Blame mono/Contours/Shape.cs

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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Contours {
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    public enum IntersectionType {
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        None,
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        Cross,
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        Identical,
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        Inverted,
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        Touch_a0,
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        Touch_a1,
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        Touch_b0,
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        Touch_b1,
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        Touch_a0_b0,
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        Touch_a0_b1,
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        Touch_a1_b0,
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        Touch_a1_b1,
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        Along_a0_b0_a1_b1,
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        Along_a0_b0_b1_a1,
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        Along_a0_b1_a1_b0,
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        Along_a0_b1_b0_a1,
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        Along_b0_a0_a1_b1,
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        Along_b0_a0_b1_a1,
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        Along_b1_a0_a1_b0,
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        Along_b1_a0_b0_a1
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    }
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    public class Circuit<parent, child=""> where Parent: class where Child: class {</parent,>
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        public class Entry {
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            readonly Child owner;
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            Circuit<parent, child=""> circuit;</parent,>
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            Entry previous;
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            Entry next;
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            public Entry(Child owner) { this.owner = owner; }
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            public Child getOwner() { return owner; }
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            public Circuit<parent, child=""> getCircuit() { return circuit; }</parent,>
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            public Parent getParent() {
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                Circuit<parent, child=""> circuit = getCircuit();</parent,>
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                return circuit == null ? null : circuit.getOwner();
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            }
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            public Entry getPreviousEntry() { return previous; }
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            public Entry getNextEntry() { return next; }
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            public Entry getPreviousEntryLinear() {
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                Entry e = getPreviousEntry();
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                return e == null || e == circuit.last ? null : e;
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            }
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            public Entry getNextEntryLinear() {
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                Entry e = getNextEntry();
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                return e == null || e == circuit.first ? null : e;
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            }
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            public Child getPrevious() {
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                Entry e = getPreviousEntry();
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                return e == null ? null : e.getOwner();
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            }
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            public Child getNext() {
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                Entry e = getNextEntry();
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                return e == null ? null : e.getOwner();
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            }
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            public Child getPreviousLinear() {
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                Entry e = getPreviousEntryLinear();
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                return e == null ? null : e.getOwner();
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            }
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            public Child getNextLinear() {
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                Entry e = getNextEntryLinear();
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                return e == null ? null : e.getOwner();
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            }
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            public void unlink() {
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                if (getCircuit() == null) return;
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                previous.next = next;
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                next.previous = previous;
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                if (previous == next) {
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                    previous = this;
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                    next = this;
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                    if (previous == next) {
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                        circuit.first = circuit.last = null;
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                    } else {
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                        if (circuit.first == this)
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                            circuit.first = next;
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                        if (circuit.last == this)
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                            circuit.last = previous;
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                    }
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                }
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                --circuit.count;
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                circuit = null;
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                previous = null;
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                next = null;
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            }
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            public void insertBack(Circuit<parent, child=""> circuit) {</parent,>
