public override IPolygon Generate(double param0, double param1, double param2)
        {
            // Number of points on the outer circle
            int n = GetParamValueInt(0, param0);

            double radius = GetParamValueInt(1, param1);

            // Current radius and step size
            double r, h = radius / n;

            var input = new Polygon(n + 1);

            // Inner cirlce (radius = 1) (hole)
            r = 1;
            input.AddContour(CreateCircle(r, (int)(r / h), 1), 1, new Point(0, 0));

            // Center cirlce
            r = (radius + 1.0) / 2.0;
            input.AddContour(CreateCircle(r, (int)(r / h), 2), 2);

            //count = input.Count;

            // Outer cirlce
            r = radius;
            input.AddContour(CreateCircle(r, (int)(r / h), 3), 3);

            // Regions: |++++++|++++++|---|
            //          r             1   0

            input.Regions.Add(new RegionPointer((r + 3.0) / 4.0, 0, 1));
            input.Regions.Add(new RegionPointer((3 * r + 1.0) / 4.0, 0, 2));

            return(input);
        }
Esempio n. 2
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 private Polygon BuildGpcPolygonFromPointArray(Point[] pointArray)
 {
     Polygon polygon = new Polygon();
     VertexList contour = new VertexList(pointArray);
     polygon.AddContour(contour, false);
     return polygon;
 }
Esempio n. 3
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        // manually implement triangulation algorithm
        // library takes like 8 seconds
        public static List <VertexPositionColor> Tesselate(List <List <ContourVertex> > contours, Microsoft.Xna.Framework.Color color)
        {
            // sometimes this seems to get stuck in an infinite loop?
            var task = Task.Run(() =>
            {
                try
                {
                    Polygon polygon = new Polygon();
                    foreach (var contour in contours)
                    {
                        if (contour.Count > 2)
                        {
                            bool isHole        = contour[0].Data != null && ((bool)contour[0].Data);
                            List <Vertex> blah = new List <Vertex>();
                            foreach (var v in contour)
                            {
                                blah.Add(new Vertex(v.Position.X, v.Position.Y));
                            }
                            polygon.AddContour(blah, 0, isHole);
                        }
                    }
                    List <VertexPositionColor> triangles = new List <VertexPositionColor>();
                    if (contours.Count == 0)
                    {
                        return(triangles);
                    }
                    float z  = 0;
                    var mesh = polygon.Triangulate();
                    foreach (var triangle in mesh.Triangles)
                    {
                        for (int j = 0; j < 3; j++)
                        {
                            var pos  = triangle.GetVertex(j);
                            var pos2 = triangle.GetVertex((j + 1) % 3);
                            // TODO: why 1-y?
                            triangles.Add(new VertexPositionColor(new Vector3((float)pos.X, (float)pos.Y, z), color));
                            //triangles.Add(new VertexPositionColor(new Vector3((float)pos2.X, (float)pos2.Y, z), Color.Green));
                        }
                    }
                    return(triangles);
                }
                catch (Exception ex)
                {
                    return(null);
                }
            });

            if (task.Wait(TimeSpan.FromMinutes(2)))
            {
                if (task.Result == null)
                {
                    throw new NotImplementedException();
                }
                return(task.Result);
            }
            else
            {
                throw new NotImplementedException();
            }
        }
Esempio n. 4
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        public override IPolygon Generate(double param0, double param1, double param2)
        {
            int n = GetParamValueInt(0, param0);
            int m = n / 2;

            var input = new Polygon(n + 1);

            double ro, r = 10;
            double step = 2 * Math.PI / m;

            var inner = new List <Vertex>(m);

            // Inner ring
            for (int i = 0; i < m; i++)
            {
                inner.Add(new Vertex(r * Math.Cos(i * step), r * Math.Sin(i * step)));
            }

            input.AddContour(inner, 1);

            r = 1.5 * r;

            var outer = new List <Vertex>(n);

            step = 2 * Math.PI / n;
            double offset = step / 2;

            // Outer ring
            for (int i = 0; i < n; i++)
            {
                ro = r;

                if (i % 2 == 0)
                {
                    ro = r + r * Util.Random.NextDouble() * (param1 / 100);
                }

                outer.Add(new Vertex(ro * Math.Cos(i * step + offset), ro * Math.Sin(i * step + offset)));
            }

            input.AddContour(outer, 2);

            input.Holes.Add(new Point(0, 0));

            return(input);
        }
Esempio n. 5
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        private void HandleComplexCase(MeshData meshData, MultiPlaneMeshIndex meshIndex, GradientWrapper gradient,
                                       Skeleton skeleton, EdgeResult edge, float roofOffset, float roofHeight)
        {
            var polygon   = edge.Polygon;
            var distances = skeleton.Distances;

