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13b6028e1b
* Split up the thirdparty code into the thirdparty folder (#3637) * Create a new kimath static library containing all the math functions This is part of cleaning the build system for #1906.
274 lines
9.5 KiB
C++
274 lines
9.5 KiB
C++
/********************************************************************************
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* Copyright (C) 2004 Sjaak Priester
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*
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* This is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This file is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Tinter; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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********************************************************************************/
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// SutherlandHodgman
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// Class to perform polygon clipping against an upright rectangular boundary window.
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// Implementation of Sutherland-Hodgman algorithm (1974).
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//
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// Version 1.0 (C) 2004, Sjaak Priester, Amsterdam.
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// mailto:sjaak@sjaakpriester.nl
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// http://www.sjaakpriester.nl
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#ifndef __SUTHERLAND_HODGMAN_H__
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#define __SUTHERLAND_HODGMAN_H__
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#include <vector>
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#include <functional>
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#ifndef _GDIPLUS_H
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// I designed this with GDI+ in mind. However, this particular code doesn't
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// use GDI+ at all, only some of it's variable types.
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// These definitions are substitutes for those of GDI+.
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typedef double REAL;
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class PointF
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{
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public:
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REAL X;
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REAL Y;
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PointF() : X( 0 )
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, Y( 0 ) { }
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PointF( const PointF& p ) : X( p.X )
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, Y( p.Y ) { }
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PointF( REAL x, REAL y ) : X( x )
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, Y( y ) { }
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PointF operator+( const PointF& p ) const { return PointF( X + p.X, Y + p.Y ); }
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PointF operator-( const PointF& p ) const { return PointF( X - p.X, Y - p.Y ); }
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bool Equals( const PointF& p ) { return (X == p.X) && (Y == p.Y); }
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};
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class RectF
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{
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public:
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REAL X;
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REAL Y;
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REAL Width;
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REAL Height;
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RectF() { X = 0, Y = 0, Height = 0, Width = 0; }
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RectF( const RectF& r )
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{
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X = r.X; Y = r.Y; Height = r.Height, Width = r.Width;
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}
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RectF( REAL x, REAL y, REAL w, REAL h ) : X( x ), Y( y ),Width( w ), Height( h )
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{ }
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REAL GetLeft() const { return X; }
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REAL GetTop() const { return Y; }
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REAL GetRight() const { return X + Width; }
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REAL GetBottom() const { return Y + Height; }
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};
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#endif // _GDIPLUS_H
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typedef std::vector<PointF> pointVector;
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typedef std::vector<PointF>::iterator pointIterator;
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typedef std::vector<PointF>::const_iterator cpointIterator;
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class SutherlandHodgman
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{
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public:
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// Constructor. Parameter is the boundary rectangle.
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// SutherlandHodgman expects a 'normalized' boundary rectangle, meaning
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// that boundaries.GetRight() > boundaries.GetLeft() and
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// boundaries.GetBottom() > boundaries.GetTop().
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// In other words: boundary.Width > 0 and boundaries.Height > 0.
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// If this is violated, nothing will be output.
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SutherlandHodgman( RectF& boundaries ) :
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m_stageBottom( m_stageOut, boundaries.GetBottom() )
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, /* Initialize each stage */ m_stageLeft( m_stageBottom, boundaries.GetLeft() )
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, /* with its next stage and */ m_stageTop( m_stageLeft, boundaries.GetTop() )
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, /* the boundary position. */ m_stageRight( m_stageTop, boundaries.GetRight() )
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{
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}
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void Clip( pointVector& input, pointVector& clipped )
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{
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clipped.clear();
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m_stageOut.SetDestination( &clipped );
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// Clip each input vertex.
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for( cpointIterator it = input.begin(); it != input.end(); ++it )
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m_stageRight.HandleVertex( *it );
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// Do the final step.
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m_stageRight.Finalize();
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}
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private:
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// Implementation of a horizontal boundary (top or bottom).
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// Comp is a std::binary_function object, comparing its two parameters, f.i. std::less.
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template <class Comp>
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class BoundaryHor
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{
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public:
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BoundaryHor( REAL y ) : m_Y( y ) { }
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bool IsInside( const PointF& pnt ) const
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{
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return Comp ()( pnt.Y, m_Y );
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} // return true if pnt.Y is at the inside of the boundary
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PointF Intersect( const PointF& p0, const PointF& p1 ) const // return intersection point of line p0...p1 with boundary
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{ // assumes p0...p1 is not strictly horizontal
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PointF d = p1 - p0;
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REAL xslope = d.X / d.Y;
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PointF r;
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r.Y = m_Y;
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r.X = p0.X + xslope * (m_Y - p0.Y);
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return r;
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}
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private:
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REAL m_Y;
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};
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// Implementation of a vertical boundary (left or right).
