// This returns the closest coordinates ON the line public Vector2D NearestOnLine(Vector2D pos) { float u = Line2D.GetNearestOnLine(start.Position, end.Position, pos); if (u < 0f) { u = 0f; } else if (u > 1f) { u = 1f; } return(Line2D.GetCoordinatesAt(start.Position, end.Position, u)); }
// This updates the selection private void Update() { // Not in any modifying mode? if (mode == ModifyMode.None) { Vector2D prevdragoffset = alignoffset; alignoffset = new Vector2D(float.MinValue, float.MinValue); showalignoffset = false; // Check what grip the mouse is over // and change cursor accordingly Grip mousegrip = CheckMouseGrip(); switch (mousegrip) { case Grip.Main: int closestcorner = -1; float cornerdist = float.MaxValue; for (int i = 0; i < 4; i++) { Vector2D delta = corners[i] - mousemappos; float d = delta.GetLengthSq(); if (d < cornerdist) { closestcorner = i; cornerdist = d; } } switch (closestcorner) { // TODO: case 0: alignoffset = new Vector2D(0f, 0f); break; case 1: alignoffset = new Vector2D(texture.ScaledWidth, 0f); break; case 2: alignoffset = new Vector2D(texture.ScaledWidth, -texture.ScaledHeight); break; case 3: alignoffset = new Vector2D(0f, -texture.ScaledHeight); break; } showalignoffset = true; General.Interface.SetCursor(Cursors.Hand); break; case Grip.RotateLB: case Grip.RotateRT: alignoffset = new Vector2D(0f, 0f); showalignoffset = true; General.Interface.SetCursor(Cursors.Cross); break; case Grip.SizeH: case Grip.SizeV: alignoffset = new Vector2D(0f, 0f); showalignoffset = true; // Pick the best matching cursor depending on rotation and side float resizeangle = -(rotation + sectorinfo[0].rotation); if (mousegrip == Grip.SizeH) { resizeangle += Angle2D.PIHALF; } resizeangle = Angle2D.Normalized(resizeangle); if (resizeangle > Angle2D.PI) { resizeangle -= Angle2D.PI; } resizeangle = Math.Abs(resizeangle + Angle2D.PI / 8.000001f); int cursorindex = (int)Math.Floor((resizeangle / Angle2D.PI) * 4.0f) % 4; General.Interface.SetCursor(RESIZE_CURSORS[cursorindex]); break; default: General.Interface.SetCursor(Cursors.Default); break; } if (prevdragoffset != alignoffset) { General.Interface.RedrawDisplay(); } } else { Vector2D snappedmappos = mousemappos; bool dosnaptogrid = snaptogrid; // Options snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid; snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge; // Change to crosshair cursor so we can clearly see around the mouse cursor General.Interface.SetCursor(Cursors.Cross); // Check what modifying mode we are in switch (mode) { case ModifyMode.Dragging: offset = -mousemappos - dragoffset; Vector2D transformedpos = TexToWorld(alignoffset); // Snap to nearest vertex? if (snaptonearest) { float vrange = BuilderPlug.Me.StitchRange / renderer.Scale; // Try the nearest vertex Vertex nv = MapSet.NearestVertexSquareRange(General.Map.Map.Vertices, transformedpos, vrange); if (nv != null) { // Change offset to snap to target offset -= nv.Position - transformedpos; dosnaptogrid = false; } else { // Find the nearest line within range Linedef nl = MapSet.NearestLinedefRange(General.Map.Map.Linedefs, transformedpos, vrange); if (nl != null) { // Snap to grid? if (dosnaptogrid) { // Get grid intersection coordinates List <Vector2D> coords = nl.GetGridIntersections(); // Find nearest grid intersection float found_distance = float.MaxValue; Vector2D found_pos = new Vector2D(float.NaN, float.NaN); foreach (Vector2D v in coords) { Vector2D dist = transformedpos - v; if (dist.GetLengthSq() < found_distance) { // Found a better match found_distance = dist.GetLengthSq(); found_pos = v; // Do not snap to grid anymore dosnaptogrid = false; } } // Found