Как и вы оба, вы просто должны найти первую непрозрачную точку и затем двигаться вдоль непрозрачных пикселей с прозрачным соседом.
Кроме того, вам придется сохранить точку, которую вы уже сохранили.visised и как часто вы посещали их, или вы будете заканчивать в тех же случаях в цикле бесконечности.Если у точки нет соседа, который уже был посещен, вы должны возвращаться к каждой точке в почтенном направлении, пока не будет снова доступна не посещенная точка.
Вот и все.
// КОД УДАЛЕН - СТОЛ БЫЛО ДОЛГО
РЕДАКТИРОВАТЬ 1
Модифицированный код:
// КОД УДАЛЕН - СТОЛ БЫЛО ДОЛГО
РЕДАКТИРОВАТЬ 2
Теперь все регионы возвращаются:
// КОД УДАЛЕН - ПОСТ БЫЛ ДОЛГО
РЕДАКТИРОВАТЬ 3
Изменения:
- Point.EMPTY был заменен на Point (-1, -1), или непрозрачный пиксель в верхнем левом углу вызывает invinityloop
- Проверка границы на границе изображения
class BorderFinder {
int stride = 0;
int[] visited = null;
byte[] bytes = null;
PointData borderdata = null;
Size size = Size.Empty;
bool outside = false;
Point zeropoint = new Point(-1,-1);
public List<Point[]> Find(Bitmap bmp, bool outside = true) {
this.outside = outside;
List<Point> border = new List<Point>();
BitmapData bmpdata = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
stride = bmpdata.Stride;
bytes = new byte[bmp.Width * bmp.Height * 4];
size = bmp.Size;
Marshal.Copy(bmpdata.Scan0, bytes, 0, bytes.Length);
// Get all Borderpoint
borderdata = getBorderData(bytes);
bmp.UnlockBits(bmpdata);
List<List<Point>> regions = new List<List<Point>>();
//Loop until no more borderpoints are available
while (borderdata.PointCount > 0) {
List<Point> region = new List<Point>();
//if valid is false the region doesn't close
bool valid = true;
//Find the first borderpoint from where whe start crawling
Point startpos = getFirstPoint(borderdata);
//we need this to know if and how often we already visted the point.
//we somtime have to visit a point a second time because we have to go backward until a unvisted point is found again
//for example if we go int a narrow 1px hole
visited = new int[bmp.Size.Width * bmp.Size.Height];
region.Add(startpos);
//Find the next possible point
Point current = getNextPoint(startpos);
if (current != zeropoint) {
visited[current.Y * bmp.Width + current.X]++;
region.Add(current);
}
//May occure with just one transparent pixel without neighbors
if (current == zeropoint)
valid = false;
//Loop until the area closed or colsing the area wasn't poosible
while (!current.Equals(startpos) && valid) {
var pos = current;
//Check if the area was aready visited
if (visited[current.Y * bmp.Width + current.X] < 2) {
current = getNextPoint(pos);
visited[pos.Y * bmp.Width + pos.X]++;
//If no possible point was found, search in reversed direction
if (current == zeropoint)
current = getNextPointBackwards(pos);
} else { //If point was already visited, search in reversed direction
current = getNextPointBackwards(pos);
}
//No possible point was found. Closing isn't possible
if (current == zeropoint) {
valid = false;
break;
}
visited[current.Y * bmp.Width + current.X]++;
region.Add(current);
}
//Remove point from source borderdata
