/** * Copyright 2010 JogAmp Community. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, this list * of conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of JogAmp Community. */ package com.jogamp.graph.curve; import java.util.ArrayList; import java.util.Collections; import java.util.Comparator; import jogamp.graph.geom.plane.AffineTransform; import com.jogamp.graph.curve.tess.Triangulation; import com.jogamp.graph.curve.tess.Triangulator; import com.jogamp.graph.geom.Outline; import com.jogamp.graph.geom.Triangle; import com.jogamp.graph.geom.Vertex; import com.jogamp.opengl.math.FloatUtil; import com.jogamp.opengl.math.VectorUtil; import com.jogamp.opengl.math.geom.AABBox; /** * A Generic shape objects which is defined by a list of Outlines. * This Shape can be transformed to triangulations. * The list of triangles generated are render-able by a Region object. * The triangulation produced by this Shape will define the * closed region defined by the outlines. * * One or more OutlineShape Object can be associated to a region * this is left as a high-level representation of the Objects. For * optimizations, flexibility requirements for future features. * * <br><br> * Example to creating an Outline Shape: * <pre> addVertex(...) addVertex(...) addVertex(...) addEmptyOutline() addVertex(...) addVertex(...) addVertex(...) * </pre> * * The above will create two outlines each with three vertices. By adding these two outlines to * the OutlineShape, we are stating that the combination of the two outlines represent the shape. * <br> * * To specify that the shape is curved at a region, the on-curve flag should be set to false * for the vertex that is in the middle of the curved region (if the curved region is defined by 3 * vertices (quadratic curve). * <br> * In case the curved region is defined by 4 or more vertices the middle vertices should both have * the on-curve flag set to false. * * <br>Example: <br> * <pre> addVertex(0,0, true); addVertex(0,1, false); addVertex(1,1, false); addVertex(1,0, true); * </pre> * * The above snippet defines a cubic nurbs curve where (0,1 and 1,1) * do not belong to the final rendered shape. * * <i>Implementation Notes:</i><br> * <ul> * <li> The first vertex of any outline belonging to the shape should be on-curve</li> * <li> Intersections between off-curved parts of the outline is not handled</li> * </ul> * * @see Outline * @see Region */ public class OutlineShape implements Comparable<OutlineShape> { /** * Outline's vertices have undefined state until transformed. */ public enum VerticesState { UNDEFINED(0), QUADRATIC_NURBS(1); public final int state; VerticesState(final int state){ this.state = state; } } /** Initial {@link #getSharpness()} value, which can be modified via {@link #setSharpness(float)}. */ public static final float DEFAULT_SHARPNESS = 0.5f; public static final int DIRTY_BOUNDS = 1 << 0; /** * Modified shape, requires to update the vertices and triangles, here: vertices. */ public static final int DIRTY_VERTICES = 1 << 1; /** * Modified shape, requires to update the vertices and triangles, here: triangulation. */ public static final int DIRTY_TRIANGLES = 1 << 2; private final Vertex.Factory<? extends Vertex> vertexFactory; /** The list of {@link Outline}s that are part of this * outline shape. */ /* pp */ final ArrayList<Outline> outlines; private final AABBox bbox; private final ArrayList<Triangle> triangles; private final ArrayList<Vertex> vertices; private int addedVerticeCount; private VerticesState outlineState; /** dirty bits DIRTY_BOUNDS */ private int dirtyBits; private float sharpness; private final float[] tmpV1 = new float[3]; private final float[] tmpV2 = new float[3]; private final float[] tmpV3 = new float[3]; /** Create a new Outline based Shape */ public OutlineShape(final Vertex.Factory<? extends Vertex> factory) { this.vertexFactory = factory; this.outlines = new ArrayList<Outline>(3); this.outlines.add(new Outline()); this.outlineState = VerticesState.UNDEFINED; this.bbox = new