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template <class Comp>
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class BoundaryVert
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{
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public:
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BoundaryVert( REAL x ) : m_X( x )
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{ }
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bool IsInside( const PointF& pnt ) const
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{
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return Comp() ( pnt.X, m_X );
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}
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PointF Intersect( const PointF& p0, const PointF& p1 ) const // assumes p0...p1 is not strictly vertical
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{
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PointF d = p1 - p0;
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REAL yslope = d.Y / d.X;
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PointF r;
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r.X = m_X;
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r.Y = p0.Y + yslope * (m_X - p0.X);
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return r;
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}
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private:
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REAL m_X;
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};
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// This template class is the workhorse of the algorithm. It handles the clipping against one boundary.
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// Boundary is either BoundaryHor or BoundaryVert, Stage is the next ClipStage, or the output stage.
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template <class Boundary, class Stage>
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class ClipStage : private Boundary
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{
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public:
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ClipStage( Stage& nextStage, REAL position ) :
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Boundary( position ) , m_NextStage( nextStage ), m_bFirst( true ), m_bPreviousInside( false )
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{ }
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// Function to handle one vertex
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void HandleVertex( const PointF& pntCurrent )
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{
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bool bCurrentInside = this->IsInside( pntCurrent ); // See if vertex is inside the boundary.
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if( m_bFirst ) // If this is the first vertex...
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{
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m_pntFirst = pntCurrent; // ... just remember it,...
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m_bFirst = false;
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}
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else // Common cases, not the first vertex.
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{
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if( bCurrentInside ) // If this vertex is inside...
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{
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if( !m_bPreviousInside ) // ... and the previous one was outside
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m_NextStage.HandleVertex( this->Intersect( m_pntPrevious, pntCurrent ) );
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// ... first output the intersection point.
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m_NextStage.HandleVertex( pntCurrent ); // Output the current vertex.
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}
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else if( m_bPreviousInside ) // If this vertex is outside, and the previous one was inside...
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m_NextStage.HandleVertex( this->Intersect( m_pntPrevious, pntCurrent ) );
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// ... output the intersection point.
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// If neither current vertex nor the previous one are inside, output nothing.
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}
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m_pntPrevious = pntCurrent; // Be prepared for next vertex.
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m_bPreviousInside = bCurrentInside;
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}
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void Finalize()
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{
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HandleVertex( m_pntFirst ); // Close the polygon.
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m_NextStage.Finalize(); // Delegate to the next stage.
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}
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private:
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Stage& m_NextStage; // the next stage
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bool m_bFirst; // true if no vertices have been handled
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PointF m_pntFirst; // the first vertex
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PointF m_pntPrevious; // the previous vertex
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bool m_bPreviousInside; // true if the previous vertex was inside the Boundary
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};
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class OutputStage
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{
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public:
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OutputStage() : m_pDest( 0 ) { }
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void SetDestination( pointVector* pDest ) { m_pDest = pDest; }
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void HandleVertex( const PointF& pnt ) { m_pDest->push_back( pnt ); } // Append the vertex to the output container.
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void Finalize() { } // Do nothing.
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private:
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pointVector* m_pDest;
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};
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// These typedefs define the four boundaries. In keeping up with the GDI/GDI+ interpretation of
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// rectangles, we include the left and top boundaries, but not the right and bottom boundaries.
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// In other words: a vertex on the left boundary is considered to be inside, but a vertex
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// on the right boundary is considered to be outside.
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typedef BoundaryVert<std::less<REAL> > BoundaryRight;
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typedef BoundaryHor<std::greater_equal<REAL> > BoundaryTop;
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typedef BoundaryVert<std::greater_equal<REAL> > BoundaryLeft;
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typedef BoundaryHor<std::less<REAL> > BoundaryBottom;
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// Next typedefs define the four stages. First template parameter is the boundary,
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// second template parameter is the next stage.
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typedef ClipStage<BoundaryBottom, OutputStage> ClipBottom;
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typedef ClipStage<BoundaryLeft, ClipBottom> ClipLeft;
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typedef ClipStage<BoundaryTop, ClipLeft> ClipTop;
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typedef ClipStage<BoundaryRight, ClipTop> ClipRight;
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// Our data members.
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OutputStage m_stageOut;
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ClipBottom m_stageBottom;
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ClipLeft m_stageLeft;
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ClipTop m_stageTop;
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ClipRight m_stageRight;
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};
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#endif
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