foreach (var p in region) {
borderdata.SetPoint(p.Y * bmp.Width + p.X, false);
}
//Add region if closing was possible
if (valid)
regions.Add(region);
}
//Checks if Region goes the same way back and trims it in this case
foreach (var region in regions) {
int duplicatedpos = -1;
bool[] duplicatecheck = new bool[size.Width * size.Height];
int length = region.Count;
for (int i = 0; i < length; i++) {
var p = region[i];
if (duplicatecheck[p.Y * size.Width + p.X]) {
duplicatedpos = i - 1;
break;
}
duplicatecheck[p.Y * size.Width + p.X] = true;
}
if (duplicatedpos == -1)
continue;
if (duplicatedpos != ((region.Count - 1) / 2))
continue;
bool reversed = true;
for (int i = 0; i < duplicatedpos; i++) {
if (region[duplicatedpos - i - 1] != region[duplicatedpos + i + 1]) {
reversed = false;
break;
}
}
if (!reversed)
continue;
region.RemoveRange(duplicatedpos + 1, region.Count - duplicatedpos - 1);
}
List<List<Point>> tempregions = new List<List<Point>>(regions);
regions.Clear();
bool connected = true;
//Connects region if possible
while (connected) {
connected = false;
foreach (var region in tempregions) {
int connectionpos = -1;
int connectionregion = -1;
Point pointstart = region.First();
Point pointend = region.Last();
for (int ir = 0; ir < regions.Count; ir++) {
var otherregion = regions[ir];
if (region == otherregion)
continue;
for (int ip = 0; ip < otherregion.Count; ip++) {
var p = otherregion[ip];
if ((isConnected(pointstart, p) && isConnected(pointend, p)) ||
(isConnected(pointstart, p) && isConnected(pointstart, p))) {
connectionregion = ir;
connectionpos = ip;
}
if ((isConnected(pointend, p) && isConnected(pointend, p))) {
region.Reverse();
connectionregion = ir;
connectionpos = ip;
}
}
}
if (connectionpos == -1) {
regions.Add(region);
} else {
regions[connectionregion].InsertRange(connectionpos, region);
}
}
tempregions = new List<List<Point>>(regions);
regions.Clear();
}
List<Point[]> returnregions = new List<Point[]>();
foreach (var region in tempregions)
returnregions.Add(region.ToArray());
return returnregions;
}
private bool isConnected(Point p0, Point p1) {
if (p0.X == p1.X && p0.Y - 1 == p1.Y)
return true;
if (p0.X + 1 == p1.X && p0.Y - 1 == p1.Y)
return true;
if (p0.X + 1 == p1.X && p0.Y == p1.Y)
return true;
if (p0.X + 1 == p1.X && p0.Y + 1 == p1.Y)
return true;
if (p0.X == p1.X && p0.Y + 1 == p1.Y)
return true;
if (p0.X - 1 == p1.X && p0.Y + 1 == p1.Y)
return true;
if (p0.X - 1 == p1.X && p0.Y == p1.Y)
return true;
if (p0.X - 1 == p1.X && p0.Y - 1 == p1.Y)
return true;
return false;
}
private Point getNextPoint(Point pos) {
if (pos.Y > 0) {
int x = pos.X;
int y = pos.Y - 1;
if ((ValidPoint(x, y)) && HasNeighbor(x, y)) {
if (visited[y * size.Width + x] == 0) {
return new Point(x, y);
}
}
}
if (pos.Y > 0 && pos.X < size.Width - 1) {
int x = pos.X + 1;
int y = pos.Y - 1;
if ((ValidPoint(x, y)) && HasNeighbor(x, y)) {
if (visited[y * size.Width + x] == 0) {
return new Point(x, y);
}
}
}
if (pos.X < size.Width - 1) {
int x = pos.X + 1;
int y = pos.Y;
if ((ValidPoint(x, y)) && HasNeighbor(x, y)) {
if (visited[y * size.Width + x] == 0) {
return new Point(x, y);
