Beispiel #1
0
    static public List <ComplexSlicerSplit> GetSplitSlices(Polygon2D polygon, List <Vector2D> slice)
    {
        bool entered = polygon.PointInPoly(slice.First());

        List <ComplexSlicerSplit> slices       = new List <ComplexSlicerSplit>();
        ComplexSlicerSplit        currentSlice = new ComplexSlicerSplit();

        Pair2D pair = Pair2D.Zero();

        for (int i = 0; i < slice.Count - 1; i++)
        {
            pair.A = slice[i];
            pair.B = slice[i + 1];

            List <Vector2D> stackList = polygon.GetListLineIntersectPoly(pair);
            stackList = Vector2DList.GetListSortedToPoint(stackList, pair.A);

            foreach (Vector2D id in stackList)
            {
                if (entered == true)
                {
                    Vector2D last = null;

                    if (currentSlice.points.Count > 0)
                    {
                        last = (Vector2D)currentSlice.points.Last();
                    }

                    // Goes through a same point
                    if (last != null && last.ToVector2().Equals(id.ToVector2()) == true)
                    {
                        Debug.LogWarning("Slicer2D: Slicing through the point");
                        currentSlice.type = Type.SingleVertexCollision;
                        continue;
                    }

                    currentSlice.points.Add(id);
                    slices.Add(currentSlice);
                }
                else
                {
                    currentSlice = new ComplexSlicerSplit();
                    currentSlice.points.Add(id);
                }
                entered = !entered;
            }

            if (entered == true)
            {
                currentSlice.points.Add(pair.B);
            }
        }

        return(slices);
    }
Beispiel #2
0
        static private Slice2D MultipleSlice(Polygon2D polygon, List <Vector2D> slice)
        {
            Slice2D result = Slice2D.Create(null, slice);

            List <ComplexSlicerSplit> slices = ComplexSlicerSplit.GetSplitSlices(polygon, slice);

            if (slices.Count < 1)
            {
                return(result);
            }

            // Adjusting split lines before performing convex split
            result.AddPolygon(polygon);

            foreach (ComplexSlicerSplit id in slices)
            {
                if (id.points.Count > 1)
                {
                    foreach (Vector2D p in id.points)
                    {
                        result.AddCollision(p);
                    }

                    // Sclice line points generated from intersections list
                    Vector2D vec0 = id.points.First();
                    vec0.Push(Vector2D.Atan2(vec0, id.points[1]), precision);

                    Vector2D vec1 = id.points.Last();
                    vec1.Push(Vector2D.Atan2(vec1, id.points[id.points.Count - 2]), precision);

                    // For each in polygons list attempt convex split
                    List <Polygon2D> resultPolygons = new List <Polygon2D>(result.GetPolygons());                   // necessary?
                    foreach (Polygon2D poly in resultPolygons)
                    {
                        Slice2D resultList = SingleSlice(poly, id);

                        if (resultList.GetPolygons().Count > 0)
                        {
                            if (resultList.slices.Count > 0)
                            {
                                foreach (List <Vector2D> resultSlice in resultList.slices)
                                {
                                    result.AddSlice(resultSlice);
                                }
                            }

                            foreach (Polygon2D resultPoly in resultList.GetPolygons())
                            {
                                result.AddPolygon(resultPoly);
                            }

                            // If it's possible to perform convex split, remove parent polygon from result list
                            result.RemovePolygon(poly);
                        }
                    }
                }
            }

            //Debug.Log("1 " + slices[0].Count + " " + slices[0][0].ToVector2() + " " + slices[0][1].ToVector2());
            //Debug.Log("2 " + slices[1].Count + " " + slices[1][0].ToVector2() + " " + slices[1][1].ToVector2());

            // if exist then remove slice was not performed
            result.RemovePolygon(polygon);
            return(result);
        }
Beispiel #3
0
        static private Slice2D SingleSlice(Polygon2D polygon, ComplexSlicerSplit split)
        {
            Slice2D result = Slice2D.Create(null, split.points);

            // Change
            if (Slicer2D.complexSliceType == Slicer2D.SliceType.Regular)
            {
                if (Math2D.SliceIntersectItself(split.points))
                {
                    if (Slicer2D.Debug.enabled)
                    {
                        Debug.LogWarning("Slicer2D: Slice Intersect Itself In Regular Mode");
                    }
                    return(result);
                }
            }

            // Start and End of slice should be outside the polygon
            if (polygon.PointInPoly(split.points.First()) == true || polygon.PointInPoly(split.points.Last()) == true)
            {
                return(result);
            }

            List <Vector2D> slice = new List <Vector2D> (split.points);

            if (split.type == ComplexSlicerSplit.Type.SingleVertexCollision)
            {
                Debug.Log("Single Vertex Collision");

                return(result);
            }

            ComplexCollision collisionSlice = new ComplexCollision(polygon, slice);

            if (collisionSlice.error)
            {
                if (Slicer2D.Debug.enabled)
                {
                    Debug.LogWarning("Slicer2D: Complex Collision Error");
                }
                return(result);
            }

            List <Polygon2D> intersectHoles = polygon.GetListSliceIntersectHoles(slice);

            switch (intersectHoles.Count)
            {
            case 0:
                if (collisionSlice.collisionCount == 2)
                {
                    return(SliceWithoutHoles.Slice(polygon, slice, collisionSlice));
                }
                break;

            case 1:
                return(SliceWithOneHole.Slice(polygon, slice, collisionSlice));

            case 2:
                return(SliceWithTwoHoles.Slice(polygon, slice, collisionSlice));

            default:
                break;
            }

            return(result);
        }