            using (var trianglePolygon = new Polygon(polygon.Count, ObjectPool))
            {
                trianglePolygon.AddContour(polygon.Select(p => new Point(p.X, p.Y)).ToList());
                var  mesh         = trianglePolygon.Triangulate();
                bool planeIsAdded = false;
                foreach (var triangle in mesh.Triangles)
                {
                    var p0 = new Vector2d(triangle.vertices[0].X, triangle.vertices[0].Y);
                    var p1 = new Vector2d(triangle.vertices[1].X, triangle.vertices[1].Y);
                    var p2 = new Vector2d(triangle.vertices[2].X, triangle.vertices[2].Y);

                    double y;
                    if (distances.TryGetValue(p0, out y) && y > 0)
                    {
                        y = roofHeight + roofOffset;
                    }
                    else
                    {
                        y = roofOffset;
                    }
                    var v0 = new Vector3((float)p0.X, (float)y, (float)p0.Y);

                    if (distances.TryGetValue(p1, out y) && y > 0)
                    {
                        y = roofHeight + roofOffset;
                    }
                    else
                    {
                        y = roofOffset;
                    }
                    var v1 = new Vector3((float)p1.X, (float)y, (float)p1.Y);

                    if (distances.TryGetValue(p2, out y) && y > 0)
                    {
                        y = roofHeight + roofOffset;
                    }
                    else
                    {
                        y = roofOffset;
                    }
                    var v2 = new Vector3((float)p2.X, (float)y, (float)p2.Y);

                    if (!planeIsAdded)
                    {
                        meshIndex.AddPlane(v0, v1, v2, meshData.NextIndex);
                        planeIsAdded = true;
                    }
                    AddTriangle(meshData, gradient, v0, v1, v2);
                }
            }
        }
        private static void ConvertPolygon(List <PolygonVertices> src, Polygon dest)
        {
            dest.RemoveAllContours();

            foreach (var polygon in src)
            {
                dest.AddContour(polygon);
            }
        }
Esempio n. 7
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        public override IPolygon Generate(double param0, double param1, double param2)
        {
            int n = GetParamValueInt(1, param1);

            var input = new Polygon(n + 4);

            double r = GetParamValueInt(2, param2);

            // Generate circle (hole)
            input.AddContour(CreateCircle(r, n, 1), 1, new Point(0, 0));

            n = GetParamValueInt(0, param0);

            // Generate box
            input.AddContour(CreateRectangle(new Rectangle(-50, -50, 100, 100), n, 2), 2);

            return(input);
        }
        static public void ConvertPolygon(List <DIPolygon> src, Polygon dest)
        {
            dest.RemoveAllContours();

            foreach (var polygon in src)
            {
                dest.AddContour(polygon);
            }
        }
        static public Polygon ConvertPolygon(List <DIPolygon> src)
        {
            Polygon dest = new Polygon();

            foreach (var polygon in src)
            {
                dest.AddContour(polygon);
            }

            return(dest);
        }
Esempio n. 10
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        public void BuildShapeCache()
        {
            if (shapecache)
            {
                return;
            }
            shapecache = true;

            foreach (var a in OutlineShapes)
            {
                if (a.Hole == false)
                {
                    var           polygon = new Polygon();
                    List <Vertex> V       = new List <Vertex>();
                    for (int i = 0; i < a.Count(); i++)
                    {
                        V.Add(new Vertex(a.Vertices[i].X, a.Vertices[i].Y));
                    }

                    polygon.AddContour(V);

                    var options = new ConstraintOptions()
                    {
                        ConformingDelaunay = false
                    };
                    var quality = new QualityOptions()
                    {
                    };
                    var mesh = polygon.Triangulate(options, quality);

                    foreach (var t in mesh.Triangles)
                    {
                        var A = t.GetVertex(0);
                        var B = t.GetVertex(1);
                        var C = t.GetVertex(2);
                        ShapeCacheTriangles.Add(new Triangle()
                        {
                            A = new PointD(A.X, A.Y),
                            B = new PointD(B.X, B.Y),
                            C = new PointD(C.X, C.Y)
                        });
                    }
                }
            }
        }
        public void FillPath(Color c, GraphicsPath path)
        {
            GraphicsPathIterator pathIterator = new GraphicsPathIterator(path);


            var polygon = new Polygon();

            for (int i = 0; i < pathIterator.SubpathCount; i++)
            {
                int  strIdx, endIdx;
                bool bClosedCurve;


                pathIterator.NextSubpath(out strIdx, out endIdx, out bClosedCurve);


