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-rw-r--r--assets/javascripts/rectangles/engine/clipper.js104
1 files changed, 104 insertions, 0 deletions
diff --git a/assets/javascripts/rectangles/engine/clipper.js b/assets/javascripts/rectangles/engine/clipper.js
new file mode 100644
index 0000000..13fc378
--- /dev/null
+++ b/assets/javascripts/rectangles/engine/clipper.js
@@ -0,0 +1,104 @@
+
+var clipper = new function(){
+ var base = this
+
+ var rooms = base.rooms = []
+ var regions = base.regions = []
+
+ var modified = true
+
+ base.init = function(){
+ base.bind()
+ base.update()
+ }
+
+ base.bind = function(){
+ map.ui.mouse.tube.on("up", function(){ base.update() })
+ }
+
+ base.update = function(){
+ clipper.solve_rects()
+ builder.tube("clipper:update")
+ }
+
+ base.add_room = function(r){
+ rooms.push( new room({
+ id: base.rooms.length,
+ rect: r,
+ }) )
+ }
+
+ base.solve_rects = function(){
+ if (base.rooms.length == 0) return;
+
+ for (var i = 0; i < base.rooms.length; i++) {
+ base.rooms[i].id = i
+ base.rooms[i].reset()
+ }
+
+ var rooms = sort_rooms_by_position( base.rooms )
+
+ var regions = []
+
+ var left, right
+ for (var i = 0; i < rooms.length; i++) {
+ left = rooms[i]
+ for (var j = i+1; j < rooms.length; j++) {
+ right = rooms[j]
+ if (left.rect.intersects(right.rect)) {
+ left.clipTo(right.rect)
+ right.clipTo(left.rect)
+ }
+ if (left.rect.x.b < right.rect.x.a) {
+ break
+ }
+ }
+ }
+ for (var i = 0; i < rooms.length; i++) {
+ rooms[i].regions = rooms[i].regions.filter(function(r){ return !!r })
+ regions = regions.concat(rooms[i].regions)
+ }
+
+ regions = sort_rects_by_area( regions )
+
+ var ty = new tree (regions[0].y.a, [regions[0]])
+ var tx = new tree (regions[0].x.a, ty)
+ var ttx, tty
+
+ for (var i = 1; i < regions.length; i++) {
+ ttx = tx.add (regions[i].x.a, null)
+ if (ttx.data) {
+ tty = ttx.data.add (regions[i].y.a, null)
+ // duplicate polygon?
+ if (tty.data) {
+ tty.data.forEach(function(yy, ii){
+ if (yy.intersects(regions[i])) {
+ if (yy.area() > regions[i].area()) {
+ regions[i].dupe = true
+ }
+ else {
+ yy.dupe = true
+ tty.data[ii] = regions[i]
+ }
+ }
+ })
+ }
+ else {
+ tty.data = [regions[i]]
+ }
+ }
+ else {
+ ttx.data = new tree (regions[i].y.a, [regions[i]])
+ }
+ }
+
+ base.regions = sort_rects_by_position(regions)
+ }
+
+ // generate floor and ceiling for some regions
+ // generate walls from surviving regions
+ // generate ceiling-walls where ceiling has discontinuity
+
+ return base
+}
+