AABBox(); this.triangles = new ArrayList<Triangle>(); this.vertices = new ArrayList<Vertex>(); this.addedVerticeCount = 0; this.dirtyBits = 0; this.sharpness = DEFAULT_SHARPNESS; } /** * Return the number of newly added vertices during {@link #getTriangles(VerticesState)} * while transforming the outlines to {@link VerticesState#QUADRATIC_NURBS} and triangulation. * @see #setIsQuadraticNurbs() */ public int getAddedVerticeCount() { return addedVerticeCount; } /** Sharpness value, defaults to {@link #DEFAULT_SHARPNESS}. */ public float getSharpness() { return sharpness; } /** Sets sharpness, defaults to {@link #DEFAULT_SHARPNESS}. */ public void setSharpness(final float s) { if( this.sharpness != s ) { clearCache(); sharpness=s; } } /** Clears all data and reset all states as if this instance was newly created */ public void clear() { outlines.clear(); outlines.add(new Outline()); outlineState = VerticesState.UNDEFINED; bbox.reset(); vertices.clear(); triangles.clear(); addedVerticeCount = 0; dirtyBits = 0; } /** Clears cached triangulated data, i.e. {@link #getTriangles(VerticesState)} and {@link #getVertices()}. */ public void clearCache() { vertices.clear(); triangles.clear(); dirtyBits |= DIRTY_TRIANGLES | DIRTY_VERTICES; } /** * Returns the associated vertex factory of this outline shape * @return Vertex.Factory object */ public final Vertex.Factory<? extends Vertex> vertexFactory() { return vertexFactory; } public final int getOutlineNumber() { return outlines.size(); } /** * Add a new empty {@link Outline} * to the end of this shape's outline list. * <p>If the {@link #getLastOutline()} is empty already, no new one will be added.</p> * * After a call to this function all new vertices added * will belong to the new outline */ public final void addEmptyOutline() { if( !getLastOutline().isEmpty() ) { outlines.add(new Outline()); } } /** * Appends the {@link Outline} element to the end, * ensuring a clean tail. * * <p>A clean tail is ensured, no double empty Outlines are produced * and a pre-existing empty outline will be replaced with the given one. </p> * * @param outline Outline object to be added * @throws NullPointerException if the {@link Outline} element is null */ public final void addOutline(final Outline outline) throws NullPointerException { addOutline(outlines.size(), outline); } /** * Insert the {@link Outline} element at the given {@code position}. * * <p>If the {@code position} indicates the end of this list, * a clean tail is ensured, no double empty Outlines are produced * and a pre-existing empty outline will be replaced with the given one. </p> * * @param position of the added Outline * @param outline Outline object to be added * @throws NullPointerException if the {@link Outline} element is null * @throws IndexOutOfBoundsException if position is out of range (position < 0 || position > getOutlineNumber()) */ public final void addOutline(final int position, final Outline outline) throws NullPointerException, IndexOutOfBoundsException { if (null == outline) { throw new NullPointerException("outline is null"); } if( outlines.size() == position ) { final Outline lastOutline = getLastOutline(); if( outline.isEmpty() && lastOutline.isEmpty() ) { return; } if( lastOutline.isEmpty() ) { outlines.set(position-1, outline); if( 0 == ( dirtyBits & DIRTY_BOUNDS ) ) { bbox.resize(outline.getBounds()); } // vertices.addAll(outline.getVertices()); // FIXME: can do and remove DIRTY_VERTICES ? dirtyBits |= DIRTY_TRIANGLES | DIRTY_VERTICES; return; } } outlines.add(position, outline); if( 0 == ( dirtyBits & DIRTY_BOUNDS ) ) { bbox.resize(outline.getBounds()); } dirtyBits |= DIRTY_TRIANGLES | DIRTY_VERTICES; } /** * Insert the {@link OutlineShape} elements of type {@link Outline}, .. at the end of this shape, * using {@link #addOutline(Outline)} for each element. * <p>Closes the current last outline via {@link #closeLastOutline(boolean)} before adding the new ones.