/// <summary> /// Checks if polygon is valid for use in Box2d engine. /// Last ditch effort to ensure no invalid polygons are /// added to world geometry. /// /// Performs a full check, for simplicity, convexity, /// orientation, minimum angle, and volume. This won't /// be very efficient, and a lot of it is redundant when /// other tools in this section are used. /// /// From Eric Jordan's convex decomposition library /// </summary> /// <param name="printErrors"></param> /// <returns></returns> public PolygonError CheckPolygon() { PolygonError error = PolygonError.None; if (Count < 3 || Count > Point2DList.kMaxPolygonVertices) { error |= PolygonError.NotEnoughVertices; // no other tests will be valid at this point, so just return return(error); } if (IsDegenerate()) { error |= PolygonError.Degenerate; } //bool bIsConvex = IsConvex(); //if (!IsConvex()) //{ // error |= PolygonError.NotConvex; //} if (!IsSimple()) { error |= PolygonError.NotSimple; } if (GetArea() < MathUtil.EPSILON) { error |= PolygonError.AreaTooSmall; } // the following tests don't make sense if the polygon is not simple if ((error & PolygonError.NotSimple) != PolygonError.NotSimple) { bool bReversed = false; WindingOrderType expectedWindingOrder = WindingOrderType.CCW; WindingOrderType reverseWindingOrder = WindingOrderType.CW; if (WindingOrder == reverseWindingOrder) { WindingOrder = expectedWindingOrder; bReversed = true; } //Compute normals Point2D[] normals = new Point2D[Count]; Point2DList vertices = new Point2DList(Count); for (int i = 0; i < Count; ++i) { vertices.Add(new Point2D(this[i].X, this[i].Y)); int i1 = i; int i2 = NextIndex(i); Point2D edge = new Point2D(this[i2].X - this[i1].X, this[i2].Y - this[i1].Y); normals[i] = Point2D.Perpendicular(edge, 1.0); normals[i].Normalize(); } //Required side checks for (int i = 0; i < Count; ++i) { int iminus = PreviousIndex(i); //Parallel sides check double cross = Point2D.Cross(normals[iminus], normals[i]); cross = MathUtil.Clamp(cross, -1.0f, 1.0f); float angle = (float)Math.Asin(cross); if (Math.Abs(angle) <= Point2DList.kAngularSlop) { error |= PolygonError.SidesTooCloseToParallel; break; } // For some reason, the following checks do not seem to work // correctly in all cases - they return false positives. // //Too skinny check - only valid for convex polygons // if (bIsConvex) // { // for (int j = 0; j < Count; ++j) // { // if (j == i || j == NextIndex(i)) // { // continue; // } // Point2D testVector = vertices[j] - vertices[i]; // testVector.Normalize(); // double s = Point2D.Dot(testVector, normals[i]); // if (s >= -Point2DList.kLinearSlop) // { // error |= PolygonError.TooThin; // } // } // Point2D centroid = vertices.GetCentroid(); // Point2D n1 = normals[iminus]; // Point2D n2 = normals[i]; // Point2D v = vertices[i] - centroid; // Point2D d = new Point2D(); // d.X = Point2D.Dot(n1, v); // - toiSlop; // d.Y = Point2D.Dot(n2, v); // - toiSlop; // // Shifting the edge inward by toiSlop should // // not cause the plane to pass the centroid. // if ((d.X < 0.0f) || (d.Y < 0.0f)) // { // error |= PolygonError.TooThin; // } // } } if (bReversed) { WindingOrder = reverseWindingOrder; } } //if (error != PolygonError.None) //{ // Console.WriteLine("Found invalid polygon: {0} {1}\n", Point2DList.GetErrorString(error), this.ToString()); //} return(error); }