Creating a GraphicsPath from a semi-transparent bitmap
Like both of you desrcipt you just have to find the first non transparent point and afterward move along the none transparent pixels with a transparent neighbor.
Additionaly you'll have to save the point you've already visisted and how often you visited them or you'll end in same cases in an invinity loop. If the point doesn't have a neighbor which already was visited you must go back each point, in revered direction, until a unvisited point is available again.
That's it.
//CODE REMOVED - POST WAS TO LONG
EDIT 1
Modified code:
//CODE REMOVED - POST WAS TO LONG
EDIT 2
Now all regions are returned:
//CODE REMOVED - POST WAS TO LONG
EDIT 3
Changes:
- Point.EMPTY was replaced by Point(-1,-1), or a non transparent pixel in the upper left corner causes an invinityloop
- Check for borderpoint at the image border
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];
}
}
}
I've modified GetOutlinePoints
by adding a helper variable than verifies the position at which new points should be added.
The idea of the outline detection algorithm in your code is something like looking at the image while standing each of its edges and writing down all non-transparent pixels that are visible. It's ok, however, you always added pixels to the end of the collection, which caused issues. I've added a variable that remembers position of the last pixel visible from the previous edge and the current one and uses it to determine index where the new pixel should be added. I suppose it should work as long as the outline is continuous, but I suppose it is in your case.
I've tested it on several images and it seems to work correctly:
public static Point[] GetOutlinePoints(Bitmap image)
{
List<Point> outlinePoints = new List<Point>();
BitmapData bitmapData = image.LockBits(new Rectangle(0, 0, image.Width, image.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
byte[] originalBytes = new byte[image.Width * image.Height * 4];
Marshal.Copy(bitmapData.Scan0, originalBytes, 0, originalBytes.Length);
//find non-transparent pixels visible from the top of the image
for (int x = 0; x < bitmapData.Width; x++)
{
for (int y = 0; y < bitmapData.Height; y++)
{
byte alpha = originalBytes[y * bitmapData.Stride + 4 * x + 3];
if (alpha != 0)
{
Point p = new Point(x, y);
if (!ContainsPoint(outlinePoints, p))
outlinePoints.Add(p);
break;
}
}
}
//helper variable for storing position of the last pixel visible from both sides
//or last inserted pixel
int? lastInsertedPosition = null;
//find non-transparent pixels visible from the right side of the image
for (int y = 0; y < bitmapData.Height; y++)
{
for (int x = bitmapData.Width - 1; x >= 0; x--)
{
byte alpha = originalBytes[y * bitmapData.Stride + 4 * x + 3];
if (alpha != 0)
{
Point p = new Point(x, y);
if (!ContainsPoint(outlinePoints, p))
{
if (lastInsertedPosition.HasValue)
{
outlinePoints.Insert(lastInsertedPosition.Value + 1, p);
lastInsertedPosition += 1;
}
else
{
outlinePoints.Add(p);
}
}
else
{
//save last common pixel from visible from more than one sides
lastInsertedPosition = outlinePoints.IndexOf(p);
}
break;
}
}
}
lastInsertedPosition = null;
//find non-transparent pixels visible from the bottom of the image
for (int x = bitmapData.Width - 1; x >= 0; x--)
{
for (int y = bitmapData.Height - 1; y >= 0; y--)
{
byte alpha = originalBytes[y * bitmapData.Stride + 4 * x + 3];
if (alpha != 0)
{
Point p = new Point(x, y);
if (!ContainsPoint(outlinePoints, p))
{
if (lastInsertedPosition.HasValue)
{
outlinePoints.Insert(lastInsertedPosition.Value + 1, p);
lastInsertedPosition += 1;
}
else
{
outlinePoints.Add(p);
}
}
else
{
//save last common pixel from visible from more than one sides
lastInsertedPosition = outlinePoints.IndexOf(p);
}
break;
}
}
}
lastInsertedPosition = null;
//find non-transparent pixels visible from the left side of the image
for (int y = bitmapData.Height - 1; y >= 0; y--)
{
for (int x = 0; x < bitmapData.Width; x++)
{
byte alpha = originalBytes[y * bitmapData.Stride + 4 * x + 3];
if (alpha != 0)
{
Point p = new Point(x, y);
if (!ContainsPoint(outlinePoints, p))
{
if (lastInsertedPosition.HasValue)
{
outlinePoints.Insert(lastInsertedPosition.Value + 1, p);
lastInsertedPosition += 1;
}
else
{
outlinePoints.Add(p);
}
}
else
{
//save last common pixel from visible from more than one sides
lastInsertedPosition = outlinePoints.IndexOf(p);
}
break;
}
}
}
// Added to close the loop
outlinePoints.Add(outlinePoints[0]);
image.UnlockBits(bitmapData);
return outlinePoints.ToArray();
}
Update: This algorithm won't work correctly for images that have outline parts not "visible" from any of the edges. See comments for suggested solutions. I'll try to post a code snippet later.