                List <TriangleNet.Geometry.Vertex> V = new List <TriangleNet.Geometry.Vertex>();
                for (int j = strIdx; j <= endIdx; j++)
                {
                    V.Add(new TriangleNet.Geometry.Vertex(path.PathPoints[j].X, path.PathPoints[j].Y));
                }
                polygon.AddContour(V);
            }



            var options = new ConstraintOptions()
            {
                ConformingDelaunay = true
            };
            var quality = new QualityOptions()
            {
                MinimumAngle = 25
            };

            var mesh = polygon.Triangulate(options, quality);

            foreach (var t in mesh.Triangles)
            {
                var A = t.GetVertex(0);
                var B = t.GetVertex(1);
                var C = t.GetVertex(2);
                AddTriangle((float)A.X, (float)A.Y, (float)B.X, (float)B.Y, (float)C.X, (float)C.Y, c);
            }
        }
        public void FillShape(SolidBrush P, PolyLine Shape)
        {
            // GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);

            if (P.Color.A < 255)
            {
                GL.Enable(EnableCap.Blend);
            }
            var           polygon = new Polygon();
            List <Vertex> V       = new List <Vertex>();

            for (int i = 0; i < Shape.Count(); i++)
            {
                V.Add(new Vertex(Shape.Vertices[i].X, Shape.Vertices[i].Y));
            }
            polygon.AddContour(V);


            var options = new ConstraintOptions()
            {
                ConformingDelaunay = true
            };
            var quality = new QualityOptions()
            {
                MinimumAngle = 25
            };

            var mesh = polygon.Triangulate(options, quality);


            GL.Begin(BeginMode.Triangles);
            GL.Color4(P.Color.R, P.Color.G, P.Color.B, P.Color.A);

            foreach (var t in mesh.Triangles)
            {
                var A = t.GetVertex(0);
                var B = t.GetVertex(1);
                var C = t.GetVertex(2);
                GL.Vertex2(A.X, A.Y);
                GL.Vertex2(B.X, B.Y);
                GL.Vertex2(C.X, C.Y);
            }

            GL.End();
        }
Esempio n. 13
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        protected Core.Geometry.Triangle.Mesh CreateMesh(List <Vector2d> footprint)
        {
            using (var polygon = new Polygon(footprint.Count, ObjectPool))
            {
                var list = ObjectPool.NewList <Point>(footprint.Count);
                list.AddRange(footprint.Select(point => new Point(point.X, point.Y)));
                polygon.AddContour(list);

                return(polygon.Triangulate(
                           new ConstraintOptions
                {
                    ConformingDelaunay = false,
                    SegmentSplitting = 0
                },
                           new QualityOptions {
                    MaximumArea = 20
                }));
            }
        }
Esempio n. 14
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        private MeshRegion CreateMeshRegions(Path clipRect, MeshCanvas.Region region,
                                             RenderMode renderMode, ref Rectangle2d rect, bool useContours = false)
        {
            using (var polygon = new Polygon(256, _objectPool))
            {
                var simplifiedPath = ClipByRectangle(clipRect, region.Shape);
                var contours       = new List <List <Point> >(useContours ? simplifiedPath.Count : 0);
                foreach (var path in simplifiedPath)
                {
                    var area = Clipper.Area(path);

                    // skip small polygons to prevent triangulation issues
                    if (Math.Abs(area / DoubleScale) < 0.001)
                    {
                        continue;
                    }

                    var vertices = GetVertices(path, renderMode, ref rect);

                    // sign of area defines polygon orientation
                    polygon.AddContour(vertices, area < 0);

                    if (useContours)
                    {
                        contours.Add(vertices);
                    }
                }

                contours.ForEach(c => c.Reverse());

                var mesh = polygon.Points.Any() ? GetMesh(polygon, renderMode) : null;
                return(new MeshRegion
                {
                    GradientKey = region.GradientKey,
                    ElevationNoiseFreq = region.ElevationNoiseFreq,
                    ColorNoiseFreq = region.ColorNoiseFreq,
                    ModifyMeshAction = region.ModifyMeshAction,
                    Mesh = mesh,
                    Contours = contours
                });
            }
        }
        public void FillPath(Color c, PointF [] path)
        {
            var polygon = new Polygon();

            List <TriangleNet.Geometry.Vertex> V = new List <TriangleNet.Geometry.Vertex>();

            for (int j = 0; j < path.Length; j++)
            {
                V.Add(new TriangleNet.Geometry.Vertex(path[j].X, path[j].Y));
            }
            polygon.AddContour(V);

            if (V.Count >= 3)
            {
                try
                {
                    var options = new ConstraintOptions()
                    {
                    };
                    var quality = new QualityOptions()
                    {
                    };

                    var mesh = polygon.Triangulate(options, quality);

                    foreach (var t in mesh.Triangles)
                    {
                        var A = t.GetVertex(0);
                        var B = t.GetVertex(1);
                        var C = t.GetVertex(2);
                        AddTriangle((float)A.X, (float)A.Y, (float)B.X, (float)B.Y, (float)C.X, (float)C.Y, c);
                    }
                }
                catch (Exception)
                {
                }
            }
        }
Esempio n. 16
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        // Store polygon from dxf file
        public List <Polygon> getArea(string filename)
        {
            // read the dxf file
            DxfDocument dxfTest;

            dxfTest = OpenProfile(filename);

            int numberSegments = 16;
            int blockNumber    = -1;

            var polygons = new List <Polygon>();
            var Poly     = new Polygon();