</p> * @param outlineShape OutlineShape elements to be added. * @throws NullPointerException if the {@link OutlineShape} is null * @throws IndexOutOfBoundsException if position is out of range (position < 0 || position > getOutlineNumber()) */ public final void addOutlineShape(final OutlineShape outlineShape) throws NullPointerException { if (null == outlineShape) { throw new NullPointerException("OutlineShape is null"); } closeLastOutline(true); for(int i=0; i<outlineShape.getOutlineNumber(); i++) { addOutline(outlineShape.getOutline(i)); } } /** * Replaces the {@link Outline} element at the given {@code position}. * <p>Sets the bounding box dirty, hence a next call to {@link #getBounds()} will validate it.</p> * * @param position of the replaced Outline * @param outline replacement Outline object * @throws NullPointerException if the {@link Outline} element is null * @throws IndexOutOfBoundsException if position is out of range (position < 0 || position >= getOutlineNumber()) */ public final void setOutline(final int position, final Outline outline) throws NullPointerException, IndexOutOfBoundsException { if (null == outline) { throw new NullPointerException("outline is null"); } outlines.set(position, outline); dirtyBits |= DIRTY_BOUNDS | DIRTY_TRIANGLES | DIRTY_VERTICES; } /** * Removes the {@link Outline} element at the given {@code position}. * <p>Sets the bounding box dirty, hence a next call to {@link #getBounds()} will validate it.</p> * * @param position of the to be removed Outline * @throws IndexOutOfBoundsException if position is out of range (position < 0 || position >= getOutlineNumber()) */ public final Outline removeOutline(final int position) throws IndexOutOfBoundsException { dirtyBits |= DIRTY_BOUNDS | DIRTY_TRIANGLES | DIRTY_VERTICES; return outlines.remove(position); } /** * Get the last added outline to the list * of outlines that define the shape * @return the last outline */ public final Outline getLastOutline() { return outlines.get(outlines.size()-1); } /** * Returns the {@code Outline} at {@code position} * @throws IndexOutOfBoundsException if position is out of range (position < 0 || position >= getOutlineNumber()) */ public final Outline getOutline(final int position) throws IndexOutOfBoundsException { return outlines.get(position); } /** * Adds a vertex to the last open outline to the shape's tail. * @param v the vertex to be added to the OutlineShape */ public final void addVertex(final Vertex v) { final Outline lo = getLastOutline(); lo.addVertex(v); if( 0 == ( dirtyBits & DIRTY_BOUNDS ) ) { bbox.resize(v.getCoord()); } // vertices.add(v); // FIXME: can do and remove DIRTY_VERTICES ? dirtyBits |= DIRTY_TRIANGLES | DIRTY_VERTICES; } /** * Adds a vertex to the last open outline to the shape at {@code position} * @param position indx at which the vertex will be added * @param v the vertex to be added to the OutlineShape */ public final void addVertex(final int position, final Vertex v) { final Outline lo = getLastOutline(); lo.addVertex(position, v); if( 0 == ( dirtyBits & DIRTY_BOUNDS ) ) { bbox.resize(v.getCoord()); } dirtyBits |= DIRTY_TRIANGLES | DIRTY_VERTICES; } /** * Add a 2D {@link Vertex} to the last outline by defining the coordinate attribute * of the vertex. The 2D vertex will be represented as Z=0. * * @param x the x coordinate * @param y the y coordniate * @param onCurve flag if this vertex is on the final curve or defines a curved region * of the shape around this vertex. */ public final void addVertex(final float x, final float y, final boolean onCurve) { addVertex(vertexFactory.create(x, y, 0f, onCurve)); } /** * Add a 3D {@link Vertex} to the last outline by defining the coordniate attribute * of the vertex. * @param x the x coordinate * @param y the y coordinate * @param z the z coordinate * @param onCurve flag if this vertex is on the final curve or defines a curved region * of the shape around this vertex. */ public final void addVertex(final float x, final float y, final float z, final boolean onCurve) { addVertex(vertexFactory.create(x, y, z, onCurve)); } /** * Add a vertex to the last outline by passing