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                if (getCircuit() == circuit) return;
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                unlink();
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                if (circuit != null) {
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                    if (circuit.empty()) {
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                        this.circuit = circuit;
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                        previous = next = this;
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                        circuit.first = circuit.last = this;
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                        ++circuit.count;
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                    } else {
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                        insertAfterOf(circuit.getLastEntry());
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                    }
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                }
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            }
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            public void insertFront(Circuit<parent, child=""> circuit) {</parent,>
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                if (getCircuit() == circuit) return;
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                unlink();
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                if (circuit != null) {
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                    if (circuit.empty()) {
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                        this.circuit = circuit;
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                        previous = next = this;
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                        circuit.first = circuit.last = this;
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                        ++circuit.count;
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                    } else {
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                        insertBeforeOf(circuit.getFirstEntry());
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                    }
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                }
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            }
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            public void insertAfterOf(Entry entry) {
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                if (entry == null || entry.getCircuit() == null) { unlink(); return; }
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                if (getCircuit() == entry.getCircuit()) return;
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                unlink();
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                circuit = entry.getCircuit();
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                previous = entry;
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                next = entry.next;
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                next.previous = this;
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                previous.next = this;
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                if (circuit.getLastEntry() == entry)
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                    circuit.last = this;
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                ++circuit.count;
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            }
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            public void insertBeforeOf(Entry entry) {
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                if (entry == null || entry.getCircuit() == null) { unlink(); return; }
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                if (getCircuit() == entry.getCircuit()) return;
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                unlink();
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                circuit = entry.getCircuit();
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                previous = entry.previous;
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                next = entry;
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                previous.next = this;
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                next.previous = this;
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                if (circuit.getFirstEntry() == entry)
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                    circuit.first = this;
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                ++circuit.count;
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            }
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            public void swapWith(Entry other) {
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                Circuit<parent, child=""> otherCircuit = other.circuit;</parent,>
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                Entry otherPrevious = other.previous;
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                Entry otherNext = other.next;
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                other.circuit = circuit;
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                other.previous = previous;
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                other.next = next;
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                if (otherCircuit != null) {
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                    if (otherCircuit.first == other)
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                        otherCircuit.first = this;
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                    if (otherCircuit.last == other)
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                        otherCircuit.last = this;
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                }
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                if (circuit != null) {
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                    if (circuit.first == this)
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                        circuit.first = other;
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                    if (circuit.last == this)
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                        circuit.last = other;
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                }
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                circuit = otherCircuit;
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                previous = otherPrevious;
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                next = otherNext;
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            }
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        }
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        readonly Parent owner;
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        Entry first;
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        Entry last;
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        int count = 0;
