the intersection point ...
+
+ bool e1Contributing = (e1.OutIdx >= 0);
+ bool e2Contributing = (e2.OutIdx >= 0);
+
+#if use_xyz
+ SetZ(ref pt, e1, e2);
+#endif
+
+#if use_lines
+ //if either edge is on an OPEN path ...
+ if (e1.WindDelta == 0 || e2.WindDelta == 0)
+ {
+ //ignore subject-subject open path intersections UNLESS they
+ //are both open paths, AND they are both 'contributing maximas' ...
+ if (e1.WindDelta == 0 && e2.WindDelta == 0) return;
+ //if intersecting a subj line with a subj poly ...
+ else if (e1.PolyTyp == e2.PolyTyp &&
+ e1.WindDelta != e2.WindDelta && m_ClipType == ClipType.ctUnion)
+ {
+ if (e1.WindDelta == 0)
+ {
+ if (e2Contributing)
+ {
+ AddOutPt(e1, pt);
+ if (e1Contributing) e1.OutIdx = Unassigned;
+ }
+ }
+ else
+ {
+ if (e1Contributing)
+ {
+ AddOutPt(e2, pt);
+ if (e2Contributing) e2.OutIdx = Unassigned;
+ }
+ }
+ }
+ else if (e1.PolyTyp != e2.PolyTyp)
+ {
+ if ((e1.WindDelta == 0) && Math.Abs(e2.WindCnt) == 1 &&
+ (m_ClipType != ClipType.ctUnion || e2.WindCnt2 == 0))
+ {
+ AddOutPt(e1, pt);
+ if (e1Contributing) e1.OutIdx = Unassigned;
+ }
+ else if ((e2.WindDelta == 0) && (Math.Abs(e1.WindCnt) == 1) &&
+ (m_ClipType != ClipType.ctUnion || e1.WindCnt2 == 0))
+ {
+ AddOutPt(e2, pt);
+ if (e2Contributing) e2.OutIdx = Unassigned;
+ }
+ }
+ return;
+ }
+#endif
+
+ //update winding counts...
+ //assumes that e1 will be to the Right of e2 ABOVE the intersection
+ if (e1.PolyTyp == e2.PolyTyp)
+ {
+ if (IsEvenOddFillType(e1))
+ {
+ int oldE1WindCnt = e1.WindCnt;
+ e1.WindCnt = e2.WindCnt;
+ e2.WindCnt = oldE1WindCnt;
+ }
+ else
+ {
+ if (e1.WindCnt + e2.WindDelta == 0) e1.WindCnt = -e1.WindCnt;
+ else e1.WindCnt += e2.WindDelta;
+ if (e2.WindCnt - e1.WindDelta == 0) e2.WindCnt = -e2.WindCnt;
+ else e2.WindCnt -= e1.WindDelta;
+ }
+ }
+ else
+ {
+ if (!IsEvenOddFillType(e2)) e1.WindCnt2 += e2.WindDelta;
+ else e1.WindCnt2 = (e1.WindCnt2 == 0) ? 1 : 0;
+ if (!IsEvenOddFillType(e1)) e2.WindCnt2 -= e1.WindDelta;
+ else e2.WindCnt2 = (e2.WindCnt2 == 0) ? 1 : 0;
+ }
+
+ PolyFillType e1FillType, e2FillType, e1FillType2, e2FillType2;
+ if (e1.PolyTyp == PolyType.ptSubject)
+ {
+ e1FillType = m_SubjFillType;
+ e1FillType2 = m_ClipFillType;
+ }
+ else
+ {
+ e1FillType = m_ClipFillType;
+ e1FillType2 = m_SubjFillType;
+ }
+ if (e2.PolyTyp == PolyType.ptSubject)
+ {
+ e2FillType = m_SubjFillType;
+ e2FillType2 = m_ClipFillType;
+ }
+ else
+ {
+ e2FillType = m_ClipFillType;
+ e2FillType2 = m_SubjFillType;
+ }
+
+ int e1Wc, e2Wc;
+ switch (e1FillType)
+ {
+ case PolyFillType.pftPositive: e1Wc = e1.WindCnt; break;
+ case PolyFillType.pftNegative: e1Wc = -e1.WindCnt; break;
+ default: e1Wc = Math.Abs(e1.WindCnt); break;
+ }
+ switch (e2FillType)
+ {
+ case PolyFillType.pftPositive: e2Wc = e2.WindCnt; break;
+ case PolyFillType.pftNegative: e2Wc = -e2.WindCnt; break;
+ default: e2Wc = Math.Abs(e2.WindCnt); break;
+ }
+
+ if (e1Contributing && e2Contributing)
+ {
+ if ((e1Wc != 0 && e1Wc != 1) || (e2Wc != 0 && e2Wc != 1) ||
+ (e1.PolyTyp != e2.PolyTyp && m_ClipType != ClipType.ctXor))
+ {
+ AddLocalMaxPoly(e1, e2, pt);
+ }
+ else
+ {
+ AddOutPt(e1, pt);
+ AddOutPt(e2, pt);
+ SwapSides(e1, e2);
+ SwapPolyIndexes(e1, e2);
+ }
+ }
+ else if (e1Contributing)
+ {
+ if (e2Wc == 0 || e2Wc == 1)
+ {
+ AddOutPt(e1, pt);
+ SwapSides(e1, e2);
+ SwapPolyIndexes(e1, e2);
+ }
+ }
+ else if (e2Contributing)
+ {
+ if (e1Wc == 0 || e1Wc == 1)
+ {
+ AddOutPt(e2, pt);
+ SwapSides(e1, e2);
+ SwapPolyIndexes(e1, e2);
+ }
+ }
+ else if ((e1Wc == 0 || e1Wc == 1) && (e2Wc == 0 || e2Wc == 1))
+ {
+ //neither edge is currently contributing ...
+ cInt e1Wc2, e2Wc2;
+ switch (e1FillType2)
+ {
+ case PolyFillType.pftPositive: e1Wc2 = e1.WindCnt2; break;
+ case PolyFillType.pftNegative: e1Wc2 = -e1.WindCnt2; break;
+ default: e1Wc2 = Math.Abs(e1.WindCnt2); break;
+ }
+ switch (e2FillType2)
+ {
+ case PolyFillType.pftPositive: e2Wc2 = e2.WindCnt2; break;
+ case PolyFillType.pftNegative: e2Wc2 = -e2.WindCnt2; break;
+ default: e2Wc2 = Math.Abs(e2.WindCnt2); break;
+ }
+
+ if (e1.PolyTyp != e2.PolyTyp)
+ {
+ AddLocalMinPoly(e1, e2, pt);
+ }
+ else if (e1Wc == 1 && e2Wc == 1)
+ switch (m_ClipType)
+ {
+ case ClipType.ctIntersection:
+ if (e1Wc2 > 0 && e2Wc2 > 0)
+ AddLocalMinPoly(e1, e2, pt);
+ break;
+ case ClipType.ctUnion:
+ if (e1Wc2 <= 0 && e2Wc2 <= 0)
+ AddLocalMinPoly(e1, e2, pt);
+ break;
+ case ClipType.ctDifference:
+ if (((e1.PolyTyp == PolyType.ptClip) && (e1Wc2 > 0) && (e2Wc2 > 0)) ||
+ ((e1.PolyTyp == PolyType.ptSubject) && (e1Wc2 <= 0) && (e2Wc2 <= 0)))
+ AddLocalMinPoly(e1, e2, pt);
+ break;
+ case ClipType.ctXor:
+ AddLocalMinPoly(e1, e2, pt);
+ break;
+ }
+ else
+ SwapSides(e1, e2);
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void DeleteFromSEL(TEdge e)
+ {
+ TEdge SelPrev = e.PrevInSEL;
+ TEdge SelNext = e.NextInSEL;
+ if (SelPrev == null && SelNext == null && (e != m_SortedEdges))
+ return; //already deleted
+ if (SelPrev != null)
+ SelPrev.NextInSEL = SelNext;
+ else m_SortedEdges = SelNext;
+ if (SelNext != null)
+ SelNext.PrevInSEL = SelPrev;
+ e.NextInSEL = null;
+ e.PrevInSEL = null;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void ProcessHorizontals()
+ {
+ TEdge horzEdge; //m_SortedEdges;
+ while (PopEdgeFromSEL(out horzEdge))
+ ProcessHorizontal(horzEdge);
+ }
+
+ //------------------------------------------------------------------------------
+
+ void GetHorzDirection(TEdge HorzEdge, out Direction Dir, out cInt Left, out cInt Right)
+ {
+ if (HorzEdge.Bot.X < HorzEdge.Top.X)
+ {
+ Left = HorzEdge.Bot.X;
+ Right = HorzEdge.Top.X;
+ Dir = Direction.dLeftToRight;
+ }
+ else
+ {
+ Left = HorzEdge.Top.X;
+ Right = HorzEdge.Bot.X;
+ Dir = Direction.dRightToLeft;
+ }
+ }
+
+ //------------------------------------------------------------------------
+
+ private void ProcessHorizontal(TEdge horzEdge)
+ {
+ Direction dir;
+ cInt horzLeft, horzRight;
+ bool IsOpen = horzEdge.WindDelta == 0;
+
+ GetHorzDirection(horzEdge, out dir, out horzLeft, out horzRight);
+
+ TEdge eLastHorz = horzEdge, eMaxPair = null;
+ while (eLastHorz.NextInLML != null && IsHorizontal(eLastHorz.NextInLML))
+ eLastHorz = eLastHorz.NextInLML;
+ if (eLastHorz.NextInLML == null)
+ eMaxPair = GetMaximaPair(eLastHorz);
+
+ Maxima currMax = m_Maxima;
+ if (currMax != null)
+ {
+ //get the first maxima in range (X) ...
+ if (dir == Direction.dLeftToRight)
+ {
+ while (currMax != null && currMax.X <= horzEdge.Bot.X)
+ currMax = currMax.Next;
+ if (currMax != null && currMax.X >= eLastHorz.Top.X)
+ currMax = null;
+ }
+ else
+ {
+ while (currMax.Next != null && currMax.Next.X < horzEdge.Bot.X)
+ currMax = currMax.Next;
+ if (currMax.X <= eLastHorz.Top.X) currMax = null;
+ }
+ }
+
+ OutPt op1 = null;
+ for (;;) //loop through consec. horizontal edges
+ {
+ bool IsLastHorz = (horzEdge == eLastHorz);
+ TEdge e = GetNextInAEL(horzEdge, dir);
+ while (e != null)
+ {
+ //this code block inserts extra coords into horizontal edges (in output
+ //polygons) whereever maxima touch these horizontal edges. This helps
+ //'simplifying' polygons (ie if the Simplify property is set).
+ if (currMax != null)
+ {
+ if (dir == Direction.dLeftToRight)
+ {
+ while (currMax != null && currMax.X < e.Curr.X)
+ {
+ if (horzEdge.OutIdx >= 0 && !IsOpen)
+ AddOutPt(horzEdge, new IntPoint(currMax.X, horzEdge.Bot.Y));
+ currMax = currMax.Next;
+ }
+ }
+ else
+ {
+ while (currMax != null && currMax.X > e.Curr.X)
+ {
+ if (horzEdge.OutIdx >= 0 && !IsOpen)
+ AddOutPt(horzEdge, new IntPoint(currMax.X, horzEdge.Bot.Y));
+ currMax = currMax.Prev;
+ }
+ }
+ }
+
+ if ((dir == Direction.dLeftToRight && e.Curr.X > horzRight) ||
+ (dir == Direction.dRightToLeft && e.Curr.X < horzLeft)) break;
+
+ //Also break if we've got to the end of an intermediate horizontal edge ...
+ //nb: Smaller Dx's are to the right of larger Dx's ABOVE the horizontal.
+ if (e.Curr.X == horzEdge.Top.X && horzEdge.NextInLML != null &&
+ e.Dx < horzEdge.NextInLML.Dx) break;
+
+ if (horzEdge.OutIdx >= 0 && !IsOpen) //note: may be done multiple times
+ {
+#if use_xyz
+ if (dir == Direction.dLeftToRight) SetZ(ref e.Curr, horzEdge, e);
+ else SetZ(ref e.Curr, e, horzEdge);
+#endif
+
+ op1 = AddOutPt(horzEdge, e.Curr);
+ TEdge eNextHorz = m_SortedEdges;
+ while (eNextHorz != null)
+ {
+ if (eNextHorz.OutIdx >= 0 &&
+ HorzSegmentsOverlap(horzEdge.Bot.X,
+ horzEdge.Top.X, eNextHorz.Bot.X, eNextHorz.Top.X))
+ {
+ OutPt op2 = GetLastOutPt(eNextHorz);
+ AddJoin(op2, op1, eNextHorz.Top);
+ }
+ eNextHorz = eNextHorz.NextInSEL;
+ }
+ AddGhostJoin(op1, horzEdge.Bot);
+ }
+
+ //OK, so far we're still in range of the horizontal Edge but make sure
+ //we're at the last of consec. horizontals when matching with eMaxPair
+ if (e == eMaxPair && IsLastHorz)
+ {
+ if (horzEdge.OutIdx >= 0)
+ AddLocalMaxPoly(horzEdge, eMaxPair, horzEdge.Top);
+ DeleteFromAEL(horzEdge);
+ DeleteFromAEL(eMaxPair);
+ return;
+ }
+
+ if (dir == Direction.dLeftToRight)
+ {
+ IntPoint Pt = new IntPoint(e.Curr.X, horzEdge.Curr.Y);
+ IntersectEdges(horzEdge, e, Pt);
+ }
+ else
+ {
+ IntPoint Pt = new IntPoint(e.Curr.X, horzEdge.Curr.Y);
+ IntersectEdges(e, horzEdge, Pt);
+ }
+ TEdge eNext = GetNextInAEL(e, dir);
+ SwapPositionsInAEL(horzEdge, e);
+ e = eNext;
+ } //end while(e != null)
+
+ //Break out of loop if HorzEdge.NextInLML is not also horizontal ...