a float array and specifying the * offset and length in which. The attributes of the vertex are located. * The attributes should be continuous (stride = 0). * Attributes which value are not set (when length less than 3) * are set implicitly to zero. * @param coordsBuffer the coordinate array where the vertex attributes are to be picked from * @param offset the offset in the buffer to the x coordinate * @param length the number of attributes to pick from the buffer (maximum 3) * @param onCurve flag if this vertex is on the final curve or defines a curved region * of the shape around this vertex. */ public final void addVertex(final float[] coordsBuffer, final int offset, final int length, final boolean onCurve) { addVertex(vertexFactory.create(coordsBuffer, offset, length, onCurve)); } /** * Closes the last outline in the shape. * <p> * Checks whether the last vertex equals to the first of the last outline. * If not equal, it either appends a clone of the first vertex * or prepends a clone of the last vertex, depending on <code>closeTail</code>. * </p> * @param closeTail if true, a clone of the first vertex will be appended, * otherwise a clone of the last vertex will be prepended. */ public final void closeLastOutline(final boolean closeTail) { if( getLastOutline().setClosed(true) ) { dirtyBits |= DIRTY_TRIANGLES | DIRTY_VERTICES; } } /** * Return the outline's vertices state, {@link OutlineShape.VerticesState} */ public final VerticesState getOutlineState() { return outlineState; } /** * Claim this outline's vertices are all {@link OutlineShape.VerticesState#QUADRATIC_NURBS}, * hence no cubic transformations will be performed. */ public final void setIsQuadraticNurbs() { outlineState = VerticesState.QUADRATIC_NURBS; // checkPossibleOverlaps = false; } private void subdivideTriangle(final Outline outline, final Vertex a, final Vertex b, final Vertex c, final int index){ VectorUtil.midVec3(tmpV1, a.getCoord(), b.getCoord()); VectorUtil.midVec3(tmpV3, b.getCoord(), c.getCoord()); VectorUtil.midVec3(tmpV2, tmpV1, tmpV3); //drop off-curve vertex to image on the curve b.setCoord(tmpV2, 0, 3); b.setOnCurve(true); outline.addVertex(index, vertexFactory.create(tmpV1, 0, 3, false)); outline.addVertex(index+2, vertexFactory.create(tmpV3, 0, 3, false)); addedVerticeCount += 2; } /** * Check overlaps between curved triangles * first check if any vertex in triangle a is in triangle b * second check if edges of triangle a intersect segments of triangle b * if any of the two tests is true we divide current triangle * and add the other to the list of overlaps * * Loop until overlap array is empty. (check only in first pass) */ private void checkOverlaps() { final ArrayList<Vertex> overlaps = new ArrayList<Vertex>(3); final int count = getOutlineNumber(); boolean firstpass = true; do { for (int cc = 0; cc < count; cc++) { final Outline outline = getOutline(cc); int vertexCount = outline.getVertexCount(); for(int i=0; i < outline.getVertexCount(); i++) { final Vertex currentVertex = outline.getVertex(i); if ( !currentVertex.isOnCurve()) { final Vertex nextV = outline.getVertex((i+1)%vertexCount); final Vertex prevV = outline.getVertex((i+vertexCount-1)%vertexCount); final Vertex overlap; // check for overlap even if already set for subdivision // ensuring both triangular overlaps get divided // for pref. only check in first pass // second pass to clear the overlaps array(reduces precision errors) if( firstpass ) { overlap = checkTriOverlaps0(prevV, currentVertex, nextV); } else { overlap = null; } if( overlaps.contains(currentVertex) || overlap != null ) { overlaps.remove(currentVertex); subdivideTriangle(outline, prevV, currentVertex, nextV, i); i+=3; vertexCount+=2; addedVerticeCount+=2; if(overlap != null && !overlap.isOnCurve()) { if(!overlaps.contains(overlap)) { overlaps.add(overlap); } } } } } } firstpass = false; } while( !overlaps.isEmpty() ); } private Vertex checkTriOverlaps0(final Vertex a, final Vertex b, final Vertex c) { final int count = getOutlineNumber(); for (int cc = 0; cc < count; cc++) { final Outline outline = getOutline(cc); final int vertexCount = outline.getVertexCount(); for(int i=0; i < vertexCount; i++) { final Vertex current = outline.getVertex(i); if(current.isOnCurve() || current == a || current == b || current == c) { continue; } final Vertex nextV = outline.getVertex((i+1)%vertexCount); final Vertex prevV = outline.getVertex((i+vertexCount-1)%vertexCount); //skip neighboring triangles if(prevV == c || nextV == a) { continue; } if( VectorUtil.isVec3InTriangle3(a.getCoord(), b.getCoord(), c.getCoord(), current.getCoord(), nextV.getCoord(), prevV.getCoord(), tmpV1, tmpV2, tmpV3) ) { return current; } if(VectorUtil.testTri2SegIntersection(a, b, c, prevV, current) || VectorUtil.testTri2SegIntersection(a, b, c, current, nextV) || VectorUtil.testTri2SegIntersection(a, b, c, prevV, nextV) ) { return current; } } } return null; } @SuppressWarnings("unused") private Vertex checkTriOverlaps1(final Vertex a, final Vertex b, final Vertex c) { final int count = getOutlineNumber(); for (int cc = 0; cc < count; cc++) { final Outline outline = getOutline(cc); final int vertexCount = outline.getVertexCount(); for(int i=0; i < vertexCount; i++) { final Vertex current = outline.getVertex(i); if(current.isOnCurve() || current == a || current == b || current == c) { continue; } final Vertex nextV = outline.getVertex((i+1)%vertexCount); final Vertex prevV = outline.getVertex((i+vertexCount-1)%vertexCount); //skip neighboring triangles if(prevV == c || nextV == a) { continue; } if( VectorUtil.isVec3InTriangle3(a.getCoord(), b.getCoord(), c.getCoord(), current.getCoord(), nextV.getCoord(), prevV.getCoord(), tmpV1, tmpV2, tmpV3, FloatUtil.EPSILON) ) { return current; } if(VectorUtil.testTri2SegIntersection(a, b, c, prevV, current, FloatUtil.EPSILON) || VectorUtil.testTri2SegIntersection(a, b, c, current, nextV, FloatUtil.EPSILON) || VectorUtil.testTri2SegIntersection(a, b, c, prevV, nextV, FloatUtil.EPSILON) ) { return current; } } } return null; } private void cleanupOutlines() { final boolean transformOutlines2Quadratic = VerticesState.QUADRATIC_NURBS != outlineState; int count = getOutlineNumber(); for (int cc = 0; cc < count; cc++) { final Outline outline = getOutline(cc); int vertexCount = outline.getVertexCount(); if( transformOutlines2Quadratic ) { for(int i=0; i < vertexCount; i++) { final Vertex currentVertex = outline.getVertex(i); final int j = (i+1)%vertexCount; final Vertex nextVertex = outline.getVertex(j); if ( !currentVertex.isOnCurve() && !nextVertex.isOnCurve() ) { VectorUtil.midVec3(tmpV1, currentVertex.getCoord(), nextVertex.getCoord()); System.err.println("XXX: Cubic: "+i+": "+currentVertex+", "+j+": "+nextVertex); final Vertex v = vertexFactory.create(tmpV1, 0, 3, true); i++; vertexCount++; addedVerticeCount++; outline.addVertex(i, v); } } } if( 0 >= vertexCount ) { outlines.remove(outline); cc--; count--; } else if( 0 < vertexCount && VectorUtil.isVec3Equal( outline.getVertex(0).getCoord(), 0, outline.getLastVertex().getCoord(), 0, FloatUtil.EPSILON )) { outline.removeVertex(vertexCount-1); } } outlineState = VerticesState.QUADRATIC_NURBS; checkOverlaps(); } private int generateVertexIds() { int maxVertexId = 0; for(int i=0; i<outlines.size(); i++) { final ArrayList<Vertex> vertices = outlines.get(i).getVertices(); for(int pos=0; pos<vertices.size(); pos++) { vertices.get(pos).setId(maxVertexId++); } } return maxVertexId; } /** * Return list of concatenated vertices associated with all * {@code Outline}s of this object. * <p> * Vertices are cached until marked dirty. * </p> * <p> * Should always be called <i>after</i> {@link #getTriangles(VerticesState)}, * since the latter will mark all cached vertices dirty! * </p> */ public final ArrayList<Vertex> getVertices() { final boolean updated; if( 0 != ( DIRTY_VERTICES & dirtyBits ) ) { vertices.clear(); for(int i=0; i<outlines.size(); i++) { vertices.addAll(outlines.get(i).getVertices()); } dirtyBits &= ~DIRTY_VERTICES; updated = true; } else { updated = false; } if(Region.DEBUG_INSTANCE) { System.err.println("OutlineShape.getVertices(): o "+outlines.size()+", v "+vertices.size()+", updated "+updated); } return vertices; } private void triangulateImpl() { if( 0 < outlines.size() ) { sortOutlines(); generateVertexIds(); triangles.clear(); final Triangulator triangulator2d = Triangulation.create(); for(int index = 0; index<outlines.size(); index++) { triangulator2d.addCurve(triangles, outlines.get(index), sharpness); } triangulator2d.generate(triangles); addedVerticeCount += triangulator2d.getAddedVerticeCount(); triangulator2d.reset(); } } /** * Triangulate the {@link OutlineShape} generating a list of triangles, * while {@link #transformOutlines(VerticesState)} beforehand. * <p> * Triangles are cached until marked dirty. * </p> * @return an arraylist of triangles representing the filled region * which is produced by the combination of the outlines */ public ArrayList<Triangle> getTriangles(final VerticesState destinationType) { final boolean updated; if(destinationType != VerticesState.QUADRATIC_NURBS) { throw new IllegalStateException("destinationType "+destinationType.name()+" not supported (currently "+outlineState.name()+")"); } if( 0 != ( DIRTY_TRIANGLES & dirtyBits ) ) { cleanupOutlines(); triangulateImpl(); updated = true; dirtyBits |= DIRTY_VERTICES; dirtyBits &= ~DIRTY_TRIANGLES; } else { updated = false; } if(Region.DEBUG_INSTANCE) { System.err.println("OutlineShape.getTriangles().X: "+triangles.size()+", updated "+updated); } return triangles; } /** * Return a transformed instance with all {@link Outline}s are copied and transformed. * <p> * Note: Triangulated data is lost in returned instance! * </p> */ public final OutlineShape transform(final AffineTransform t) { final OutlineShape newOutlineShape = new OutlineShape(vertexFactory); final int osize = outlines.size(); for(int i=0; i<osize; i++) { newOutlineShape.addOutline( outlines.get(i).transform(t, vertexFactory) ); } return newOutlineShape; } /** * Sort the outlines from large * to small depending on the AABox */ private void sortOutlines() { Collections.sort(outlines, reversSizeComparator); } private static Comparator<Outline> reversSizeComparator = new Comparator<Outline>() { @Override public int compare(final Outline o1, final Outline o2) { return o2.compareTo(o1); // reverse ! } }; /** * Compare two outline shape's Bounding Box size. * @see AABBox#getSize() * @see java.lang.Comparable#compareTo(java.lang.Object) */ @Override public final int compareTo(final OutlineShape other) { final float thisSize = getBounds().getSize(); final float otherSize = other.getBounds().getSize(); if( FloatUtil.isEqual(thisSize, otherSize, FloatUtil.EPSILON) ) { return 0; } else if( thisSize < otherSize ){ return -1; } else { return 1; } } private void validateBoundingBox() { dirtyBits &= ~DIRTY_BOUNDS; bbox.reset(); for (int i=0; i<outlines.size(); i++) { bbox.resize(outlines.get(i).getBounds()); } } public final AABBox getBounds() { if( 0 == ( dirtyBits & DIRTY_BOUNDS ) ) { validateBoundingBox(); } return bbox; } /** * @param obj the Object to compare this OutlineShape with * @return true if {@code obj} is an OutlineShape, not null, * same outlineState, equal bounds and equal outlines in the same order */ @Override public boolean equals(final Object obj) { if( obj == this) { return true; } if( null == obj || !(obj instanceof OutlineShape) ) { return false; } final OutlineShape o = (OutlineShape) obj; if(getOutlineState() != o.getOutlineState()) { return false; } if(getOutlineNumber() != o.getOutlineNumber()) { return false; } if( !getBounds().equals( o.getBounds() ) ) { return false; } for (int i=getOutlineNumber()-1; i>=0; i--) { if( ! getOutline(i).equals( o.getOutline(i) ) ) { return false; } } return true; } @Override public final int hashCode() { throw new InternalError("hashCode not designed"); } @Override public String toString() { // Avoid calling this.hashCode() ! return getClass().getName() + "@" + Integer.toHexString(super.hashCode()); } }