Beispiel #1
0
        public void AddRange(IList <TriangulationPoint> points, WindingOrderType windingOrder)
        {
            if (points == null || points.Count < 1)
            {
                return;
            }

            if (WindingOrder == WindingOrderType.Unknown && Count == 0)
            {
                WindingOrder = windingOrder;
            }

            int  numPoints         = points.Count;
            bool bReverseReadOrder = (WindingOrder != WindingOrderType.Unknown) && (windingOrder != WindingOrderType.Unknown) && (WindingOrder != windingOrder);

            for (int i = 0; i < numPoints; ++i)
            {
                int idx = i;
                if (bReverseReadOrder)
                {
                    idx = points.Count - i - 1;
                }
                Add(points[idx], -1, false);
            }
            if (WindingOrder == WindingOrderType.Unknown)
            {
                WindingOrder = CalculateWindingOrder();
            }

            Epsilon = CalculateEpsilon();
        }
 public void Clear()
 {
     mPoints.Clear();
     mBoundingBox.Clear();
     mEpsilon      = MathUtil.EPSILON;
     mWindingOrder = WindingOrderType.Unknown;
 }
Beispiel #3
0
 public void Clear()
 {
     MPoints.Clear();
     _boundingBox  = new Rect2D();
     Epsilon       = MathUtil.EPSILON;
     _windingOrder = WindingOrderType.Unknown;
 }
        public Point2DList(Point2DList l)
        {
            int numPoints = l.Count;

            for (int i = 0; i < numPoints; ++i)
            {
                mPoints.Add(l [i]);
            }
            mBoundingBox.Set(l.BoundingBox);
            mEpsilon      = l.Epsilon;
            mWindingOrder = l.WindingOrder;
        }
Beispiel #5
0
        public override void AddRange(IEnumerator <Point2D> iter, WindingOrderType windingOrder)
        {
            if (iter == null)
            {
                return;
            }

            iter.Reset();
            while (iter.MoveNext())
            {
                Add(iter.Current);
            }
        }
Beispiel #6
0
        public Point2DList(Point2DList l)
            : this()
        {
            int numPoints = l.Count;

            for (int i = 0; i < numPoints; ++i)
            {
                MPoints.Add(l[i]);
            }
            _boundingBox  = l.BoundingBox;
            Epsilon       = l.Epsilon;
            _windingOrder = l.WindingOrder;
        }
Beispiel #7
0
        public override void AddRange(IEnumerator <Point2D> iter, WindingOrderType windingOrder)
        {
            if (iter == null)
            {
                return;
            }

            if (mWindingOrder == WindingOrderType.Unknown && Count == 0)
            {
                mWindingOrder = windingOrder;
            }
            bool bReverseReadOrder = (WindingOrder != WindingOrderType.Unknown) && (windingOrder != WindingOrderType.Unknown) && (WindingOrder != windingOrder);
            bool bAddedFirst       = true;
            int  startCount        = mPoints.Count;

            iter.Reset();
            while (iter.MoveNext())
            {
                TriangulationPoint pt = null;
                if (iter.Current is TriangulationPoint)
                {
                    pt = iter.Current as TriangulationPoint;
                }
                else
                {
                    pt = new TriangulationPoint(iter.Current.X, iter.Current.Y);
                }
                if (!bAddedFirst)
                {
                    bAddedFirst = true;
                    mPoints.Add(pt);
                }
                else if (bReverseReadOrder)
                {
                    mPoints.Insert(startCount, pt);
                }
                else
                {
                    mPoints.Add(pt);
                }
                mBoundingBox.AddPoint(iter.Current);
            }
            if (mWindingOrder == WindingOrderType.Unknown && windingOrder == WindingOrderType.Unknown)
            {
                mWindingOrder = CalculateWindingOrder();
            }
            mEpsilon = CalculateEpsilon();
        }
 protected virtual void Add(Point2D p, int idx, bool bCalcWindingOrderAndEpsilon)
 {
     if (idx < 0)
     {
         mPoints.Add(p);
     }
     else
     {
         mPoints.Insert(idx, p);
     }
     mBoundingBox.AddPoint(p);
     if (bCalcWindingOrderAndEpsilon)
     {
         if (mWindingOrder == WindingOrderType.Unknown)
         {
             mWindingOrder = CalculateWindingOrder();
         }
         mEpsilon = CalculateEpsilon();
     }
 }
Beispiel #9
0
        protected virtual void AddRange(IEnumerator <Point2D> iter, WindingOrderType windingOrder)
        {
            if (iter == null)
            {
                return;
            }

            if (_windingOrder == WindingOrderType.Unknown && Count == 0)
            {
                _windingOrder = windingOrder;
            }
            bool bReverseReadOrder = (WindingOrder != WindingOrderType.Unknown) && (windingOrder != WindingOrderType.Unknown) && (WindingOrder != windingOrder);
            bool bAddedFirst       = true;
            int  startCount        = MPoints.Count;