+ if (horzEdge.NextInLML == null || !IsHorizontal(horzEdge.NextInLML)) break;
+
+ UpdateEdgeIntoAEL(ref horzEdge);
+ if (horzEdge.OutIdx >= 0) AddOutPt(horzEdge, horzEdge.Bot);
+ GetHorzDirection(horzEdge, out dir, out horzLeft, out horzRight);
+ } //end for (;;)
+
+ if (horzEdge.OutIdx >= 0 && op1 == null)
+ {
+ op1 = GetLastOutPt(horzEdge);
+ TEdge eNextHorz = m_SortedEdges;
+ while (eNextHorz != null)
+ {
+ if (eNextHorz.OutIdx >= 0 &&
+ HorzSegmentsOverlap(horzEdge.Bot.X,
+ horzEdge.Top.X, eNextHorz.Bot.X, eNextHorz.Top.X))
+ {
+ OutPt op2 = GetLastOutPt(eNextHorz);
+ AddJoin(op2, op1, eNextHorz.Top);
+ }
+ eNextHorz = eNextHorz.NextInSEL;
+ }
+ AddGhostJoin(op1, horzEdge.Top);
+ }
+
+ if (horzEdge.NextInLML != null)
+ {
+ if (horzEdge.OutIdx >= 0)
+ {
+ op1 = AddOutPt(horzEdge, horzEdge.Top);
+
+ UpdateEdgeIntoAEL(ref horzEdge);
+ if (horzEdge.WindDelta == 0) return;
+ //nb: HorzEdge is no longer horizontal here
+ TEdge ePrev = horzEdge.PrevInAEL;
+ TEdge eNext = horzEdge.NextInAEL;
+ if (ePrev != null && ePrev.Curr.X == horzEdge.Bot.X &&
+ ePrev.Curr.Y == horzEdge.Bot.Y && ePrev.WindDelta != 0 &&
+ (ePrev.OutIdx >= 0 && ePrev.Curr.Y > ePrev.Top.Y &&
+ SlopesEqual(horzEdge, ePrev, m_UseFullRange)))
+ {
+ OutPt op2 = AddOutPt(ePrev, horzEdge.Bot);
+ AddJoin(op1, op2, horzEdge.Top);
+ }
+ else if (eNext != null && eNext.Curr.X == horzEdge.Bot.X &&
+ eNext.Curr.Y == horzEdge.Bot.Y && eNext.WindDelta != 0 &&
+ eNext.OutIdx >= 0 && eNext.Curr.Y > eNext.Top.Y &&
+ SlopesEqual(horzEdge, eNext, m_UseFullRange))
+ {
+ OutPt op2 = AddOutPt(eNext, horzEdge.Bot);
+ AddJoin(op1, op2, horzEdge.Top);
+ }
+ }
+ else
+ UpdateEdgeIntoAEL(ref horzEdge);
+ }
+ else
+ {
+ if (horzEdge.OutIdx >= 0) AddOutPt(horzEdge, horzEdge.Top);
+ DeleteFromAEL(horzEdge);
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ private TEdge GetNextInAEL(TEdge e, Direction Direction)
+ {
+ return Direction == Direction.dLeftToRight ? e.NextInAEL : e.PrevInAEL;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private bool IsMinima(TEdge e)
+ {
+ return e != null && (e.Prev.NextInLML != e) && (e.Next.NextInLML != e);
+ }
+
+ //------------------------------------------------------------------------------
+
+ private bool IsMaxima(TEdge e, double Y)
+ {
+ return (e != null && e.Top.Y == Y && e.NextInLML == null);
+ }
+
+ //------------------------------------------------------------------------------
+
+ private bool IsIntermediate(TEdge e, double Y)
+ {
+ return (e.Top.Y == Y && e.NextInLML != null);
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal TEdge GetMaximaPair(TEdge e)
+ {
+ if ((e.Next.Top == e.Top) && e.Next.NextInLML == null)
+ return e.Next;
+ else if ((e.Prev.Top == e.Top) && e.Prev.NextInLML == null)
+ return e.Prev;
+ else
+ return null;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal TEdge GetMaximaPairEx(TEdge e)
+ {
+ //as above but returns null if MaxPair isn't in AEL (unless it's horizontal)
+ TEdge result = GetMaximaPair(e);
+ if (result == null || result.OutIdx == Skip ||
+ ((result.NextInAEL == result.PrevInAEL) && !IsHorizontal(result))) return null;
+ return result;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private bool ProcessIntersections(cInt topY)
+ {
+ if (m_ActiveEdges == null) return true;
+ try
+ {
+ BuildIntersectList(topY);
+ if (m_IntersectList.Count == 0) return true;
+ if (m_IntersectList.Count == 1 || FixupIntersectionOrder())
+ ProcessIntersectList();
+ else
+ return false;
+ }
+ catch
+ {
+ m_SortedEdges = null;
+ m_IntersectList.Clear();
+ throw new ClipperException("ProcessIntersections error");
+ }
+ m_SortedEdges = null;
+ return true;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void BuildIntersectList(cInt topY)
+ {
+ if (m_ActiveEdges == null) return;
+
+ //prepare for sorting ...
+ TEdge e = m_ActiveEdges;
+ m_SortedEdges = e;
+ while (e != null)
+ {
+ e.PrevInSEL = e.PrevInAEL;
+ e.NextInSEL = e.NextInAEL;
+ e.Curr.X = TopX(e, topY);
+ e = e.NextInAEL;
+ }
+
+ //bubblesort ...
+ bool isModified = true;
+ while (isModified && m_SortedEdges != null)
+ {
+ isModified = false;
+ e = m_SortedEdges;
+ while (e.NextInSEL != null)
+ {
+ TEdge eNext = e.NextInSEL;
+ IntPoint pt;
+ if (e.Curr.X > eNext.Curr.X)
+ {
+ IntersectPoint(e, eNext, out pt);
+ if (pt.Y < topY)
+ pt = new IntPoint(TopX(e, topY), topY);
+ IntersectNode newNode = new IntersectNode();
+ newNode.Edge1 = e;
+ newNode.Edge2 = eNext;
+ newNode.Pt = pt;
+ m_IntersectList.Add(newNode);
+
+ SwapPositionsInSEL(e, eNext);
+ isModified = true;
+ }
+ else
+ e = eNext;
+ }
+ if (e.PrevInSEL != null) e.PrevInSEL.NextInSEL = null;
+ else break;
+ }
+ m_SortedEdges = null;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private bool EdgesAdjacent(IntersectNode inode)
+ {
+ return (inode.Edge1.NextInSEL == inode.Edge2) ||
+ (inode.Edge1.PrevInSEL == inode.Edge2);
+ }
+
+ //------------------------------------------------------------------------------
+
+ private static int IntersectNodeSort(IntersectNode node1, IntersectNode node2)
+ {
+ //the following typecast is safe because the differences in Pt.Y will
+ //be limited to the height of the scanbeam.
+ return (int)(node2.Pt.Y - node1.Pt.Y);
+ }
+
+ //------------------------------------------------------------------------------
+
+ private bool FixupIntersectionOrder()
+ {
+ //pre-condition: intersections are sorted bottom-most first.
+ //Now it's crucial that intersections are made only between adjacent edges,
+ //so to ensure this the order of intersections may need adjusting ...
+ m_IntersectList.Sort(m_IntersectNodeComparer);
+
+ CopyAELToSEL();
+ int cnt = m_IntersectList.Count;
+ for (int i = 0; i < cnt; i++)
+ {
+ if (!EdgesAdjacent(m_IntersectList[i]))
+ {
+ int j = i + 1;
+ while (j < cnt && !EdgesAdjacent(m_IntersectList[j])) j++;
+ if (j == cnt) return false;
+
+ IntersectNode tmp = m_IntersectList[i];
+ m_IntersectList[i] = m_IntersectList[j];
+ m_IntersectList[j] = tmp;
+ }
+ SwapPositionsInSEL(m_IntersectList[i].Edge1, m_IntersectList[i].Edge2);
+ }
+ return true;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void ProcessIntersectList()
+ {
+ for (int i = 0; i < m_IntersectList.Count; i++)
+ {
+ IntersectNode iNode = m_IntersectList[i];
+ {
+ IntersectEdges(iNode.Edge1, iNode.Edge2, iNode.Pt);
+ SwapPositionsInAEL(iNode.Edge1, iNode.Edge2);
+ }
+ }
+ m_IntersectList.Clear();
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal static cInt Round(double value)
+ {
+ return value < 0 ? (cInt)(value - 0.5) : (cInt)(value + 0.5);
+ }
+
+ //------------------------------------------------------------------------------
+
+ private static cInt TopX(TEdge edge, cInt currentY)
+ {
+ if (currentY == edge.Top.Y)
+ return edge.Top.X;
+ return edge.Bot.X + Round(edge.Dx * (currentY - edge.Bot.Y));
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void IntersectPoint(TEdge edge1, TEdge edge2, out IntPoint ip)
+ {
+ ip = new IntPoint();
+ double b1, b2;
+ //nb: with very large coordinate values, it's possible for SlopesEqual() to
+ //return false but for the edge.Dx value be equal due to double precision rounding.
+ if (edge1.Dx == edge2.Dx)
+ {
+ ip.Y = edge1.Curr.Y;
+ ip.X = TopX(edge1, ip.Y);
+ return;
+ }
+
+ if (edge1.Delta.X == 0)
+ {
+ ip.X = edge1.Bot.X;
+ if (IsHorizontal(edge2))
+ {
+ ip.Y = edge2.Bot.Y;
+ }
+ else
+ {
+ b2 = edge2.Bot.Y - (edge2.Bot.X / edge2.Dx);
+ ip.Y = Round(ip.X / edge2.Dx + b2);
+ }
+ }
+ else if (edge2.Delta.X == 0)
+ {
+ ip.X = edge2.Bot.X;
+ if (IsHorizontal(edge1))
+ {
+ ip.Y = edge1.Bot.Y;
+ }
+ else
+ {
+ b1 = edge1.Bot.Y - (edge1.Bot.X / edge1.Dx);
+ ip.Y = Round(ip.X / edge1.Dx + b1);
+ }
+ }
+ else
+ {
+ b1 = edge1.Bot.X - edge1.Bot.Y * edge1.Dx;
+ b2 = edge2.Bot.X - edge2.Bot.Y * edge2.Dx;
+ double q = (b2 - b1) / (edge1.Dx - edge2.Dx);
+ ip.Y = Round(q);
+ if (Math.Abs(edge1.Dx) < Math.Abs(edge2.Dx))
+ ip.X = Round(edge1.Dx * q + b1);
+ else
+ ip.X = Round(edge2.Dx * q + b2);
+ }
+
+ if (ip.Y < edge1.Top.Y || ip.Y < edge2.Top.Y)
+ {
+ if (edge1.Top.Y > edge2.Top.Y)
+ ip.Y = edge1.Top.Y;
+ else
+ ip.Y = edge2.Top.Y;
+ if (Math.Abs(edge1.Dx) < Math.Abs(edge2.Dx))
+ ip.X = TopX(edge1, ip.Y);
+ else
+ ip.X = TopX(edge2, ip.Y);
+ }
+ //finally, don't allow 'ip' to be BELOW curr.Y (ie bottom of scanbeam) ...
+ if (ip.Y > edge1.Curr.Y)
+ {
+ ip.Y = edge1.Curr.Y;
+ //better to use the more vertical edge to derive X ...
+ if (Math.Abs(edge1.Dx) > Math.Abs(edge2.Dx))
+ ip.X = TopX(edge2, ip.Y);
+ else
+ ip.X = TopX(edge1, ip.Y);
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void ProcessEdgesAtTopOfScanbeam(cInt topY)
+ {
+ TEdge e = m_ActiveEdges;
+ while (e != null)
+ {
+ //1. process maxima, treating them as if they're 'bent' horizontal edges,
+ // but exclude maxima with horizontal edges. nb: e can't be a horizontal.
+ bool IsMaximaEdge = IsMaxima(e, topY);
+
+ if (IsMaximaEdge)
+ {
+ TEdge eMaxPair = GetMaximaPairEx(e);
+ IsMaximaEdge = (eMaxPair == null || !IsHorizontal(eMaxPair));
+ }
+
+ if (IsMaximaEdge)
+ {
+ if (StrictlySimple) InsertMaxima(e.Top.X);
+ TEdge ePrev = e.PrevInAEL;
+ DoMaxima(e);
+ if (ePrev == null) e = m_ActiveEdges;
+ else e = ePrev.NextInAEL;
+ }
+ else
+ {
+ //2. promote horizontal edges, otherwise update Curr.X and Curr.Y ...
+ if (IsIntermediate(e, topY) && IsHorizontal(e.NextInLML))
+ {
+ UpdateEdgeIntoAEL(ref e);
+ if (e.OutIdx >= 0)
+ AddOutPt(e, e.Bot);
+ AddEdgeToSEL(e);
+ }
+ else
+ {
+ e.Curr.X = TopX(e, topY);
+ e.Curr.Y = topY;
+#if use_xyz
+ if (e.Top.Y == topY) e.Curr.Z = e.Top.Z;
+ else if (e.Bot.Y == topY) e.Curr.Z = e.Bot.Z;
+ else e.Curr.Z = 0;
+#endif
+ }
+ //When StrictlySimple and 'e' is being touched by another edge, then
+ //make sure both edges have a vertex here ...
+ if (StrictlySimple)
+ {
+ TEdge ePrev = e.PrevInAEL;
+ if ((e.OutIdx >= 0) && (e.WindDelta != 0) && ePrev != null &&
+ (ePrev.OutIdx >= 0) && (ePrev.Curr.X == e.Curr.X) &&
+ (ePrev.WindDelta != 0))
+ {
+ IntPoint ip = new IntPoint(e.Curr);
+#if use_xyz
+ SetZ(ref ip, ePrev, e);
+#endif
+ OutPt op = AddOutPt(ePrev, ip);
+ OutPt op2 = AddOutPt(e, ip);
+ AddJoin(op, op2, ip); //StrictlySimple (type-3) join
+ }
+ }
+
+ e = e.NextInAEL;
+ }
+ }
+
+ //3. Process horizontals at the Top of the scanbeam ...
+ ProcessHorizontals();
+ m_Maxima = null;
+
+ //4. Promote intermediate vertices ...