}
}
}
if (pos.X < size.Width - 1 && pos.Y < size.Height - 1) {
int x = pos.X + 1;
int y = pos.Y + 1;
if ((ValidPoint(x, y)) && HasNeighbor(x, y)) {
if (visited[y * size.Width + x] == 0) {
return new Point(x, y);
}
}
}
if (pos.Y < size.Height - 1) {
int x = pos.X;
int y = pos.Y + 1;
if ((ValidPoint(x, y)) && HasNeighbor(x, y)) {
if (visited[y * size.Width + x] == 0) {
return new Point(x, y);
}
}
}
if (pos.Y < size.Height - 1 && pos.X > 0) {
int x = pos.X - 1;
int y = pos.Y + 1;
if ((ValidPoint(x, y)) && HasNeighbor(x, y)) {
if (visited[y * size.Width + x] == 0) {
return new Point(x, y);
}
}
}
if (pos.X > 0) {
int x = pos.X - 1;
int y = pos.Y;
if ((ValidPoint(x, y)) && HasNeighbor(x, y)) {
if (visited[y * size.Width + x] == 0) {
return new Point(x, y);
}
}
}
if (pos.X > 0 && pos.Y > 0) {
int x = pos.X - 1;
int y = pos.Y - 1;
if ((ValidPoint(x, y)) && HasNeighbor(x, y)) {
if (visited[y * size.Width + x] == 0) {
return new Point(x, y);
}
}
}
return zeropoint;
}
private Point getNextPointBackwards(Point pos) {
Point backpoint = zeropoint;
int trys = 0;
if (pos.X > 0 && pos.Y > 0) {
int x = pos.X - 1;
int y = pos.Y - 1;
if (ValidPoint(x, y) && HasNeighbor(x, y)) {
if (visited[y * size.Width + x] == 0) {
return new Point(x, y);
}
if (backpoint == zeropoint || trys > visited[y * size.Width + x]) {
backpoint = new Point(x, y);
trys = visited[y * size.Width + x];
}
}
}
if (pos.X > 0) {
int x = pos.X - 1;
int y = pos.Y;
if ((ValidPoint(x, y)) && HasNeighbor(x, y)) {
if (visited[y * size.Width + x] == 0) {
return new Point(x, y);
}
if (backpoint == zeropoint || trys > visited[y * size.Width + x]) {
backpoint = new Point(x, y);
trys = visited[y * size.Width + x];
}
}
}
if (pos.Y < size.Height - 1 && pos.X > 0) {
int x = pos.X - 1;
int y = pos.Y + 1;
if ((ValidPoint(x, y)) && HasNeighbor(x, y)) {
if (visited[y * size.Width + x] == 0) {
return new Point(x, y);
}
if (backpoint == zeropoint || trys > visited[y * size.Width + x]) {
backpoint = new Point(x, y);
trys = visited[y * size.Width + x];
}
}
}
if (pos.Y < size.Height - 1) {
int x = pos.X;
int y = pos.Y + 1;
if ((ValidPoint(x, y)) && HasNeighbor(x, y)) {
if (visited[y * size.Width + x] == 0) {
return new Point(x, y);
}
if (backpoint == zeropoint || trys > visited[y * size.Width + x]) {
backpoint = new Point(x, y);
trys = visited[y * size.Width + x];
}
}
}
if (pos.X < size.Width - 1 && pos.Y < size.Height - 1) {
int x = pos.X + 1;
int y = pos.Y + 1;
if ((ValidPoint(x, y)) && HasNeighbor(x, y)) {
if (visited[y * size.Width + x] == 0) {
return new Point(x, y);
}
if (backpoint == zeropoint || trys > visited[y * size.Width + x]) {
backpoint = new Point(x, y);
trys = visited[y * size.Width + x];
}
}
}
if (pos.X < size.Width - 1) {
int x = pos.X + 1;
int y = pos.Y;
if ((ValidPoint(x, y)) && HasNeighbor(x, y)) {
if (visited[y * size.Width + x] == 0) {
return new Point(x, y);
}
if (backpoint == zeropoint || trys > visited[y * size.Width + x]) {
backpoint = new Point(x, y);
trys = visited[y * size.Width + x];
}
}
}
if (pos.Y > 0 && pos.X < size.Width - 1) {
int x = pos.X + 1;
int y = pos.Y - 1;
if ((ValidPoint(x, y)) && HasNeighbor(x, y)) {