            iter.Reset();
            while (iter.MoveNext())
            {
                if (!bAddedFirst)
                {
                    bAddedFirst = true;
                    MPoints.Add(iter.Current);
                }
                else if (bReverseReadOrder)
                {
                    MPoints.Insert(startCount, iter.Current);
                }
                else
                {
                    MPoints.Add(iter.Current);
                }
                BoundingBox = BoundingBox.AddPoint(iter.Current);
            }
            if (_windingOrder == WindingOrderType.Unknown && windingOrder == WindingOrderType.Unknown)
            {
                _windingOrder = CalculateWindingOrder();
            }
            Epsilon = CalculateEpsilon();
        }
        // From Eric Jordan's convex decomposition library
        /// <summary>
        /// Merges all parallel edges in the list of vertices
        /// </summary>
        /// <param name="tolerance"></param>
        public void MergeParallelEdges(double tolerance)
        {
            if (Count <= 3)
            {
                // Can't do anything useful here to a triangle
                return;
            }

            bool[] mergeMe      = new bool[Count];
            int    newNVertices = Count;

            //Gather points to process
            for (int i = 0; i < Count; ++i)
            {
                int lower  = (i == 0) ? (Count - 1) : (i - 1);
                int middle = i;
                int upper  = (i == Count - 1) ? (0) : (i + 1);

                double dx0   = this [middle].X - this [lower].X;
                double dy0   = this [middle].Y - this [lower].Y;
                double dx1   = this [upper].Y - this [middle].X;
                double dy1   = this [upper].Y - this [middle].Y;
                double norm0 = Math.Sqrt(dx0 * dx0 + dy0 * dy0);
                double norm1 = Math.Sqrt(dx1 * dx1 + dy1 * dy1);

                if (!(norm0 > 0.0 && norm1 > 0.0) && newNVertices > 3)
                {
                    //Merge identical points
                    mergeMe [i] = true;
                    --newNVertices;
                }

                dx0 /= norm0;
                dy0 /= norm0;
                dx1 /= norm1;
                dy1 /= norm1;
                double cross = dx0 * dy1 - dx1 * dy0;
                double dot   = dx0 * dx1 + dy0 * dy1;

                if (Math.Abs(cross) < tolerance && dot > 0 && newNVertices > 3)
                {
                    mergeMe [i] = true;
                    --newNVertices;
                }
                else
                {
                    mergeMe [i] = false;
                }
            }

            if (newNVertices == Count || newNVertices == 0)
            {
                return;
            }

            int currIndex = 0;

            // Copy the vertices to a new list and clear the old
            Point2DList oldVertices = new Point2DList(this);

            Clear();

            for (int i = 0; i < oldVertices.Count; ++i)
            {
                if (mergeMe [i] || newNVertices == 0 || currIndex == newNVertices)
                {
                    continue;
                }

                if (currIndex >= newNVertices)
                {
                    throw new Exception("Point2DList::MergeParallelEdges - currIndex[ " + currIndex.ToString() + "] >= newNVertices[" + newNVertices + "]");
                }

                mPoints.Add(oldVertices [i]);
                mBoundingBox.AddPoint(oldVertices [i]);
                ++currIndex;
            }
            mWindingOrder = CalculateWindingOrder();
            mEpsilon      = CalculateEpsilon();
        }
        /// <summary>
        /// Checks if polygon is valid for use in Box2d engine.
        /// Last ditch effort to ensure no invalid polygons are
        /// added to world geometry.
        ///
        /// Performs a full check, for simplicity, convexity,
        /// orientation, minimum angle, and volume.  This won't
        /// be very efficient, and a lot of it is redundant when
        /// other tools in this section are used.
        ///
        /// From Eric Jordan's convex decomposition library
        /// </summary>
        /// <param name="printErrors"></param>
        /// <returns></returns>
        public PolygonError CheckPolygon()
        {
            PolygonError error = PolygonError.None;

            if (Count < 3 || Count > Point2DList.kMaxPolygonVertices)
            {
                error |= PolygonError.NotEnoughVertices;
                // no other tests will be valid at this point, so just return
                return(error);
            }
            if (IsDegenerate())
            {
                error |= PolygonError.Degenerate;
            }
            //bool bIsConvex = IsConvex();
            //if (!IsConvex())
            //{
            //    error |= PolygonError.NotConvex;
            //}
            if (!IsSimple())
            {
                error |= PolygonError.NotSimple;
            }
            if (GetArea() < MathUtil.EPSILON)
            {
                error |= PolygonError.AreaTooSmall;
            }

            // the following tests don't make sense if the polygon is not simple
            if ((error & PolygonError.NotSimple) != PolygonError.NotSimple)
            {
                bool             bReversed            = false;
                WindingOrderType expectedWindingOrder = WindingOrderType.CCW;
                WindingOrderType reverseWindingOrder  = WindingOrderType.CW;
                if (WindingOrder == reverseWindingOrder)
                {
                    WindingOrder = expectedWindingOrder;
                    bReversed    = true;
                }