something? if (!float.IsNaN(found_pos.x)) { // Change offset to snap to target offset -= found_pos - transformedpos; } } else { // Change offset to snap onto the line offset -= nl.NearestOnLine(transformedpos) - transformedpos; } } } } // Snap to grid? if (dosnaptogrid) { // Change offset to align to grid offset -= General.Map.Grid.SnappedToGrid(transformedpos) - transformedpos; } break; case ModifyMode.Resizing: // Snap to nearest vertex? if (snaptonearest) { float vrange = BuilderPlug.Me.StitchRange / renderer.Scale; // Try the nearest vertex Vertex nv = MapSet.NearestVertexSquareRange(General.Map.Map.Vertices, snappedmappos, vrange); if (nv != null) { snappedmappos = nv.Position; dosnaptogrid = false; } } // Snap to grid? if (dosnaptogrid) { // Aligned to grid snappedmappos = General.Map.Grid.SnappedToGrid(snappedmappos); } float newscale = 1f / resizeaxis.GetNearestOnLine(snappedmappos); if (float.IsInfinity(newscale) || float.IsNaN(newscale)) { newscale = 99999f; } scale = (newscale * resizefilter) + scale * (1.0f - resizefilter); if (float.IsInfinity(scale.x) || float.IsNaN(scale.x)) { scale.x = 99999f; } if (float.IsInfinity(scale.y) || float.IsNaN(scale.y)) { scale.y = 99999f; } // Show the extension line so that the user knows what it is aligning to UpdateRectangleComponents(); Line2D edgeline; if (resizefilter.x > resizefilter.y) { edgeline = new Line2D(corners[1], corners[2]); } else { edgeline = new Line2D(corners[3], corners[2]); } float nearestonedge = edgeline.GetNearestOnLine(snappedmappos); if (nearestonedge > 0.5f) { extensionline = new Line2D(edgeline.v1, snappedmappos); } else { extensionline = new Line2D(edgeline.v2, snappedmappos); } break; case ModifyMode.Rotating: // Snap to nearest vertex? extensionline = new Line2D(); if (snaptonearest) { float vrange = BuilderPlug.Me.StitchRange / renderer.Scale; // Try the nearest vertex Vertex nv = MapSet.NearestVertexSquareRange(General.Map.Map.Vertices, snappedmappos, vrange); if (nv != null) { snappedmappos = nv.Position; dosnaptogrid = false; // Show the extension line so that the user knows what it is aligning to extensionline = new Line2D(corners[0], snappedmappos); } } Vector2D delta = snappedmappos - rotationcenter; float deltaangle = -delta.GetAngle(); // Snap to grid? if (dosnaptogrid) { // We make 8 vectors that the rotation can snap to float founddistance = float.MaxValue; float foundrotation = rotation; for (int i = 0; i < 8; i++) { // Make the vectors float angle = (float)i * Angle2D.PI * 0.25f; Vector2D gridvec = Vector2D.FromAngle(angle); Vector3D rotvec = Vector2D.FromAngle(deltaangle + rotationoffset); // Check distance float dist = 2.0f - Vector2D.DotProduct(gridvec, rotvec); if (dist < founddistance) { foundrotation = angle; founddistance = dist; } } // Keep rotation rotation = foundrotation - sectorinfo[0].rotation; } else { rotation = deltaangle + rotationoffset - sectorinfo[0].rotation; } break; } UpdateSectors(); General.Interface.RedrawDisplay(); } }
// This returns the aligned and snapped draw position public static DrawnVertex GetCurrentPosition(Vector2D mousemappos, bool snaptonearest, bool snaptogrid, bool snaptocardinal, bool usefourcardinaldirections, IRenderer2D renderer, List <DrawnVertex> points) { DrawnVertex p = new DrawnVertex(); p.stitch = true; //mxd. Setting these to false seems to be a good way to create invalid geometry... p.stitchline = true; //mxd snaptocardinal = (snaptocardinal && points.Count > 0); //mxd. Don't snap to cardinal when there are no points //mxd. If snap to cardinal directions is enabled and we have points, modify mouse position Vector2D vm, gridoffset; if (snaptocardinal) { Vector2D offset = mousemappos - points[points.Count - 1].pos; float angle; if (usefourcardinaldirections) { angle = Angle2D.DegToRad((General.ClampAngle((int)Angle2D.RadToDeg(offset.GetAngle()))) / 90 * 90 + 45); } else { angle = Angle2D.DegToRad((General.ClampAngle((int)Angle2D.RadToDeg(offset.GetAngle()) + 22)) / 45 * 45); } offset = new Vector2D(0, -offset.GetLength()).GetRotated(angle); vm = points[points.Count - 1].pos + offset; //mxd. We need to be snapped relative to initial position Vector2D prev = points[points.Count - 1].pos; gridoffset = prev - General.Map.Grid.SnappedToGrid(prev); } else { vm = mousemappos; gridoffset = new Vector2D(); } float vrange = BuilderPlug.Me.StitchRange / renderer.Scale; // Snap to nearest? if (snaptonearest) { // Go for all drawn points foreach (DrawnVertex v in points) { if (Vector2D.DistanceSq(vm, v.pos) < (vrange * vrange)) { p.pos = v.pos; return(p); } } // Try the nearest vertex Vertex nv = General.Map.Map.NearestVertexSquareRange(vm, vrange); if (nv != null) { //mxd. Line angle must stay the same if (snaptocardinal) { Line2D ourline = new Line2D(points[points.Count - 1].pos, vm); if (Math.Round(ourline.GetSideOfLine(nv.Position), 1) == 0) { p.pos = nv.Position; return(p); } } else { p.pos = nv.Position; return(p); } } // Try the nearest linedef. mxd. We'll need much bigger stitch distance when snapping to cardinal directions Linedef nl = General.Map.Map.NearestLinedefRange(vm, BuilderPlug.Me.StitchRange / renderer.Scale); if (nl != null) { //mxd. Line angle must stay the same if (snaptocardinal) { Line2D ourline = new Line2D(points[points.Count - 1].pos, vm); Line2D nearestline = new Line2D(nl.Start.Position, nl.End.Position); Vector2D intersection = Line2D.GetIntersectionPoint(nearestline, ourline, false); if (!float.IsNaN(intersection.x)) { // Intersection is on nearestline? float u = Line2D.GetNearestOnLine(nearestline.v1, nearestline.v2, intersection); if (u < 0f || u > 1f) { } else { p.pos = new Vector2D((float)Math.Round(intersection.x, General.Map.FormatInterface.VertexDecimals), (float)Math.Round(intersection.y, General.Map.FormatInterface.VertexDecimals)); return(p); } } } // Snap to grid? else if (snaptogrid) { // Get grid intersection coordinates List <Vector2D> coords = nl.GetGridIntersections(General.Map.Grid.GridRotate, General.Map.Grid.GridOriginX, General.Map.Grid.GridOriginY); // Find nearest grid intersection bool found = false; float found_distance = float.MaxValue; Vector2D found_coord = new Vector2D(); foreach (Vector2D v in coords) { Vector2D delta = vm - v; if (delta.GetLengthSq() < found_distance) { found_distance = delta.GetLengthSq(); found_coord = v; found = true; } } if (found) { // Align to the closest grid intersection p.pos = found_coord; return(p); } } else { // Aligned to line p.pos = nl.NearestOnLine(vm); return(p); } } } else { // Always snap to the first drawn vertex so that the user can finish a complete sector without stitching if (points.Count > 0) { if (Vector2D.DistanceSq(vm, points[0].pos) < (vrange * vrange)) { p.pos = points[0].pos; return(p); } } } // if the mouse cursor is outside the map bondaries check if the line between the last set point and the // mouse cursor intersect any of the boundary lines. If it does, set the position to this intersection if (points.Count > 0 && (mousemappos.x < General.Map.Config.LeftBoundary || mousemappos.x > General.Map.Config.RightBoundary || mousemappos.y > General.Map.Config.TopBoundary || mousemappos.y < General.Map.Config.BottomBoundary)) { Line2D dline = new Line2D(mousemappos, points[points.Count - 1].pos); bool foundintersection = false; float