зеркало из https://github.com/SixLabors/Shapes.git
styling issues
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@ -54,7 +54,7 @@ namespace SixLabors.Shapes
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/// <summary>
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/// The calculated.
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/// </summary>
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private bool calculated = false;
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private bool calculated;
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/// <summary>
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/// Initializes a new instance of the <see cref="InternalPath"/> class.
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@ -192,14 +192,14 @@ namespace SixLabors.Shapes
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/// <summary>
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/// Based on a line described by <paramref name="start" /> and <paramref name="end" />
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/// populate a buffer for all points on the path that the line intersects.
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/// populates a buffer for all points on the path that the line intersects.
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/// </summary>
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/// <param name="start">The start.</param>
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/// <param name="end">The end.</param>
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/// <param name="buffer">The buffer.</param>
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/// <param name="count">The count.</param>
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/// <param name="offset">The offset.</param>
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/// <returns>number iof intersections hit</returns>
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/// <returns>number of intersections hit</returns>
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public int FindIntersections(Vector2 start, Vector2 end, Vector2[] buffer, int count, int offset)
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{
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int polyCorners = this.points.Length;
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@ -379,8 +379,8 @@ namespace SixLabors.Shapes
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else if (Math.Abs(line2Diff.X) < Epsilon)
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{
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float slope = line1Diff.Y / line1Diff.X;
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float yInter = line1Start.Y - (slope * line1Start.X);
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float y = (line2Start.X * slope) + yInter;
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float interY = line1Start.Y - (slope * line1Start.X);
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float y = (line2Start.X * slope) + interY;
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point = new Vector2(line2Start.X, y);
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// horizontal and vertical lines
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@ -390,16 +390,16 @@ namespace SixLabors.Shapes
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float slope1 = line1Diff.Y / line1Diff.X;
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float slope2 = line2Diff.Y / line2Diff.X;
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float yInter1 = line1Start.Y - (slope1 * line1Start.X);
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float yInter2 = line2Start.Y - (slope2 * line2Start.X);
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float interY1 = line1Start.Y - (slope1 * line1Start.X);
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float interY2 = line2Start.Y - (slope2 * line2Start.X);
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if (Math.Abs(slope1 - slope2) < Epsilon && Math.Abs(yInter1 - yInter2) > Epsilon)
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if (Math.Abs(slope1 - slope2) < Epsilon && Math.Abs(interY1 - interY2) > Epsilon)
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{
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return MaxVector;
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}
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float x = (yInter2 - yInter1) / (slope1 - slope2);
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float y = (slope1 * x) + yInter1;
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float x = (interY2 - interY1) / (slope1 - slope2);
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float y = (slope1 * x) + interY1;
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point = new Vector2(x, y);
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}
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@ -888,12 +888,12 @@ namespace SixLabors.Shapes.PolygonClipper
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if (prevE != null && prevE.OutIndex >= 0)
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{
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float xPrev = prevE.TopX(pt.Y);
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float xE = e.TopX(pt.Y);
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if ((xPrev == xE) &&
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float prevX = prevE.TopX(pt.Y);
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float edgeX = e.TopX(pt.Y);
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if ((prevX == edgeX) &&
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(e.WindingDelta != 0) &&
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(prevE.WindingDelta != 0) &&
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Helpers.SlopesEqual(new Vector2(xPrev, pt.Y), prevE.Top, new Vector2(xE, pt.Y), e.Top))
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Helpers.SlopesEqual(new Vector2(prevX, pt.Y), prevE.Top, new Vector2(edgeX, pt.Y), e.Top))
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{
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OutPoint outPt = this.AddOutPt(prevE, pt);
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this.AddJoin(result, outPt, e.Top);
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@ -126,33 +126,33 @@ namespace SixLabors.Shapes.PolygonClipper
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outRec2.BottomPoint = outRec2.Points.GetBottomPt();
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}
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OutPoint bPt1 = outRec1.BottomPoint;
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OutPoint bPt2 = outRec2.BottomPoint;
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if (bPt1.Point.Y > bPt2.Point.Y)
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OutPoint bottomPoint1 = outRec1.BottomPoint;
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OutPoint bottomPoint2 = outRec2.BottomPoint;
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if (bottomPoint1.Point.Y > bottomPoint2.Point.Y)
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{
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return outRec1;
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}
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else if (bPt1.Point.Y < bPt2.Point.Y)
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else if (bottomPoint1.Point.Y < bottomPoint2.Point.Y)
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{
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return outRec2;
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}
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else if (bPt1.Point.X < bPt2.Point.X)
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else if (bottomPoint1.Point.X < bottomPoint2.Point.X)
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{
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return outRec1;
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}
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else if (bPt1.Point.X > bPt2.Point.X)
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else if (bottomPoint1.Point.X > bottomPoint2.Point.X)
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{
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return outRec2;
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}
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else if (bPt1.Next == bPt1)
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else if (bottomPoint1.Next == bottomPoint1)
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{
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return outRec2;
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}
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else if (bPt2.Next == bPt2)
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else if (bottomPoint2.Next == bottomPoint2)
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{
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return outRec1;
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}
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else if (bPt1.FirstIsBottomPt(bPt2))
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else if (bottomPoint1.FirstIsBottomPt(bottomPoint2))
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{
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return outRec1;
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}
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