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        public Circuit(Parent owner) { this.owner = owner; }
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        public Parent getOwner() { return owner; }
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        public int getCount() { return count; }
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        public Entry getFirstEntry() { return first; }
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        public Entry getLastEntry() { return last; }
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        public Child getFirst() {
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            Entry e = getFirstEntry();
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            return e == null ? null : e.getOwner();
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        }
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        public Child getLast() {
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            Entry e = getLastEntry();
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            return e == null ? null : e.getOwner();
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        }
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        public bool empty() { return getFirstEntry() == null; }
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    }
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    public class Shape {
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        public class Position {
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            public int x = 0;
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            public int y = 0;
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            public readonly Circuit<shape, position="">.Entry shape;</shape,>
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            public readonly Circuit<position, link=""> links;</position,>
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            public Position() {
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                shape = new Circuit<shape, position="">.Entry(this);</shape,>
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                links = new Circuit<position, link="">(this);</position,>
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            }
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            public Position(int x, int y): this() { this.x = x; this.y = y; }
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            public VectorInt toVectorInt() { return new VectorInt(x, y); }
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        }
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        public class Contour {
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            public readonly Circuit<shape, contour="">.Entry shape;</shape,>
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            public readonly Circuit<contour, link=""> forward;</contour,>
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            public readonly Circuit<contour, link=""> backward;</contour,>
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            public Contour() {
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                shape = new Circuit<shape, contour="">.Entry(this);</shape,>
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                forward = new Circuit<contour, link="">(this);</contour,>
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                backward = new Circuit<contour, link="">(this);</contour,>
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            }
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        }
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        public class Link {
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            public readonly Circuit<shape, link="">.Entry shape;</shape,>
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            public readonly Circuit<position, link="">.Entry position;</position,>
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            public readonly Circuit<contour, link="">.Entry contour;</contour,>
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            public Link() {
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                shape = new Circuit<shape, link="">.Entry(this);</shape,>
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                position = new Circuit<position, link="">.Entry(this);</position,>
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                contour = new Circuit<contour, link="">.Entry(this);</contour,>
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            }
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            public bool isForward() {
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                Contour c = contour.getParent();
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                if (c == null) return false;
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                return c == null || contour.getCircuit() == c.forward;
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            } 
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            public void unlink() {
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                contour.unlink();
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                position.unlink();
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                shape.unlink();
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            }
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            public static Link create(Position position, Circuit<contour, link=""> contourCircuit) {</contour,>
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                Link link = new Link();
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                link.shape.insertBack(contourCircuit.getOwner().shape.getParent().links);
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                link.position.insertBack(position.links);
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                link.contour.insertBack(contourCircuit);
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                return link;
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            }
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            public Link createSplitAfter(Position position) {
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                Link link = new Link();
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                link.shape.insertBack(shape.getParent().links);
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                link.position.insertBack(position.links);
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                link.contour.insertAfterOf(contour);
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                return link;
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            }
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            public Link createSplitAfter(Circuit<position, link="">.Entry position) {</position,>
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                Link link = new Link();
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                link.shape.insertBack(shape.getParent().links);
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                link.position.insertAfterOf(position);
