flo_curves 0.8.0

Library for manipulating Bezier curves
Documentation
use super::ray_cast::*;
use super::super::path::*;
use super::super::graph_path::*;
use super::super::super::super::geo::*;

///
/// The result of a path cut operation
///
#[derive(Clone, Debug)]
pub struct PathIntersection<P: BezierPathFactory> {
    /// The path that was intersecting between the two paths
    pub intersecting_path: Vec<P>,

    /// The path that was outside of the 'cut' path for the two input paths
    pub exterior_paths: [Vec<P>; 2]
}

///
/// Intersects two paths, returning both the path that is the intersection and the paths that are outside
///
/// Each of the two paths passed into this function is assumed not to overlap themselves. IE, this does not perform self-intersection 
/// on either `path1` or `path2`. This provides both a performance optimisation and finer control over how self-intersecting paths are
/// handled. See `path_remove_interior_points()` and `path_remove_overlapped_points()` for a way to eliminate overlaps.
///
pub fn path_full_intersect<POut>(path1: &Vec<impl BezierPath<Point=POut::Point>>, path2: &Vec<impl BezierPath<Point=POut::Point>>, accuracy: f64) -> PathIntersection<POut>
where
    POut:           BezierPathFactory,
    POut::Point:    Coordinate+Coordinate2D
{
    // If path1 is empty, then there are no points in the result. If path2 is empty, then all points are exterior
    if path1.is_empty() {
        return PathIntersection { 
            intersecting_path:  vec![], 
            exterior_paths:     [vec![], path2.iter().map(|path| POut::from_path(path)).collect()]
        };
    } else if path2.is_empty() {
        return PathIntersection { 
            intersecting_path:  vec![], 
            exterior_paths:     [path1.iter().map(|path| POut::from_path(path)).collect(), vec![]]
        };
    }

    // Create the graph path from the source side
    let mut merged_path = GraphPath::new();
    merged_path         = merged_path.merge(GraphPath::from_merged_paths(path1.iter().map(|path| (path, PathLabel(0)))));

    // Collide with the target side to generate a full path
    merged_path         = merged_path.collide(GraphPath::from_merged_paths(path2.iter().map(|path| (path, PathLabel(1)))), accuracy);
    merged_path.round(accuracy);

    // The interior edges are those found by intersecting the second path with the first
    merged_path.set_exterior_by_intersecting();
    merged_path.heal_exterior_gaps();

    // Fetch the interior path
    let intersecting_path = merged_path.exterior_paths();

    // TODO: we can use the same raycasting operation to detect the interior and exterior points simultaneously but the current design
    // doesn't allow us to represent this in the data for the edges (this would speed up the 'cut' operation as only half the ray-casting
    // operations would be required, though note that the merge and collide operation is likely to be more expensive than this overall)

    // The exterior edges are those found by subtracting the second path from the first
    merged_path.reset_edge_kinds();
    merged_path.set_exterior_by_subtracting();
    merged_path.heal_exterior_gaps();

    // This will be the part of path 1 that excludes path 2
    let exterior_from_path_1 = merged_path.exterior_paths();

    // Invert the subtraction operation
    // TODO: it would be faster to re-use the existing merged paths here, but this will fail to properly generate a subtracted paths
    // in the case where edges of the two paths overlap.
    let mut merged_path = GraphPath::new();
    merged_path         = merged_path.merge(GraphPath::from_merged_paths(path2.iter().map(|path| (path, PathLabel(0)))));
    merged_path         = merged_path.collide(GraphPath::from_merged_paths(path1.iter().map(|path| (path, PathLabel(1)))), accuracy);
    merged_path.round(accuracy);

    merged_path.set_exterior_by_subtracting();
    merged_path.heal_exterior_gaps();

    // This will be the part of path 2 that excludes path1
    let exterior_from_path_2 = merged_path.exterior_paths();

    PathIntersection {
        intersecting_path:  intersecting_path,
        exterior_paths:     [exterior_from_path_1, exterior_from_path_2]
    }
}