+ e = m_ActiveEdges;
+ while (e != null)
+ {
+ if (IsIntermediate(e, topY))
+ {
+ OutPt op = null;
+ if (e.OutIdx >= 0)
+ op = AddOutPt(e, e.Top);
+ UpdateEdgeIntoAEL(ref e);
+
+ //if output polygons share an edge, they'll need joining later ...
+ TEdge ePrev = e.PrevInAEL;
+ TEdge eNext = e.NextInAEL;
+ if (ePrev != null && ePrev.Curr.X == e.Bot.X &&
+ ePrev.Curr.Y == e.Bot.Y && op != null &&
+ ePrev.OutIdx >= 0 && ePrev.Curr.Y > ePrev.Top.Y &&
+ SlopesEqual(e.Curr, e.Top, ePrev.Curr, ePrev.Top, m_UseFullRange) &&
+ (e.WindDelta != 0) && (ePrev.WindDelta != 0))
+ {
+ OutPt op2 = AddOutPt(ePrev, e.Bot);
+ AddJoin(op, op2, e.Top);
+ }
+ else if (eNext != null && eNext.Curr.X == e.Bot.X &&
+ eNext.Curr.Y == e.Bot.Y && op != null &&
+ eNext.OutIdx >= 0 && eNext.Curr.Y > eNext.Top.Y &&
+ SlopesEqual(e.Curr, e.Top, eNext.Curr, eNext.Top, m_UseFullRange) &&
+ (e.WindDelta != 0) && (eNext.WindDelta != 0))
+ {
+ OutPt op2 = AddOutPt(eNext, e.Bot);
+ AddJoin(op, op2, e.Top);
+ }
+ }
+ e = e.NextInAEL;
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void DoMaxima(TEdge e)
+ {
+ TEdge eMaxPair = GetMaximaPairEx(e);
+ if (eMaxPair == null)
+ {
+ if (e.OutIdx >= 0)
+ AddOutPt(e, e.Top);
+ DeleteFromAEL(e);
+ return;
+ }
+
+ TEdge eNext = e.NextInAEL;
+ while (eNext != null && eNext != eMaxPair)
+ {
+ IntersectEdges(e, eNext, e.Top);
+ SwapPositionsInAEL(e, eNext);
+ eNext = e.NextInAEL;
+ }
+
+ if (e.OutIdx == Unassigned && eMaxPair.OutIdx == Unassigned)
+ {
+ DeleteFromAEL(e);
+ DeleteFromAEL(eMaxPair);
+ }
+ else if (e.OutIdx >= 0 && eMaxPair.OutIdx >= 0)
+ {
+ if (e.OutIdx >= 0) AddLocalMaxPoly(e, eMaxPair, e.Top);
+ DeleteFromAEL(e);
+ DeleteFromAEL(eMaxPair);
+ }
+#if use_lines
+ else if (e.WindDelta == 0)
+ {
+ if (e.OutIdx >= 0)
+ {
+ AddOutPt(e, e.Top);
+ e.OutIdx = Unassigned;
+ }
+ DeleteFromAEL(e);
+
+ if (eMaxPair.OutIdx >= 0)
+ {
+ AddOutPt(eMaxPair, e.Top);
+ eMaxPair.OutIdx = Unassigned;
+ }
+ DeleteFromAEL(eMaxPair);
+ }
+#endif
+ else throw new ClipperException("DoMaxima error");
+ }
+
+ //------------------------------------------------------------------------------
+
+ public static void ReversePaths(Paths polys)
+ {
+ foreach (var poly in polys) { poly.Reverse(); }
+ }
+
+ //------------------------------------------------------------------------------
+
+ public static bool Orientation(Path poly)
+ {
+ return Area(poly) >= 0;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private int PointCount(OutPt pts)
+ {
+ if (pts == null) return 0;
+ int result = 0;
+ OutPt p = pts;
+ do
+ {
+ result++;
+ p = p.Next;
+ }
+ while (p != pts);
+ return result;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void BuildResult(Paths polyg)
+ {
+ polyg.Clear();
+ polyg.Capacity = m_PolyOuts.Count;
+ for (int i = 0; i < m_PolyOuts.Count; i++)
+ {
+ OutRec outRec = m_PolyOuts[i];
+ if (outRec.Pts == null) continue;
+ OutPt p = outRec.Pts.Prev;
+ int cnt = PointCount(p);
+ if (cnt < 2) continue;
+ Path pg = new Path(cnt);
+ for (int j = 0; j < cnt; j++)
+ {
+ pg.Add(p.Pt);
+ p = p.Prev;
+ }
+ polyg.Add(pg);
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void BuildResult2(PolyTree polytree)
+ {
+ polytree.Clear();
+
+ //add each output polygon/contour to polytree ...
+ polytree.m_AllPolys.Capacity = m_PolyOuts.Count;
+ for (int i = 0; i < m_PolyOuts.Count; i++)
+ {
+ OutRec outRec = m_PolyOuts[i];
+ int cnt = PointCount(outRec.Pts);
+ if ((outRec.IsOpen && cnt < 2) ||
+ (!outRec.IsOpen && cnt < 3)) continue;
+ FixHoleLinkage(outRec);
+ PolyNode pn = new PolyNode();
+ polytree.m_AllPolys.Add(pn);
+ outRec.PolyNode = pn;
+ pn.m_polygon.Capacity = cnt;
+ OutPt op = outRec.Pts.Prev;
+ for (int j = 0; j < cnt; j++)
+ {
+ pn.m_polygon.Add(op.Pt);
+ op = op.Prev;
+ }
+ }
+
+ //fixup PolyNode links etc ...
+ polytree.m_Childs.Capacity = m_PolyOuts.Count;
+ for (int i = 0; i < m_PolyOuts.Count; i++)
+ {
+ OutRec outRec = m_PolyOuts[i];
+ if (outRec.PolyNode == null) continue;
+ else if (outRec.IsOpen)
+ {
+ outRec.PolyNode.IsOpen = true;
+ polytree.AddChild(outRec.PolyNode);
+ }
+ else if (outRec.FirstLeft != null &&
+ outRec.FirstLeft.PolyNode != null)
+ outRec.FirstLeft.PolyNode.AddChild(outRec.PolyNode);
+ else
+ polytree.AddChild(outRec.PolyNode);
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void FixupOutPolyline(OutRec outrec)
+ {
+ OutPt pp = outrec.Pts;
+ OutPt lastPP = pp.Prev;
+ while (pp != lastPP)
+ {
+ pp = pp.Next;
+ if (pp.Pt == pp.Prev.Pt)
+ {
+ if (pp == lastPP) lastPP = pp.Prev;
+ OutPt tmpPP = pp.Prev;
+ tmpPP.Next = pp.Next;
+ pp.Next.Prev = tmpPP;
+ pp = tmpPP;
+ }
+ }
+ if (pp == pp.Prev) outrec.Pts = null;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void FixupOutPolygon(OutRec outRec)
+ {
+ //FixupOutPolygon() - removes duplicate points and simplifies consecutive
+ //parallel edges by removing the middle vertex.
+ OutPt lastOK = null;
+ outRec.BottomPt = null;
+ OutPt pp = outRec.Pts;
+ bool preserveCol = PreserveCollinear || StrictlySimple;
+ for (;;)
+ {
+ if (pp.Prev == pp || pp.Prev == pp.Next)
+ {
+ outRec.Pts = null;
+ return;
+ }
+ //test for duplicate points and collinear edges ...
+ if ((pp.Pt == pp.Next.Pt) || (pp.Pt == pp.Prev.Pt) ||
+ (SlopesEqual(pp.Prev.Pt, pp.Pt, pp.Next.Pt, m_UseFullRange) &&
+ (!preserveCol || !Pt2IsBetweenPt1AndPt3(pp.Prev.Pt, pp.Pt, pp.Next.Pt))))
+ {
+ lastOK = null;
+ pp.Prev.Next = pp.Next;
+ pp.Next.Prev = pp.Prev;
+ pp = pp.Prev;
+ }
+ else if (pp == lastOK) break;
+ else
+ {
+ if (lastOK == null) lastOK = pp;
+ pp = pp.Next;
+ }
+ }
+ outRec.Pts = pp;
+ }
+
+ //------------------------------------------------------------------------------
+
+ OutPt DupOutPt(OutPt outPt, bool InsertAfter)
+ {
+ OutPt result = new OutPt();
+ result.Pt = outPt.Pt;
+ result.Idx = outPt.Idx;
+ if (InsertAfter)
+ {
+ result.Next = outPt.Next;
+ result.Prev = outPt;
+ outPt.Next.Prev = result;
+ outPt.Next = result;
+ }
+ else
+ {
+ result.Prev = outPt.Prev;
+ result.Next = outPt;
+ outPt.Prev.Next = result;
+ outPt.Prev = result;
+ }
+ return result;
+ }
+
+ //------------------------------------------------------------------------------
+
+ bool GetOverlap(cInt a1, cInt a2, cInt b1, cInt b2, out cInt Left, out cInt Right)
+ {
+ if (a1 < a2)
+ {
+ if (b1 < b2) {Left = Math.Max(a1, b1); Right = Math.Min(a2, b2); }
+ else {Left = Math.Max(a1, b2); Right = Math.Min(a2, b1); }
+ }
+ else
+ {
+ if (b1 < b2) {Left = Math.Max(a2, b1); Right = Math.Min(a1, b2); }
+ else { Left = Math.Max(a2, b2); Right = Math.Min(a1, b1); }
+ }
+ return Left < Right;
+ }
+
+ //------------------------------------------------------------------------------
+
+ bool JoinHorz(OutPt op1, OutPt op1b, OutPt op2, OutPt op2b,
+ IntPoint Pt, bool DiscardLeft)
+ {
+ Direction Dir1 = (op1.Pt.X > op1b.Pt.X ?
+ Direction.dRightToLeft : Direction.dLeftToRight);
+ Direction Dir2 = (op2.Pt.X > op2b.Pt.X ?
+ Direction.dRightToLeft : Direction.dLeftToRight);
+ if (Dir1 == Dir2) return false;
+
+ //When DiscardLeft, we want Op1b to be on the Left of Op1, otherwise we
+ //want Op1b to be on the Right. (And likewise with Op2 and Op2b.)
+ //So, to facilitate this while inserting Op1b and Op2b ...
+ //when DiscardLeft, make sure we're AT or RIGHT of Pt before adding Op1b,
+ //otherwise make sure we're AT or LEFT of Pt. (Likewise with Op2b.)
+ if (Dir1 == Direction.dLeftToRight)
+ {
+ while (op1.Next.Pt.X <= Pt.X &&
+ op1.Next.Pt.X >= op1.Pt.X && op1.Next.Pt.Y == Pt.Y)
+ op1 = op1.Next;
+ if (DiscardLeft && (op1.Pt.X != Pt.X)) op1 = op1.Next;
+ op1b = DupOutPt(op1, !DiscardLeft);
+ if (op1b.Pt != Pt)
+ {
+ op1 = op1b;
+ op1.Pt = Pt;
+ op1b = DupOutPt(op1, !DiscardLeft);
+ }
+ }
+ else
+ {
+ while (op1.Next.Pt.X >= Pt.X &&
+ op1.Next.Pt.X <= op1.Pt.X && op1.Next.Pt.Y == Pt.Y)
+ op1 = op1.Next;
+ if (!DiscardLeft && (op1.Pt.X != Pt.X)) op1 = op1.Next;
+ op1b = DupOutPt(op1, DiscardLeft);
+ if (op1b.Pt != Pt)
+ {
+ op1 = op1b;
+ op1.Pt = Pt;
+ op1b = DupOutPt(op1, DiscardLeft);
+ }
+ }
+
+ if (Dir2 == Direction.dLeftToRight)
+ {
+ while (op2.Next.Pt.X <= Pt.X &&
+ op2.Next.Pt.X >= op2.Pt.X && op2.Next.Pt.Y == Pt.Y)
+ op2 = op2.Next;
+ if (DiscardLeft && (op2.Pt.X != Pt.X)) op2 = op2.Next;
+ op2b = DupOutPt(op2, !DiscardLeft);
+ if (op2b.Pt != Pt)
+ {
+ op2 = op2b;
+ op2.Pt = Pt;
+ op2b = DupOutPt(op2, !DiscardLeft);
+ }
+ }
+ else
+ {
+ while (op2.Next.Pt.X >= Pt.X &&
+ op2.Next.Pt.X <= op2.Pt.X && op2.Next.Pt.Y == Pt.Y)
+ op2 = op2.Next;
+ if (!DiscardLeft && (op2.Pt.X != Pt.X)) op2 = op2.Next;
+ op2b = DupOutPt(op2, DiscardLeft);
+ if (op2b.Pt != Pt)
+ {
+ op2 = op2b;
+ op2.Pt = Pt;
+ op2b = DupOutPt(op2, DiscardLeft);
+ }
+ }
+
+ if ((Dir1 == Direction.dLeftToRight) == DiscardLeft)
+ {
+ op1.Prev = op2;
+ op2.Next = op1;
+ op1b.Next = op2b;
+ op2b.Prev = op1b;
+ }
+ else
+ {
+ op1.Next = op2;
+ op2.Prev = op1;
+ op1b.Prev = op2b;
+ op2b.Next = op1b;
+ }
+ return true;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private bool JoinPoints(Join j, OutRec outRec1, OutRec outRec2)
+ {
+ OutPt op1 = j.OutPt1, op1b;
+ OutPt op2 = j.OutPt2, op2b;
+
+ //There are 3 kinds of joins for output polygons ...
+ //1. Horizontal joins where Join.OutPt1 & Join.OutPt2 are vertices anywhere
+ //along (horizontal) collinear edges (& Join.OffPt is on the same horizontal).
+ //2. Non-horizontal joins where Join.OutPt1 & Join.OutPt2 are at the same
+ //location at the Bottom of the overlapping segment (& Join.OffPt is above).
+ //3. StrictlySimple joins where edges touch but are not collinear and where
+ //Join.OutPt1, Join.OutPt2 & Join.OffPt all share the same point.
