Handle adjusted overlap winding contribution and operator calls through new isValid() function.

This commit is contained in:
Jürg Lehni 2015-09-20 15:50:26 +02:00
parent 738cc4c214
commit 530b8b7bc8

View file

@ -418,29 +418,8 @@ PathItem.inject(new function() {
}
// Assign the average winding to the entire curve chain.
var winding = Math.round(windingSum / 3);
for (var j = chain.length - 1; j >= 0; j--) {
var seg = chain[j].segment,
inter = seg._intersection,
wind = winding;
// We need to handle the edge cases of overlapping curves
// differently based on the type of operation, and adjust the
// winding number accordingly:
if (inter && inter._overlap) {
// Preserve original winding contribution for the overlap
switch (operation) {
case 'unite':
if (wind === 1)
wind = 2;
break;
case 'intersect':
if (wind === 2)
wind = 1;
break;
}
}
seg._originalWinding = winding;
seg._winding = wind;
}
for (var j = chain.length - 1; j >= 0; j--)
chain[j].segment._winding = winding;
}
/**
@ -496,10 +475,9 @@ PathItem.inject(new function() {
+ ' id: ' + seg._path._id + '.' + seg._index
+ ' v: ' + (seg._visited ? 1 : 0)
+ ' p: ' + seg._point
+ ' op: ' + (operator && operator(seg._winding))
+ ' op: ' + isValid(seg)
+ ' ov: ' + !!(inter && inter._overlap)
+ ' wi: ' + seg._winding
+ ' ow: ' + seg._originalWinding
+ ' mu: ' + !!(inter && inter._next)
, color);
}
@ -526,14 +504,28 @@ PathItem.inject(new function() {
+ ' pt: ' + seg._point
+ ' ov: ' + !!(inter && inter._overlap)
+ ' wi: ' + seg._winding
+ ' ow: ' + seg._originalWinding
, path.strokeColor || path.fillColor || 'black');
}
var paths = [],
operator = operators[operation],
start,
otherStart;
otherStart,
operator = operators[operation],
// Adjust winding contributions for specific operations on overlaps:
overlapWinding = {
unite: { 1: 2 },
intersect: { 2: 1 }
}[operation];
function isValid(seg, unadjusted) {
if (!operator) // For self-intersection, we're always valid!
return true;
var winding = seg._winding,
inter = seg._intersection;
if (inter && !unadjusted && overlapWinding && inter._overlap)
winding = overlapWinding[winding] || winding;
return operator(winding);
}
// If there are multiple possible intersections, find the one
// that's either connecting back to start or is not visited yet,
@ -551,36 +543,33 @@ PathItem.inject(new function() {
+ ', next vis:' + !!next._visited
+ ', next start:' + (next === start
|| next === otherStart)
+ ', seg op:' + (operator
&& operator(seg._originalWinding))
+ ', next op:' + (operator && operator(next._winding))
+ ', seg op:' + isValid(seg, true)
+ ', next op:' + isValid(next)
+ ', next: ' + (!!inter._next));
}
// See if this segment and next are both not visited yet, or are
// bringing us back to the beginning, and are both part of the
// boolean result.
return !seg._visited && (!next._visited
|| next === start || next === otherStart)
&& (!operator
// NOTE: We need to use _originalWinding here since an
// overlap crossing might have brought us here, in which
// case operator(seg._winding) might be false.
|| operator(seg._originalWinding)
&& operator(next._winding))
? inter
// If it's no match, check the other intersection first,
// then carry on with the next linked intersection.
: !ignoreOther
// We need to get the intersection on the segment,
// not on inter, since they're only linked up
// through _next there. But do not check that
// intersection in the first call to
// getIntersection() (prev == null), since we'd go
// back to the originating segment.
&& (prev || seg._intersection !== inter._intersection)
&& getIntersection(seg._intersection, inter, true)
|| inter._next !== prev // Prevent circular loops
&& getIntersection(inter._next, inter, false);
|| next === start || next === otherStart)
&& (!operator // Self-intersection doesn't need isValid() calls
// NOTE: We need to use the unadjusted winding here since an
// overlap crossing might have brought us here, in which
// case isValid(seg, false) might be false.
|| isValid(seg, true) && isValid(next))
? inter
// If it's no match, check the other intersection first, then
// carry on with the next linked intersection.
: !ignoreOther
// We need to get the intersection on the segment, not
// on inter, since they're only linked up through _next
// there. But do not check that intersection in the
// first call to getIntersection() (prev == null), since
// we'd go back to the originating segment.
&& (prev || seg._intersection !== inter._intersection)
&& getIntersection(seg._intersection, inter, true)
|| inter._next !== prev // Prevent circular loops
&& getIntersection(inter._next, inter, false);
}
for (var i = 0, l = segments.length; i < l; i++) {
var seg = segments[i],
@ -588,7 +577,7 @@ PathItem.inject(new function() {
added = false; // Whether a first segment as added already
// Do not start a chain with already visited segments, and segments
// that are not going to be part of the resulting operation.
if (seg._visited || operator && !operator(seg._winding))
if (seg._visited || !isValid(seg))
continue;
start = otherStart = null;
while (true) {
@ -617,7 +606,7 @@ PathItem.inject(new function() {
// TODO: Do we still need to check other too?
drawSegment(seg, 'visited', i, 'red');
break;
} else if (!inter && operator && !operator(seg._winding)) {
} else if (!inter && !isValid(seg)) {
// Intersections are always part of the resulting path, for
// all other segments check the winding contribution to see
// if they are to be kept. If not, the chain has to end here
@ -648,8 +637,8 @@ PathItem.inject(new function() {
seg = other;
} else if (inter._overlap && operation !== 'intersect') {
// Switch to the overlapping intersecting segment if it is
// part of the boolean result.
if (operator(other._originalWinding)) {
// part of the boolean result. Do not adjust for overlap!
if (isValid(other, true)) {
drawSegment(seg, 'overlap-cross', i, 'orange');
seg = other;
} else {
@ -660,11 +649,11 @@ PathItem.inject(new function() {
// switch at each crossing.
drawSegment(seg, 'exclude-cross', i, 'green');
seg = other;
} else if (operator(seg._winding)) {
} else if (isValid(seg)) {
// Do not switch to the intersecting segment as this segment
// is part of the the boolean result.
drawSegment(seg, 'keep', i, 'black');
} else if (operator(other._winding)) {
} else if (isValid(other)) {
// The other segment is part of the boolean result, and we
// are at crossing, switch over.
drawSegment(seg, 'cross', i, 'green');