/// <summary> /// Creates a random convex polygon. /// </summary> /// <param name="generationSize"></param> /// <param name="maxOffset"></param> /// <returns></returns> public static List<Vertex> RandomConvexPolygon(int generationSize, int maxOffset) { int offsetSmaller = 4; RandomGenerator = new Random(); var gm = new GraphManager(); var edges = new List<Edge>(); //Create two random vertices var v1 = RandomVertex(maxOffset / 2, maxOffset / 2 + maxOffset / offsetSmaller, maxOffset / 2, maxOffset / 2 + maxOffset / offsetSmaller); var v2 = RandomVertex(maxOffset / 2 - maxOffset / offsetSmaller, maxOffset / 2, maxOffset / 2 - maxOffset / offsetSmaller, maxOffset / 2); gm.AddVertex(v1); gm.AddVertex(v2); edges.Add(gm.CreateEdge(v1, v2)); edges.Add(gm.CreateEdge(v2, v1)); //Create all new vertices and edges by splitting an edge in two and introducing a new vertex. int i = 2; while(i < generationSize) { double vertexLength = 0; int index = 0; //Ignore everythin for a smaller offset than 30. Basically a filter to not create points too close to each other while (vertexLength < 30) { index = RandomGenerator.Next(0, edges.Count - 1); vertexLength = edges[index].CreateLine().GetLength(); } var oldEdge = edges[index]; var count = edges.Count; edges.RemoveAt(index); //Remove old edge edges.AddRange(SplitConvexEdge(gm, oldEdge, maxOffset/20, (i+1)%count)); //And add new ones i++; } gm.RemoveAllEdges(); //Clean up the graph by removing all edges from the vertices return gm.Vertices; }
public Chews() { RandomGenerator = new Random(); GM = new GraphManager(); }
/// <summary> /// Splits an edge on a convex polygon into two edges by adding a vertex on a random position /// While keeping the Convex constraint. /// </summary> /// <param name="gm"></param> /// <param name="e"></param> /// <param name="maxOffset"></param> /// <param name="index"></param> /// <returns></returns> public static List<Edge> SplitConvexEdge(GraphManager gm, Edge e, int maxOffset, int index) { var edgeLine = e.CreateLine(); List<Edge> result = new List<Edge>(); //Create random point on the edge var offset = Convert.ToDouble(RandomGenerator.Next(0, 100)) / 122 + 0.1; var point = edgeLine.GetPointOn(offset); //Calculate offsets var dx = e.v2.Point.x - e.v1.Point.x; var dy = e.v2.Point.y - e.v1.Point.y; //Note swapping offsets for X and Y. var offsetX = Math.Abs(dx) / (dy); var offsetY = Math.Abs(dy) / (dx * -1); //Calculate the maximum endpoint for the new node. var endPoint = new C2DPoint(offsetX * maxOffset + point.x, offsetY * maxOffset + point.y); var newLine = new C2DLine(point, endPoint); var otherVertex1 = e.v1; var otherVertex2 = e.v2; var otherEdge1 = otherVertex1.GetOther(e).CreateLine(); var otherEdge2 = otherVertex2.GetOther(e).CreateLine(); //Compare with both other edges, to check if the new vertex would still result in a convex polygon. //If not, update the maximum offset for the new vertex if (otherVertex1.GetOther(e) != otherVertex2.GetOther(e)) { var intersections = new List<C2DPoint>(); otherEdge1.GrowFromCentre(100000000);//Hack: to check if they intersect. The library does not support rays in this case if (newLine.Crosses(otherEdge1, intersections)) { var newEndpoint = intersections.Single(); newLine = new C2DLine(point, newEndpoint); } intersections = new List<C2DPoint>(); otherEdge2.GrowFromCentre(100000000); //Hack: to check if they intersect. The library does not support rays in this case if (newLine.Crosses(otherEdge2, intersections)) { var newEndpoint = intersections.Single(); newLine = new C2DLine(point, newEndpoint); } } //Select a random point on the line (which is bound) var newlineOffset = Convert.ToDouble(RandomGenerator.Next(0, 100)) / 122+0.1; var newPoint = newLine.GetPointOn(offset); var newVertex = new Vertex() { Point = newPoint }; //Indexof might be very slow? Note this is just used for the creation of a testvertex gm.AddVertexAt(newVertex, gm.Vertices.IndexOf(otherVertex2)); gm.DestroyEdge(e);//Unregister the old edge result.Add(gm.CreateEdge(otherVertex1, newVertex)); //Add the two new ones result.Add(gm.CreateEdge(newVertex, otherVertex2)); // :) return result; }