2) Do a CAG adding all of the rounded rectangles together into one gigantic clipping shape. This is probably.... Er definitely the easiest to code since I'm already iterating through the RR2Ds anyways and can make this master shape. I'll probably do that one before I go to sleep. Since I'm at a loss as to how Java handles Areas and the documentation just isn't 'there' enough this one is difficult to judge. I'm assuming that Java will have to do the same clipping logic in 'java code' that I would have to do so this one is likely going to be close to 1 in overall work and scalability.
Some info that may help you to make some judgment calls on implementation here.
Area works on double precision geometry. Also, it has no cutoff for how much precision is required. This, it must hunt down the exact intersection point of every piece of geometry. This can take a while as the number of objects increases.
If you perform an operation on an Area, it must dice up the geometry to do its tests. When it is done testing and putting the pieces back together into something that can yeild a path, it tries to keep the original geometries that it was given as "whole" as it can, but if it must slice some of them up then it needs to create a new geometry at the appropriate slice point. Due to double precision ideosyncracies, it may not be possible to exactly represent the needed slice and so now it ends up with slightly different geometry. Now when you do the next operation it must compare all the pieces to each other again, but this time they've been perturbed. This has the potential to cause yet another piece of geometry to be created in the final extraction stages. There are a couple of things we could do to improve this in the implementation, but we don't have the resources at this point, unfortunately.
...jim
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