+ bool isHorizontal = (j.OutPt1.Pt.Y == j.OffPt.Y);
+
+ if (isHorizontal && (j.OffPt == j.OutPt1.Pt) && (j.OffPt == j.OutPt2.Pt))
+ {
+ //Strictly Simple join ...
+ if (outRec1 != outRec2) return false;
+ op1b = j.OutPt1.Next;
+ while (op1b != op1 && (op1b.Pt == j.OffPt))
+ op1b = op1b.Next;
+ bool reverse1 = (op1b.Pt.Y > j.OffPt.Y);
+ op2b = j.OutPt2.Next;
+ while (op2b != op2 && (op2b.Pt == j.OffPt))
+ op2b = op2b.Next;
+ bool reverse2 = (op2b.Pt.Y > j.OffPt.Y);
+ if (reverse1 == reverse2) return false;
+ if (reverse1)
+ {
+ op1b = DupOutPt(op1, false);
+ op2b = DupOutPt(op2, true);
+ op1.Prev = op2;
+ op2.Next = op1;
+ op1b.Next = op2b;
+ op2b.Prev = op1b;
+ j.OutPt1 = op1;
+ j.OutPt2 = op1b;
+ return true;
+ }
+ else
+ {
+ op1b = DupOutPt(op1, true);
+ op2b = DupOutPt(op2, false);
+ op1.Next = op2;
+ op2.Prev = op1;
+ op1b.Prev = op2b;
+ op2b.Next = op1b;
+ j.OutPt1 = op1;
+ j.OutPt2 = op1b;
+ return true;
+ }
+ }
+ else if (isHorizontal)
+ {
+ //treat horizontal joins differently to non-horizontal joins since with
+ //them we're not yet sure where the overlapping is. OutPt1.Pt & OutPt2.Pt
+ //may be anywhere along the horizontal edge.
+ op1b = op1;
+ while (op1.Prev.Pt.Y == op1.Pt.Y && op1.Prev != op1b && op1.Prev != op2)
+ op1 = op1.Prev;
+ while (op1b.Next.Pt.Y == op1b.Pt.Y && op1b.Next != op1 && op1b.Next != op2)
+ op1b = op1b.Next;
+ if (op1b.Next == op1 || op1b.Next == op2) return false; //a flat 'polygon'
+
+ op2b = op2;
+ while (op2.Prev.Pt.Y == op2.Pt.Y && op2.Prev != op2b && op2.Prev != op1b)
+ op2 = op2.Prev;
+ while (op2b.Next.Pt.Y == op2b.Pt.Y && op2b.Next != op2 && op2b.Next != op1)
+ op2b = op2b.Next;
+ if (op2b.Next == op2 || op2b.Next == op1) return false; //a flat 'polygon'
+
+ cInt Left, Right;
+ //Op1 -. Op1b & Op2 -. Op2b are the extremites of the horizontal edges
+ if (!GetOverlap(op1.Pt.X, op1b.Pt.X, op2.Pt.X, op2b.Pt.X, out Left, out Right))
+ return false;
+
+ //DiscardLeftSide: when overlapping edges are joined, a spike will created
+ //which needs to be cleaned up. However, we don't want Op1 or Op2 caught up
+ //on the discard Side as either may still be needed for other joins ...
+ IntPoint Pt;
+ bool DiscardLeftSide;
+ if (op1.Pt.X >= Left && op1.Pt.X <= Right)
+ {
+ Pt = op1.Pt; DiscardLeftSide = (op1.Pt.X > op1b.Pt.X);
+ }
+ else if (op2.Pt.X >= Left && op2.Pt.X <= Right)
+ {
+ Pt = op2.Pt; DiscardLeftSide = (op2.Pt.X > op2b.Pt.X);
+ }
+ else if (op1b.Pt.X >= Left && op1b.Pt.X <= Right)
+ {
+ Pt = op1b.Pt; DiscardLeftSide = op1b.Pt.X > op1.Pt.X;
+ }
+ else
+ {
+ Pt = op2b.Pt; DiscardLeftSide = (op2b.Pt.X > op2.Pt.X);
+ }
+ j.OutPt1 = op1;
+ j.OutPt2 = op2;
+ return JoinHorz(op1, op1b, op2, op2b, Pt, DiscardLeftSide);
+ }
+ else
+ {
+ //nb: For non-horizontal joins ...
+ // 1. Jr.OutPt1.Pt.Y == Jr.OutPt2.Pt.Y
+ // 2. Jr.OutPt1.Pt > Jr.OffPt.Y
+
+ //make sure the polygons are correctly oriented ...
+ op1b = op1.Next;
+ while ((op1b.Pt == op1.Pt) && (op1b != op1)) op1b = op1b.Next;
+ bool Reverse1 = ((op1b.Pt.Y > op1.Pt.Y) ||
+ !SlopesEqual(op1.Pt, op1b.Pt, j.OffPt, m_UseFullRange));
+ if (Reverse1)
+ {
+ op1b = op1.Prev;
+ while ((op1b.Pt == op1.Pt) && (op1b != op1)) op1b = op1b.Prev;
+ if ((op1b.Pt.Y > op1.Pt.Y) ||
+ !SlopesEqual(op1.Pt, op1b.Pt, j.OffPt, m_UseFullRange)) return false;
+ }
+ op2b = op2.Next;
+ while ((op2b.Pt == op2.Pt) && (op2b != op2)) op2b = op2b.Next;
+ bool Reverse2 = ((op2b.Pt.Y > op2.Pt.Y) ||
+ !SlopesEqual(op2.Pt, op2b.Pt, j.OffPt, m_UseFullRange));
+ if (Reverse2)
+ {
+ op2b = op2.Prev;
+ while ((op2b.Pt == op2.Pt) && (op2b != op2)) op2b = op2b.Prev;
+ if ((op2b.Pt.Y > op2.Pt.Y) ||
+ !SlopesEqual(op2.Pt, op2b.Pt, j.OffPt, m_UseFullRange)) return false;
+ }
+
+ if ((op1b == op1) || (op2b == op2) || (op1b == op2b) ||
+ ((outRec1 == outRec2) && (Reverse1 == Reverse2))) return false;
+
+ if (Reverse1)
+ {
+ op1b = DupOutPt(op1, false);
+ op2b = DupOutPt(op2, true);
+ op1.Prev = op2;
+ op2.Next = op1;
+ op1b.Next = op2b;
+ op2b.Prev = op1b;
+ j.OutPt1 = op1;
+ j.OutPt2 = op1b;
+ return true;
+ }
+ else
+ {
+ op1b = DupOutPt(op1, true);
+ op2b = DupOutPt(op2, false);
+ op1.Next = op2;
+ op2.Prev = op1;
+ op1b.Prev = op2b;
+ op2b.Next = op1b;
+ j.OutPt1 = op1;
+ j.OutPt2 = op1b;
+ return true;
+ }
+ }
+ }
+
+ //----------------------------------------------------------------------
+
+ public static int PointInPolygon(IntPoint pt, Path path)
+ {
+ //returns 0 if false, +1 if true, -1 if pt ON polygon boundary
+ //See "The Point in Polygon Problem for Arbitrary Polygons" by Hormann & Agathos
+ //http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.88.5498&rep=rep1&type=pdf
+ int result = 0, cnt = path.Count;
+ if (cnt < 3) return 0;
+ IntPoint ip = path[0];
+ for (int i = 1; i <= cnt; ++i)
+ {
+ IntPoint ipNext = (i == cnt ? path[0] : path[i]);
+ if (ipNext.Y == pt.Y)
+ {
+ if ((ipNext.X == pt.X) || (ip.Y == pt.Y &&
+ ((ipNext.X > pt.X) == (ip.X < pt.X)))) return -1;
+ }
+ if ((ip.Y < pt.Y) != (ipNext.Y < pt.Y))
+ {
+ if (ip.X >= pt.X)
+ {
+ if (ipNext.X > pt.X) result = 1 - result;
+ else
+ {
+ double d = (double)(ip.X - pt.X) * (ipNext.Y - pt.Y) -
+ (double)(ipNext.X - pt.X) * (ip.Y - pt.Y);
+ if (d == 0) return -1;
+ else if ((d > 0) == (ipNext.Y > ip.Y)) result = 1 - result;
+ }
+ }
+ else
+ {
+ if (ipNext.X > pt.X)
+ {
+ double d = (double)(ip.X - pt.X) * (ipNext.Y - pt.Y) -
+ (double)(ipNext.X - pt.X) * (ip.Y - pt.Y);
+ if (d == 0) return -1;
+ else if ((d > 0) == (ipNext.Y > ip.Y)) result = 1 - result;
+ }
+ }
+ }
+ ip = ipNext;
+ }
+ return result;
+ }
+
+ //------------------------------------------------------------------------------
+
+ //See "The Point in Polygon Problem for Arbitrary Polygons" by Hormann & Agathos
+ //http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.88.5498&rep=rep1&type=pdf
+ private static int PointInPolygon(IntPoint pt, OutPt op)
+ {
+ //returns 0 if false, +1 if true, -1 if pt ON polygon boundary
+ int result = 0;
+ OutPt startOp = op;
+ cInt ptx = pt.X, pty = pt.Y;
+ cInt poly0x = op.Pt.X, poly0y = op.Pt.Y;
+ do
+ {
+ op = op.Next;
+ cInt poly1x = op.Pt.X, poly1y = op.Pt.Y;
+
+ if (poly1y == pty)
+ {
+ if ((poly1x == ptx) || (poly0y == pty &&
+ ((poly1x > ptx) == (poly0x < ptx)))) return -1;
+ }
+ if ((poly0y < pty) != (poly1y < pty))
+ {
+ if (poly0x >= ptx)
+ {
+ if (poly1x > ptx) result = 1 - result;
+ else
+ {
+ double d = (double)(poly0x - ptx) * (poly1y - pty) -
+ (double)(poly1x - ptx) * (poly0y - pty);
+ if (d == 0) return -1;
+ if ((d > 0) == (poly1y > poly0y)) result = 1 - result;
+ }
+ }
+ else
+ {
+ if (poly1x > ptx)
+ {
+ double d = (double)(poly0x - ptx) * (poly1y - pty) -
+ (double)(poly1x - ptx) * (poly0y - pty);
+ if (d == 0) return -1;
+ if ((d > 0) == (poly1y > poly0y)) result = 1 - result;
+ }
+ }
+ }
+ poly0x = poly1x; poly0y = poly1y;
+ }
+ while (startOp != op);
+ return result;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private static bool Poly2ContainsPoly1(OutPt outPt1, OutPt outPt2)
+ {
+ OutPt op = outPt1;
+ do
+ {
+ //nb: PointInPolygon returns 0 if false, +1 if true, -1 if pt on polygon
+ int res = PointInPolygon(op.Pt, outPt2);
+ if (res >= 0) return res > 0;
+ op = op.Next;
+ }
+ while (op != outPt1);
+ return true;
+ }
+
+ //----------------------------------------------------------------------
+
+ private void FixupFirstLefts1(OutRec OldOutRec, OutRec NewOutRec)
+ {
+ foreach (OutRec outRec in m_PolyOuts)
+ {
+ OutRec firstLeft = ParseFirstLeft(outRec.FirstLeft);
+ if (outRec.Pts != null && firstLeft == OldOutRec)
+ {
+ if (Poly2ContainsPoly1(outRec.Pts, NewOutRec.Pts))
+ outRec.FirstLeft = NewOutRec;
+ }
+ }
+ }
+
+ //----------------------------------------------------------------------
+
+ private void FixupFirstLefts2(OutRec innerOutRec, OutRec outerOutRec)
+ {
+ //A polygon has split into two such that one is now the inner of the other.
+ //It's possible that these polygons now wrap around other polygons, so check
+ //every polygon that's also contained by OuterOutRec's FirstLeft container
+ //(including nil) to see if they've become inner to the new inner polygon ...
+ OutRec orfl = outerOutRec.FirstLeft;
+ foreach (OutRec outRec in m_PolyOuts)
+ {
+ if (outRec.Pts == null || outRec == outerOutRec || outRec == innerOutRec)
+ continue;
+ OutRec firstLeft = ParseFirstLeft(outRec.FirstLeft);
+ if (firstLeft != orfl && firstLeft != innerOutRec && firstLeft != outerOutRec)
+ continue;
+ if (Poly2ContainsPoly1(outRec.Pts, innerOutRec.Pts))
+ outRec.FirstLeft = innerOutRec;
+ else if (Poly2ContainsPoly1(outRec.Pts, outerOutRec.Pts))
+ outRec.FirstLeft = outerOutRec;
+ else if (outRec.FirstLeft == innerOutRec || outRec.FirstLeft == outerOutRec)
+ outRec.FirstLeft = orfl;
+ }
+ }
+
+ //----------------------------------------------------------------------
+
+ private void FixupFirstLefts3(OutRec OldOutRec, OutRec NewOutRec)
+ {
+ //same as FixupFirstLefts1 but doesn't call Poly2ContainsPoly1()
+ foreach (OutRec outRec in m_PolyOuts)
+ {
+ OutRec firstLeft = ParseFirstLeft(outRec.FirstLeft);
+ if (outRec.Pts != null && firstLeft == OldOutRec)
+ outRec.FirstLeft = NewOutRec;
+ }
+ }
+
+ //----------------------------------------------------------------------
+
+ private static OutRec ParseFirstLeft(OutRec FirstLeft)
+ {
+ while (FirstLeft != null && FirstLeft.Pts == null)
+ FirstLeft = FirstLeft.FirstLeft;
+ return FirstLeft;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void JoinCommonEdges()
+ {
+ for (int i = 0; i < m_Joins.Count; i++)
+ {
+ Join join = m_Joins[i];
+
+ OutRec outRec1 = GetOutRec(join.OutPt1.Idx);
+ OutRec outRec2 = GetOutRec(join.OutPt2.Idx);
+
+ if (outRec1.Pts == null || outRec2.Pts == null) continue;
+ if (outRec1.IsOpen || outRec2.IsOpen) continue;
+
+ //get the polygon fragment with the correct hole state (FirstLeft)
+ //before calling JoinPoints() ...