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                link.contour.insertAfterOf(contour);
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                return link;
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            }
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        }
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        public Circuit<shape, position=""> positions;</shape,>
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        public Circuit<shape, link=""> links;</shape,>
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        public Circuit<shape, contour=""> contours;</shape,>
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        public void addContours(ContourInt contours) {
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            foreach(List<vectorint> contour in contours.contours)</vectorint>
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                addContour(contour);
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        }
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        public void addContour(ICollection<vectorint> points) {</vectorint>
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            if (points.Count < 3)
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                return;
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            Contour contour = new Contour();
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            contour.shape.insertBack(contours);
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            foreach(VectorInt point in points) {
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                Position position = new Position(point.x, point.y);
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                position.shape.insertBack(positions);
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                Link.create(position, contour.forward);
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                Link.create(position, contour.backward);
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            }
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        }
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        public static int compare(VectorInt a0, VectorInt a1, VectorInt base0, VectorInt base1) {
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            if (base0.x < base1.x && a0.x < a1.x) return -1;
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            if (base0.x < base1.x && a1.x < a0.x) return  1;
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            if (base1.x < base0.x && a0.x < a1.x) return  1;
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            if (base1.x < base0.x && a1.x < a0.x) return -1;
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            if (base0.y < base1.x && a0.y < a1.x) return -1;
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            if (base0.y < base1.x && a1.y < a0.x) return  1;
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            if (base1.y < base0.x && a0.y < a1.x) return  1;
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            if (base1.y < base0.x && a1.y < a0.x) return -1;
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            return 0;
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        }
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        public static IntersectionType findIntersection(VectorInt a0, VectorInt a1, VectorInt b0, VectorInt b1, out VectorInt c) {
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            c = new VectorInt();
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            VectorInt da = new VectorInt(a1.x - a0.x, a1.y - a0.y);
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            VectorInt db = new VectorInt(b1.x - b0.x, b1.y - b0.y);
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            if (a0.x == b0.x && a0.y == b0.y && a1.x == b1.x && a1.y == b1.y)
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                return IntersectionType.Identical;
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            if (a0.x == b1.x && a0.y == b1.y && a1.x == b0.x && a1.y == b0.y)
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                return IntersectionType.Inverted;
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            long divider = (long)da.x*(long)db.y - (long)db.x*(long)da.y;
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            if (divider == 0) {
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                if ((long)da.x*(long)(b0.y - a0.y) != (long)da.y*(long)(b0.x - a0.x))
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                    return IntersectionType.None;
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                int a0b0 = compare(a0, b0, a0, a1);
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                int a0b1 = compare(a0, b1, a0, a1);
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                int a1b0 = compare(a1, b0, a0, a1);
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                int a1b1 = compare(a1, b1, a0, a1);
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                int b0b1 = compare(b0, b1, a0, a1);
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                int b0a0 = -a0b0;
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                int b0a1 = -a1b0;
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                int b1a0 = -a0b1;
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                int b1a1 = -a1b1;
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                int b1b0 = -b0b1;
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                // a0a1b0b1
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                if (a1b0 == 0 && b0b1 < 0)
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                    return IntersectionType.Touch_a1_b0;
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                // a0a1b1b0
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                if (a1b1 == 0 && b1b0 < 0)
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                    return IntersectionType.Touch_a1_b1;
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                // b0b1a0a1
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                if (b0b1 < 0 && b1a0 == 0)
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                    return IntersectionType.Touch_a0_b1;
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                // b1b0a0a1
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                if (b1b0 < 0 && b0a0 == 0)
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                    return IntersectionType.Touch_a0_b0;
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                if (a0b0 <= 0 && b0a1 <= 0 && a1b1 <= 0)
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                    return IntersectionType.Along_a0_b0_a1_b1;
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                if (a0b0 <= 0 && b0b1 <= 0 && b1a1 <= 0)
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                    return IntersectionType.Along_a0_b0_b1_a1;
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                if (a0b1 <= 0 && b1a1 <= 0 && a1b0 <= 0)
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                    return IntersectionType.Along_a0_b1_a1_b0;
