Esempio n. 1
0
        /// <summary>
        /// Checks if vertex i is the tip of an ear in polygon defined by xv[] and  yv[].
        /// </summary>
        /// <param name="i">The i.</param>
        /// <param name="xv">The xv.</param>
        /// <param name="yv">The yv.</param>
        /// <param name="xvLength">Length of the xv.</param>
        /// <remarks>
        /// Assumes clockwise orientation of polygon.
        /// </remarks>
        /// <returns>
        /// 	<c>true</c> if the specified i is ear; otherwise, <c>false</c>.
        /// </returns>
        private static bool IsEar(int i, float[] xv, float[] yv, int xvLength)
        {
            float dx0, dy0, dx1, dy1;
            if (i >= xvLength || i < 0 || xvLength < 3)
            {
                return false;
            }
            int upper = i + 1;
            int lower = i - 1;
            if (i == 0)
            {
                dx0 = xv[0] - xv[xvLength - 1];
                dy0 = yv[0] - yv[xvLength - 1];
                dx1 = xv[1] - xv[0];
                dy1 = yv[1] - yv[0];
                lower = xvLength - 1;
            }
            else if (i == xvLength - 1)
            {
                dx0 = xv[i] - xv[i - 1];
                dy0 = yv[i] - yv[i - 1];
                dx1 = xv[0] - xv[i];
                dy1 = yv[0] - yv[i];
                upper = 0;
            }
            else
            {
                dx0 = xv[i] - xv[i - 1];
                dy0 = yv[i] - yv[i - 1];
                dx1 = xv[i + 1] - xv[i];
                dy1 = yv[i + 1] - yv[i];
            }

            float cross = dx0 * dy1 - dx1 * dy0;

            if (cross > 0)
                return false;

            Triangle myTri = new Triangle(xv[i], yv[i], xv[upper], yv[upper], xv[lower], yv[lower]);

            for (int j = 0; j < xvLength; ++j)
            {
                if (j == i || j == lower || j == upper)
                    continue;
                if (myTri.IsInside(xv[j], yv[j]))
                    return false;
            }
            return true;
        }
Esempio n. 2
0
        /// <summary>
        /// Triangulates a polygon using simple ear-clipping algorithm. Returns
        /// size of Triangle array unless the polygon can't be triangulated.
        /// This should only happen if the polygon self-intersects,
        /// though it will not _always_ return null for a bad polygon - it is the
        /// caller's responsibility to check for self-intersection, and if it
        /// doesn't, it should at least check that the return value is non-null
        /// before using. You're warned!
        ///
        /// Triangles may be degenerate, especially if you have identical points
        /// in the input to the algorithm.  Check this before you use them.
        ///
        /// This is totally unoptimized, so for large polygons it should not be part
        /// of the simulation loop.
        /// </summary>
        /// <remarks>
        /// Only works on simple polygons.
        /// </remarks>
        private static List<Vertices> TriangulatePolygon(Vertices vertices, float tolerance)
        {
            List<Vertices> results = new List<Vertices>();

            //Recurse and split on pinch points
            Vertices pA, pB;
            Vertices pin = new Vertices(vertices);
            if (ResolvePinchPoint(pin, out pA, out pB, tolerance))
            {
                List<Vertices> mergeA = TriangulatePolygon(pA, tolerance);
                List<Vertices> mergeB = TriangulatePolygon(pB, tolerance);

                if (mergeA.Count == -1 || mergeB.Count == -1)
                    throw new Exception("Can't triangulate your polygon.");

                for (int i = 0; i < mergeA.Count; ++i)
                {
                    results.Add(new Vertices(mergeA[i]));
                }
                for (int i = 0; i < mergeB.Count; ++i)
                {
                    results.Add(new Vertices(mergeB[i]));
                }

                return results;
            }

            Vertices[] buffer = new Vertices[vertices.Count - 2];
            int bufferSize = 0;
            float[] xrem = new float[vertices.Count];
            float[] yrem = new float[vertices.Count];
            for (int i = 0; i < vertices.Count; ++i)
            {
                xrem[i] = vertices[i].X;
                yrem[i] = vertices[i].Y;
            }

            int vNum = vertices.Count;

            while (vNum > 3)
            {
                // Find an ear
                int earIndex = -1;
                float earMaxMinCross = -10.0f;
                for (int i = 0; i < vNum; ++i)
                {
                    if (IsEar(i, xrem, yrem, vNum))
                    {
                        int lower = Remainder(i - 1, vNum);
                        int upper = Remainder(i + 1, vNum);
                        Vector2 d1 = new Vector2(xrem[upper] - xrem[i], yrem[upper] - yrem[i]);
                        Vector2 d2 = new Vector2(xrem[i] - xrem[lower], yrem[i] - yrem[lower]);
                        Vector2 d3 = new Vector2(xrem[lower] - xrem[upper], yrem[lower] - yrem[upper]);