            // loop over all relevant blacks and store the hatch boundaries
            foreach (var bl in dxfTest.Blocks)
            {
                // loop over the enteties in the block and decompose them if they belong to an aluminum layer
                foreach (var ent in bl.Entities)
                {
                    if (ent.Layer.Name.ToString() == "0S-Alu hatch")
                    {
                        Poly = new Polygon();
                        blockNumber++;
                        HatchPattern hp      = HatchPattern.Solid;
                        Hatch        myHatch = new Hatch(hp, false);
                        myHatch = (Hatch)ent;
                        int pathNumber = -1;


                        foreach (var bPath in myHatch.BoundaryPaths)
                        {
                            pathNumber++;
                            var contour = new List <Vertex>();


                            // Store the contour
                            for (int i = 0; i < bPath.Edges.Count; i++)
                            {
                                switch (bPath.Edges[i].Type.ToString().ToLower())
                                {
                                case "line":
                                    var myLine = (netDxf.Entities.HatchBoundaryPath.Line)bPath.Edges[i];
                                    var vLine  = new Vertex();

                                    vLine.X = myLine.Start.X;
                                    vLine.Y = myLine.Start.Y;
                                    contour.Add(vLine);
                                    break;

                                case "arc":
                                    var    myArc = (netDxf.Entities.HatchBoundaryPath.Arc)bPath.Edges[i];
                                    double delta = (myArc.EndAngle - myArc.StartAngle) / numberSegments;

                                    for (int j = 0; j < numberSegments; j++)
                                    {
                                        var    vArc     = new Vertex();
                                        double angleArc = (myArc.StartAngle + j * delta) * Math.PI / 180.0;
                                        if (myArc.IsCounterclockwise == true)
                                        {
                                            vArc.X = myArc.Center.X + myArc.Radius * Math.Cos(angleArc);
                                            vArc.Y = myArc.Center.Y + myArc.Radius * Math.Sin(angleArc);
                                        }
                                        else
                                        {
                                            vArc.X = myArc.Center.X + myArc.Radius * Math.Cos(Math.PI + angleArc);
                                            vArc.Y = myArc.Center.Y + myArc.Radius * Math.Sin(Math.PI - angleArc);
                                        }
                                        contour.Add(vArc);
                                    }
                                    break;

                                case "ellipse":
                                    var    myEllipse    = (netDxf.Entities.HatchBoundaryPath.Ellipse)bPath.Edges[i];
                                    double deltaEllipse = (myEllipse.EndAngle - myEllipse.StartAngle) / numberSegments;

                                    for (int j = 0; j < numberSegments; j++)
                                    {
                                        var vEllipse      = new Vertex();
                                        var ellipseRadius = Math.Sqrt(Math.Pow(myEllipse.EndMajorAxis.X, 2) + Math.Pow(myEllipse.EndMajorAxis.Y, 2));

                                        double angleEllipse = (myEllipse.StartAngle + j * deltaEllipse) * Math.PI / 180.0;
                                        if (myEllipse.IsCounterclockwise == true)
                                        {
                                            vEllipse.X = myEllipse.Center.X + ellipseRadius * Math.Cos(angleEllipse);
                                            vEllipse.Y = myEllipse.Center.Y + ellipseRadius * Math.Sin(angleEllipse);
                                        }
                                        else
                                        {
                                            vEllipse.X = myEllipse.Center.X + ellipseRadius * Math.Cos(Math.PI + angleEllipse);
                                            vEllipse.Y = myEllipse.Center.Y + ellipseRadius * Math.Sin(Math.PI - angleEllipse);
                                        }
                                        contour.Add(vEllipse);
                                    }
                                    break;
                                }
                            }

                            bool hole = true;
                            // Add to the poly
                            if (blockNumber == 0 || blockNumber == 1)
                            {
                                if (pathNumber == 0)
                                {
                                    hole = false;
                                }
                                Poly.AddContour(points: contour, marker: 0, hole: hole);
                            }
                        }
                        polygons.Add(Poly);
                    }
                }
            }

            numberSegments = 16; // changed now
            blockNumber    = -1;
            foreach (var bl in dxfTest.Blocks)
            {
                // loop over the enteties in the block and decompose them if they belong to an aluminum layer
                foreach (var ent in bl.Entities)
                {
                    if (ent.Layer.Name.ToString() == "0S-Plastic hatch")
                    {
                        Poly = new Polygon();
                        blockNumber++;
                        HatchPattern hp      = HatchPattern.Solid;
                        Hatch        myHatch = new Hatch(hp, false);
                        myHatch = (Hatch)ent;
                        int pathNumber = -1;


                        foreach (var bPath in myHatch.BoundaryPaths)
                        {
                            pathNumber++;
                            var contour = new List <Vertex>();


