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var Clipper = new function(){
var base = this
base.init = function(){
base.bind()
base.update()
}
base.bind = function(){
map.ui.mouse.tube.on("up", function(){ base.update() })
}
base.update = function(){
base.solve_rects()
app.tube("clip")
}
var rooms, regions
// Given a set of overlapping rooms, clip any intersections, then cull any duplicate polygons
base.solve_rects = function(){
if (Rooms.list.length == 0) return
base.reset_rects()
base.clip_rects()
base.cull_rects()
Rooms.regions = sort_rects_by_position(regions)
}
// Reset the clipping/culling states of each of the rooms
base.reset_rects = function(){
for (var i = 0; i < Rooms.list.length; i++) {
Rooms.list[i].reset()
}
}
// Compare each room to the rooms it overlaps, and subdivide
base.clip_rects = function(){
var rooms = Rooms.sorted_by_position()
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)
left.intersects.push(right)
right.intersects.push(left)
}
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)
}
}
// Find overlapping regions (of the same size) and dedupe
base.cull_rects = function(){
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]])
}
}
}
return base
}
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