+ OutRec holeStateRec;
+ if (outRec1 == outRec2) holeStateRec = outRec1;
+ else if (OutRec1RightOfOutRec2(outRec1, outRec2)) holeStateRec = outRec2;
+ else if (OutRec1RightOfOutRec2(outRec2, outRec1)) holeStateRec = outRec1;
+ else holeStateRec = GetLowermostRec(outRec1, outRec2);
+
+ if (!JoinPoints(join, outRec1, outRec2)) continue;
+
+ if (outRec1 == outRec2)
+ {
+ //instead of joining two polygons, we've just created a new one by
+ //splitting one polygon into two.
+ outRec1.Pts = join.OutPt1;
+ outRec1.BottomPt = null;
+ outRec2 = CreateOutRec();
+ outRec2.Pts = join.OutPt2;
+
+ //update all OutRec2.Pts Idx's ...
+ UpdateOutPtIdxs(outRec2);
+
+ if (Poly2ContainsPoly1(outRec2.Pts, outRec1.Pts))
+ {
+ //outRec1 contains outRec2 ...
+ outRec2.IsHole = !outRec1.IsHole;
+ outRec2.FirstLeft = outRec1;
+
+ if (m_UsingPolyTree) FixupFirstLefts2(outRec2, outRec1);
+
+ if ((outRec2.IsHole ^ ReverseSolution) == (Area(outRec2) > 0))
+ ReversePolyPtLinks(outRec2.Pts);
+ }
+ else if (Poly2ContainsPoly1(outRec1.Pts, outRec2.Pts))
+ {
+ //outRec2 contains outRec1 ...
+ outRec2.IsHole = outRec1.IsHole;
+ outRec1.IsHole = !outRec2.IsHole;
+ outRec2.FirstLeft = outRec1.FirstLeft;
+ outRec1.FirstLeft = outRec2;
+
+ if (m_UsingPolyTree) FixupFirstLefts2(outRec1, outRec2);
+
+ if ((outRec1.IsHole ^ ReverseSolution) == (Area(outRec1) > 0))
+ ReversePolyPtLinks(outRec1.Pts);
+ }
+ else
+ {
+ //the 2 polygons are completely separate ...
+ outRec2.IsHole = outRec1.IsHole;
+ outRec2.FirstLeft = outRec1.FirstLeft;
+
+ //fixup FirstLeft pointers that may need reassigning to OutRec2
+ if (m_UsingPolyTree) FixupFirstLefts1(outRec1, outRec2);
+ }
+ }
+ else
+ {
+ //joined 2 polygons together ...
+
+ outRec2.Pts = null;
+ outRec2.BottomPt = null;
+ outRec2.Idx = outRec1.Idx;
+
+ outRec1.IsHole = holeStateRec.IsHole;
+ if (holeStateRec == outRec2)
+ outRec1.FirstLeft = outRec2.FirstLeft;
+ outRec2.FirstLeft = outRec1;
+
+ //fixup FirstLeft pointers that may need reassigning to OutRec1
+ if (m_UsingPolyTree) FixupFirstLefts3(outRec2, outRec1);
+ }
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void UpdateOutPtIdxs(OutRec outrec)
+ {
+ OutPt op = outrec.Pts;
+ do
+ {
+ op.Idx = outrec.Idx;
+ op = op.Prev;
+ }
+ while (op != outrec.Pts);
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void DoSimplePolygons()
+ {
+ int i = 0;
+ while (i < m_PolyOuts.Count)
+ {
+ OutRec outrec = m_PolyOuts[i++];
+ OutPt op = outrec.Pts;
+ if (op == null || outrec.IsOpen) continue;
+ do //for each Pt in Polygon until duplicate found do ...
+ {
+ OutPt op2 = op.Next;
+ while (op2 != outrec.Pts)
+ {
+ if ((op.Pt == op2.Pt) && op2.Next != op && op2.Prev != op)
+ {
+ //split the polygon into two ...
+ OutPt op3 = op.Prev;
+ OutPt op4 = op2.Prev;
+ op.Prev = op4;
+ op4.Next = op;
+ op2.Prev = op3;
+ op3.Next = op2;
+
+ outrec.Pts = op;
+ OutRec outrec2 = CreateOutRec();
+ outrec2.Pts = op2;
+ UpdateOutPtIdxs(outrec2);
+ if (Poly2ContainsPoly1(outrec2.Pts, outrec.Pts))
+ {
+ //OutRec2 is contained by OutRec1 ...
+ outrec2.IsHole = !outrec.IsHole;
+ outrec2.FirstLeft = outrec;
+ if (m_UsingPolyTree) FixupFirstLefts2(outrec2, outrec);
+ }
+ else if (Poly2ContainsPoly1(outrec.Pts, outrec2.Pts))
+ {
+ //OutRec1 is contained by OutRec2 ...
+ outrec2.IsHole = outrec.IsHole;
+ outrec.IsHole = !outrec2.IsHole;
+ outrec2.FirstLeft = outrec.FirstLeft;
+ outrec.FirstLeft = outrec2;
+ if (m_UsingPolyTree) FixupFirstLefts2(outrec, outrec2);
+ }
+ else
+ {
+ //the 2 polygons are separate ...
+ outrec2.IsHole = outrec.IsHole;
+ outrec2.FirstLeft = outrec.FirstLeft;
+ if (m_UsingPolyTree) FixupFirstLefts1(outrec, outrec2);
+ }
+ op2 = op; //ie get ready for the next iteration
+ }
+ op2 = op2.Next;
+ }
+ op = op.Next;
+ }
+ while (op != outrec.Pts);
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ public static double Area(Path poly)
+ {
+ int cnt = (int)poly.Count;
+ if (cnt < 3) return 0;
+ double a = 0;
+ for (int i = 0, j = cnt - 1; i < cnt; ++i)
+ {
+ a += ((double)poly[j].X + poly[i].X) * ((double)poly[j].Y - poly[i].Y);
+ j = i;
+ }
+ return -a * 0.5;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal double Area(OutRec outRec)
+ {
+ return Area(outRec.Pts);
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal double Area(OutPt op)
+ {
+ OutPt opFirst = op;
+ if (op == null) return 0;
+ double a = 0;
+ do
+ {
+ a = a + (double)(op.Prev.Pt.X + op.Pt.X) * (double)(op.Prev.Pt.Y - op.Pt.Y);
+ op = op.Next;
+ }
+ while (op != opFirst);
+ return a * 0.5;
+ }
+
+ //------------------------------------------------------------------------------
+ // SimplifyPolygon functions ...
+ // Convert self-intersecting polygons into simple polygons
+ //------------------------------------------------------------------------------
+
+ public static Paths SimplifyPolygon(Path poly,
+ PolyFillType fillType = PolyFillType.pftEvenOdd)
+ {
+ Paths result = new Paths();
+ Clipper c = new Clipper();
+ c.StrictlySimple = true;
+ c.AddPath(poly, PolyType.ptSubject, true);
+ c.Execute(ClipType.ctUnion, result, fillType, fillType);
+ return result;
+ }
+
+ //------------------------------------------------------------------------------
+
+ public static Paths SimplifyPolygons(Paths polys,
+ PolyFillType fillType = PolyFillType.pftEvenOdd)
+ {
+ Paths result = new Paths();
+ Clipper c = new Clipper();
+ c.StrictlySimple = true;
+ c.AddPaths(polys, PolyType.ptSubject, true);
+ c.Execute(ClipType.ctUnion, result, fillType, fillType);
+ return result;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private static double DistanceSqrd(IntPoint pt1, IntPoint pt2)
+ {
+ double dx = ((double)pt1.X - pt2.X);
+ double dy = ((double)pt1.Y - pt2.Y);
+ return (dx * dx + dy * dy);
+ }
+
+ //------------------------------------------------------------------------------
+
+ private static double DistanceFromLineSqrd(IntPoint pt, IntPoint ln1, IntPoint ln2)
+ {
+ //The equation of a line in general form (Ax + By + C = 0)
+ //given 2 points (x¹,y¹) & (x²,y²) is ...
+ //(y¹ - y²)x + (x² - x¹)y + (y² - y¹)x¹ - (x² - x¹)y¹ = 0
+ //A = (y¹ - y²); B = (x² - x¹); C = (y² - y¹)x¹ - (x² - x¹)y¹
+ //perpendicular distance of point (x³,y³) = (Ax³ + By³ + C)/Sqrt(A² + B²)
+ //see http://en.wikipedia.org/wiki/Perpendicular_distance
+ double A = ln1.Y - ln2.Y;
+ double B = ln2.X - ln1.X;
+ double C = A * ln1.X + B * ln1.Y;
+ C = A * pt.X + B * pt.Y - C;
+ return (C * C) / (A * A + B * B);
+ }
+
+ //---------------------------------------------------------------------------
+
+ private static bool SlopesNearCollinear(IntPoint pt1,
+ IntPoint pt2, IntPoint pt3, double distSqrd)
+ {
+ //this function is more accurate when the point that's GEOMETRICALLY
+ //between the other 2 points is the one that's tested for distance.
+ //nb: with 'spikes', either pt1 or pt3 is geometrically between the other pts
+ if (Math.Abs(pt1.X - pt2.X) > Math.Abs(pt1.Y - pt2.Y))
+ {
+ if ((pt1.X > pt2.X) == (pt1.X < pt3.X))
+ return DistanceFromLineSqrd(pt1, pt2, pt3) < distSqrd;
+ else if ((pt2.X > pt1.X) == (pt2.X < pt3.X))
+ return DistanceFromLineSqrd(pt2, pt1, pt3) < distSqrd;
+ else
+ return DistanceFromLineSqrd(pt3, pt1, pt2) < distSqrd;
+ }
+ else
+ {
+ if ((pt1.Y > pt2.Y) == (pt1.Y < pt3.Y))
+ return DistanceFromLineSqrd(pt1, pt2, pt3) < distSqrd;
+ else if ((pt2.Y > pt1.Y) == (pt2.Y < pt3.Y))
+ return DistanceFromLineSqrd(pt2, pt1, pt3) < distSqrd;
+ else
+ return DistanceFromLineSqrd(pt3, pt1, pt2) < distSqrd;
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ private static bool PointsAreClose(IntPoint pt1, IntPoint pt2, double distSqrd)
+ {
+ double dx = (double)pt1.X - pt2.X;
+ double dy = (double)pt1.Y - pt2.Y;
+ return ((dx * dx) + (dy * dy) <= distSqrd);
+ }
+
+ //------------------------------------------------------------------------------
+
+ private static OutPt ExcludeOp(OutPt op)
+ {
+ OutPt result = op.Prev;
+ result.Next = op.Next;
+ op.Next.Prev = result;
+ result.Idx = 0;
+ return result;
+ }
+
+ //------------------------------------------------------------------------------
+
+ public static Path CleanPolygon(Path path, double distance = 1.415)
+ {
+ //distance = proximity in units/pixels below which vertices will be stripped.
+ //Default ~= sqrt(2) so when adjacent vertices or semi-adjacent vertices have
+ //both x & y coords within 1 unit, then the second vertex will be stripped.