                            // Store the contour
                            for (int i = 0; i < bPath.Edges.Count; i++)
                            {
                                switch (bPath.Edges[i].Type.ToString().ToLower())
                                {
                                case "line":
                                    var myLine = (netDxf.Entities.HatchBoundaryPath.Line)bPath.Edges[i];
                                    var vLine  = new Vertex();

                                    vLine.X = myLine.Start.X;
                                    vLine.Y = myLine.Start.Y;
                                    contour.Add(vLine);
                                    break;

                                case "arc":
                                    var    myArc = (netDxf.Entities.HatchBoundaryPath.Arc)bPath.Edges[i];
                                    double delta = (myArc.EndAngle - myArc.StartAngle) / numberSegments;

                                    for (int j = 0; j < numberSegments; j++)
                                    {
                                        var    vArc     = new Vertex();
                                        double angleArc = (myArc.StartAngle + j * delta) * Math.PI / 180.0;
                                        if (myArc.IsCounterclockwise == true)
                                        {
                                            vArc.X = myArc.Center.X + myArc.Radius * Math.Cos(angleArc);
                                            vArc.Y = myArc.Center.Y + myArc.Radius * Math.Sin(angleArc);
                                        }
                                        else
                                        {
                                            vArc.X = myArc.Center.X + myArc.Radius * Math.Cos(Math.PI + angleArc);
                                            vArc.Y = myArc.Center.Y + myArc.Radius * Math.Sin(Math.PI - angleArc);
                                        }
                                        contour.Add(vArc);
                                    }
                                    break;

                                case "ellipse":
                                    var    myEllipse    = (netDxf.Entities.HatchBoundaryPath.Ellipse)bPath.Edges[i];
                                    double deltaEllipse = (myEllipse.EndAngle - myEllipse.StartAngle) / numberSegments;

                                    for (int j = 0; j < numberSegments; j++)
                                    {
                                        var vEllipse      = new Vertex();
                                        var ellipseRadius = Math.Sqrt(Math.Pow(myEllipse.EndMajorAxis.X, 2) + Math.Pow(myEllipse.EndMajorAxis.Y, 2));

                                        double angleEllipse = (myEllipse.StartAngle + j * deltaEllipse) * Math.PI / 180.0;
                                        if (myEllipse.IsCounterclockwise == true)
                                        {
                                            vEllipse.X = myEllipse.Center.X + ellipseRadius * Math.Cos(angleEllipse);
                                            vEllipse.Y = myEllipse.Center.Y + ellipseRadius * Math.Sin(angleEllipse);
                                        }
                                        else
                                        {
                                            vEllipse.X = myEllipse.Center.X + ellipseRadius * Math.Cos(Math.PI + angleEllipse);
                                            vEllipse.Y = myEllipse.Center.Y + ellipseRadius * Math.Sin(Math.PI - angleEllipse);
                                        }
                                        contour.Add(vEllipse);
                                    }
                                    break;
                                }
                            }

                            bool hole = true;
                            // Add to the poly
                            if (blockNumber == 0 || blockNumber == 1)
                            {
                                if (pathNumber == 0)
                                {
                                    hole = false;
                                }
                                Poly.AddContour(points: contour, marker: 0, hole: hole);
                            }
                        }
                        polygons.Add(Poly);
                    }
                }
            }

            numberSegments = 16; // changed now
            blockNumber    = -1;
            foreach (var bl in dxfTest.Blocks)
            {
                // loop over the enteties in the block and decompose them if they belong to an aluminum layer
                foreach (var ent in bl.Entities)
                {
                    if (ent.Layer.Name.ToString() == "0S-PT hatch")
                    {
                        Poly = new Polygon();
                        blockNumber++;
                        HatchPattern hp      = HatchPattern.Solid;
                        Hatch        myHatch = new Hatch(hp, false);
                        myHatch = (Hatch)ent;
                        int pathNumber = -1;


                        foreach (var bPath in myHatch.BoundaryPaths)
                        {
                            pathNumber++;
                            var contour = new List <Vertex>();


                            // Store the contour
                            for (int i = 0; i < bPath.Edges.Count; i++)
                            {
                                switch (bPath.Edges[i].Type.ToString().ToLower())
                                {
                                case "line":
                                    var myLine = (netDxf.Entities.HatchBoundaryPath.Line)bPath.Edges[i];
                                    var vLine  = new Vertex();

                                    vLine.X = myLine.Start.X;
                                    vLine.Y = myLine.Start.Y;
                                    contour.Add(vLine);
                                    break;

                                case "arc":
                                    var    myArc = (netDxf.Entities.HatchBoundaryPath.Arc)bPath.Edges[i];
                                    double delta = (myArc.EndAngle - myArc.StartAngle) / numberSegments;