                        d1.Normalize();
                        d2.Normalize();
                        d3.Normalize();
                        float cross12;
                        MathUtils.Cross(ref d1, ref d2, out cross12);
                        cross12 = Math.Abs(cross12);

                        float cross23;
                        MathUtils.Cross(ref d2, ref d3, out cross23);
                        cross23 = Math.Abs(cross23);

                        float cross31;
                        MathUtils.Cross(ref d3, ref d1, out cross31);
                        cross31 = Math.Abs(cross31);

                        //Find the maximum minimum angle
                        float minCross = Math.Min(cross12, Math.Min(cross23, cross31));
                        if (minCross > earMaxMinCross)
                        {
                            earIndex = i;
                            earMaxMinCross = minCross;
                        }
                    }
                }

                // If we still haven't found an ear, we're screwed.
                // Note: sometimes this is happening because the
                // remaining points are collinear.  Really these
                // should just be thrown out without halting triangulation.
                if (earIndex == -1)
                {
                    for (int i = 0; i < bufferSize; i++)
                    {
                        results.Add(buffer[i]);
                    }

                    return results;
                }

                // Clip off the ear:
                // - remove the ear tip from the list

                --vNum;
                float[] newx = new float[vNum];
                float[] newy = new float[vNum];
                int currDest = 0;
                for (int i = 0; i < vNum; ++i)
                {
                    if (currDest == earIndex) ++currDest;
                    newx[i] = xrem[currDest];
                    newy[i] = yrem[currDest];
                    ++currDest;
                }

                // - add the clipped triangle to the triangle list
                int under = (earIndex == 0) ? (vNum) : (earIndex - 1);
                int over = (earIndex == vNum) ? 0 : (earIndex + 1);
                Triangle toAdd = new Triangle(xrem[earIndex], yrem[earIndex], xrem[over], yrem[over], xrem[under],
                                              yrem[under]);
                buffer[bufferSize] = toAdd;
                ++bufferSize;

                // - replace the old list with the new one
                xrem = newx;
                yrem = newy;
            }

            Triangle tooAdd = new Triangle(xrem[1], yrem[1], xrem[2], yrem[2], xrem[0], yrem[0]);
            buffer[bufferSize] = tooAdd;
            ++bufferSize;

            for (int i = 0; i < bufferSize; i++)
            {
                results.Add(new Vertices(buffer[i]));
            }

            return results;
        }
        public Triangle(Triangle t)
        {
            X = new float[3];
            Y = new float[3];

            X[0] = t.X[0];
            X[1] = t.X[1];
            X[2] = t.X[2];
            Y[0] = t.Y[0];
            Y[1] = t.Y[1];
            Y[2] = t.Y[2];
        }
        private static Vertices AddTriangle(Triangle t, Vertices vertices)
        {
            // First, find vertices that connect
            int firstP = -1;
            int firstT = -1;
            int secondP = -1;
            int secondT = -1;
            for (int i = 0; i < vertices.Count; i++)
            {
                if (t.X[0] == vertices[i].X && t.Y[0] == vertices[i].Y)
                {
                    if (firstP == -1)
                    {
                        firstP = i;
                        firstT = 0;
                    }
                    else
                    {
                        secondP = i;
                        secondT = 0;
                    }
                }
                else if (t.X[1] == vertices[i].X && t.Y[1] == vertices[i].Y)
                {
                    if (firstP == -1)
                    {
                        firstP = i;
                        firstT = 1;
                    }
                    else
                    {
                        secondP = i;
                        secondT = 1;
                    }
                }
                else if (t.X[2] == vertices[i].X && t.Y[2] == vertices[i].Y)
                {
                    if (firstP == -1)
                    {
                        firstP = i;
                        firstT = 2;
                    }
                    else
                    {
                        secondP = i;
                        secondT = 2;
                    }
                }
            }
            // Fix ordering if first should be last vertex of poly
            if (firstP == 0 && secondP == vertices.Count - 1)
            {
                firstP = vertices.Count - 1;
                secondP = 0;
            }

