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