Beispiel #1
0
        /// <summary>
        /// Determines if the specified polygon at the specified position and rotation contains the specified point
        /// </summary>
        /// <param name="poly">The polygon</param>
        /// <param name="pos">Origin of the polygon</param>
        /// <param name="rot">Rotation of the polygon</param>
        /// <param name="point">Point to check</param>
        /// <param name="strict">True if the edges do not count as inside</param>
        /// <returns>If the polygon at pos with rotation rot about its center contains point</returns>
        public static bool Contains(Polygon2 poly, Vector2 pos, Rotation2 rot, Vector2 point, bool strict)
        {
            if (!Rect2.Contains(poly.AABB, pos, point, strict))
            {
                return(false);
            }

            // Calculate the area of the triangles constructed by the lines of the polygon. If it
            // matches the area of the polygon, we're inside the polygon.
            float myArea = 0;

            var center = poly.Center + pos;
            var last   = Math2.Rotate(poly.Vertices[poly.Vertices.Length - 1], poly.Center, rot) + pos;

            for (int i = 0; i < poly.Vertices.Length; i++)
            {
                var curr = Math2.Rotate(poly.Vertices[i], poly.Center, rot) + pos;

                myArea += Math2.AreaOfTriangle(center, last, curr);

                last = curr;
            }

            return(Math2.Approximately(myArea, poly.Area, poly.Area / 1000));
        }
Beispiel #2
0
        /// <summary>
        /// Initializes a polygon with the specified vertices
        /// </summary>
        /// <param name="vertices">Vertices</param>
        /// <exception cref="ArgumentNullException">If vertices is null</exception>
        public Polygon2(Vector2[] vertices)
        {
            if (vertices == null)
            {
                throw new ArgumentNullException(nameof(vertices));
            }

            Vertices = vertices;

            Normals = new List <Vector2>();
            Vector2 tmp;

            for (int i = 1; i < vertices.Length; i++)
            {
                tmp = Math2.MakeStandardNormal(Vector2.Normalize(Math2.Perpendicular(vertices[i] - vertices[i - 1])));
                if (!Normals.Contains(tmp))
                {
                    Normals.Add(tmp);
                }
            }

            tmp = Math2.MakeStandardNormal(Vector2.Normalize(Math2.Perpendicular(vertices[0] - vertices[vertices.Length - 1])));
            if (!Normals.Contains(tmp))
            {
                Normals.Add(tmp);
            }

            var min = new Vector2(vertices[0].X, vertices[0].Y);
            var max = new Vector2(min.X, min.Y);

            for (int i = 1; i < vertices.Length; i++)
            {
                min.X = Math.Min(min.X, vertices[i].X);
                min.Y = Math.Min(min.Y, vertices[i].Y);
                max.X = Math.Max(max.X, vertices[i].X);
                max.Y = Math.Max(max.Y, vertices[i].Y);
            }
            AABB = new Rect2(min, max);

            Center = new Vector2(0, 0);
            foreach (var vert in Vertices)
            {
                Center += vert;
            }
            Center *= (1.0f / Vertices.Length);

            // Find longest axis
            float longestAxisLenSq = -1;

            for (int i = 1; i < vertices.Length; i++)
            {
                var vec = vertices[i] - vertices[i - 1];
                longestAxisLenSq = Math.Max(longestAxisLenSq, vec.LengthSquared());
            }
            longestAxisLenSq  = Math.Max(longestAxisLenSq, (vertices[0] - vertices[vertices.Length - 1]).LengthSquared());
            LongestAxisLength = (float)Math.Sqrt(longestAxisLenSq);

            // Area and lines
            float area = 0;

            Lines = new Line2[Vertices.Length];
            var last = Vertices[Vertices.Length - 1];

            for (int i = 0; i < Vertices.Length; i++)
            {
                var next = Vertices[i];
                Lines[i] = new Line2(last, next);
                area    += Math2.AreaOfTriangle(last, next, Center);
                last     = next;
            }
            Area = area;

            last = Vertices[Vertices.Length - 1];
            var centToLast            = (last - Center);
            var angLast               = Math.Atan2(centToLast.Y, centToLast.X);
            var cwCounter             = 0;
            var ccwCounter            = 0;
            var foundDefinitiveResult = false;

            for (int i = 0; i < Vertices.Length; i++)
            {
                var curr       = Vertices[i];
                var centToCurr = (curr - Center);
                var angCurr    = Math.Atan2(centToCurr.Y, centToCurr.X);

                var clockwise = angCurr < angLast;
                if (clockwise)
                {
                    cwCounter++;
                }
                else
                {
                    ccwCounter++;
                }

                Clockwise = clockwise;
                if (Math.Abs(angLast - angCurr) > Math2.DEFAULT_EPSILON)
                {
                    foundDefinitiveResult = true;
                    break;
                }

                last       = curr;
                centToLast = centToCurr;
                angLast    = angCurr;
            }
            if (!foundDefinitiveResult)
            {
                Clockwise = cwCounter > ccwCounter;
            }
        }