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Sammi Brie (talk | contribs) Adding short description: "Polygon clipping algorithm" |
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{{Short description|Polygon clipping algorithm}}
The '''Weiler–Atherton''' is a polygon
It is generally applicable only in [[2D computer graphics|2D]]. However, it can be used in [[3D computer graphics|3D]] through visible surface determination and with improved efficiency through [[Z-order]]ing.<ref>Foley, James, Andries van Dam, Steven Feiner, and John Hughes. "Computer Graphics: Principle and Practice". Addison-Wesley Publishing Company. Reading, Massachusetts: 1987. pages 689-693</ref>
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[[image:Weiler-Atherton subdivision.svg|thumb|upright=1.2|Subdivision with the Weiler-Atherton algorithm]]
Before
== Algorithm ==
▲- Candidate polygons should not be self intersecting (i.e. re-entrant).
Given polygon A as the clipping region and polygon B as the subject polygon to be clipped, the algorithm consists of the following steps:
# List the vertices of the clipping-region polygon A and those of the subject polygon B.
# Label the listed vertices of subject polygon B as either inside or outside of clipping region A.
# Generate a list of "inbound" intersections – the intersections where the vector from the intersection to the subsequent vertex of subject polygon B begins inside the clipping region.
# Follow each intersection clockwise around the linked lists until the start position is found.
▲- The algorithm can support holes (as counter-clockwise polygons wholly inside their parent polygon), but requires additional algorithms to decide which polygons are holes. Then, merging of polygons can be performed by a variant of the algorithm.
The list entries are labelled as either inside or outside the other polygon. Various strategies can be used to improve the speed of this labelling, and to avoid needing to proceed further.▼
▲All the polygon intersections are then found and are inserted into both lists, linking the lists at the intersections. Care will be needed where the polygandidate ons share an edge.
▲If there are no intersections then one of three situations exist:
# A is inside B – return A for clipping, B for merging.
# B is inside A – return B for clipping, A for merging.
# A and B do not overlap – return None for clipping or A & B for merging.
== Conclusion ==
The same algorithm can be used for merging two polygons by starting at the outbound intersections rather than the inbound ones. However this can produce counter-clockwise holes.
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Some polygon combinations may be difficult to resolve, especially when holes are allowed.
Points very close to the edge of the other polygon may be considered as both in and out until their status can be confirmed after all the intersections have been found and verified
▲
==See also==
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{{DEFAULTSORT:Weiler-Atherton clipping algorithm}}
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