Exemple #1
0
        /** Finds the minimum bounding area containing all points in <param name="points">points</param>,
         * where the face of each point faces <param name="center">center</param>. */
        private List<Vector3> facePointArea(List<Vector3> points, Vector3 center)
        {
            List<WaterEdge> edges = new List<WaterEdge>();
            for (int i = 0; i < points.Count; i++ )
            {
                edges.Add(new WaterEdge(points[i], points[(i+1)%points.Count], new List<Vector3>()));
            }
            for (int i = 0; i < edges.Count; i++)
            {
                if (!edgeFacesPoint(edges[i], center))
                {
                    //for the other winding order
                    //int prev = (i + edges.Count - 1) % edges.Count;
                    //edges[prev] = new WaterEdge(edges[prev].NodeA, edges[i].NodeB, new List<Vector3>());
                    //edges.RemoveAt(i);
                    //i = (i + edges.Count - 2) % edges.Count;
                    //i -= 2;
                    //if (i < 0) i = 0;

                    int next = (i + 1) % edges.Count;
                    edges[i] = new WaterEdge(edges[i].NodeA, edges[next].NodeB, new List<Vector3>());
                    edges.RemoveAt(next);
                    i--;
                }
            }
            List<Vector3> boundPoits = new List<Vector3>(edges.Count);
            for (int i = 0; i < edges.Count; i++) {
                boundPoits.Add(edges[i].NodeA);
            }
            return boundPoits;
        }
Exemple #2
0
        /** Finds the minimum bounding convex area containing all points in <param name="points">points</param>. */
        /* NOTE: only works if xMin, xMax, yMin and yMax are unique! */
        private List<Vector3> minimumConvexArea(List<Vector3> points, List<Vector3> initialPoints, Vector3 center)
        {
            List<Vector3> distSortedPoints = new List<Vector3>(points);
            distSortedPoints.Sort(
                delegate(Vector3 v1, Vector3 v2) {
                    return (int) (Vector3.DistanceSquared(center, v1) - Vector3.DistanceSquared(center, v2));
                }
            );

            List<WaterEdge> bounds = new List<WaterEdge>();
            for (int i = 0; i < initialPoints.Count; i++)
            {
                int next = (i + 1) % initialPoints.Count;
                bounds.Add(new WaterEdge(initialPoints[i], initialPoints[next], isClosed(points, center, initialPoints[i], initialPoints[next])));
            }
            int nextSort = 0;
            int firstOpen = 0;
            while (firstOpen < bounds.Count) {
                Vector3 next = distSortedPoints[nextSort++];
                for (int i = firstOpen; i < bounds.Count; i++) {
                    if (bounds[i].isOutside(next)) {
                        WaterEdge edgeA = new WaterEdge(bounds[i].NodeA, next, isClosed(points, center, bounds[i].NodeA, next));
                        WaterEdge edgeB = new WaterEdge(next, bounds[i].NodeB, isClosed(points, center, next, bounds[i].NodeB));
                        bounds.Remove(bounds[i]);
                        bounds.Insert(i, edgeB);
                        bounds.Insert(i, edgeA);
                        if (i == firstOpen) {
                            while (firstOpen < bounds.Count && !bounds[firstOpen].Closed) firstOpen++;
                        }
                        break;
                    }
                }
            }
            List<Vector3> boundPoits = new List<Vector3>(bounds.Count);
            for (int i = 0; i < bounds.Count; i++) {
                boundPoits.Add(bounds[i].NodeA);
            }
            return boundPoits;
        }
Exemple #3
0
 private bool edgeFacesPoint(WaterEdge edge, Vector3 point)
 {
     Vector2 n = Vector2.Normalize(new Vector2(edge.NodeA.X - edge.NodeB.X, edge.NodeA.Y - edge.NodeB.Y));
     Vector2 v = new Vector2(point.X - edge.NodeA.X, point.Y - edge.NodeA.Y);
     float dist = Vector2.Dot(new Vector2(-n.Y, n.X), v);
     //if (dist <= 0) Console.WriteLine("No Face!");
     return (dist > 0);
 }