                                    for (int j = 0; j < numberSegments; j++)
                                    {
                                        var    vArc     = new Vertex();
                                        double angleArc = (myArc.StartAngle + j * delta) * Math.PI / 180.0;
                                        if (myArc.IsCounterclockwise == true)
                                        {
                                            vArc.X = myArc.Center.X + myArc.Radius * Math.Cos(angleArc);
                                            vArc.Y = myArc.Center.Y + myArc.Radius * Math.Sin(angleArc);
                                        }
                                        else
                                        {
                                            vArc.X = myArc.Center.X + myArc.Radius * Math.Cos(Math.PI + angleArc);
                                            vArc.Y = myArc.Center.Y + myArc.Radius * Math.Sin(Math.PI - angleArc);
                                        }
                                        contour.Add(vArc);
                                    }
                                    break;

                                case "ellipse":
                                    var    myEllipse    = (netDxf.Entities.HatchBoundaryPath.Ellipse)bPath.Edges[i];
                                    double deltaEllipse = (myEllipse.EndAngle - myEllipse.StartAngle) / numberSegments;

                                    for (int j = 0; j < numberSegments; j++)
                                    {
                                        var vEllipse      = new Vertex();
                                        var ellipseRadius = Math.Sqrt(Math.Pow(myEllipse.EndMajorAxis.X, 2) + Math.Pow(myEllipse.EndMajorAxis.Y, 2));

                                        double angleEllipse = (myEllipse.StartAngle + j * deltaEllipse) * Math.PI / 180.0;
                                        if (myEllipse.IsCounterclockwise == true)
                                        {
                                            vEllipse.X = myEllipse.Center.X + ellipseRadius * Math.Cos(angleEllipse);
                                            vEllipse.Y = myEllipse.Center.Y + ellipseRadius * Math.Sin(angleEllipse);
                                        }
                                        else
                                        {
                                            vEllipse.X = myEllipse.Center.X + ellipseRadius * Math.Cos(Math.PI + angleEllipse);
                                            vEllipse.Y = myEllipse.Center.Y + ellipseRadius * Math.Sin(Math.PI - angleEllipse);
                                        }
                                        contour.Add(vEllipse);
                                    }
                                    break;
                                }
                            }

                            bool hole = true;
                            // Add to the poly
                            if (blockNumber == 0 || blockNumber == 1)
                            {
                                if (pathNumber == 0)
                                {
                                    hole = false;
                                }
                                Poly.AddContour(points: contour, marker: 0, hole: hole);
                            }
                        }
                        polygons.Add(Poly);
                    }
                }
            }
            return(polygons);
        }
Esempio n. 17
0
        //private void Triangulate()
        //{
        //    double minAngle = 0;
        //    double maxAngle = 0;
        //    double maxArea = 0;
        //    Polygon p = new Polygon();
        //    var options = new ConstraintOptions();
        //    foreach (var item in points)
        //        vertexes.Add(new Vertex {X = item.X , Y = item.Y });


        //        //set graphics
        //        p.AddContour(vertexes);
        //        options = new ConstraintOptions() { ConformingDelaunay = true , Convex = false };


        //    //set graphics
        //    Graphics graph = pictureBox1.CreateGraphics();
        //    Graphics gr = pictureBox1.CreateGraphics();
        //    int w = pictureBox1.ClientSize.Width / 2;
        //    int h = pictureBox1.ClientSize.Height / 2;
        //    //graph.TranslateTransform(w, h);
        //    gr.TranslateTransform(w, h);
        //    //graph.ScaleTransform(1, -1);


        //    //triangulation
        //    var quality = new QualityOptions() { MinimumAngle = minAngle, MaximumAngle = maxAngle, MaximumArea = maxArea };
        //    var mesh = p.Triangulate(options, quality);
        //    ListOfTriangles = mesh.Triangles.ToList();
        //    CT = mesh.Vertices.ToList();
        //    NTG = getBoundsVertices(mesh);
        //    for (int i = 0; i < ListOfTriangles.Count; ++i)
        //    {
        //        graph.DrawPolygon(Pens.Black, new PointF[3] { new PointF((float)ListOfTriangles[i].GetVertex(0).X, (float)ListOfTriangles[i].GetVertex(0).Y),
        //                                                         new PointF((float)ListOfTriangles[i].GetVertex(1).X, (float)ListOfTriangles[i].GetVertex(1).Y),
        //                                                         new PointF((float)ListOfTriangles[i].GetVertex(2).X, (float)ListOfTriangles[i].GetVertex(2).Y) });
        //        PointF centroid = new PointF(((float)ListOfTriangles[i].GetVertex(0).X + (float)ListOfTriangles[i].GetVertex(1).X + (float)ListOfTriangles[i].GetVertex(2).X) / 3.0f,
        //                                     ((float)ListOfTriangles[i].GetVertex(0).Y + (float)ListOfTriangles[i].GetVertex(1).Y + (float)ListOfTriangles[i].GetVertex(2).Y) / 3.0f);
        //        centroid.Y = -centroid.Y;
        //        centroid.Y -= 5;
        //        centroid.X -= 5;
        //        if (ListOfTriangles.Count < 200 && (maxArea >= 800 || maxArea == 0))
        //        {
        //            DrawText(centroid, ListOfTriangles[i].ID.ToString(), gr, true);
        //        }
        //    }
        //    if (ListOfTriangles.Count < 200 && (maxArea >= 800 || maxArea == 0))
        //    {
        //        for (int i = 0; i < CT.Count; i++)
        //        {
        //            DrawTextRed(new PointF((float)CT[i].X, (float)-CT[i].Y), CT[i].ID.ToString(), gr);
        //        }
        //    }
        //    textBox1.Text = ListOfTriangles.Count.ToString();
        //    foreach (var item in ListOfTriangles)
        //        richTextBox1.Text += item.GetVertex(0).X+" : "+ item.GetVertex(0).Y + " -  "+ item.GetVertex(1).X + " : " + item.GetVertex(1).Y +  " - "+ item.GetVertex(2).X + " : " + item.GetVertex(2).Y + "\n";