Update II
I've prepared another algorithm as described in my comments. It just crawls around the object and saves the outline.
First, it finds the first pixel of the outline using a method from the previous algorithm. Then, it looks throught the neighbouring pixels in clockwise order, find the first one that is transparent and then continues browsing, but looking for a non-transparent one. The first non-transparent pixel found is the next one in the outline. The loop continues until it goes around the whole object and gets back to the starting pixel.
public static Point[] GetOutlinePointsNEW(Bitmap image)
{
List<Point> outlinePoints = new List<Point>();
BitmapData bitmapData = image.LockBits(new Rectangle(0, 0, image.Width, image.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
Point currentP = new Point(0, 0);
Point firstP = new Point(0, 0);
byte[] originalBytes = new byte[image.Width * image.Height * 4];
Marshal.Copy(bitmapData.Scan0, originalBytes, 0, originalBytes.Length);
//find non-transparent pixels visible from the top of the image
for (int x = 0; x < bitmapData.Width && outlinePoints.Count == 0; x++)
{
for (int y = 0; y < bitmapData.Height && outlinePoints.Count == 0; y++)
{
byte alpha = originalBytes[y * bitmapData.Stride + 4 * x + 3];
if (alpha != 0)
{
Point p = new Point(x, y);
outlinePoints.Add(p);
currentP = p;
firstP = p;
break;
}
}
}
Point[] neighbourPoints = new Point[] { new Point(-1, -1), new Point(0, -1), new Point(1, -1),
new Point(1, 0), new Point(1, 1), new Point(0, 1),
new Point(-1, 1), new Point(-1, 0) };
//crawl around the object and look for the next pixel of the outline
do
{
bool transparentNeighbourFound = false;
bool nextPixelFound = false;
int i;
//searching is done in clockwise order
for (i = 0; (i < neighbourPoints.Length * 2) && !nextPixelFound; ++i)
{
int neighbourPosition = i % neighbourPoints.Length;
int x = currentP.X + neighbourPoints[neighbourPosition].X;
int y = currentP.Y + neighbourPoints[neighbourPosition].Y;
byte alpha = originalBytes[y * bitmapData.Stride + 4 * x + 3];
//a transparent pixel has to be found first
if (!transparentNeighbourFound)
{
if (alpha == 0)
{
transparentNeighbourFound = true;
}
}
else //after a transparent pixel is found, a next non-transparent one is the next pixel of the outline
{
if (alpha != 0)
{
Point p = new Point(x, y);
currentP = p;
outlinePoints.Add(p);
nextPixelFound = true;
}
}
}
} while (currentP != firstP);
image.UnlockBits(bitmapData);
return outlinePoints.ToArray();
}
One thing to remember is that it does work IF object does NOT ends at the edge of the image (there has to be a transparent space between the object and each of the edges).
This can be easily done if you just make the image one line larger at each side before passing it to the GetOutlinePointsNEW
method.