u = 0.0f; List <Line2D> blines = new List <Line2D>(); // lines for left, top, right and bottom boundaries blines.Add(new Line2D(General.Map.Config.LeftBoundary, General.Map.Config.BottomBoundary, General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary)); blines.Add(new Line2D(General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary, General.Map.Config.RightBoundary, General.Map.Config.TopBoundary)); blines.Add(new Line2D(General.Map.Config.RightBoundary, General.Map.Config.TopBoundary, General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary)); blines.Add(new Line2D(General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary, General.Map.Config.LeftBoundary, General.Map.Config.BottomBoundary)); // check for intersections with boundaries for (int i = 0; i < blines.Count; i++) { if (!foundintersection) { // only check for intersection if the last set point is not on the // line we are checking against if (blines[i].GetSideOfLine(points[points.Count - 1].pos) != 0.0f) { foundintersection = blines[i].GetIntersection(dline, out u); } } } // if there was no intersection set the position to the last set point if (!foundintersection) { vm = points[points.Count - 1].pos; } else { vm = dline.GetCoordinatesAt(u); } } // Snap to grid? if (snaptogrid) { // Aligned to grid p.pos = General.Map.Grid.SnappedToGrid(vm - gridoffset) + gridoffset; // special handling if (p.pos.x > General.Map.Config.RightBoundary) { p.pos.x = General.Map.Config.RightBoundary; } if (p.pos.y < General.Map.Config.BottomBoundary) { p.pos.y = General.Map.Config.BottomBoundary; } return(p); } else { // Normal position p.pos.x = (float)Math.Round(vm.x); //mxd p.pos.y = (float)Math.Round(vm.y); //mxd return(p); } }
//mxd public override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); // Anything to do? if ((!selectpressed && !editpressed) || closestline == null) { hintlabel.Text = string.Empty; return; } // Do something... Vector2D perpendicular = closestline.Line.GetPerpendicular().GetNormal(); if (panel.Distance != 0) { perpendicular *= panel.Distance; // Special cases... } Vector2D center = closestline.GetCenterPoint(); Line2D radius = new Line2D(center, center - perpendicular); float u = radius.GetNearestOnLine(mousemappos - mousedownoffset); int dist = (panel.Distance == 0 ? 1 : panel.Distance); // Special cases... int offset = (int)Math.Round(dist * u - dist); bool updaterequired = false; // Clamp values? bool clampvalue = !General.Interface.ShiftState; // Change verts amount if (selectpressed && editpressed) { if (prevoffset != 0) { // Set new verts count without triggering the update... panel.SetValues(panel.Vertices + Math.Sign(prevoffset - offset), panel.Distance, panel.Angle, panel.FixedCurve); // Update hint text hintlabel.Text = "Vertices: " + panel.Vertices; updaterequired = true; } } // Change distance else if (selectpressed && !panel.FixedCurve) { if (float.IsNaN(u)) { // Set new distance without triggering the update... panel.SetValues(panel.Vertices, 0, panel.Angle, panel.FixedCurve); // Special cases... } else { int newoffset; if (clampvalue) { newoffset = (panel.Distance + offset) / panel.DistanceIncrement * panel.DistanceIncrement; // Clamp to 8 mu increments } else { newoffset = panel.Distance + offset; } // Set new distance without triggering the update... panel.SetValues(panel.Vertices, newoffset, panel.Angle, panel.FixedCurve); } // Update hint text hintlabel.Text = "Distance: " + panel.Distance; updaterequired = true; } // Change angle else if (editpressed && prevoffset != 0) { int newangle = 0; if (panel.FixedCurve) { // Flip required? if (panel.Angle == 0 && (Math.Sign(offset - prevoffset) != Math.Sign(panel.Distance))) { // Set new distance without triggering the update... panel.SetValues(panel.Vertices, -panel.Distance, panel.Angle, panel.FixedCurve); // Recalculate affected values... perpendicular *= -1; radius.v2 = center - perpendicular; u = radius.GetNearestOnLine(mousemappos - mousedownoffset); } //TODO: there surely is a way to get new angle without iteration... float targetoffset = radius.GetLength() * u; float prevdiff = float.MaxValue; int increment = (clampvalue ? panel.AngleIncrement : 1); for (int i = 1; i < panel.MaximumAngle; i += increment) { // Calculate diameter for current angle... float ma = Angle2D.DegToRad(i); float d = (closestline.Length / (float)Math.Tan(ma / 2f)) / 2; float D = d / (float)Math.Cos(ma / 2f); float h = D - d; float curdiff = Math.Abs(h - targetoffset); // This one matches better... if (curdiff < prevdiff) { newangle = i; } prevdiff = curdiff; } // Clamp to 5 deg increments if (clampvalue) { newangle = (newangle / panel.AngleIncrement) * panel.AngleIncrement; } } else { int diff = (int)Math.Round((offset - prevoffset) * renderer.Scale); if (panel.Angle + diff > 0) { if (clampvalue) { newangle = (panel.Angle / panel.AngleIncrement + Math.Sign(diff)) * panel.AngleIncrement; // Clamp to 5 deg increments } else { newangle = panel.Angle + diff; } } } // Set new angle without triggering the update... panel.SetValues(panel.Vertices, panel.Distance, newangle, panel.FixedCurve); // Update hint text hintlabel.Text = "Angle: " + panel.Angle; updaterequired = true; } // Update UI if (updaterequired) { // Update label position float labeldistance; if (panel.Angle == 0) { labeldistance = 0; // Special cases! } else if (panel.FixedCurve) { float ma = Angle2D.DegToRad(panel.Angle); float d = (closestline.Length / (float)Math.Tan(ma / 2f)) / 2; float D = d / (float)Math.Cos(ma / 2f); labeldistance = D - d; } else { labeldistance = Math.Abs(panel.Distance); } labeldistance += 16 / renderer.Scale; Vector2D labelpos = radius.GetCoordinatesAt(labeldistance / radius.GetLength()); hintlabel.Move(labelpos, labelpos); // Trigger update OnValuesChanged(null, EventArgs.Empty); } // Store current offset prevoffset = offset; }
/// <summary> /// Applies the slopes to the sectors. /// /// We have: /// - theta /// - offset angle ("offset") /// - horizontal line length ("length") /// /// What we need to compute: /// - x coordinate where the line starts in the circle ("left", this is cos(theta + offset angle)) /// - x coordinate where the line ends in the circle ("middle", this is cos(offset angle)) /// /// With this data we can calculate some more required variables: /// - radius: length / (middle - left) /// - left delimiter: cos(offset + theta) * radius /// - right delimiter: cos(rotation) * radius (should be same as left delimiter + length) /// - section start, in map units: cos(offset + theta) * radius /// - base height offset (where the slope starts) /// /// Then we can simply use pythagoras to compute the y position for an x position on the length /// </summary> public void ApplySlope() { double left = Math.Cos(theta + offsetangle); double middle = Math.Cos(offsetangle); double radius = length / (middle - left); double leftdelimiter = Math.Cos(offsetangle + theta); double rightdelimiter = Math.Cos(offsetangle); double sectionstart = Math.Cos(offsetangle + theta) * radius; baseheightoffset = Math.Sqrt(radius * radius - sectionstart * sectionstart) * scale; foreach (BaseVisualGeometrySector bvgs in sectors) { HashSet <Vertex> vertices = new HashSet <Vertex>(bvgs.Sector.Sides.Count * 2); double u1 = 1.0; double u2 = 0.0; foreach (Sidedef