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                if (a0b1 <= 0 && b1b0 <= 0 && b0a1 <= 0)
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                    return IntersectionType.Along_a0_b1_b0_a1;
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                if (b0a0 <= 0 && /*  a0a1  */ a1b1 <= 0)
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                    return IntersectionType.Along_b0_a0_a1_b1;
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                if (b0a0 <= 0 && a0b1 <= 0 && b1a1 <= 0)
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                    return IntersectionType.Along_b0_a0_b1_a1;
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                if (b1a0 <= 0 && /*  a0a1  */ a1b0 <= 0)
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                    return IntersectionType.Along_b1_a0_a1_b0;
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                if (b1a0 <= 0 && a0b0 <= 0 && b0a1 <= 0)
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                    return IntersectionType.Along_b1_a0_b0_a1;
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                return IntersectionType.None;
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            }
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            if (a0.x == b0.x && a0.y == b0.y)
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                return IntersectionType.Touch_a0_b0;
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            if (a0.x == b1.x && a0.y == b1.y)
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                return IntersectionType.Touch_a0_b1;
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            if (a1.x == b0.x && a1.y == b0.y)
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                return IntersectionType.Touch_a1_b0;
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            if (a1.x == b1.x && a1.y == b1.y)
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                return IntersectionType.Touch_a1_b1;
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            long numeratorX = (long)da.x*((long)b1.y*(long)b0.x - (long)b0.y*(long)b1.x)
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                            - (long)db.x*((long)a1.y*(long)a0.x - (long)a0.y*(long)a1.x);
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            long numeratorY = (long)db.y*((long)a1.x*(long)a0.y - (long)a0.x*(long)a1.y)
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                            - (long)da.y*((long)b1.x*(long)b0.y - (long)b0.x*(long)b1.y);
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            VectorInt p = new VectorInt((int)(numeratorX/divider), (int)(numeratorY/divider));
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            if (compare(p, a0, a0, a1) < 0 || compare(p, a1, a0, a1) > 0)
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                return IntersectionType.None;
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            if (p.x == a0.x && p.y == a0.y)
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                return IntersectionType.Touch_a0;
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            if (p.x == a1.x && p.y == a1.y)
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                return IntersectionType.Touch_a1;
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            if (p.x == b0.x && p.y == b0.y)
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                return IntersectionType.Touch_b0;
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            if (p.x == b1.x && p.y == b1.y)
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                return IntersectionType.Touch_b1;
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            c = p;
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            return IntersectionType.Cross;
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        }
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        public void findIntersections() {
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            bool retry = true;
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            while(retry) {
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                retry = false;
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                // remove empty contours
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                for(Contour contour = contours.getFirst(); !retry && contour != null; contour = contour.shape.getNextLinear()) {
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                    if (contour.forward.getCount() < 3 || contour.backward.getCount() < 3) {
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                        while(contour.forward.getFirst() != null)
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                            contour.forward.getFirst().unlink();
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                        while(contour.backward.getFirst() != null)
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                            contour.backward.getFirst().unlink();
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                        contour.shape.unlink();
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                        retry = true;
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                        break;
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                    }
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                }
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                if (retry) continue;
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                // remove empty positions
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                for(Position position = positions.getFirst(); !retry && position != null; position = position.shape.getNextLinear()) {
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                    if (position.links.empty()) {
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                        position.shape.unlink();
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                        retry = true;
d33d2a
                        break;
d33d2a
                    }
d33d2a
                }
d33d2a
                if (retry) continue;
d33d2a
d33d2a
                // merge positions
9f4b34
                for(Position positionA = positions.getFirst(); !retry && positionA != null; positionA = positionA.shape.getNextLinear()) {
9f4b34
                    for(Position positionB = positionA.shape.getNextLinear(); !retry && positionB != null; positionB = positionB.shape.getNextLinear()) {
d33d2a
                        if (positionA.x == positionB.x && positionA.y == positionB.y) {
d33d2a
                            while(positionB.links.getFirst() != null)
d33d2a
                                positionB.links.getFirst().position.insertBack(positionA.links);
d33d2a
                            positionB.shape.unlink();
d33d2a
                            retry = true;
d33d2a
                            break;
d33d2a
                        }
d33d2a
                    }
d33d2a
                }
d33d2a
                if (retry) continue;
d33d2a
d33d2a
                // remove zero-length links
9f4b34
                for(Link linkA0 = links.getFirst(); !retry && linkA0 != null; linkA0 = linkA0.shape.getNextLinear()) {
