using ChunkyImageLib.DataHolders; using SkiaSharp; namespace ChunkyImageLib.Operations; public static class OperationHelper { public static VecI ConvertForResolution(VecI pixelPos, ChunkResolution resolution) { var mult = resolution.Multiplier(); return new((int)Math.Round(pixelPos.X * mult), (int)Math.Round(pixelPos.Y * mult)); } public static VecD ConvertForResolution(VecD pixelPos, ChunkResolution resolution) { var mult = resolution.Multiplier(); return new(pixelPos.X * mult, pixelPos.Y * mult); } /// /// toModify[x,y].Alpha = Math.Min(toModify[x,y].Alpha, toGetAlphaFrom[x,y].Alpha) /// public unsafe static void ClampAlpha(SKSurface toModify, SKSurface toGetAlphaFrom) { using (var map = toModify.PeekPixels()) { using (var refMap = toGetAlphaFrom.PeekPixels()) { long* pixels = (long*)map.GetPixels(); long* refPixels = (long*)refMap.GetPixels(); int size = map.Width * map.Height; if (map.Width != refMap.Width || map.Height != refMap.Height) throw new ArgumentException("The surfaces must have the same size"); for (int i = 0; i < size; i++) { long* offset = pixels + i; long* refOffset = refPixels + i; Half* alpha = (Half*)offset + 3; Half* refAlpha = (Half*)refOffset + 3; if (*refAlpha < *alpha) { float a = (float)(*alpha); float r = (float)(*((Half*)offset)) / a; float g = (float)(*((Half*)offset + 1)) / a; float b = (float)(*((Half*)offset + 2)) / a; float newA = (float)(*refAlpha); Half newR = (Half)(r * newA); Half newG = (Half)(g * newA); Half newB = (Half)(b * newA); *offset = ((long)*(ushort*)(&newR)) | ((long)*(ushort*)(&newG)) << 16 | ((long)*(ushort*)(&newB)) << 32 | ((long)*(ushort*)(refAlpha)) << 48; } } } } } public static ShapeCorners ConvertForResolution(ShapeCorners corners, ChunkResolution resolution) { return new ShapeCorners() { BottomLeft = ConvertForResolution(corners.BottomLeft, resolution), BottomRight = ConvertForResolution(corners.BottomRight, resolution), TopLeft = ConvertForResolution(corners.TopLeft, resolution), TopRight = ConvertForResolution(corners.TopRight, resolution), }; } public static VecI GetChunkPos(VecI pixelPos, int chunkSize) { return new VecI() { X = (int)MathF.Floor(pixelPos.X / (float)chunkSize), Y = (int)MathF.Floor(pixelPos.Y / (float)chunkSize) }; } public static SKMatrix CreateMatrixFromPoints(ShapeCorners corners, VecD size) => CreateMatrixFromPoints((SKPoint)corners.TopLeft, (SKPoint)corners.TopRight, (SKPoint)corners.BottomRight, (SKPoint)corners.BottomLeft, (float)size.X, (float)size.Y); public static SKMatrix CreateMatrixFromPoints(SKPoint topLeft, SKPoint topRight, SKPoint botRight, SKPoint botLeft, float width, float height) { (float x1, float y1) = (topLeft.X, topLeft.Y); (float x2, float y2) = (topRight.X, topRight.Y); (float x3, float y3) = (botRight.X, botRight.Y); (float x4, float y4) = (botLeft.X, botLeft.Y); (float w, float h) = (width, height); float scaleX = (y1 * x2 * x4 - x1 * y2 * x4 + x1 * y3 * x4 - x2 * y3 * x4 - y1 * x2 * x3 + x1 * y2 * x3 - x1 * y4 * x3 + x2 * y4 * x3) / (x2 * y3 * w + y2 * x4 * w - y3 * x4 * w - x2 * y4 * w - y2 * w * x3 + y4 * w * x3); float skewX = (-x1 * x2 * y3 - y1 * x2 * x4 + x2 * y3 * x4 + x1 * x2 * y4 + x1 * y2 * x3 + y1 * x4 * x3 - y2 * x4 * x3 - x1 * y4 * x3) / (x2 * y3 * h + y2 * x4 * h - y3 * x4 * h - x2 * y4 * h - y2 * h * x3 + y4 * h * x3); float transX = x1; float skewY = (-y1 * x2 * y3 + x1 * y2 * y3 + y1 * y3 * x4 - y2 * y3 * x4 + y1 * x2 * y4 - x1 * y2 * y4 - y1 * y4 * x3 + y2 * y4 * x3) / (x2 * y3 * w + y2 * x4 * w - y3 * x4 * w - x2 * y4 * w - y2 * w * x3 + y4 * w * x3); float scaleY = (-y1 * x2 * y3 - y1 * y2 * x4 + y1 * y3 * x4 + x1 * y2 * y4 - x1 * y3 * y4 + x2 * y3 * y4 + y1 * y2 * x3 - y2 * y4 * x3) / (x2 * y3 * h + y2 * x4 * h - y3 * x4 * h - x2 * y4 * h - y2 * h * x3 + y4 * h * x3); float transY = y1; float persp0 = (x1 * y3 - x2 * y3 + y1 * x4 - y2 * x4 - x1 * y4 + x2 * y4 - y1 * x3 + y2 * x3) / (x2 * y3 * w + y2 * x4 * w - y3 * x4 * w - x2 * y4 * w - y2 * w * x3 + y4 * w * x3); float persp1 = (-y1 * x2 + x1 * y2 - x1 * y3 - y2 * x4 + y3 * x4 + x2 * y4 + y1 * x3 - y4 * x3) / (x2 * y3 * h + y2 * x4 * h - y3 * x4 * h - x2 * y4 * h - y2 * h * x3 + y4 * h * x3); float persp2 = 1; return new SKMatrix(scaleX, skewX, transX, skewY, scaleY, transY, persp0, persp1, persp2); } public static HashSet FindChunksTouchingQuadrilateral(ShapeCorners corners, int chunkSize) { if (corners.HasNaNOrInfinity || (corners.BottomLeft - corners.TopRight).Length > chunkSize * 40 * 20 || (corners.TopLeft - corners.BottomRight).Length > chunkSize * 40 * 20) return new HashSet(); if (corners.IsInverted) corners = corners with { BottomLeft = corners.TopRight, TopRight = corners.BottomLeft }; List[] lines = new List[] { FindChunksAlongLine(corners.TopRight, corners.TopLeft, chunkSize), FindChunksAlongLine(corners.BottomRight, corners.TopRight, chunkSize), FindChunksAlongLine(corners.BottomLeft, corners.BottomRight, chunkSize), FindChunksAlongLine(corners.TopLeft, corners.BottomLeft, chunkSize) }; return FillLines(lines); } public static HashSet FindChunksFullyInsideQuadrilateral(ShapeCorners corners, int chunkSize) { if (corners.HasNaNOrInfinity || (corners.BottomLeft - corners.TopRight).Length > chunkSize * 40 * 20 || (corners.TopLeft - corners.BottomRight).Length > chunkSize * 40 * 20) return new HashSet(); if (corners.IsInverted) corners = corners with { BottomLeft = corners.TopRight, TopRight = corners.BottomLeft }; List[] lines = new List[] { FindChunksAlongLine(corners.TopLeft, corners.TopRight, chunkSize), FindChunksAlongLine(corners.TopRight, corners.BottomRight, chunkSize), FindChunksAlongLine(corners.BottomRight, corners.BottomLeft, chunkSize), FindChunksAlongLine(corners.BottomLeft, corners.TopLeft, chunkSize) }; var output = FillLines(lines); //exclude lines for (int i = 0; i < lines.Length; i++) { output.ExceptWith(lines[i]); } return output; } /// /// Finds chunks that at least partially lie inside of a rectangle /// public static HashSet FindChunksTouchingRectangle(VecD center, VecD size, double angle, int chunkSize) { if (size.X == 0 || size.Y == 0 || center.IsNaNOrInfinity() || size.IsNaNOrInfinity() || double.IsNaN(angle) || double.IsInfinity(angle)) return new HashSet(); if (size.X > chunkSize * 40 * 20 || size.Y > chunkSize * 40 * 20) return new HashSet(); // draw a line on the outside of each side var corners = FindRectangleCorners(center, size, angle); List[] lines = new List[] { FindChunksAlongLine(corners.Item2, corners.Item1, chunkSize), FindChunksAlongLine(corners.Item3, corners.Item2, chunkSize), FindChunksAlongLine(corners.Item4, corners.Item3, chunkSize), FindChunksAlongLine(corners.Item1, corners.Item4, chunkSize) }; if (lines[0].Count == 0 || lines[1].Count == 0 || lines[2].Count == 0 || lines[3].Count == 0) return new HashSet(); return FillLines(lines); } public static HashSet FillLines(List[] lines) { if (lines.Length == 0) return new HashSet(); //find min and max X for each Y in lines var ySel = (VecI vec) => vec.Y; int minY = int.MaxValue; int maxY = int.MinValue; foreach (var line in lines) { minY = Math.Min(line.Min(ySel), minY); maxY = Math.Max(line.Max(ySel), maxY); } int[] minXValues = new int[maxY - minY + 1]; int[] maxXValues = new int[maxY - minY + 1]; for (int i = 0; i < minXValues.Length; i++) { minXValues[i] = int.MaxValue; maxXValues[i] = int.MinValue; } for (int i = 0; i < lines.Length; i++) { UpdateMinXValues(lines[i], minXValues, minY); UpdateMaxXValues(lines[i], maxXValues, minY); } //draw a line from min X to max X for each Y HashSet output = new(); for (int i = 0; i < minXValues.Length; i++) { int minX = minXValues[i]; int maxX = maxXValues[i]; for (int x = minX; x <= maxX; x++) output.Add(new(x, i + minY)); } return output; } public static HashSet FindChunksFullyInsideRectangle(VecI pos, VecI size, int chunkSize) { if (size.X > chunkSize * 40 * 20 || size.Y > chunkSize * 40 * 20) return new HashSet(); VecI startChunk = GetChunkPos(pos, ChunkPool.FullChunkSize); VecI endChunk = GetChunkPosBiased(pos + size, false, false, chunkSize); HashSet output = new(); for (int x = startChunk.X; x <= endChunk.X; x++) { for (int y = startChunk.Y; y <= endChunk.Y; y++) { output.Add(new VecI(x, y)); } } return output; } public static HashSet FindChunksFullyInsideRectangle(VecD center, VecD size, double angle, int chunkSize) { if (size.X < chunkSize || size.Y < chunkSize || center.IsNaNOrInfinity() || size.IsNaNOrInfinity() || double.IsNaN(angle) || double.IsInfinity(angle)) return new HashSet(); if (size.X > chunkSize * 40 * 20 || size.Y > chunkSize * 40 * 20) return new HashSet(); // draw a line on the inside of each side var corners = FindRectangleCorners(center, size, angle); List[] lines = new List[] { FindChunksAlongLine(corners.Item1, corners.Item2, chunkSize), FindChunksAlongLine(corners.Item2, corners.Item3, chunkSize), FindChunksAlongLine(corners.Item3, corners.Item4, chunkSize), FindChunksAlongLine(corners.Item4, corners.Item1, chunkSize) }; var output = FillLines(lines); //exclude lines for (int i = 0; i < lines.Length; i++) { output.ExceptWith(lines[i]); } return output; } private static void UpdateMinXValues(List line, int[] minXValues, int minY) { for (int i = 0; i < line.Count; i++) { if (line[i].X < minXValues[line[i].Y - minY]) minXValues[line[i].Y - minY] = line[i].X; } } private static void UpdateMaxXValues(List line, int[] maxXValues, int minY) { for (int i = 0; i < line.Count; i++) { if (line[i].X > maxXValues[line[i].Y - minY]) maxXValues[line[i].Y - minY] = line[i].X; } } /// /// Think of this function as a line drawing algorithm. /// The chosen chunks are guaranteed to be on the left side of the line (assuming y going upwards and looking from p1 towards p2). /// This ensures that when you draw a filled shape all updated chunks will be covered (the filled part should go to the right of the line) /// No parts of the line will stick out