Example #1
0
        /// <summary>
        /// Checks if the vertices forms an simple polygon by checking for edge crossings.
        /// </summary>
        public bool IsSimple()
        {
            //The simplest polygon which can exist in the Euclidean plane has 3 sides.
            if (Count < 3)
            {
                return(false);
            }

            for (int i = 0; i < Count; ++i)
            {
                TSVector2 a1 = this[i];
                TSVector2 a2 = NextVertex(i);
                for (int j = i + 1; j < Count; ++j)
                {
                    TSVector2 b1 = this[j];
                    TSVector2 b2 = NextVertex(j);

                    TSVector2 temp;

                    if (LineTools.LineIntersect2(ref a1, ref a2, ref b1, ref b2, out temp))
                    {
                        return(false);
                    }
                }
            }
            return(true);
        }
        private static bool CanSee(int i, int j, Vertices vertices)
        {
            if (Reflex(i, vertices))
            {
                if (LeftOn(At(i, vertices), At(i - 1, vertices), At(j, vertices)) && RightOn(At(i, vertices), At(i + 1, vertices), At(j, vertices)))
                {
                    return(false);
                }
            }
            else
            {
                if (RightOn(At(i, vertices), At(i + 1, vertices), At(j, vertices)) || LeftOn(At(i, vertices), At(i - 1, vertices), At(j, vertices)))
                {
                    return(false);
                }
            }
            if (Reflex(j, vertices))
            {
                if (LeftOn(At(j, vertices), At(j - 1, vertices), At(i, vertices)) && RightOn(At(j, vertices), At(j + 1, vertices), At(i, vertices)))
                {
                    return(false);
                }
            }
            else
            {
                if (RightOn(At(j, vertices), At(j + 1, vertices), At(i, vertices)) || LeftOn(At(j, vertices), At(j - 1, vertices), At(i, vertices)))
                {
                    return(false);
                }
            }
            for (int k = 0; k < vertices.Count; ++k)
            {
                if ((k + 1) % vertices.Count == i || k == i || (k + 1) % vertices.Count == j || k == j)
                {
                    continue; // ignore incident edges
                }
                TSVector2 intersectionPoint;

                if (LineTools.LineIntersect(At(i, vertices), At(j, vertices), At(k, vertices), At(k + 1, vertices), out intersectionPoint))
                {
                    return(false);
                }
            }
            return(true);
        }
        private static void SimplifySection(Vertices vertices, int i, int j, bool[] usePoint, FP distanceTolerance)
        {
            if ((i + 1) == j)
            {
                return;
            }

            TSVector2 a = vertices[i];
            TSVector2 b = vertices[j];

            FP  maxDistance = -1.0;
            int maxIndex    = i;

            for (int k = i + 1; k < j; k++)
            {
                TSVector2 point = vertices[k];

                FP distance = LineTools.DistanceBetweenPointAndLineSegment(ref point, ref a, ref b);

                if (distance > maxDistance)
                {
                    maxDistance = distance;
                    maxIndex    = k;
                }
            }

            if (maxDistance <= distanceTolerance)
            {
                for (int k = i + 1; k < j; k++)
                {
                    usePoint[k] = false;
                }
            }
            else
            {
                SimplifySection(vertices, i, maxIndex, usePoint, distanceTolerance);
                SimplifySection(vertices, maxIndex, j, usePoint, distanceTolerance);
            }
        }
Example #4
0
        /// <summary>
        /// Calculates all intersections between two polygons.
        /// </summary>
        /// <param name="polygon1">The first polygon.</param>
        /// <param name="polygon2">The second polygon.</param>
        /// <param name="slicedPoly1">Returns the first polygon with added intersection points.</param>
        /// <param name="slicedPoly2">Returns the second polygon with added intersection points.</param>
        private static void CalculateIntersections(Vertices polygon1, Vertices polygon2,
                                                   out Vertices slicedPoly1, out Vertices slicedPoly2)
        {
            slicedPoly1 = new Vertices(polygon1);
            slicedPoly2 = new Vertices(polygon2);

            // Iterate through polygon1's edges
            for (int i = 0; i < polygon1.Count; i++)
            {
                // Get edge vertices
                TSVector2 a = polygon1[i];
                TSVector2 b = polygon1[polygon1.NextIndex(i)];

                // Get intersections between this edge and polygon2
                for (int j = 0; j < polygon2.Count; j++)
                {
                    TSVector2 c = polygon2[j];
                    TSVector2 d = polygon2[polygon2.NextIndex(j)];

