/* * Copyright (c) 2018-2020, Andreas Kling * * SPDX-License-Identifier: BSD-2-Clause */ #include namespace Gfx { bool DisjointRectSet::add_no_shatter(const IntRect& new_rect) { if (new_rect.is_empty()) return false; for (auto& rect : m_rects) { if (rect.contains(new_rect)) return false; } m_rects.append(new_rect); return true; } void DisjointRectSet::shatter() { Vector output; output.ensure_capacity(m_rects.size()); bool pass_had_intersections = false; do { pass_had_intersections = false; output.clear_with_capacity(); for (size_t i = 0; i < m_rects.size(); ++i) { auto& r1 = m_rects[i]; for (size_t j = 0; j < m_rects.size(); ++j) { if (i == j) continue; auto& r2 = m_rects[j]; if (!r1.intersects(r2)) continue; pass_had_intersections = true; auto pieces = r1.shatter(r2); for (auto& piece : pieces) output.append(piece); m_rects.remove(i); for (; i < m_rects.size(); ++i) output.append(m_rects[i]); goto next_pass; } output.append(r1); } next_pass: swap(output, m_rects); } while (pass_had_intersections); } void DisjointRectSet::move_by(int dx, int dy) { for (auto& r : m_rects) r.translate_by(dx, dy); } bool DisjointRectSet::contains(const IntRect& rect) const { if (is_empty() || rect.is_empty()) return false; // TODO: This could use some optimization DisjointRectSet remainder(rect); for (auto& r : m_rects) { auto shards = remainder.shatter(r); if (shards.is_empty()) return true; remainder = move(shards); } return false; } bool DisjointRectSet::intersects(const IntRect& rect) const { for (auto& r : m_rects) { if (r.intersects(rect)) return true; } return false; } bool DisjointRectSet::intersects(const DisjointRectSet& rects) const { if (this == &rects) return true; for (auto& r : m_rects) { for (auto& r2 : rects.m_rects) { if (r.intersects(r2)) return true; } } return false; } DisjointRectSet DisjointRectSet::intersected(const IntRect& rect) const { DisjointRectSet intersected_rects; intersected_rects.m_rects.ensure_capacity(m_rects.capacity()); for (auto& r : m_rects) { auto intersected_rect = r.intersected(rect); if (!intersected_rect.is_empty()) intersected_rects.m_rects.append(intersected_rect); } // Since there should be no overlaps, we don't need to call shatter() return intersected_rects; } DisjointRectSet DisjointRectSet::intersected(const DisjointRectSet& rects) const { if (&rects == this) return clone(); if (is_empty() || rects.is_empty()) return {}; DisjointRectSet intersected_rects; intersected_rects.m_rects.ensure_capacity(m_rects.capacity()); for (auto& r : m_rects) { for (auto& r2 : rects.m_rects) { auto intersected_rect = r.intersected(r2); if (!intersected_rect.is_empty()) intersected_rects.m_rects.append(intersected_rect); } } // Since there should be no overlaps, we don't need to call shatter() return intersected_rects; } DisjointRectSet DisjointRectSet::shatter(const IntRect& hammer) const { if (hammer.is_empty()) return clone(); DisjointRectSet shards; for (auto& rect : m_rects) { for (auto& shard : rect.shatter(hammer)) shards.add_no_shatter(shard); } // Since there should be no overlaps, we don't need to call shatter() return shards; } DisjointRectSet DisjointRectSet::shatter(const DisjointRectSet& hammer) const { if (this == &hammer) return {}; if (hammer.is_empty() || !intersects(hammer)) return clone(); // TODO: This could use some optimization DisjointRectSet shards = shatter(hammer.m_rects[0]); auto rects_count = hammer.m_rects.size(); for (size_t i = 1; i < rects_count && !shards.is_empty(); i++) { if (hammer.m_rects[i].intersects(shards.m_rects)) { auto shattered = shards.shatter(hammer.m_rects[i]); shards = move(shattered); } } // Since there should be no overlaps, we don't need to call shatter() return shards; } }