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PascalType.Geometry.pas
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160 lines (130 loc) · 5.96 KB
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unit PascalType.Geometry;
////////////////////////////////////////////////////////////////////////////////
// //
// Version: MPL 1.1 or LGPL 2.1 with linking exception //
// //
// The contents of this file are subject to the Mozilla Public License //
// Version 1.1 (the "License"); you may not use this file except in //
// compliance with the License. You may obtain a copy of the License at //
// http://www.mozilla.org/MPL/ //
// //
// Software distributed under the License is distributed on an "AS IS" //
// basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the //
// License for the specific language governing rights and limitations under //
// the License. //
// //
// Alternatively, the contents of this file may be used under the terms of //
// the Free Pascal modified version of the GNU Lesser General Public //
// License Version 2.1 (the "FPC modified LGPL License"), in which case the //
// provisions of this license are applicable instead of those above. //
// Please see the file LICENSE.txt for additional information concerning //
// this license. //
// //
// The code is part of the PascalType Project //
// //
// The initial developer of this code is Anders Melander. //
// //
// Portions created by Anders Melander are Copyright (C) 2024 //
// by Anders Melander. All Rights Reserved. //
// //
////////////////////////////////////////////////////////////////////////////////
interface
{$I PT_Compiler.inc}
uses
System.Types,
PascalType.Classes,
PascalType.Painter;
// TODO : Consider moving this to GR32_VectorUtils.
type
TArrayOfFloatPoint = TArray<TFloatPoint>;
TArrayOfArrayOfFloatPoint = TArray<TArray<TFloatPoint>>;
//------------------------------------------------------------------------------
//
// IntersectPolygons and IntersectPolyPolygons
//
//------------------------------------------------------------------------------
function IntersectPolygons(const Subject, Clipper: TArrayOfFloatPoint): TArrayOfFloatPoint;
function IntersectPolyPolygons(const Subject, Clipper: TArrayOfArrayOfFloatPoint): TArrayOfArrayOfFloatPoint;
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
implementation
uses
Math;
//------------------------------------------------------------------------------
//
// IntersectPolygons
//
//------------------------------------------------------------------------------
// Sutherland-Hodgman algorithm
//------------------------------------------------------------------------------
// Proof of concept; Completely unoptimized.
//------------------------------------------------------------------------------
function IntersectPolygons(const Subject, Clipper: TArrayOfFloatPoint): TArrayOfFloatPoint;
var
InputList, OutputList: TArrayOfFloatPoint;
function IsInside(const p, p1, p2: TFloatPoint): Boolean;
begin
Result := (p2.X - p1.X) * (p.Y - p1.Y) > (p2.Y - p1.Y) * (p.X - p1.X);
end;
function Intersect(const p1, p2, p3, p4: TFloatPoint): TFloatPoint;
var
num, den: Single;
begin
den := (p1.X - p2.X) * (p3.Y - p4.Y) - (p1.Y - p2.Y) * (p3.X - p4.X);
if den = 0 then
begin
Result := p1;
exit;
end;
num := (p1.X * p2.Y - p1.Y * p2.X) * (p3.X - p4.X) - (p1.X - p2.X) * (p3.X * p4.Y - p3.Y * p4.X);
Result.X := num / den;
num := (p1.X * p2.Y - p1.Y * p2.X) * (p3.Y - p4.Y) - (p1.Y - p2.Y) * (p3.X * p4.Y - p3.Y * p4.X);
Result.Y := num / den;
end;
begin
if Length(Clipper) < 3 then
Exit(Subject);
OutputList := Subject;
for var i := 0 to High(Clipper) do
begin
var cp1 := Clipper[i];
var cp2 := Clipper[(i + 1) mod Length(Clipper)];
InputList := OutputList;
OutputList := nil;
if Length(InputList) = 0 then
Break;
var s := InputList[High(InputList)];
for var j := 0 to High(InputList) do
begin
var e := InputList[j];
if IsInside(e, cp1, cp2) then
begin
if not IsInside(s, cp1, cp2) then
OutputList := OutputList + [Intersect(s, e, cp1, cp2)];
OutputList := OutputList + [e];
end else
if IsInside(s, cp1, cp2) then
OutputList := OutputList + [Intersect(s, e, cp1, cp2)];
s := e;
end;
end;
Result := OutputList;
end;
//------------------------------------------------------------------------------
//
// IntersectPolyPolygons
//
//------------------------------------------------------------------------------
function IntersectPolyPolygons(const Subject, Clipper: TArrayOfArrayOfFloatPoint): TArrayOfArrayOfFloatPoint;
begin
// For now, we only support clipping against a single polygon Clipper.
// Full Boolean operations would require a more complex library like Clipper.
// COLRv1 usually specifies a single clip path.
if Length(Clipper) = 0 then
Exit(Subject);
SetLength(Result, Length(Subject));
for var i := 0 to High(Subject) do
Result[i] := IntersectPolygons(Subject[i], Clipper[0]);
end;
end.