to the left and be left uncovered /// public static List FindChunksAlongLine(VecD p1, VecD p2, int chunkSize) { if (p1 == p2 || p1.IsNaNOrInfinity() || p2.IsNaNOrInfinity()) return new List(); //rotate the line into the first quadrant of the coordinate plane int quadrant; if (p2.X >= p1.X && p2.Y >= p1.Y) { quadrant = 1; } else if (p2.X <= p1.X && p2.Y <= p1.Y) { quadrant = 3; p1 = -p1; p2 = -p2; } else if (p2.X < p1.X) { quadrant = 2; (p1.X, p1.Y) = (p1.Y, -p1.X); (p2.X, p2.Y) = (p2.Y, -p2.X); } else { quadrant = 4; (p1.X, p1.Y) = (-p1.Y, p1.X); (p2.X, p2.Y) = (-p2.Y, p2.X); } List output = new(); //vertical line if (p1.X == p2.X) { //if exactly on a chunk boundary, pick the chunk on the top-left VecI start = GetChunkPosBiased(p1, false, true, chunkSize); //if exactly on chunk boundary, pick the chunk on the bottom-left VecI end = GetChunkPosBiased(p2, false, false, chunkSize); for (int y = start.Y; y <= end.Y; y++) output.Add(new(start.X, y)); } //horizontal line else if (p1.Y == p2.Y) { //if exactly on a chunk boundary, pick the chunk on the top-right VecI start = GetChunkPosBiased(p1, true, true, chunkSize); //if exactly on chunk boundary, pick the chunk on the top-left VecI end = GetChunkPosBiased(p2, false, true, chunkSize); for (int x = start.X; x <= end.X; x++) output.Add(new(x, start.Y)); } //all other lines else { //y = mx + b double m = (p2.Y - p1.Y) / (p2.X - p1.X); double b = p1.Y - (p1.X * m); VecI cur = GetChunkPosBiased(p1, true, true, chunkSize); output.Add(cur); if (LineEq(m, cur.X * chunkSize + chunkSize, b) > cur.Y * chunkSize + chunkSize) cur.X--; VecI end = GetChunkPosBiased(p2, false, false, chunkSize); if (m < 1) { while (true) { if (LineEq(m, cur.X * chunkSize + chunkSize * 2, b) > cur.Y * chunkSize + chunkSize) { cur.X++; cur.Y++; } else { cur.X++; } if (cur.X >= end.X && cur.Y >= end.Y) break; output.Add(cur); } output.Add(end); } else { while (true) { if (LineEq(m, cur.X * chunkSize + chunkSize, b) <= cur.Y * chunkSize + chunkSize) { cur.X++; cur.Y++; } else { cur.Y++; } if (cur.X >= end.X && cur.Y >= end.Y) break; output.Add(cur); } output.Add(end); } } //rotate output back if (quadrant == 1) return output; if (quadrant == 3) { for (int i = 0; i < output.Count; i++) output[i] = new(-output[i].X - 1, -output[i].Y - 1); return output; } if (quadrant == 2) { for (int i = 0; i < output.Count; i++) output[i] = new(-output[i].Y - 1, output[i].X); return output; } for (int i = 0; i < output.Count; i++) output[i] = new(output[i].Y, -output[i].X - 1); return output; } private static double LineEq(double m, double x, double b) { return m * x + b; } public static VecI GetChunkPosBiased(VecD pos, bool positiveX, bool positiveY, int chunkSize) { pos /= chunkSize; return new VecI() { X = positiveX ? (int)Math.Floor(pos.X) : (int)Math.Ceiling(pos.X) - 1, Y = positiveY ? (int)Math.Floor(pos.Y) : (int)Math.Ceiling(pos.Y) - 1, }; } /// /// Returns corners in ccw direction (assuming y points up) /// private static (VecD, VecD, VecD, VecD) FindRectangleCorners(VecD center, VecD size, double angle) { VecD right = VecD.FromAngleAndLength(angle, size.X / 2); VecD up = VecD.FromAngleAndLength(angle + Math.PI / 2, size.Y / 2); return ( center + right + up, center - right + up, center - right - up, center + right - up ); } }