+
+ int cnt = path.Count;
+
+ if (cnt == 0) return new Path();
+
+ OutPt[] outPts = new OutPt[cnt];
+ for (int i = 0; i < cnt; ++i) outPts[i] = new OutPt();
+
+ for (int i = 0; i < cnt; ++i)
+ {
+ outPts[i].Pt = path[i];
+ outPts[i].Next = outPts[(i + 1) % cnt];
+ outPts[i].Next.Prev = outPts[i];
+ outPts[i].Idx = 0;
+ }
+
+ double distSqrd = distance * distance;
+ OutPt op = outPts[0];
+ while (op.Idx == 0 && op.Next != op.Prev)
+ {
+ if (PointsAreClose(op.Pt, op.Prev.Pt, distSqrd))
+ {
+ op = ExcludeOp(op);
+ cnt--;
+ }
+ else if (PointsAreClose(op.Prev.Pt, op.Next.Pt, distSqrd))
+ {
+ ExcludeOp(op.Next);
+ op = ExcludeOp(op);
+ cnt -= 2;
+ }
+ else if (SlopesNearCollinear(op.Prev.Pt, op.Pt, op.Next.Pt, distSqrd))
+ {
+ op = ExcludeOp(op);
+ cnt--;
+ }
+ else
+ {
+ op.Idx = 1;
+ op = op.Next;
+ }
+ }
+
+ if (cnt < 3) cnt = 0;
+ Path result = new Path(cnt);
+ for (int i = 0; i < cnt; ++i)
+ {
+ result.Add(op.Pt);
+ op = op.Next;
+ }
+ outPts = null;
+ return result;
+ }
+
+ //------------------------------------------------------------------------------
+
+ public static Paths CleanPolygons(Paths polys,
+ double distance = 1.415)
+ {
+ Paths result = new Paths(polys.Count);
+ for (int i = 0; i < polys.Count; i++)
+ result.Add(CleanPolygon(polys[i], distance));
+ return result;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal static Paths Minkowski(Path pattern, Path path, bool IsSum, bool IsClosed)
+ {
+ int delta = (IsClosed ? 1 : 0);
+ int polyCnt = pattern.Count;
+ int pathCnt = path.Count;
+ Paths result = new Paths(pathCnt);
+ if (IsSum)
+ for (int i = 0; i < pathCnt; i++)
+ {
+ Path p = new Path(polyCnt);
+ foreach (IntPoint ip in pattern)
+ p.Add(new IntPoint(path[i].X + ip.X, path[i].Y + ip.Y));
+ result.Add(p);
+ }
+ else
+ for (int i = 0; i < pathCnt; i++)
+ {
+ Path p = new Path(polyCnt);
+ foreach (IntPoint ip in pattern)
+ p.Add(new IntPoint(path[i].X - ip.X, path[i].Y - ip.Y));
+ result.Add(p);
+ }
+
+ Paths quads = new Paths((pathCnt + delta) * (polyCnt + 1));
+ for (int i = 0; i < pathCnt - 1 + delta; i++)
+ for (int j = 0; j < polyCnt; j++)
+ {
+ Path quad = new Path(4);
+ quad.Add(result[i % pathCnt][j % polyCnt]);
+ quad.Add(result[(i + 1) % pathCnt][j % polyCnt]);
+ quad.Add(result[(i + 1) % pathCnt][(j + 1) % polyCnt]);
+ quad.Add(result[i % pathCnt][(j + 1) % polyCnt]);
+ if (!Orientation(quad)) quad.Reverse();
+ quads.Add(quad);
+ }
+ return quads;
+ }
+
+ //------------------------------------------------------------------------------
+
+ public static Paths MinkowskiSum(Path pattern, Path path, bool pathIsClosed)
+ {
+ Paths paths = Minkowski(pattern, path, true, pathIsClosed);
+ Clipper c = new Clipper();
+ c.AddPaths(paths, PolyType.ptSubject, true);
+ c.Execute(ClipType.ctUnion, paths, PolyFillType.pftNonZero, PolyFillType.pftNonZero);
+ return paths;
+ }
+
+ //------------------------------------------------------------------------------
+
+ private static Path TranslatePath(Path path, IntPoint delta)
+ {
+ Path outPath = new Path(path.Count);
+ for (int i = 0; i < path.Count; i++)
+ outPath.Add(new IntPoint(path[i].X + delta.X, path[i].Y + delta.Y));
+ return outPath;
+ }
+
+ //------------------------------------------------------------------------------
+
+ public static Paths MinkowskiSum(Path pattern, Paths paths, bool pathIsClosed)
+ {
+ Paths solution = new Paths();
+ Clipper c = new Clipper();
+ for (int i = 0; i < paths.Count; ++i)
+ {
+ Paths tmp = Minkowski(pattern, paths[i], true, pathIsClosed);
+ c.AddPaths(tmp, PolyType.ptSubject, true);
+ if (pathIsClosed)
+ {
+ Path path = TranslatePath(paths[i], pattern[0]);
+ c.AddPath(path, PolyType.ptClip, true);
+ }
+ }
+ c.Execute(ClipType.ctUnion, solution,
+ PolyFillType.pftNonZero, PolyFillType.pftNonZero);
+ return solution;
+ }
+
+ //------------------------------------------------------------------------------
+
+ public static Paths MinkowskiDiff(Path poly1, Path poly2)
+ {
+ Paths paths = Minkowski(poly1, poly2, false, true);
+ Clipper c = new Clipper();
+ c.AddPaths(paths, PolyType.ptSubject, true);
+ c.Execute(ClipType.ctUnion, paths, PolyFillType.pftNonZero, PolyFillType.pftNonZero);
+ return paths;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal enum NodeType { ntAny, ntOpen, ntClosed };
+
+ public static Paths PolyTreeToPaths(PolyTree polytree)
+ {
+ Paths result = new Paths();
+ result.Capacity = polytree.Total;
+ AddPolyNodeToPaths(polytree, NodeType.ntAny, result);
+ return result;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal static void AddPolyNodeToPaths(PolyNode polynode, NodeType nt, Paths paths)
+ {
+ bool match = true;
+ switch (nt)
+ {
+ case NodeType.ntOpen: return;
+ case NodeType.ntClosed: match = !polynode.IsOpen; break;
+ default: break;
+ }
+
+ if (polynode.m_polygon.Count > 0 && match)
+ paths.Add(polynode.m_polygon);
+ foreach (PolyNode pn in polynode.Childs)
+ AddPolyNodeToPaths(pn, nt, paths);
+ }
+
+ //------------------------------------------------------------------------------
+
+ public static Paths OpenPathsFromPolyTree(PolyTree polytree)
+ {
+ Paths result = new Paths();
+ result.Capacity = polytree.ChildCount;
+ for (int i = 0; i < polytree.ChildCount; i++)
+ if (polytree.Childs[i].IsOpen)
+ result.Add(polytree.Childs[i].m_polygon);
+ return result;
+ }
+
+ //------------------------------------------------------------------------------
+
+ public static Paths ClosedPathsFromPolyTree(PolyTree polytree)
+ {
+ Paths result = new Paths();
+ result.Capacity = polytree.Total;
+ AddPolyNodeToPaths(polytree, NodeType.ntClosed, result);
+ return result;
+ }
+
+ //------------------------------------------------------------------------------
+ } //end Clipper
+
+ public class ClipperOffset
+ {
+ private Paths m_destPolys;
+ private Path m_srcPoly;
+ private Path m_destPoly;
+ private List<DoublePoint> m_normals = new List<DoublePoint>();
+ private double m_delta, m_sinA, m_sin, m_cos;
+ private double m_miterLim, m_StepsPerRad;
+
+ private IntPoint m_lowest;
+ private PolyNode m_polyNodes = new PolyNode();
+
+ public double ArcTolerance { get; set; }
+ public double MiterLimit { get; set; }
+
+ private const double two_pi = Math.PI * 2;
+ private const double def_arc_tolerance = 0.25;
+
+ public ClipperOffset(
+ double miterLimit = 2.0, double arcTolerance = def_arc_tolerance)
+ {
+ MiterLimit = miterLimit;
+ ArcTolerance = arcTolerance;
+ m_lowest.X = -1;
+ }
+
+ //------------------------------------------------------------------------------
+
+ public void Clear()
+ {
+ m_polyNodes.Childs.Clear();
+ m_lowest.X = -1;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal static cInt Round(double value)
+ {
+ return value < 0 ? (cInt)(value - 0.5) : (cInt)(value + 0.5);
+ }
+
+ //------------------------------------------------------------------------------
+
+ public void AddPath(Path path, JoinType joinType, EndType endType)
+ {
+ int highI = path.Count - 1;
+ if (highI < 0) return;
+ PolyNode newNode = new PolyNode();
+ newNode.m_jointype = joinType;
+ newNode.m_endtype = endType;
+
+ //strip duplicate points from path and also get index to the lowest point ...
+ if (endType == EndType.etClosedLine || endType == EndType.etClosedPolygon)
+ while (highI > 0 && path[0] == path[highI]) highI--;
+ newNode.m_polygon.Capacity = highI + 1;
+ newNode.m_polygon.Add(path[0]);
+ int j = 0, k = 0;
+ for (int i = 1; i <= highI; i++)
+ if (newNode.m_polygon[j] != path[i])
+ {
+ j++;
+ newNode.m_polygon.Add(path[i]);
+ if (path[i].Y > newNode.m_polygon[k].Y ||
+ (path[i].Y == newNode.m_polygon[k].Y &&
+ path[i].X < newNode.m_polygon[k].X)) k = j;
+ }
+ if (endType == EndType.etClosedPolygon && j < 2) return;
+
+ m_polyNodes.AddChild(newNode);
+
+ //if this path's lowest pt is lower than all the others then update m_lowest
+ if (endType != EndType.etClosedPolygon) return;
+ if (m_lowest.X < 0)
+ m_lowest = new IntPoint(m_polyNodes.ChildCount - 1, k);
+ else
+ {
+ IntPoint ip = m_polyNodes.Childs[(int)m_lowest.X].m_polygon[(int)m_lowest.Y];
+ if (newNode.m_polygon[k].Y > ip.Y ||
+ (newNode.m_polygon[k].Y == ip.Y &&
+ newNode.m_polygon[k].X < ip.X))
+ m_lowest = new IntPoint(m_polyNodes.ChildCount - 1, k);
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ public void AddPaths(Paths paths, JoinType joinType, EndType endType)
+ {
+ foreach (Path p in paths)
+ AddPath(p, joinType, endType);
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void FixOrientations()
+ {
+ //fixup orientations of all closed paths if the orientation of the
+ //closed path with the lowermost vertex is wrong ...
+ if (m_lowest.X >= 0 &&
+ !Clipper.Orientation(m_polyNodes.Childs[(int)m_lowest.X].m_polygon))
+ {
+ for (int i = 0; i < m_polyNodes.ChildCount; i++)
+ {
+ PolyNode node = m_polyNodes.Childs[i];
+ if (node.m_endtype == EndType.etClosedPolygon ||
+ (node.m_endtype == EndType.etClosedLine &&
+ Clipper.Orientation(node.m_polygon)))
+ node.m_polygon.Reverse();
+ }
+ }
+ else
+ {
+ for (int i = 0; i < m_polyNodes.ChildCount; i++)
+ {
+ PolyNode node = m_polyNodes.Childs[i];
+ if (node.m_endtype == EndType.etClosedLine &&
+ !Clipper.Orientation(node.m_polygon))
+ node.m_polygon.Reverse();
+ }
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal static DoublePoint GetUnitNormal(IntPoint pt1, IntPoint pt2)
+ {
+ double dx = (pt2.X - pt1.X);
+ double dy = (pt2.Y - pt1.Y);
+ if ((dx == 0) && (dy == 0)) return new DoublePoint();
+
+ double f = 1 * 1.0 / Math.Sqrt(dx * dx + dy * dy);
+ dx *= f;
+ dy *= f;
+
+ return new DoublePoint(dy, -dx);
+ }
+
+ //------------------------------------------------------------------------------
+
+ private void DoOffset(double delta)
+ {
+ m_destPolys = new Paths();
+ m_delta = delta;
+
+ //if Zero offset, just copy any CLOSED polygons to m_p and return ...
+ if (ClipperBase.near_zero(delta))
+ {
+ m_destPolys.Capacity = m_polyNodes.ChildCount;
+ for (int i = 0; i < m_polyNodes.ChildCount; i++)
+ {
+ PolyNode node = m_polyNodes.Childs[i];
+ if (node.m_endtype == EndType.etClosedPolygon)
+ m_destPolys.Add(node.m_polygon);
+ }
+ return;
+ }
+
+ //see offset_triginometry3.svg in the documentation folder ...
+ if (MiterLimit > 2) m_miterLim = 2 / (MiterLimit * MiterLimit);
+ else m_miterLim = 0.5;
+
+ double y;
+ if (ArcTolerance <= 0.0)
+ y = def_arc_tolerance;
+ else if (ArcTolerance > Math.Abs(delta) * def_arc_tolerance)
+ y = Math.Abs(delta) * def_arc_tolerance;
+ else
+ y = ArcTolerance;
+ //see offset_triginometry2.svg in the documentation folder ...
+ double steps = Math.PI / Math.Acos(1 - y / Math.Abs(delta));
+ m_sin = Math.Sin(two_pi / steps);
+ m_cos = Math.Cos(two_pi / steps);
+ m_StepsPerRad = steps / two_pi;
+ if (delta < 0.0) m_sin = -m_sin;
+
+ m_destPolys.Capacity = m_polyNodes.ChildCount * 2;
+ for (int i = 0; i < m_polyNodes.ChildCount; i++)
+ {
+ PolyNode node = m_polyNodes.Childs[i];
+ m_srcPoly = node.m_polygon;
+
+ int len = m_srcPoly.Count;
+
+ if (len == 0 || (delta <= 0 && (len < 3 ||
+ node.m_endtype != EndType.etClosedPolygon)))
+ continue;
+
+ m_destPoly = new Path();
+
+ if (len == 1)
+ {
+ if (node.m_jointype == JoinType.jtRound)
+ {
+ double X = 1.0, Y = 0.0;
+ for (int j = 1; j <= steps; j++)
+ {
+ m_destPoly.Add(new IntPoint(
+ Round(m_srcPoly[0].X + X * delta),
+ Round(m_srcPoly[0].Y + Y * delta)));
+ double X2 = X;
+ X = X * m_cos - m_sin * Y;
+ Y = X2 * m_sin + Y * m_cos;
+ }
+ }
+ else
+ {
+ double X = -1.0, Y = -1.0;
+ for (int j = 0; j < 4; ++j)
+ {
+ m_destPoly.Add(new IntPoint(
+ Round(m_srcPoly[0].X + X * delta),
+ Round(m_srcPoly[0].Y + Y * delta)));
+ if (X < 0) X = 1;
+ else if (Y < 0) Y = 1;
+ else X = -1;
+ }
+ }
+ m_destPolys.Add(m_destPoly);
+ continue;
+ }
+
+ //build m_normals ...
+ m_normals.Clear();
+ m_normals.Capacity = len;
+ for (int j = 0; j < len - 1; j++)
+ m_normals.Add(GetUnitNormal(m_srcPoly[j], m_srcPoly[j + 1]));
+ if (node.m_endtype == EndType.etClosedLine ||
+ node.m_endtype == EndType.etClosedPolygon)
+ m_normals.Add(GetUnitNormal(m_srcPoly[len - 1], m_srcPoly[0]));
+ else
+ m_normals.Add(new DoublePoint(m_normals[len - 2]));
+
+ if (node.m_endtype == EndType.etClosedPolygon)
+ {
+ int k = len - 1;
+ for (int j = 0; j < len; j++)
+ OffsetPoint(j, ref k, node.m_jointype);
+ m_destPolys.Add(m_destPoly);
+ }
+ else if (node.m_endtype == EndType.etClosedLine)
+ {
+ int k = len - 1;
+ for (int j = 0; j < len; j++)
+ OffsetPoint(j, ref k, node.m_jointype);
+ m_destPolys.Add(m_destPoly);
+ m_destPoly = new Path();
+ //re-build m_normals ...
+ DoublePoint n = m_normals[len - 1];
+ for (int j = len - 1; j > 0; j--)
+ m_normals[j] = new DoublePoint(-m_normals[j - 1].X, -m_normals[j - 1].Y);
+ m_normals[0] = new DoublePoint(-n.X, -n.Y);
+ k = 0;
+ for (int j = len - 1; j >= 0; j--)
+ OffsetPoint(j, ref k, node.m_jointype);
+ m_destPolys.Add(m_destPoly);
+ }
+ else
+ {
+ int k = 0;
+ for (int j = 1; j < len - 1; ++j)
+ OffsetPoint(j, ref k, node.m_jointype);
+
+ IntPoint pt1;
+ if (node.m_endtype == EndType.etOpenButt)
+ {
+ int j = len - 1;
+ pt1 = new IntPoint((cInt)Round(m_srcPoly[j].X + m_normals[j].X *
+ delta), (cInt)Round(m_srcPoly[j].Y + m_normals[j].Y * delta));
+ m_destPoly.Add(pt1);
+ pt1 = new IntPoint((cInt)Round(m_srcPoly[j].X - m_normals[j].X *
+ delta), (cInt)Round(m_srcPoly[j].Y - m_normals[j].Y * delta));
+ m_destPoly.Add(pt1);
+ }
+ else
+ {
+ int j = len - 1;
+ k = len - 2;
+ m_sinA = 0;
+ m_normals[j] = new DoublePoint(-m_normals[j].X, -m_normals[j].Y);
+ if (node.m_endtype == EndType.etOpenSquare)
+ DoSquare(j, k);
+ else
+ DoRound(j, k);
+ }
+
+ //re-build m_normals ...