        //}
        private void Triangulate()
        {
            double  minAngle = 0;
            double  maxAngle = 0;
            double  maxArea  = 0;
            Polygon p        = new Polygon();
            var     options  = new ConstraintOptions();

            foreach (var item in points)
            {
                vertexes.Add(new Vertex {
                    X = item.X, Y = item.Y
                });
            }
            p.AddContour(vertexes);
            options = new ConstraintOptions()
            {
                ConformingDelaunay = true, Convex = false
            };
            Graphics graph = pictureBox1.CreateGraphics();
            Graphics gr    = pictureBox1.CreateGraphics();
            //int w = pictureBox1.ClientSize.Width / 2;
            //int h = pictureBox1.ClientSize.Height / 2;
            //graph.TranslateTransform(w, h);
            //gr.TranslateTransform(w, h);
            //graph.ScaleTransform(1, -1);

            //triangulation
            var quality = new QualityOptions()
            {
                MinimumAngle = minAngle, MaximumAngle = maxAngle, MaximumArea = maxArea
            };
            var mesh = p.Triangulate(options, quality);

            ListOfTriangles = mesh.Triangles.ToList();
            CT  = mesh.Vertices.ToList();
            NTG = getBoundsVertices(mesh);
            for (int i = 0; i < ListOfTriangles.Count; ++i)
            {
                graph.DrawPolygon(Pens.Black, new PointF[3] {
                    new PointF((float)ListOfTriangles[i].GetVertex(0).X, (float)ListOfTriangles[i].GetVertex(0).Y),
                    new PointF((float)ListOfTriangles[i].GetVertex(1).X, (float)ListOfTriangles[i].GetVertex(1).Y),
                    new PointF((float)ListOfTriangles[i].GetVertex(2).X, (float)ListOfTriangles[i].GetVertex(2).Y)
                });
                PointF centroid = new PointF(((float)ListOfTriangles[i].GetVertex(0).X + (float)ListOfTriangles[i].GetVertex(1).X + (float)ListOfTriangles[i].GetVertex(2).X) / 3.0f,
                                             ((float)ListOfTriangles[i].GetVertex(0).Y + (float)ListOfTriangles[i].GetVertex(1).Y + (float)ListOfTriangles[i].GetVertex(2).Y) / 3.0f);
                centroid.Y  = -centroid.Y;
                centroid.Y -= 5;
                centroid.X -= 5;
                if (ListOfTriangles.Count < 200 && (maxArea >= 800 || maxArea == 0))
                {
                    DrawText(centroid, ListOfTriangles[i].ID.ToString(), gr, true);
                }
            }
            if (ListOfTriangles.Count < 200 && (maxArea >= 800 || maxArea == 0))
            {
                for (int i = 0; i < CT.Count; i++)
                {
                    DrawTextRed(new PointF((float)CT[i].X, (float)-CT[i].Y), CT[i].ID.ToString(), gr);
                }
            }
            ABCD();
            triangulate.Visible = false;
            button1.Visible     = false;
            for (int i = 0; i < ListOfTriangles.Count; ++i)
            {
                richTextBox1.Text += (i + 1) + " ) " + Math.Round(ListOfTriangles[i].GetVertex(0).X, 3) + " : " + Math.Round(ListOfTriangles[i].GetVertex(0).Y, 3) + " -  " + Math.Round(ListOfTriangles[i].GetVertex(1).X, 3) + " : " + Math.Round(ListOfTriangles[i].GetVertex(1).Y, 3) + " - " + Math.Round(ListOfTriangles[i].GetVertex(2).X, 3) + " : " + Math.Round(ListOfTriangles[i].GetVertex(2).Y, 3) + "\nA  :  " + A[i] + "   B : " + B[i] + "   C : " + C[i] + "   D : " + D[i] + "\nCenter : " + Center[i] + "\nR : " + Math.Round(R[i], 3) + "\n\n";
            }
        }
Esempio n. 18
0
        // find polygon depth

        public double dxfPolydepth(string filename)
        {
            // read the dxf file
            DxfDocument dxfTest;
            var         poly = new Polygon();