if (visited[y * size.Width + x] == 0) {
return new Point(x, y);
}
if (backpoint == zeropoint || trys > visited[y * size.Width + x]) {
backpoint = new Point(x, y);
trys = visited[y * size.Width + x];
}
}
}
if (pos.Y > 0) {
int x = pos.X;
int y = pos.Y - 1;
if ((ValidPoint(x, y)) && HasNeighbor(x, y)) {
if (visited[y * size.Width + x] == 0) {
return new Point(x, y);
}
if (backpoint == zeropoint || trys > visited[y * size.Width + x]) {
backpoint = new Point(x, y);
trys = visited[y * size.Width + x];
}
}
}
return backpoint;
}
private bool ValidPoint(int x, int y) {
return (borderdata[y * size.Width + x]);
}
private bool HasNeighbor(int x, int y) {
if (y > 0) {
if (!borderdata[(y - 1) * size.Width + x]) {
return true;
}
} else if (ValidPoint(x, y)) {
return true;
}
if (x < size.Width - 1) {
if (!borderdata[y * size.Width + (x + 1)]) {
return true;
}
} else if (ValidPoint(x, y)) {
return true;
}
if (y < size.Height - 1) {
if (!borderdata[(y + 1) * size.Width + x]) {
return true;
}
} else if (ValidPoint(x, y)) {
return true;
}
if (x > 0) {
if (!borderdata[y * size.Width + (x - 1)]) {
return true;
}
} else if (ValidPoint(x, y)) {
return true;
}
return false;
}
private Point getFirstPoint(PointData data) {
Point startpos = zeropoint;
for (int y = 0; y < size.Height; y++) {
for (int x = 0; x < size.Width; x++) {
if (data[y * size.Width + x]) {
startpos = new Point(x, y);
return startpos;
}
}
}
return startpos;
}
private PointData getBorderData(byte[] bytes) {
PointData isborderpoint = new PointData(size.Height * size.Width);
bool prevtrans = false;
bool currenttrans = false;
for (int y = 0; y < size.Height; y++) {
prevtrans = false;
for (int x = 0; x <= size.Width; x++) {
if (x == size.Width) {
if (!prevtrans) {
isborderpoint.SetPoint(y * size.Width + x - 1, true);
}
continue;
}
currenttrans = bytes[y * stride + x * 4 + 3] == 0;
if (x == 0 && !currenttrans)
isborderpoint.SetPoint(y * size.Width + x, true);
if (prevtrans && !currenttrans)
isborderpoint.SetPoint(y * size.Width + x - 1, true);
if (!prevtrans && currenttrans && x != 0)
isborderpoint.SetPoint(y * size.Width + x, true);
prevtrans = currenttrans;
}
}
for (int x = 0; x < size.Width; x++) {
prevtrans = false;
for (int y = 0; y <= size.Height; y++) {
if (y == size.Height) {
if (!prevtrans) {
isborderpoint.SetPoint((y - 1) * size.Width + x, true);
}
continue;
}
currenttrans = bytes[y * stride + x * 4 + 3] == 0;
if(y == 0 && !currenttrans)
isborderpoint.SetPoint(y * size.Width + x, true);
if (prevtrans && !currenttrans)
isborderpoint.SetPoint((y - 1) * size.Width + x, true);
if (!prevtrans && currenttrans && y != 0)
isborderpoint.SetPoint(y * size.Width + x, true);
prevtrans = currenttrans;
}
}
return isborderpoint;
}
}
class PointData {
bool[] points = null;
int validpoints = 0;
public PointData(int length) {
points = new bool[length];
}
public int PointCount {
get {
return validpoints;
}
}
public void SetPoint(int pos, bool state) {
if (points[pos] != state) {
if (state)
validpoints++;
else
validpoints--;
}
points[pos] = state;
}
public bool this[int pos] {
get {
return points[pos];
}
}
}