d33d2a
                    Link linkA1 = linkA0.contour.getNext();
d33d2a
                    if (linkA0.position.getParent() == linkA1.position.getParent()) {
d33d2a
                        linkA1.unlink();
d33d2a
                        retry = true;
d33d2a
                        break;
d33d2a
                    }
d33d2a
                }
d33d2a
                if (retry) continue;
d33d2a
d33d2a
                // check intersections
9f4b34
                for(Link linkA0 = links.getFirst(); !retry && linkA0 != null; linkA0 = linkA0.shape.getNextLinear()) {
d33d2a
                    Link linkA1 = linkA0.contour.getNext();
9f4b34
                    for(Link linkB0 = links.getFirst(); !retry && linkB0 != null; linkB0 = linkB0.shape.getNextLinear()) {
d33d2a
                        Link linkB1 = linkB0.contour.getNext();
d33d2a
                        VectorInt cross = new VectorInt(0, 0);
d33d2a
                        Position position;
d33d2a
                        retry = true;
d33d2a
                        switch( findIntersection( linkA0.position.getParent().toVectorInt(),
d33d2a
                                                  linkA1.position.getParent().toVectorInt(),
d33d2a
                                                  linkB0.position.getParent().toVectorInt(),
d33d2a
                                                  linkB1.position.getParent().toVectorInt(),
d33d2a
                                                  out cross ))
d33d2a
                        {
d33d2a
                        case IntersectionType.Cross:
d33d2a
                            position = new Position(cross.x, cross.y);
d33d2a
                            position.shape.insertBack(positions);
d33d2a
                            linkA0.createSplitAfter(position);
d33d2a
                            linkB0.createSplitAfter(position);
d33d2a
                            break;
d33d2a
                        case IntersectionType.Touch_a0:
d33d2a
                            linkB0.createSplitAfter(linkA0.position);
d33d2a
                            break;
d33d2a
                        case IntersectionType.Touch_a1:
d33d2a
                            linkB0.createSplitAfter(linkA1.position);
d33d2a
                            break;
d33d2a
                        case IntersectionType.Touch_b0:
d33d2a
                            linkA0.createSplitAfter(linkB0.position);
d33d2a
                            break;
d33d2a
                        case IntersectionType.Touch_b1:
d33d2a
                            linkA0.createSplitAfter(linkB1.position);
d33d2a
                            break;
d33d2a
                        case IntersectionType.Along_a0_b0_a1_b1:
d33d2a
                            linkA0.createSplitAfter(linkB0.position);
d33d2a
                            linkB0.createSplitAfter(linkA1.position);
d33d2a
                            break;
d33d2a
                        case IntersectionType.Along_a0_b0_b1_a1:
d33d2a
                            linkA0.createSplitAfter(linkB0.position)
d33d2a
                                  .createSplitAfter(linkB1.position);
d33d2a
                            break;
d33d2a
                        case IntersectionType.Along_a0_b1_a1_b0:
d33d2a
                            linkA0.createSplitAfter(linkB1.position);
d33d2a
                            linkB0.createSplitAfter(linkA1.position);
d33d2a
                            break;
d33d2a
                        case IntersectionType.Along_a0_b1_b0_a1:
d33d2a
                            linkA0.createSplitAfter(linkB1.position)
d33d2a
                                  .createSplitAfter(linkB0.position);
d33d2a
                            break;
d33d2a
                        case IntersectionType.Along_b0_a0_a1_b1:
d33d2a
                            linkB0.createSplitAfter(linkA0.position)
d33d2a
                                  .createSplitAfter(linkA1.position);
d33d2a
                            break;
d33d2a
                        case IntersectionType.Along_b0_a0_b1_a1:
d33d2a
                            linkA0.createSplitAfter(linkB1.position);
d33d2a
                            linkB0.createSplitAfter(linkA0.position);
d33d2a
                            break;
d33d2a
                        case IntersectionType.Along_b1_a0_a1_b0:
d33d2a
                            linkB0.createSplitAfter(linkA1.position)
d33d2a
                                  .createSplitAfter(linkA0.position);
d33d2a
                            break;
d33d2a
                        case IntersectionType.Along_b1_a0_b0_a1:
d33d2a
                            linkA0.createSplitAfter(linkB0.position);
d33d2a
                            linkB0.createSplitAfter(linkA0.position);
d33d2a
                            break;
d33d2a
                        default:
d33d2a
                            retry = false;
d33d2a
                            break;
d33d2a
                        }
d33d2a
                    }
d33d2a
                }
d33d2a
                if (retry) continue;
d33d2a
            }
d33d2a
        }
d33d2a
        
9f4b34
        static bool compareAngle(VectorInt a, VectorInt b, VectorInt c) {
9f4b34
            int d = a.x*c.y - a.y*c.x;
9f4b34
            // angle AC < 180 deg
9f4b34
            if (d > 0)
9f4b34
                return a.x*b.y >= a.y*b.x && c.x*b.y <= c.y*b.x;
9f4b34
            // angle AC > 180 deg
9f4b34
            if (d < 0)
9f4b34
                return a.x*b.y >= a.y*b.x || c.x*b.y <= c.y*b.x;
9f4b34
            // angle AC == 180 deg
9f4b34
            if ((a.x >= 0) != (c.x >= 0) || (a.y >= 0) != (c.y >= 0))
9f4b34
                return a.x*b.y >= a.y*b.x;
9f4b34
            // angle AC == 0 deg
9f4b34
            return true;
9f4b34
        }
9f4b34
9f4b34
        static bool compareAngle(VectorInt center, VectorInt a, VectorInt b, VectorInt c) {
9f4b34
            return compareAngle( new VectorInt(a.x - center.x, a.y - center.y),
9f4b34
                                 new VectorInt(b.x - center.x, b.y - center.y),
9f4b34
                                 new VectorInt(c.x - center.x, c.y - center.y) );
9f4b34
        }
9f4b34
        
9f4b34
        void sortLinksAtPosition(Position position) {
9f4b34
            if (position.links.getCount() < 3) return;
9f4b34
            Link first = position.links.getFirst();
9f4b34
            Link linkA = first;
9f4b34
            while (true) {
9f4b34
                Link linkB = linkA.position.getNext();
9f4b34
                Link linkC = linkB.position.getNext();
9f4b34
                if ( !compareAngle(
9f4b34
                        position.toVectorInt(),
9f4b34
                        linkA.contour.getNext().position.getParent().toVectorInt(),
9f4b34
                        linkB.contour.getNext().position.getParent().toVectorInt(),
9f4b34
                        linkC.contour.getNext().position.getParent().toVectorInt() ))
9f4b34
                {
9f4b34
                    linkB.position.swapWith(linkC.position);
9f4b34
                    first = linkA = linkC;
9f4b34
                    continue;
9f4b34
                }
9f4b34
                linkA = linkB;
9f4b34
                if (linkA == first) break;
9f4b34
            };
9f4b34
        }
9f4b34
        
d33d2a
        void sortLinksAtPositions() {
9f4b34
            for(Position position = positions.getFirst(); position != null; position = position.shape.getNextLinear())
9f4b34
                sortLinksAtPosition(position);
d33d2a
        }
d33d2a
        
d33d2a
        void optimizeContours() {
d33d2a
            // TODO:
d33d2a
        }
d33d2a
    }
d33d2a
}
d33d2a