sd in bvgs.Sector.Sides.Keys) { vertices.Add(sd.Line.Start); vertices.Add(sd.Line.End); } // Get the two points that are the furthest apart on the line between the slope handles foreach (Vertex v in vertices) { double intersection = handleline.GetNearestOnLine(v.Position); if (intersection < u1) { u1 = intersection; } if (intersection > u2) { u2 = intersection; } } // Compute the x position and the corrosponding height of the coordinates double xpos1 = sectionstart + (u1 * length); double xpos2 = sectionstart + (u2 * length); double height1 = Math.Sqrt(radius * radius - xpos1 * xpos1) * scale; double height2 = Math.Sqrt(radius * radius - xpos2 * xpos2) * scale; if (double.IsNaN(height1)) { height1 = 0.0; } if (double.IsNaN(height2)) { height2 = 0.0; } // Adjust the heights height1 = height1 - baseheightoffset + baseheight + heightoffset; height2 = height2 - baseheightoffset + baseheight + heightoffset; // Get the angle of the slope. We cheat a bit and substitute the y value of the vectors with the height of the points double slopeangle = Vector2D.GetAngle(new Vector2D(xpos1, height1), new Vector2D(xpos2, height2)); // Always let the plane point up, VisualSidedefSlope.ApplySlope will invert it if necessary Plane plane = new Plane(new Vector3D(handleline.GetCoordinatesAt(u1), height1), handleline.GetAngle() + Angle2D.PIHALF, slopeangle, true); VisualSidedefSlope.ApplySlope(bvgs.Level, plane, mode); bvgs.Sector.UpdateSectorGeometry(true); } }
public float GetNearestOnLine(LuaVector2D p) { return(l2d.GetNearestOnLine(p.vec)); }
public float GetNearestOnLine(Vector2 p) { return(Line2D.GetNearestOnLine(v1, v2, p)); }
// This checks if a line is inside a triangle (touching the triangle is allowed) // NOTE: We already know p1 is on an edge segment of the triangle private static bool LineInsideTriangle(EarClipVertex[] t, Vector2D p1, Vector2D p2) { float s01 = Line2D.GetSideOfLine(t[0].Position, t[1].Position, p2); float s12 = Line2D.GetSideOfLine(t[1].Position, t[2].Position, p2); float s20 = Line2D.GetSideOfLine(t[2].Position, t[0].Position, p2); float p2_on_edge = 2.0f; // somewhere outside the 0 .. 1 range float p1_on_same_edge = 2.0f; // Test if p2 is inside the triangle if ((s01 < 0.0f) && (s12 < 0.0f) && (s20 < 0.0f)) { // Line is inside triangle, because p2 is return(true); } // Test if p2 is on an edge of the triangle and if it is we would // like to know where on the edge segment p2 is if (s01 == 0.0f) { p2_on_edge = Line2D.GetNearestOnLine(t[0].Position, t[1].Position, p2); p1_on_same_edge = Line2D.GetSideOfLine(t[0].Position, t[1].Position, p1); } else if (s12 == 0.0f) { p2_on_edge = Line2D.GetNearestOnLine(t[1].Position, t[2].Position, p2); p1_on_same_edge = Line2D.GetSideOfLine(t[1].Position, t[2].Position, p1); } else if (s20 == 0.0f) { p2_on_edge = Line2D.GetNearestOnLine(t[2].Position, t[0].Position, p2); p1_on_same_edge = Line2D.GetSideOfLine(t[2].Position, t[0].Position, p1); } // Is p2 actually on the edge segment? if ((p2_on_edge >= 0.0f) && (p2_on_edge <= 1.0f)) { // If p1 is on the same edge (or the unlimited line of that edge) // then the line is not inside this triangle. if (p1_on_same_edge == 0.0f) { return(false); } } // Do a complete line-triangle intersection test // We already know p1 is not inside the triangle (possibly on an edge) Line2D p = new Line2D(p1, p2); Line2D t01 = new Line2D(t[0].Position, t[1].Position); Line2D t12 = new Line2D(t[1].Position, t[2].Position); Line2D t20 = new Line2D(t[2].Position, t[0].Position); float pu, pt; //mxd. Test intersections if (t01.GetIntersection(p, out pu, out pt)) { return(true); } if (t12.GetIntersection(p, out pu, out pt)) { return(true); } if (t20.GetIntersection(p, out pu, out pt)) { return(true); } return(false); }
