Exemple #1
0
 /// <summary>
 /// Update a vertex as it can change from reflex to convex and convex vertices may
 /// become ears when other ears are removed.
 /// </summary>
 /// <param name="prev">Previous vertex.</param>
 /// <param name="curr">Current vertex.</param>
 /// <param name="next">Next vertex.</param>
 private void UpdateVertex(Vector3 prev, Vector3 curr, Vector3 next)
 {
     // Check if vertex became convex and update if so
     if (reflex.Contains(curr))
     {
         if (Maths2D.IsConvex(prev, curr, next))
         {
             reflex.Remove(curr);
             convex.AddLast(curr);
         }
     }
     // Check if the vertex is convex and if so, check if it is an ear.
     if (convex.Contains(curr))
     {
         if (CheckIfEar(prev, curr, next))
         {
             if (!ears.Contains(curr))
             {
                 ears.AddLast(curr);
             }
         }
         else if (ears.Contains(curr))
         {
             ears.Remove(curr);
         }
     }
 }
Exemple #2
0
 /// <summary>
 /// Check if a vertex is an ear by iterating over reflex vertices and checking
 /// containment inside triangle formed by vertex and neighbours.
 /// </summary>
 /// <param name="prev">Previous vertex.</param>
 /// <param name="curr">Current vertex.</param>
 /// <param name="next">Next vertex.</param>
 /// <returns>Ear or not.</returns>
 private bool CheckIfEar(Vector3 prev, Vector3 curr, Vector3 next)
 {
     // If any reflex point is inside, it's not an ear.
     foreach (var vertex in reflex)
     {
         if (Maths2D.PointInTriangle(prev.ToXZ(), curr.ToXZ(), next.ToXZ(), vertex.ToXZ()) &&
             vertex != prev && vertex != curr && vertex != next)
         {
             return(false);
         }
     }
     return(true);
 }
Exemple #3
0
        /// <summary>
        /// Construct the necessary lists for triangulation with ear clipping.
        /// </summary>
        private void PrepareLists()
        {
            // Get reflex/convex vertices
            var j = vertices.Count - 1;
            var i = j - 1;

            for (int k = 0; k < vertices.Count; k++)
            {
                if (!Maths2D.IsConvex(vertices[i], vertices[j], vertices[k]))
                {
                    reflex.AddLast(vertices[j]);
                }
                else
                {
                    convex.AddLast(vertices[j]);
                }

                i = j;
                j = k;
            }

            // Get ears
            var curr = convex.First;
            var prev = verts.Find(curr.Value).Previous ?? verts.Last;
            var next = verts.Find(curr.Value).Next ?? verts.First;

            while (curr != verts.First)
            {
                if (CheckIfEar(prev.Value, curr.Value, next.Value))
                {
                    ears.AddLast(curr.Value);
                }

                curr = curr.Next;
                if (curr == null)
                {
                    break;
                }
                prev = verts.Find(curr.Value).Previous ?? verts.Last;
                next = verts.Find(curr.Value).Next ?? verts.First;
            }
        }