+ for (int j = len - 1; j > 0; j--)
+ m_normals[j] = new DoublePoint(-m_normals[j - 1].X, -m_normals[j - 1].Y);
+
+ m_normals[0] = new DoublePoint(-m_normals[1].X, -m_normals[1].Y);
+
+ k = len - 1;
+ for (int j = k - 1; j > 0; --j)
+ OffsetPoint(j, ref k, node.m_jointype);
+
+ if (node.m_endtype == EndType.etOpenButt)
+ {
+ pt1 = new IntPoint((cInt)Round(m_srcPoly[0].X - m_normals[0].X * delta),
+ (cInt)Round(m_srcPoly[0].Y - m_normals[0].Y * delta));
+ m_destPoly.Add(pt1);
+ pt1 = new IntPoint((cInt)Round(m_srcPoly[0].X + m_normals[0].X * delta),
+ (cInt)Round(m_srcPoly[0].Y + m_normals[0].Y * delta));
+ m_destPoly.Add(pt1);
+ }
+ else
+ {
+ k = 1;
+ m_sinA = 0;
+ if (node.m_endtype == EndType.etOpenSquare)
+ DoSquare(0, 1);
+ else
+ DoRound(0, 1);
+ }
+ m_destPolys.Add(m_destPoly);
+ }
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ public void Execute(ref Paths solution, double delta)
+ {
+ solution.Clear();
+ FixOrientations();
+ DoOffset(delta);
+ //now clean up 'corners' ...
+ Clipper clpr = new Clipper();
+ clpr.AddPaths(m_destPolys, PolyType.ptSubject, true);
+ if (delta > 0)
+ {
+ clpr.Execute(ClipType.ctUnion, solution,
+ PolyFillType.pftPositive, PolyFillType.pftPositive);
+ }
+ else
+ {
+ IntRect r = Clipper.GetBounds(m_destPolys);
+ Path outer = new Path(4);
+
+ outer.Add(new IntPoint(r.left - 10, r.bottom + 10));
+ outer.Add(new IntPoint(r.right + 10, r.bottom + 10));
+ outer.Add(new IntPoint(r.right + 10, r.top - 10));
+ outer.Add(new IntPoint(r.left - 10, r.top - 10));
+
+ clpr.AddPath(outer, PolyType.ptSubject, true);
+ clpr.ReverseSolution = true;
+ clpr.Execute(ClipType.ctUnion, solution, PolyFillType.pftNegative, PolyFillType.pftNegative);
+ if (solution.Count > 0) solution.RemoveAt(0);
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ public void Execute(ref PolyTree solution, double delta)
+ {
+ solution.Clear();
+ FixOrientations();
+ DoOffset(delta);
+
+ //now clean up 'corners' ...
+ Clipper clpr = new Clipper();
+ clpr.AddPaths(m_destPolys, PolyType.ptSubject, true);
+ if (delta > 0)
+ {
+ clpr.Execute(ClipType.ctUnion, solution,
+ PolyFillType.pftPositive, PolyFillType.pftPositive);
+ }
+ else
+ {
+ IntRect r = Clipper.GetBounds(m_destPolys);
+ Path outer = new Path(4);
+
+ outer.Add(new IntPoint(r.left - 10, r.bottom + 10));
+ outer.Add(new IntPoint(r.right + 10, r.bottom + 10));
+ outer.Add(new IntPoint(r.right + 10, r.top - 10));
+ outer.Add(new IntPoint(r.left - 10, r.top - 10));
+
+ clpr.AddPath(outer, PolyType.ptSubject, true);
+ clpr.ReverseSolution = true;
+ clpr.Execute(ClipType.ctUnion, solution, PolyFillType.pftNegative, PolyFillType.pftNegative);
+ //remove the outer PolyNode rectangle ...
+ if (solution.ChildCount == 1 && solution.Childs[0].ChildCount > 0)
+ {
+ PolyNode outerNode = solution.Childs[0];
+ solution.Childs.Capacity = outerNode.ChildCount;
+ solution.Childs[0] = outerNode.Childs[0];
+ solution.Childs[0].m_Parent = solution;
+ for (int i = 1; i < outerNode.ChildCount; i++)
+ solution.AddChild(outerNode.Childs[i]);
+ }
+ else
+ solution.Clear();
+ }
+ }
+
+ //------------------------------------------------------------------------------
+
+ void OffsetPoint(int j, ref int k, JoinType jointype)
+ {
+ //cross product ...
+ m_sinA = (m_normals[k].X * m_normals[j].Y - m_normals[j].X * m_normals[k].Y);
+
+ if (Math.Abs(m_sinA * m_delta) < 1.0)
+ {
+ //dot product ...
+ double cosA = (m_normals[k].X * m_normals[j].X + m_normals[j].Y * m_normals[k].Y);
+ if (cosA > 0) // angle ==> 0 degrees
+ {
+ m_destPoly.Add(new IntPoint(Round(m_srcPoly[j].X + m_normals[k].X * m_delta),
+ Round(m_srcPoly[j].Y + m_normals[k].Y * m_delta)));
+ return;
+ }
+ //else angle ==> 180 degrees
+ }
+ else if (m_sinA > 1.0) m_sinA = 1.0;
+ else if (m_sinA < -1.0) m_sinA = -1.0;
+
+ if (m_sinA * m_delta < 0)
+ {
+ m_destPoly.Add(new IntPoint(Round(m_srcPoly[j].X + m_normals[k].X * m_delta),
+ Round(m_srcPoly[j].Y + m_normals[k].Y * m_delta)));
+ m_destPoly.Add(m_srcPoly[j]);
+ m_destPoly.Add(new IntPoint(Round(m_srcPoly[j].X + m_normals[j].X * m_delta),
+ Round(m_srcPoly[j].Y + m_normals[j].Y * m_delta)));
+ }
+ else
+ switch (jointype)
+ {
+ case JoinType.jtMiter:
+ {
+ double r = 1 + (m_normals[j].X * m_normals[k].X +
+ m_normals[j].Y * m_normals[k].Y);
+ if (r >= m_miterLim) DoMiter(j, k, r); else DoSquare(j, k);
+ break;
+ }
+ case JoinType.jtSquare: DoSquare(j, k); break;
+ case JoinType.jtRound: DoRound(j, k); break;
+ }
+ k = j;
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal void DoSquare(int j, int k)
+ {
+ double dx = Math.Tan(Math.Atan2(m_sinA,
+ m_normals[k].X * m_normals[j].X + m_normals[k].Y * m_normals[j].Y) / 4);
+ m_destPoly.Add(new IntPoint(
+ Round(m_srcPoly[j].X + m_delta * (m_normals[k].X - m_normals[k].Y * dx)),
+ Round(m_srcPoly[j].Y + m_delta * (m_normals[k].Y + m_normals[k].X * dx))));
+ m_destPoly.Add(new IntPoint(
+ Round(m_srcPoly[j].X + m_delta * (m_normals[j].X + m_normals[j].Y * dx)),
+ Round(m_srcPoly[j].Y + m_delta * (m_normals[j].Y - m_normals[j].X * dx))));
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal void DoMiter(int j, int k, double r)
+ {
+ double q = m_delta / r;
+ m_destPoly.Add(new IntPoint(Round(m_srcPoly[j].X + (m_normals[k].X + m_normals[j].X) * q),
+ Round(m_srcPoly[j].Y + (m_normals[k].Y + m_normals[j].Y) * q)));
+ }
+
+ //------------------------------------------------------------------------------
+
+ internal void DoRound(int j, int k)
+ {
+ double a = Math.Atan2(m_sinA,
+ m_normals[k].X * m_normals[j].X + m_normals[k].Y * m_normals[j].Y);
+ int steps = Math.Max((int)Round(m_StepsPerRad * Math.Abs(a)), 1);
+
+ double X = m_normals[k].X, Y = m_normals[k].Y, X2;
+ for (int i = 0; i < steps; ++i)
+ {
+ m_destPoly.Add(new IntPoint(
+ Round(m_srcPoly[j].X + X * m_delta),
+ Round(m_srcPoly[j].Y + Y * m_delta)));
+ X2 = X;
+ X = X * m_cos - m_sin * Y;
+ Y = X2 * m_sin + Y * m_cos;
+ }
+ m_destPoly.Add(new IntPoint(
+ Round(m_srcPoly[j].X + m_normals[j].X * m_delta),
+ Round(m_srcPoly[j].Y + m_normals[j].Y * m_delta)));
+ }
+
+ //------------------------------------------------------------------------------
+ }
+
+ class ClipperException : Exception
+ {
+ public ClipperException(string description) : base(description) {}
+ }
+ //------------------------------------------------------------------------------
+} //end ClipperLib namespace
diff --git a/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/Clipper.cs.meta b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/Clipper.cs.meta
new file mode 100644
index 0000000..3c9384e
--- /dev/null
+++ b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/Clipper.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: cc4c383146400014d810176d3a637934
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/ConformingSpline.cs b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/ConformingSpline.cs
new file mode 100644
index 0000000..0811b48
--- /dev/null
+++ b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/ConformingSpline.cs
@@ -0,0 +1,55 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.U2D;
+
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+// Demo Script Usage:
+// When you want multiple SpriteShapes to share a common Spline,
+// attach this script to the secondary objects you would like to
+// copy the Spline and set the ParentObject to the original object
+// you are copying from.
+
+[ExecuteInEditMode]
+public class ConformingSpline : MonoBehaviour
+{
+
+ public GameObject m_ParentObject;
+
+ // Use this for initialization
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ if (m_ParentObject != null)
+ {
+ CopySpline(m_ParentObject, gameObject);
+ }
+ }
+
+ private static void CopySpline(GameObject src, GameObject dst)
+ {
+#if UNITY_EDITOR
+ var parentSpriteShapeController = src.GetComponent<SpriteShapeController>();
+ var mirrorSpriteShapeController = dst.GetComponent<SpriteShapeController>();
+
+ if (parentSpriteShapeController != null && mirrorSpriteShapeController != null)
+ {
+ SerializedObject srcController = new SerializedObject(parentSpriteShapeController);
+ SerializedObject dstController = new SerializedObject(mirrorSpriteShapeController);
+ SerializedProperty srcSpline = srcController.FindProperty("m_Spline");
+ dstController.CopyFromSerializedProperty(srcSpline);
+ dstController.ApplyModifiedProperties();
+ EditorUtility.SetDirty(mirrorSpriteShapeController);
+ }
+#endif
+ }
+
+}
diff --git a/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/ConformingSpline.cs.meta b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/ConformingSpline.cs.meta
new file mode 100644
index 0000000..133519a
--- /dev/null
+++ b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/ConformingSpline.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: db6f6067a1e6dd34ca4e2c4b7145e79b
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/GeometryCollider.cs b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/GeometryCollider.cs
new file mode 100644
index 0000000..ca54090
--- /dev/null
+++ b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/GeometryCollider.cs
@@ -0,0 +1,171 @@
+using System.Collections;
+using System.Collections.Generic;
+using Unity.Collections;
+using UnityEngine;
+using UnityEngine.Experimental.U2D;
+using UnityEngine.U2D;
+
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+[ExecuteAlways]
+public class GeometryCollider : MonoBehaviour
+{
+ [SerializeField]
+ bool m_UpdateCollider = false;
+
+ int m_HashCode = 0;
+
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ if (m_UpdateCollider)
+ Bake(gameObject, false);
+ }
+
+ static public void Bake(GameObject go, bool forced)
+ {
+ var spriteShapeController = go.GetComponent<SpriteShapeController>();
+ var spriteShapeRenderer = go.GetComponent<SpriteShapeRenderer>();
+ var polyCollider = go.GetComponent<PolygonCollider2D>();
+ var geometryCollider = go.GetComponent<GeometryCollider>();
+
+ if (spriteShapeController != null && polyCollider != null)
+ {
+ var spline = spriteShapeController.spline;
+ if (geometryCollider != null)
+ {
+ int splineHashCode = spline.GetHashCode();
+ if (splineHashCode == geometryCollider.m_HashCode && !forced)
+ return;
+ geometryCollider.m_HashCode = splineHashCode;
+ }
+ NativeArray<ushort> indexArray;
+ NativeSlice<Vector3> posArray;
+ NativeSlice<Vector2> uv0Array;
+ NativeArray<SpriteShapeSegment> geomArray;
+ spriteShapeRenderer.GetChannels(65536, out indexArray, out posArray, out uv0Array);
+ geomArray = spriteShapeRenderer.GetSegments(spline.GetPointCount() * 8);
+
+ NativeArray<ushort> indexArrayLocal = new NativeArray<ushort>(indexArray.Length, Allocator.Temp);
+
+ List<Vector2> points = new List<Vector2>();
+ int indexCount = 0, vertexCount = 0, counter = 0;
+ for (int u = 0; u < geomArray.Length; ++u)
+ {
+ if (geomArray[u].indexCount > 0)
+ {
+ for (int i = 0; i < geomArray[u].indexCount; ++i)
+ {
+ indexArrayLocal[counter] = (ushort)(indexArray[counter] + vertexCount);
+ counter++;
+ }
+ vertexCount += geomArray[u].vertexCount;
+ indexCount += geomArray[u].indexCount;
+ }
+ }
+ Debug.Log(go.name + " : " + counter);
+ OuterEdges(polyCollider, indexArrayLocal, posArray, indexCount);
+ }
+ }
+
+ // Generate the outer edges from the Renderer mesh. Based on code from www.h3xed.com
+ static void OuterEdges(PolygonCollider2D polygonCollider, NativeArray<ushort> triangles, NativeSlice<Vector3> vertices, int triangleCount)
+ {
+ // Get just the outer edges from the mesh's triangles (ignore or remove any shared edges)
+ Dictionary<string, KeyValuePair<int, int>> edges = new Dictionary<string, KeyValuePair<int, int>>();
+ for (int i = 0; i < triangleCount; i += 3)
+ {
+ for (int e = 0; e < 3; e++)
+ {
+ int vert1 = triangles[i + e];
+ int vert2 = triangles[i + e + 1 > i + 2 ? i : i + e + 1];
+ string edge = Mathf.Min(vert1, vert2) + ":" + Mathf.Max(vert1, vert2);
+ if (edges.ContainsKey(edge))
+ {
+ edges.Remove(edge);
+ }
+ else
+ {
+ edges.Add(edge, new KeyValuePair<int, int>(vert1, vert2));
+ }
+ }
+ }
+
+ // Create edge lookup (Key is first vertex, Value is second vertex, of each edge)
+ Dictionary<int, int> lookup = new Dictionary<int, int>();
+ foreach (KeyValuePair<int, int> edge in edges.Values)