// This checks if a given ear is a valid (no intersections from reflex vertices) private static bool CheckValidEar(EarClipVertex[] t, LinkedList <EarClipVertex> reflexes) { //mxd Vector2D pos0 = t[0].Position; Vector2D pos1 = t[1].Position; Vector2D pos2 = t[2].Position; Vector2D vpos; LinkedListNode <EarClipVertex> p; // Go for all reflex vertices foreach (EarClipVertex rv in reflexes) { // Not one of the triangle corners? if ((rv.Position != pos0) && (rv.Position != pos1) && (rv.Position != pos2)) { // Return false on intersection // This checks if a point is inside a triangle // When the point is on an edge of the triangle, it depends on the lines // adjacent to the point if it is considered inside or not // NOTE: vertices in t must be in clockwise order! // If the triangle has no area, there can never be a point inside if (TriangleHasArea(t)) { //mxd pos0 = t[0].Position; pos1 = t[1].Position; pos2 = t[2].Position; p = rv.MainListNode; vpos = p.Value.Position; //mxd. Check bounds first... if (vpos.x < Math.Min(pos0.x, Math.Min(pos1.x, pos2.x)) || vpos.x > Math.Max(pos0.x, Math.Max(pos1.x, pos2.x)) || vpos.y < Math.Min(pos0.y, Math.Min(pos1.y, pos2.y)) || vpos.y > Math.Max(pos0.y, Math.Max(pos1.y, pos2.y))) { continue; } float lineside01 = Line2D.GetSideOfLine(pos0, pos1, vpos); float lineside12 = Line2D.GetSideOfLine(pos1, pos2, vpos); float lineside20 = Line2D.GetSideOfLine(pos2, pos0, vpos); float u_on_line = 0.5f; // If point p is on the line of an edge, find out where on the edge segment p is. if (lineside01 == 0.0f) { u_on_line = Line2D.GetNearestOnLine(pos0, pos1, vpos); } else if (lineside12 == 0.0f) { u_on_line = Line2D.GetNearestOnLine(pos1, pos2, vpos); } else if (lineside20 == 0.0f) { u_on_line = Line2D.GetNearestOnLine(pos2, pos0, vpos); } // If any of the lineside results are 0 then that means the point p lies on that edge and we // need to test if the lines adjacent to the point p are in the triangle or not. // If the lines are intersecting the triangle, we also consider the point inside. if (lineside01 == 0.0f || lineside12 == 0.0f || lineside20 == 0.0f) { // When the point p is outside the edge segment, then it is not inside the triangle if (u_on_line < 0.0f || u_on_line > 1.0f) { continue; } // Point p is on an edge segment. We'll have to decide by it's lines if we call it inside or outside the triangle. LinkedListNode <EarClipVertex> p1 = p.Previous ?? p.List.Last; if (LineInsideTriangle(t, vpos, p1.Value.Position)) { return(false); } LinkedListNode <EarClipVertex> p2 = p.Next ?? p.List.First; if (LineInsideTriangle(t, vpos, p2.Value.Position)) { return(false); } continue; } if (lineside01 < 0.0f && lineside12 < 0.0f && lineside20 < 0.0f) { return(false); } } } } // Valid ear! return(true); }
// This finds the cut coordinates and splits the other poly with inner vertices private static void SplitOuterWithInner(LinkedListNode <EarClipVertex> start, EarClipPolygon p) { LinkedListNode <EarClipVertex> insertbefore = null; float foundu = float.MaxValue; Vector2D foundpos = new Vector2D(); // Create a line from start that goes beyond the right most vertex of p LinkedListNode <EarClipVertex> pr = FindRightMostVertex(p); float startx = start.Value.Position.x; float endx = pr.Value.Position.x + 10.0f; Line2D starttoright = new Line2D(start.Value.Position, new Vector2D(endx, start.Value.Position.y)); // Calculate a small bonus (0.1 mappixel) float bonus = starttoright.GetNearestOnLine(new Vector2D(start.Value.Position.x + 0.1f, start.Value.Position.y)); // Go for all lines