//box2D rev 32 - for details, see http://www.box2d.org/forum/viewtopic.php?f=4&t=83&start=50

        /// <summary>
        /// Decompose the polygon into several smaller non-concave polygon.
        /// Each resulting polygon will have no more than Settings.MaxPolygonVertices vertices.
        /// </summary>
        /// <param name="vertices">The vertices.</param>
        /// <param name="tolerance">The tolerance.</param>
        // TS - public static List<Vertices> ConvexPartition(Vertices vertices, FP tolerance = 0.001f)
        public static List <Vertices> ConvexPartition(Vertices vertices, FP tolerance)
        {
            Debug.Assert(vertices.Count > 3);
            Debug.Assert(!vertices.IsCounterClockWise());

            return(TriangulatePolygon(vertices, tolerance));
        }
        /// <summary>
        /// Decompose the polygon into several smaller non-concave polygon.
        /// If the polygon is already convex, it will return the original polygon, unless it is over Settings.MaxPolygonVertices.
        /// </summary>
        public static List <Vertices> ConvexPartition(Vertices vertices)
        {
            vertices.ForceCounterClockWise();

            Debug.Assert(vertices.Count > 3);
            Debug.Assert(vertices.IsCounterClockWise());

            return(TriangulatePolygon(vertices));
        }
Beispiel #3
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        // TS - public static List<Vertices> ConvexPartition(Vertices vertices, TriangulationAlgorithm algorithm, bool discardAndFixInvalid = true, FP tolerance = 0.001f)
        public static List<Vertices> ConvexPartition(Vertices vertices, TriangulationAlgorithm algorithm, bool discardAndFixInvalid, FP tolerance)
        {
            if (vertices.Count <= 3)
                return new List<Vertices> { vertices };

            List<Vertices> results;

            switch (algorithm)
            {
                case TriangulationAlgorithm.Earclip:
                    if (Settings.SkipSanityChecks)
                        Debug.Assert(!vertices.IsCounterClockWise(), "The Earclip algorithm expects the polygon to be clockwise.");
                    else
                    {
                        if (vertices.IsCounterClockWise())
                        {
                            Vertices temp = new Vertices(vertices);
                            temp.Reverse();
                            results = EarclipDecomposer.ConvexPartition(temp, tolerance);
                        }
                        else
                            results = EarclipDecomposer.ConvexPartition(vertices, tolerance);
                    }
                    break;
                case TriangulationAlgorithm.Bayazit:
                    if (Settings.SkipSanityChecks)
                        Debug.Assert(vertices.IsCounterClockWise(), "The polygon is not counter clockwise. This is needed for Bayazit to work correctly.");
                    else
                    {
                        if (!vertices.IsCounterClockWise())
                        {
                            Vertices temp = new Vertices(vertices);
                            temp.Reverse();
                            results = BayazitDecomposer.ConvexPartition(temp);
                        }
                        else
                            results = BayazitDecomposer.ConvexPartition(vertices);
                    }
                    break;
                case TriangulationAlgorithm.Flipcode:
                    if (Settings.SkipSanityChecks)
                        Debug.Assert(vertices.IsCounterClockWise(), "The polygon is not counter clockwise. This is needed for Bayazit to work correctly.");
                    else
                    {
                        if (!vertices.IsCounterClockWise())
                        {
                            Vertices temp = new Vertices(vertices);
                            temp.Reverse();
                            results = FlipcodeDecomposer.ConvexPartition(temp);
                        }
                        else
                            results = FlipcodeDecomposer.ConvexPartition(vertices);
                    }
                    break;
                case TriangulationAlgorithm.Seidel:
                    results = SeidelDecomposer.ConvexPartition(vertices, tolerance);
                    break;
                case TriangulationAlgorithm.SeidelTrapezoids:
                    results = SeidelDecomposer.ConvexPartitionTrapezoid(vertices, tolerance);
                    break;
                case TriangulationAlgorithm.Delauny:
                    results = CDTDecomposer.ConvexPartition(vertices);
                    break;
                default:
                    throw new ArgumentOutOfRangeException("algorithm");
            }

            if (discardAndFixInvalid)
            {
                for (int i = results.Count - 1; i >= 0; i--)
                {
                    Vertices polygon = results[i];

                    if (!ValidatePolygon(polygon))
                        results.RemoveAt(i);
                }
            }

            return results;
        }
        /// <summary>
        /// Decompose the polygon into triangles.
        ///
        /// Properties:
        /// - Only works on counter clockwise polygons
        ///
        /// </summary>
        /// <param name="vertices">The list of points describing the polygon</param>
        public static List <Vertices> ConvexPartition(Vertices vertices)
        {
            Debug.Assert(vertices.Count > 3);
            Debug.Assert(vertices.IsCounterClockWise());

            int[] polygon = new int[vertices.Count];

            for (int v = 0; v < vertices.Count; v++)
            {
                polygon[v] = v;
            }

            int nv = vertices.Count;

            // Remove nv-2 Vertices, creating 1 triangle every time
            int count = 2 * nv; /* error detection */

            List <Vertices> result = new List <Vertices>();

            for (int v = nv - 1; nv > 2;)
            {
                // If we loop, it is probably a non-simple polygon
                if (0 >= (count--))
                {
                    // Triangulate: ERROR - probable bad polygon!
                    return(new List <Vertices>());
                }

                // Three consecutive vertices in current polygon, <u,v,w>
                int u = v;
                if (nv <= u)
                {
                    u = 0; // Previous
                }
                v = u + 1;
                if (nv <= v)
                {
                    v = 0; // New v
                }
                int w = v + 1;
                if (nv <= w)
                {
                    w = 0; // Next
                }
                _tmpA = vertices[polygon[u]];
                _tmpB = vertices[polygon[v]];
                _tmpC = vertices[polygon[w]];

                if (Snip(vertices, u, v, w, nv, polygon))
                {
                    int s, t;

                    // Output Triangle
                    Vertices triangle = new Vertices(3);
                    triangle.Add(_tmpA);
                    triangle.Add(_tmpB);
                    triangle.Add(_tmpC);
                    result.Add(triangle);

                    // Remove v from remaining polygon
                    for (s = v, t = v + 1; t < nv; s++, t++)
                    {
                        polygon[s] = polygon[t];
                    }
                    nv--;

                    // Reset error detection counter
                    count = 2 * nv;
                }
            }

            return(result);
        }