            // dxfTest = OpenProfile("382290.dxf");
            dxfTest = OpenProfile(filename);

            int numberSegments = 16;
            int blockNumber    = -1;

            // loop over all relevant blacks and store the hatch boundaries
            foreach (var bl in dxfTest.Blocks)
            {
                // loop over the enteties in the block and decompose them if they belong to an aluminum layer
                foreach (var ent in bl.Entities)
                {
                    if (ent.Layer.Name.ToString().Contains("0S-Alu hatch")) //(ent.Layer.Name.ToString() == "0S-Alu hatch")
                    {
                        blockNumber++;

                        HatchPattern hp      = HatchPattern.Solid;
                        Hatch        myHatch = new Hatch(hp, false);
                        myHatch = (Hatch)ent;
                        int pathNumber = -1;

                        foreach (var bPath in myHatch.BoundaryPaths)
                        {
                            pathNumber++;
                            // define the contour list
                            var contour = new List <Vertex>();

                            for (int i = 0; i < bPath.Edges.Count; i++)
                            {
                                switch (bPath.Edges[i].Type.ToString().ToLower())
                                {
                                case "line":
                                    var myLine = (netDxf.Entities.HatchBoundaryPath.Line)bPath.Edges[i];
                                    var vLine  = new Vertex();
                                    vLine.X = myLine.Start.X;
                                    vLine.Y = myLine.Start.Y;
                                    contour.Add(vLine);
                                    break;

                                case "arc":
                                    var myArc = (netDxf.Entities.HatchBoundaryPath.Arc)bPath.Edges[i];

                                    double delta = (myArc.EndAngle - myArc.StartAngle) / numberSegments;

                                    for (int j = 0; j < numberSegments; j++)
                                    {
                                        var    vArc     = new Vertex();
                                        double angleArc = (myArc.StartAngle + j * delta) * Math.PI / 180.0;
                                        if (myArc.IsCounterclockwise == true)
                                        {
                                            vArc.X = myArc.Center.X + myArc.Radius * Math.Cos(angleArc);
                                            vArc.Y = myArc.Center.Y + myArc.Radius * Math.Sin(angleArc);
                                        }
                                        else
                                        {
                                            vArc.X = myArc.Center.X + myArc.Radius * Math.Cos(Math.PI + angleArc);
                                            vArc.Y = myArc.Center.Y + myArc.Radius * Math.Sin(Math.PI - angleArc);
                                        }

                                        contour.Add(vArc);
                                    }
                                    break;

                                case "ellipse":
                                    var    myEllipse    = (netDxf.Entities.HatchBoundaryPath.Ellipse)bPath.Edges[i];
                                    double deltaEllipse = (myEllipse.EndAngle - myEllipse.StartAngle) / numberSegments;


                                    for (int j = 0; j < numberSegments; j++)
                                    {
                                        var vEllipse      = new Vertex();
                                        var ellipseRadius = Math.Sqrt(Math.Pow(myEllipse.EndMajorAxis.X, 2) + Math.Pow(myEllipse.EndMajorAxis.Y, 2));

                                        double angleEllipse = (myEllipse.StartAngle + j * deltaEllipse) * Math.PI / 180.0;
                                        if (myEllipse.IsCounterclockwise == true)
                                        {
                                            vEllipse.X = myEllipse.Center.X + ellipseRadius * Math.Cos(angleEllipse);
                                            vEllipse.Y = myEllipse.Center.Y + ellipseRadius * Math.Sin(angleEllipse);
                                        }
                                        else
                                        {
                                            vEllipse.X = myEllipse.Center.X + ellipseRadius * Math.Cos(Math.PI + angleEllipse);
                                            vEllipse.Y = myEllipse.Center.Y + ellipseRadius * Math.Sin(Math.PI - angleEllipse);
                                        }

                                        contour.Add(vEllipse);
                                    }
                                    break;
                                }
                            }

                            bool hole = true;

                            if (pathNumber == 0)
                            {
                                hole = false;
                            }
                            poly.AddContour(points: contour, marker: 0, hole: hole);
                        }
                    }
                }
            }

            // Get the depth
            double ytop    = double.NegativeInfinity;
            double ybottom = double.PositiveInfinity;

            foreach (var vertex in poly.Points)
            {
                if (ytop <= vertex.Y)
                {
                    ytop = vertex.Y;
                }
                if (ybottom >= vertex.Y)
                {
                    ybottom = vertex.Y;
                }
            }
            return(ytop - ybottom);
        }