Example #1
0
            public PolyNode GetRightestConnection(PolyNode incoming)
            {
                if (NConnected == 0)
                {
                    Debug.Assert(false);                  // This means the connection graph is inconsistent
                }
                if (NConnected == 1)
                {
                    //b2Assert(false);
                    // Because of the possibility of collapsing nearby points,
                    // we may end up with "spider legs" dangling off of a region.
                    // The correct behavior here is to turn around.
                    return(incoming);
                }
                FVector2 inDir = Position - incoming.Position;

                float inLength = inDir.Length();

                inDir.Normalize();

                Debug.Assert(inLength > Box2D.Settings.b2_epsilon);

                PolyNode result = null;

                for (int i = 0; i < NConnected; ++i)
                {
                    if (Connected[i] == incoming)
                    {
                        continue;
                    }
                    FVector2 testDir       = Connected[i].Position - Position;
                    float    testLengthSqr = testDir.LengthSquared();
                    testDir.Normalize();
                    Debug.Assert(testLengthSqr >= Box2D.Settings.b2_epsilon * Box2D.Settings.b2_epsilon);
                    float myCos = FVector2.Dot(inDir, testDir);
                    float mySin = MathUtils.Cross(inDir, testDir);
                    if (result != null)
                    {
                        FVector2 resultDir = result.Position - Position;
                        resultDir.Normalize();
                        float resCos = FVector2.Dot(inDir, resultDir);
                        float resSin = MathUtils.Cross(inDir, resultDir);
                        if (IsRighter(mySin, myCos, resSin, resCos))
                        {
                            result = Connected[i];
                        }
                    }
                    else
                    {
                        result = Connected[i];
                    }
                }

                Debug.Assert(result != null);

                return(result);
            }
Example #2
0
        private static bool SanityCheck(Vertices vertices)
        {
            if (vertices.Count < 3)
            {
                return(false);
            }

            if (vertices.GetArea() < 0.00001f)
            {
                return(false);
            }

            for (int i = 0; i < vertices.Count; ++i)
            {
                int      i1   = i;
                int      i2   = i + 1 < vertices.Count ? i + 1 : 0;
                FVector2 edge = vertices[i2] - vertices[i1];
                if (edge.LengthSquared() < Box2D.Settings.b2_epsilon * Box2D.Settings.b2_epsilon)
                {
                    return(false);
                }
            }

            for (int i = 0; i < vertices.Count; ++i)
            {
                int      i1   = i;
                int      i2   = i + 1 < vertices.Count ? i + 1 : 0;
                FVector2 edge = vertices[i2] - vertices[i1];

                for (int j = 0; j < vertices.Count; ++j)
                {
                    // Don't check vertices on the current edge.
                    if (j == i1 || j == i2)
                    {
                        continue;
                    }

                    FVector2 r = vertices[j] - vertices[i1];

                    // Your polygon is non-convex (it has an indentation) or
                    // has colinear edges.
                    float s = edge.X * r.Y - edge.Y * r.X;

                    if (s < 0.0f)
                    {
                        return(false);
                    }
                }
            }

            return(true);
        }