in the outer polygon LinkedListNode <EarClipVertex> v1 = p.Last; LinkedListNode <EarClipVertex> v2 = p.First; while (v2 != null) { // Check if the line goes between startx and endx if ((v1.Value.Position.x > startx || v2.Value.Position.x > startx) && (v1.Value.Position.x < endx || v2.Value.Position.x < endx)) { // Find intersection Line2D pl = new Line2D(v1.Value.Position, v2.Value.Position); float u, ul; pl.GetIntersection(starttoright, out u, out ul); if (float.IsNaN(u)) { // We have found a line that is perfectly horizontal // (parallel to the cut scan line) Check if the line // is overlapping the cut scan line. if (v1.Value.Position.y == start.Value.Position.y) { // This is an exceptional situation which causes a bit of a problem, because // this could be a previously made cut, which overlaps another line from the // same cut and we have to determine which of the two we will join with. If we // pick the wrong one, the polygon is no longer valid and triangulation will fail. // Calculate distance of each vertex in units u = starttoright.GetNearestOnLine(v1.Value.Position); ul = starttoright.GetNearestOnLine(v2.Value.Position); // Rule out vertices before the scan line if (u < 0.0f) { u = float.MaxValue; } if (ul < 0.0f) { ul = float.MaxValue; } float insert_u = Math.Min(u, ul); Vector2D inserpos = starttoright.GetCoordinatesAt(insert_u); // Check in which direction the line goes. if (v1.Value.Position.x > v2.Value.Position.x) { // The line goes from right to left (towards our start point) // so we must always insert our cut after this line. // If the next line goes up, we consider this a better candidate than // a horizontal line that goes from left to right (the other cut line) // so we give it a small bonus. LinkedListNode <EarClipVertex> v3 = v2.Next ?? v2.List.First; if (v3.Value.Position.y < v2.Value.Position.y) { insert_u -= bonus; } // Remember this when it is a closer match if (insert_u <= foundu) { insertbefore = v2.Next ?? v2.List.First; foundu = insert_u; foundpos = inserpos; } } else { // The line goes from left to right (away from our start point) // so we must always insert our cut before this line. // If the previous line goes down, we consider this a better candidate than // a horizontal line that goes from right to left (the other cut line) // so we give it a small bonus. LinkedListNode <EarClipVertex> v3 = v1.Previous ?? v1.List.Last; if (v3.Value.Position.y > v1.Value.Position.y) { insert_u -= bonus; } // Remember this when it is a closer match if (insert_u <= foundu) { insertbefore = v2; foundu = insert_u; foundpos = inserpos; } } } } // Found a closer match? else if ((ul >= 0.0f) && (ul <= 1.0f) && (u > 0.0f) && (u <= foundu)) { // Found a closer intersection insertbefore = v2; foundu = u; foundpos = starttoright.GetCoordinatesAt(u); } } // Next v1 = v2; v2 = v2.Next; } // Found anything? if (insertbefore != null) { Sidedef sd = (insertbefore.Previous == null) ? insertbefore.List.Last.Value.Sidedef : insertbefore.Previous.Value.Sidedef; // Find the position where we have to split the outer polygon EarClipVertex split = new EarClipVertex(foundpos, null); // Insert manual split vertices p.AddBefore(insertbefore, new EarClipVertex(split, sd)); // Start inserting from the start (do I make sense this time?) v1 = start; do { // Insert inner polygon vertex p.AddBefore(insertbefore, new EarClipVertex(v1.Value)); v1 = (v1.Next ?? v1.List.First); } while (v1 != start); // Insert manual split vertices p.AddBefore(insertbefore, new EarClipVertex(start.Value, sd)); if (split.Position != insertbefore.Value.Position) { p.AddBefore(insertbefore, new EarClipVertex(split, sd)); } } }