+ {
+ if (lookup.ContainsKey(edge.Key) == false)
+ {
+ lookup.Add(edge.Key, edge.Value);
+ }
+ }
+
+ // Create empty polygon collider
+ polygonCollider.pathCount = 0;
+
+ // Loop through edge vertices in order
+ int startVert = 0;
+ int nextVert = startVert;
+ int highestVert = startVert;
+ List<Vector2> colliderPath = new List<Vector2>();
+ while (true)
+ {
+
+ // Add vertex to collider path
+ colliderPath.Add(vertices[nextVert]);
+
+ // Get next vertex
+ nextVert = lookup[nextVert];
+
+ // Store highest vertex (to know what shape to move to next)
+ if (nextVert > highestVert)
+ {
+ highestVert = nextVert;
+ }
+
+ // Shape complete
+ if (nextVert == startVert)
+ {
+
+ // Add path to polygon collider
+ polygonCollider.pathCount++;
+ polygonCollider.SetPath(polygonCollider.pathCount - 1, colliderPath.ToArray());
+ colliderPath.Clear();
+
+ // Go to next shape if one exists
+ if (lookup.ContainsKey(highestVert + 1))
+ {
+
+ // Set starting and next vertices
+ startVert = highestVert + 1;
+ nextVert = startVert;
+
+ // Continue to next loop
+ continue;
+ }
+
+ // No more verts
+ break;
+ }
+ }
+ }
+
+#if UNITY_EDITOR
+
+ [MenuItem("SpriteShape/Generate Geometry Collider", false, 358)]
+ public static void BakeGeometryCollider()
+ {
+ if (Selection.activeGameObject != null)
+ GeometryCollider.Bake(Selection.activeGameObject, true);
+ }
+
+#endif
+}
diff --git a/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/GeometryCollider.cs.meta b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/GeometryCollider.cs.meta
new file mode 100644
index 0000000..075e328
--- /dev/null
+++ b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/GeometryCollider.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: e0ecd6fe4dd55d640bd7ef3235e0e425
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/LegacyCollider.cs b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/LegacyCollider.cs
new file mode 100644
index 0000000..dae8235
--- /dev/null
+++ b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/LegacyCollider.cs
@@ -0,0 +1,159 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.U2D;
+using ExtrasClipperLib;
+
+#if UNITY_EDITOR
+ using UnityEditor;
+#endif
+
+public enum ColliderCornerType
+{
+ Square,
+ Round,
+ Sharp
+}
+
+[ExecuteAlways]
+public class LegacyCollider : MonoBehaviour
+{
+ [SerializeField]
+ ColliderCornerType m_ColliderCornerType = ColliderCornerType.Square;
+ [SerializeField]
+ float m_ColliderOffset = 1.0f;
+ [SerializeField]
+ bool m_UpdateCollider = false;
+
+ const float s_ClipperScale = 100000.0f;
+ int m_HashCode = 0;
+
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ if (m_UpdateCollider)
+ Bake(gameObject, false);
+ }
+
+ static void SampleCurve(float colliderDetail, Vector3 startPoint, Vector3 startTangent, Vector3 endPoint, Vector3 endTangent, ref List<IntPoint> path)
+ {
+
+ if (startTangent.sqrMagnitude > 0f || endTangent.sqrMagnitude > 0f)
+ {
+ for (int j = 0; j <= colliderDetail; ++j)
+ {
+ float t = j / (float)colliderDetail;
+ Vector3 newPoint = BezierUtility.BezierPoint(startPoint, startTangent + startPoint, endTangent + endPoint, endPoint, t) * s_ClipperScale;
+
+ path.Add(new IntPoint((System.Int64)newPoint.x, (System.Int64)newPoint.y));
+ }
+ }
+ else
+ {
+ Vector3 newPoint = startPoint * s_ClipperScale;
+ path.Add(new IntPoint((System.Int64)newPoint.x, (System.Int64)newPoint.y));
+
+ newPoint = endPoint * s_ClipperScale;
+ path.Add(new IntPoint((System.Int64)newPoint.x, (System.Int64)newPoint.y));
+ }
+ }
+
+ public static void Bake(GameObject go, bool forced)
+ {
+ var sc = go.GetComponent<SpriteShapeController>();
+ var lc = go.GetComponent<LegacyCollider>();
+
+ if (sc != null)
+ {
+ List<IntPoint> path = new List<IntPoint>();
+ int splinePointCount = sc.spline.GetPointCount();
+ int pathPointCount = splinePointCount;
+
+ ColliderCornerType cct = ColliderCornerType.Square;
+ float co = 1.0f;
+
+ if (lc != null)
+ {
+ int hashCode = sc.spline.GetHashCode() + lc.m_ColliderCornerType.GetHashCode() + lc.m_ColliderOffset.GetHashCode();
+ if (lc.m_HashCode == hashCode && !forced)
+ return;
+
+ lc.m_HashCode = hashCode;
+ cct = lc.m_ColliderCornerType;
+ co = lc.m_ColliderOffset;
+ }
+
+ if (sc.spline.isOpenEnded)
+ pathPointCount--;
+
+ for (int i = 0; i < pathPointCount; ++i)
+ {
+ int nextIndex = SplineUtility.NextIndex(i, splinePointCount);
+ SampleCurve(sc.colliderDetail, sc.spline.GetPosition(i), sc.spline.GetRightTangent(i), sc.spline.GetPosition(nextIndex), sc.spline.GetLeftTangent(nextIndex), ref path);
+ }
+
+ if (co != 0f)
+ {
+ List<List<IntPoint>> solution = new List<List<IntPoint>>();
+ ClipperOffset clipOffset = new ClipperOffset();
+
+ EndType endType = EndType.etClosedPolygon;
+
+ if (sc.spline.isOpenEnded)
+ {
+ endType = EndType.etOpenSquare;
+
+ if (cct == ColliderCornerType.Round)
+ endType = EndType.etOpenRound;
+ }
+
+ clipOffset.ArcTolerance = 200f / sc.colliderDetail;
+ clipOffset.AddPath(path, (ExtrasClipperLib.JoinType)cct, endType);
+ clipOffset.Execute(ref solution, s_ClipperScale * co);
+
+ if (solution.Count > 0)
+ path = solution[0];
+ }
+
+ List<Vector2> pathPoints = new List<Vector2>(path.Count);
+ for (int i = 0; i < path.Count; ++i)
+ {
+ IntPoint ip = path[i];
+ pathPoints.Add(new Vector2(ip.X / s_ClipperScale, ip.Y / s_ClipperScale));
+ }
+
+ var pc = go.GetComponent<PolygonCollider2D>();
+ if (pc)
+ {
+ pc.pathCount = 0;
+ pc.SetPath(0, pathPoints.ToArray());
+ }
+
+ var ec = go.GetComponent<EdgeCollider2D>();
+ if (ec)
+ {
+ if (co > 0f || co < 0f && !sc.spline.isOpenEnded)
+ pathPoints.Add(pathPoints[0]);
+ ec.points = pathPoints.ToArray();
+ }
+ }
+ }
+
+#if UNITY_EDITOR
+
+ [MenuItem("SpriteShape/Generate Legacy Collider", false, 358)]
+ public static void BakeLegacyCollider()
+ {
+ if (Selection.activeGameObject != null)
+ LegacyCollider.Bake(Selection.activeGameObject, true);
+ }
+
+#endif
+}
+
diff --git a/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/LegacyCollider.cs.meta b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/LegacyCollider.cs.meta
new file mode 100644
index 0000000..dd6fe01
--- /dev/null
+++ b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/LegacyCollider.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 6a8e65bafadf93f41a17da25163f2f51
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/SimpleDraw.cs b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/SimpleDraw.cs
new file mode 100644
index 0000000..ca04c87
--- /dev/null
+++ b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/SimpleDraw.cs
@@ -0,0 +1,59 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.U2D;
+
+// Dynamic modification of spline to follow the path of mouse movement.
+// This script is just a simplified demo to demonstrate the idea.
+
+public class SimpleDraw : MonoBehaviour
+{
+ public float minimumDistance = 1.0f;
+ private Vector3 lastPosition;
+
+ // Use this for initialization
+ void Start()
+ {
+
+ }
+
+ private void Smoothen(SpriteShapeController sc, int pointIndex)
+ {
+ Vector3 position = sc.spline.GetPosition(pointIndex);
+ Vector3 positionNext = sc.spline.GetPosition(SplineUtility.NextIndex(pointIndex, sc.spline.GetPointCount()));
+ Vector3 positionPrev = sc.spline.GetPosition(SplineUtility.PreviousIndex(pointIndex, sc.spline.GetPointCount()));
+ Vector3 forward = gameObject.transform.forward;
+
+ float scale = Mathf.Min((positionNext - position).magnitude, (positionPrev - position).magnitude) * 0.33f;
+
+ Vector3 leftTangent = (positionPrev - position).normalized * scale;
+ Vector3 rightTangent = (positionNext - position).normalized * scale;
+
+ sc.spline.SetTangentMode(pointIndex, ShapeTangentMode.Continuous);
+ SplineUtility.CalculateTangents(position, positionPrev, positionNext, forward, scale, out rightTangent, out leftTangent);
+
+ sc.spline.SetLeftTangent(pointIndex, leftTangent);
+ sc.spline.SetRightTangent(pointIndex, rightTangent);
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ var mp = Input.mousePosition;
+ mp.z = 10.0f;
+ mp = Camera.main.ScreenToWorldPoint(mp);
+ var dt = Mathf.Abs((mp - lastPosition).magnitude);
+ var md = (minimumDistance > 1.0f) ? minimumDistance : 1.0f;
+ if (Input.GetMouseButton(0) && dt > md)
+ {
+ var spriteShapeController = gameObject.GetComponent<SpriteShapeController>();
+ var spline = spriteShapeController.spline;
+ spline.InsertPointAt(spline.GetPointCount(), mp);
+ var newPointIndex = spline.GetPointCount() - 1;
+ Smoothen(spriteShapeController, newPointIndex - 1);
+
+ spline.SetHeight(newPointIndex, UnityEngine.Random.Range(0.1f, 2.0f));
+ lastPosition = mp;
+ }
+ }
+}
diff --git a/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/SimpleDraw.cs.meta b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/SimpleDraw.cs.meta
new file mode 100644
index 0000000..8eeecb8
--- /dev/null
+++ b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/SimpleDraw.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 922bb1bbfeaeb9a4c9204b7d0bc3d8c8
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/Sprinkler.cs b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/Sprinkler.cs
new file mode 100644
index 0000000..d791415
--- /dev/null
+++ b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/Sprinkler.cs
@@ -0,0 +1,53 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.U2D;
+
+public class Sprinkler : MonoBehaviour
+{
+
+ public GameObject m_Prefab;
+ public float m_RandomFactor = 10.0f;
+ public bool m_UseNormals = false;
+
+ float Angle(Vector3 a, Vector3 b)
+ {
+ float dot = Vector3.Dot(a, b);
+ float det = (a.x * b.y) - (b.x * a.y);
+ return Mathf.Atan2(det, dot) * Mathf.Rad2Deg;
+ }
+
+ // Use this for initialization. Plant the Prefabs on Startup
+ void Start ()
+ {
+ SpriteShapeController ssc = GetComponent<SpriteShapeController>();
+ Spline spl = ssc.spline;
+
+ for (int i = 1; i < spl.GetPointCount() - 1; ++i)
+ {
+ if (Random.Range(0, 100) > (100 - m_RandomFactor) )
+ {
+ var go = GameObject.Instantiate(m_Prefab);
+ go.transform.position = spl.GetPosition(i);
+
+ if (m_UseNormals)
+ {
+ Vector3 lt = Vector3.Normalize(spl.GetPosition(i - 1) - spl.GetPosition(i));
+ Vector3 rt = Vector3.Normalize(spl.GetPosition(i + 1) - spl.GetPosition(i));
+ float a = Angle(Vector3.up, lt);
+ float b = Angle(lt, rt);
+ float c = a + (b * 0.5f);
+ if (b > 0)
+ c = (180 + c);
+ go.transform.rotation = Quaternion.Euler(0, 0, c);
+ }
+ }
+ }
+ }
+
+ // Update is called once per frame
+ void Update ()
+ {
+
+ }
+}
diff --git a/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/Sprinkler.cs.meta b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/Sprinkler.cs.meta
new file mode 100644
index 0000000..023e9c9
--- /dev/null
+++ b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Extras/Scripts/Sprinkler.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland.meta b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland.meta
new file mode 100644
index 0000000..84fd7a8
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+++ b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland.meta
@@ -0,0 +1,10 @@
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+folderAsset: yes
+timeCreated: 1508648410
+licenseType: Pro
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+ externalObjects: {}
+ userData:
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diff --git a/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Scenes.meta b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Scenes.meta
new file mode 100644
index 0000000..9a0241f
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+++ b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Scenes.meta
@@ -0,0 +1,10 @@
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+ userData:
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+ assetBundleVariant:
diff --git a/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Scenes/SampleLevel.unity b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Scenes/SampleLevel.unity
new file mode 100644
index 0000000..2cbc599
--- /dev/null
+++ b/Mage/Assets/Test/2DSpriteShape/Unity Technologies/2D SpriteShape/Plapaland/Scenes/SampleLevel.unity
@@ -0,0 +1,13864 @@
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