                //Compute normals
                Point2D[]   normals  = new Point2D[Count];
                Point2DList vertices = new Point2DList(Count);
                for (int i = 0; i < Count; ++i)
                {
                    vertices.Add(new Point2D(this [i].X, this [i].Y));
                    int     i1   = i;
                    int     i2   = NextIndex(i);
                    Point2D edge = new Point2D(this [i2].X - this [i1].X, this [i2].Y - this [i1].Y);
                    normals [i] = Point2D.Perpendicular(edge, 1.0);
                    normals [i].Normalize();
                }

                //Required side checks
                for (int i = 0; i < Count; ++i)
                {
                    int iminus = PreviousIndex(i);

                    //Parallel sides check
                    double cross = Point2D.Cross(normals [iminus], normals [i]);
                    cross = MathUtil.Clamp(cross, -1.0f, 1.0f);
                    float angle = (float)Math.Asin(cross);
                    if (Math.Abs(angle) <= Point2DList.kAngularSlop)
                    {
                        error |= PolygonError.SidesTooCloseToParallel;
                        break;
                    }

                    // For some reason, the following checks do not seem to work
                    // correctly in all cases - they return false positives.
                    //    //Too skinny check - only valid for convex polygons
                    //    if (bIsConvex)
                    //    {
                    //        for (int j = 0; j < Count; ++j)
                    //        {
                    //            if (j == i || j == NextIndex(i))
                    //            {
                    //                continue;
                    //            }
                    //            Point2D testVector = vertices[j] - vertices[i];
                    //            testVector.Normalize();
                    //            double s = Point2D.Dot(testVector, normals[i]);
                    //            if (s >= -Point2DList.kLinearSlop)
                    //            {
                    //                error |= PolygonError.TooThin;
                    //            }
                    //        }

                    //        Point2D centroid = vertices.GetCentroid();
                    //        Point2D n1 = normals[iminus];
                    //        Point2D n2 = normals[i];
                    //        Point2D v = vertices[i] - centroid;

                    //        Point2D d = new Point2D();
                    //        d.X = Point2D.Dot(n1, v); // - toiSlop;
                    //        d.Y = Point2D.Dot(n2, v); // - toiSlop;

                    //        // Shifting the edge inward by toiSlop should
                    //        // not cause the plane to pass the centroid.
                    //        if ((d.X < 0.0f) || (d.Y < 0.0f))
                    //        {
                    //            error |= PolygonError.TooThin;
                    //        }
                    //    }
                }

                if (bReversed)
                {
                    WindingOrder = reverseWindingOrder;
                }
            }

            //if (error != PolygonError.None)
            //{
            //    Console.WriteLine("Found invalid polygon: {0} {1}\n", Point2DList.GetErrorString(error), this.ToString());
            //}

            return(error);
        }
Beispiel #12
0
        public PolygonError CheckPolygon()
        {
            PolygonError error = PolygonError.None;

            if (Count < 3 || Count > Point2DList.kMaxPolygonVertices)
            {
                error |= PolygonError.NotEnoughVertices;
                return(error);
            }
            if (IsDegenerate())
            {
                error |= PolygonError.Degenerate;
            }

            if (!IsSimple())
            {
                error |= PolygonError.NotSimple;
            }

            if (GetArea() < MathUtil.EPSILON)
            {
                error |= PolygonError.AreaTooSmall;
            }

            if ((error & PolygonError.NotSimple) != PolygonError.NotSimple)
            {
                bool             bReversed            = false;
                WindingOrderType expectedWindingOrder = WindingOrderType.CCW;
                WindingOrderType reverseWindingOrder  = WindingOrderType.CW;
                if (WindingOrder == reverseWindingOrder)
                {
                    WindingOrder = expectedWindingOrder;
                    bReversed    = true;
                }

                Point2D[]   normals  = new Point2D[Count];
                Point2DList vertices = new Point2DList(Count);
                for (int i = 0; i < Count; ++i)
                {
                    vertices.Add(new Point2D(this[i].X, this[i].Y));
                    int     i1   = i;
                    int     i2   = NextIndex(i);
                    Point2D edge = new Point2D(this[i2].X - this[i1].X, this[i2].Y - this[i1].Y);
                    normals[i] = Point2D.Perpendicular(edge, 1.0);
                    normals[i].Normalize();
                }

                for (int i = 0; i < Count; ++i)
                {
                    int iminus = PreviousIndex(i);

                    double cross = Point2D.Cross(normals[iminus], normals[i]);
                    cross = MathUtil.Clamp(cross, -1.0f, 1.0f);
                    float angle = (float)Math.Asin(cross);
                    if (Math.Abs(angle) <= Point2DList.kAngularSlop)
                    {
                        error |= PolygonError.SidesTooCloseToParallel;
                        break;
                    }
                }

                if (bReversed)
                {
                    WindingOrder = reverseWindingOrder;
                }
            }

            return(error);
        }
Beispiel #13
0
 public Contour(ITriangulatable parent, IList <TriangulationPoint> points, WindingOrderType windingOrder)
 {
     // Currently assumes that input is pre-checked for validity
     _parent = parent;
     AddRange(points, windingOrder);
 }