                    TSVector2 intersectionPoint;
                    // Check if the edges intersect
                    if (LineTools.LineIntersect(a, b, c, d, out intersectionPoint))
                    {
                        // calculate alpha values for sorting multiple intersections points on a edge
                        FP alpha;
                        // Insert intersection point into first polygon
                        alpha = GetAlpha(a, b, intersectionPoint);
                        if (alpha > 0f && alpha < 1f)
                        {
                            int index = slicedPoly1.IndexOf(a) + 1;
                            while (index < slicedPoly1.Count &&
                                   GetAlpha(a, b, slicedPoly1[index]) <= alpha)
                            {
                                ++index;
                            }
                            slicedPoly1.Insert(index, intersectionPoint);
                        }
                        // Insert intersection point into second polygon
                        alpha = GetAlpha(c, d, intersectionPoint);
                        if (alpha > 0f && alpha < 1f)
                        {
                            int index = slicedPoly2.IndexOf(c) + 1;
                            while (index < slicedPoly2.Count &&
                                   GetAlpha(c, d, slicedPoly2[index]) <= alpha)
                            {
                                ++index;
                            }
                            slicedPoly2.Insert(index, intersectionPoint);
                        }
                    }
                }
            }
            // Check for very small edges
            for (int i = 0; i < slicedPoly1.Count; ++i)
            {
                int iNext = slicedPoly1.NextIndex(i);
                //If they are closer than the distance remove vertex
                if ((slicedPoly1[iNext] - slicedPoly1[i]).LengthSquared() <= ClipperEpsilonSquared)
                {
                    slicedPoly1.RemoveAt(i);
                    --i;
                }
            }
            for (int i = 0; i < slicedPoly2.Count; ++i)
            {
                int iNext = slicedPoly2.NextIndex(i);
                //If they are closer than the distance remove vertex
                if ((slicedPoly2[iNext] - slicedPoly2[i]).LengthSquared() <= ClipperEpsilonSquared)
                {
                    slicedPoly2.RemoveAt(i);
                    --i;
                }
            }
        }
        private static List <Vertices> TriangulatePolygon(Vertices vertices)
        {
            List <Vertices> list = new List <Vertices>();
            TSVector2       lowerInt = new TSVector2();
            TSVector2       upperInt = new TSVector2(); // intersection points
            int             lowerIndex = 0, upperIndex = 0;
            Vertices        lowerPoly, upperPoly;

            for (int i = 0; i < vertices.Count; ++i)
            {
                if (Reflex(i, vertices))
                {
                    FP upperDist;
                    FP lowerDist = upperDist = FP.MaxValue;
                    for (int j = 0; j < vertices.Count; ++j)
                    {
                        // if line intersects with an edge
                        FP        d;
                        TSVector2 p;
                        if (Left(At(i - 1, vertices), At(i, vertices), At(j, vertices)) && RightOn(At(i - 1, vertices), At(i, vertices), At(j - 1, vertices)))
                        {
                            // find the point of intersection
                            p = LineTools.LineIntersect(At(i - 1, vertices), At(i, vertices), At(j, vertices), At(j - 1, vertices));

                            if (Right(At(i + 1, vertices), At(i, vertices), p))
                            {
                                // make sure it's inside the poly
                                d = SquareDist(At(i, vertices), p);
                                if (d < lowerDist)
                                {
                                    // keep only the closest intersection
                                    lowerDist  = d;
                                    lowerInt   = p;
                                    lowerIndex = j;
                                }
                            }
                        }

                        if (Left(At(i + 1, vertices), At(i, vertices), At(j + 1, vertices)) && RightOn(At(i + 1, vertices), At(i, vertices), At(j, vertices)))
                        {
                            p = LineTools.LineIntersect(At(i + 1, vertices), At(i, vertices), At(j, vertices), At(j + 1, vertices));

                            if (Left(At(i - 1, vertices), At(i, vertices), p))
                            {
                                d = SquareDist(At(i, vertices), p);
                                if (d < upperDist)
                                {
                                    upperDist  = d;
                                    upperIndex = j;
                                    upperInt   = p;
                                }
                            }
                        }
                    }

                    // if there are no vertices to connect to, choose a point in the middle
                    if (lowerIndex == (upperIndex + 1) % vertices.Count)
                    {
                        TSVector2 p = ((lowerInt + upperInt) / 2);

                        lowerPoly = Copy(i, upperIndex, vertices);
                        lowerPoly.Add(p);
                        upperPoly = Copy(lowerIndex, i, vertices);
                        upperPoly.Add(p);
                    }
                    else
                    {
                        FP highestScore = 0, bestIndex = lowerIndex;
                        while (upperIndex < lowerIndex)
                        {
                            upperIndex += vertices.Count;
                        }

                        for (int j = lowerIndex; j <= upperIndex; ++j)
                        {
                            if (CanSee(i, j, vertices))
                            {
                                FP score = 1 / (SquareDist(At(i, vertices), At(j, vertices)) + 1);
                                if (Reflex(j, vertices))
                                {
                                    if (RightOn(At(j - 1, vertices), At(j, vertices), At(i, vertices)) && LeftOn(At(j + 1, vertices), At(j, vertices), At(i, vertices)))
                                    {
                                        score += 3;
                                    }
                                    else
                                    {
                                        score += 2;
                                    }
                                }
                                else
                                {
                                    score += 1;
                                }
                                if (score > highestScore)
                                {
                                    bestIndex    = j;
                                    highestScore = score;
                                }
                            }
                        }
                        lowerPoly = Copy(i, (int)bestIndex, vertices);
                        upperPoly = Copy((int)bestIndex, i, vertices);
                    }
                    list.AddRange(TriangulatePolygon(lowerPoly));
                    list.AddRange(TriangulatePolygon(upperPoly));
                    return(list);
                }
            }

            // polygon is already convex
            if (vertices.Count > Settings.MaxPolygonVertices)
            {
                lowerPoly = Copy(0, vertices.Count / 2, vertices);
                upperPoly = Copy(vertices.Count / 2, 0, vertices);
                list.AddRange(TriangulatePolygon(lowerPoly));
                list.AddRange(TriangulatePolygon(upperPoly));
            }
            else
            {
                list.Add(vertices);
            }

            return(list);
        }