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268 lines
10 KiB
268 lines
10 KiB
// <copyright file="FillShapeProcessorFast.cs" company="James Jackson-South">
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// Copyright (c) James Jackson-South and contributors.
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// Licensed under the Apache License, Version 2.0.
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// </copyright>
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namespace ImageSharp.Drawing.Processors
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{
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using System;
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using System.Buffers;
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using System.Numerics;
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using System.Threading.Tasks;
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using Drawing;
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using ImageSharp.Processing;
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using Shapes;
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using Rectangle = ImageSharp.Rectangle;
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/// <summary>
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/// Usinf a brsuh and a shape fills shape with contents of brush the
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/// </summary>
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/// <typeparam name="TColor">The type of the color.</typeparam>
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/// <seealso cref="ImageSharp.Processing.ImageProcessor{TColor}" />
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public class FillShapeProcessorFast<TColor> : ImageProcessor<TColor>
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where TColor : struct, IPackedPixel, IEquatable<TColor>
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{
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private const float AntialiasFactor = 1f;
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private const int DrawPadding = 1;
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private readonly IBrush<TColor> fillColor;
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private readonly IShape poly;
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private readonly GraphicsOptions options;
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/// <summary>
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/// Initializes a new instance of the <see cref="FillShapeProcessorFast{TColor}"/> class.
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/// </summary>
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/// <param name="brush">The brush.</param>
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/// <param name="shape">The shape.</param>
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/// <param name="options">The options.</param>
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public FillShapeProcessorFast(IBrush<TColor> brush, IShape shape, GraphicsOptions options)
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{
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this.poly = shape;
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this.fillColor = brush;
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this.options = options;
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}
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/// <inheritdoc/>
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protected override void OnApply(ImageBase<TColor> source, Rectangle sourceRectangle)
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{
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Rectangle rect = RectangleF.Ceiling(this.poly.Bounds); // rounds the points out away from the center
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int polyStartY = rect.Y - DrawPadding;
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int polyEndY = rect.Bottom + DrawPadding;
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int startX = rect.X - DrawPadding;
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int endX = rect.Right + DrawPadding;
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int minX = Math.Max(sourceRectangle.Left, startX);
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int maxX = Math.Min(sourceRectangle.Right - 1, endX);
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int minY = Math.Max(sourceRectangle.Top, polyStartY);
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int maxY = Math.Min(sourceRectangle.Bottom - 1, polyEndY);
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// Align start/end positions.
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minX = Math.Max(0, minX);
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maxX = Math.Min(source.Width, maxX);
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minY = Math.Max(0, minY);
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maxY = Math.Min(source.Height, maxY);
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// Reset offset if necessary.
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if (minX > 0)
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{
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startX = 0;
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}
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if (minY > 0)
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{
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polyStartY = 0;
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}
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ArrayPool<Vector2> arrayPool = ArrayPool<Vector2>.Shared;
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int maxIntersections = this.poly.MaxIntersections;
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using (PixelAccessor<TColor> sourcePixels = source.Lock())
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using (IBrushApplicator<TColor> applicator = this.fillColor.CreateApplicator(sourcePixels, rect))
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{
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// we need to repeat this vertically to set anitialiasing vertically
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// but we only have to get colors/fills for the external points nearest transitions in the X Pass ands only is anitialiasing is enabled
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Parallel.For(
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minY,
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maxY,
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this.ParallelOptions,
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y =>
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{
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int offsetY = y - polyStartY;
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var buffer = arrayPool.Rent(maxIntersections);
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var left = new Vector2(startX, offsetY);
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var right = new Vector2(endX, offsetY);
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// foreach line we get all the points where this line crosses the polygon
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var pointsFound = this.poly.FindIntersections(left, right, buffer, maxIntersections, 0);
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if (pointsFound == 0)
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{
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arrayPool.Return(buffer);
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// nothign on this line skip
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return;
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}
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QuickSort(buffer, 0, pointsFound);
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int currentIntersection = 0;
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float nextPoint = buffer[0].X;
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float lastPoint = left.X;
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float targetPoint = nextPoint;
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bool isInside = false;
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// every odd point is the start of a line
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Vector2 currentPoint = default(Vector2);
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for (int x = minX; x < maxX; x++)
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{
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int offsetX = x - startX;
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currentPoint.X = offsetX;
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currentPoint.Y = offsetY;
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if (!isInside)
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{
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if (offsetX < (nextPoint - DrawPadding) && offsetX > (lastPoint + DrawPadding))
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{
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if (nextPoint == right.X)
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{
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// we are in the ends run skip it
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x = maxX;
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continue;
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}
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// lets just jump forward
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x = (int)Math.Floor(nextPoint) + startX - DrawPadding;
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}
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}
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bool onCorner = false;
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// there seems to be some issue with this switch.
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if (offsetX >= nextPoint)
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{
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currentIntersection++;
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lastPoint = nextPoint;
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if (currentIntersection == pointsFound)
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{
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nextPoint = right.X;
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}
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else
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{
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nextPoint = buffer[currentIntersection].X;
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// double point from a corner flip the bit back and move on again
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if (nextPoint == lastPoint)
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{
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onCorner = true;
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isInside ^= true;
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currentIntersection++;
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if (currentIntersection == pointsFound)
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{
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nextPoint = right.X;
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}
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else
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{
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nextPoint = buffer[currentIntersection].X;
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}
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}
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}
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isInside ^= true;
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}
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float opacity = 1;
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if (!isInside && !onCorner)
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{
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if (this.options.Antialias)
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{
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float distance = float.MaxValue;
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if (offsetX == lastPoint || offsetX == nextPoint)
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{
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// we are to far away from the line
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distance = 0;
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}
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else if (nextPoint - AntialiasFactor < offsetX)
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{
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// we are near the left of the line
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distance = nextPoint - offsetX;
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}
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else if (lastPoint + AntialiasFactor > offsetX)
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{
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// we are near the right of the line
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distance = offsetX - lastPoint;
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}
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else
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{
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// we are to far away from the line
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continue;
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}
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opacity = 1 - (distance / AntialiasFactor);
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}
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else
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{
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continue;
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}
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}
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if (opacity > Constants.Epsilon)
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{
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Vector4 backgroundVector = sourcePixels[offsetX, offsetY].ToVector4();
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Vector4 sourceVector = applicator.GetColor(currentPoint).ToVector4();
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Vector4 finalColor = Vector4BlendTransforms.PremultipliedLerp(backgroundVector, sourceVector, opacity);
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finalColor.W = backgroundVector.W;
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TColor packed = default(TColor);
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packed.PackFromVector4(finalColor);
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sourcePixels[offsetX, offsetY] = packed;
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}
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}
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arrayPool.Return(buffer);
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});
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}
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}
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private static void QuickSort(Vector2[] data, int left, int right)
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{
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int i = left - 1;
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int j = right;
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while (true)
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{
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float d = data[left].X;
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do
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{
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i++;
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}
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while (data[i].X < d);
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do
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{
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j--;
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}
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while (data[j].X > d);
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if (i < j)
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{
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Vector2 tmp = data[i];
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data[i] = data[j];
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data[j] = tmp;
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}
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else
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{
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if (left < j)
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{
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QuickSort(data, left, j);
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}
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if (++j < right)
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{
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QuickSort(data, j, right);
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}
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return;
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}
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}
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}
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}
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}
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