            // Didn't find it
            if (secondP == -1)
            {
                return null;
            }

            // Find tip index on triangle
            int tipT = 0;
            if (tipT == firstT || tipT == secondT)
                tipT = 1;
            if (tipT == firstT || tipT == secondT)
                tipT = 2;

            Vertices result = new Vertices(vertices.Count + 1);
            for (int i = 0; i < vertices.Count; i++)
            {
                result.Add(vertices[i]);

                if (i == firstP)
                    result.Add(new Vector2(t.X[tipT], t.Y[tipT]));
            }

            return result;
        }
Esempio n. 5
0
        /// <summary>
        /// Triangulates a polygon using simple ear-clipping algorithm. Returns
        /// size of Triangle array unless the polygon can't be triangulated.
        /// This should only happen if the polygon self-intersects,
        /// though it will not _always_ return null for a bad polygon - it is the
        /// caller's responsibility to check for self-intersection, and if it
        /// doesn't, it should at least check that the return value is non-null
        /// before using. You're warned!
        ///
        /// Triangles may be degenerate, especially if you have identical points
        /// in the input to the algorithm.  Check this before you use them.
        ///
        /// This is totally unoptimized, so for large polygons it should not be part
        /// of the simulation loop.
        /// </summary>
        /// <remarks>
        /// Only works on simple polygons.
        /// </remarks>
        static List <Vertices> TriangulatePolygon(Vertices vertices, float tolerance)
        {
            //FPE note: Check is needed as invalid triangles can be returned in recursive calls.
            if (vertices.Count < 3)
            {
                return(new List <Vertices>());
            }

            var results = new List <Vertices>();

            //Recurse and split on pinch points
            Vertices pA, pB;
            var      pin = new Vertices(vertices);

            if (ResolvePinchPoint(pin, out pA, out pB, tolerance))
            {
                var mergeA = TriangulatePolygon(pA, tolerance);
                var mergeB = TriangulatePolygon(pB, tolerance);

                if (mergeA.Count == -1 || mergeB.Count == -1)
                {
                    throw new Exception("Can't triangulate your polygon.");
                }

                for (int i = 0; i < mergeA.Count; ++i)
                {
                    results.Add(new Vertices(mergeA[i]));
                }

                for (int i = 0; i < mergeB.Count; ++i)
                {
                    results.Add(new Vertices(mergeB[i]));
                }

                return(results);
            }

            var buffer     = new Vertices[vertices.Count - 2];
            var bufferSize = 0;
            var xrem       = new float[vertices.Count];
            var yrem       = new float[vertices.Count];

            for (int i = 0; i < vertices.Count; ++i)
            {
                xrem[i] = vertices[i].X;
                yrem[i] = vertices[i].Y;
            }

            var vNum = vertices.Count;

            while (vNum > 3)
            {
                // Find an ear
                var earIndex       = -1;
                var earMaxMinCross = -10.0f;
                for (int i = 0; i < vNum; ++i)
                {
                    if (IsEar(i, xrem, yrem, vNum))
                    {
                        var lower = Remainder(i - 1, vNum);
                        var upper = Remainder(i + 1, vNum);
                        var d1    = new Vector2(xrem[upper] - xrem[i], yrem[upper] - yrem[i]);
                        var d2    = new Vector2(xrem[i] - xrem[lower], yrem[i] - yrem[lower]);
                        var d3    = new Vector2(xrem[lower] - xrem[upper], yrem[lower] - yrem[upper]);

                        Nez.Vector2Ext.Normalize(ref d1);
                        Nez.Vector2Ext.Normalize(ref d2);
                        Nez.Vector2Ext.Normalize(ref d3);
                        float cross12;
                        MathUtils.Cross(ref d1, ref d2, out cross12);
                        cross12 = Math.Abs(cross12);

                        float cross23;
                        MathUtils.Cross(ref d2, ref d3, out cross23);
                        cross23 = Math.Abs(cross23);

                        float cross31;
                        MathUtils.Cross(ref d3, ref d1, out cross31);
                        cross31 = Math.Abs(cross31);

                        //Find the maximum minimum angle
                        float minCross = Math.Min(cross12, Math.Min(cross23, cross31));
                        if (minCross > earMaxMinCross)
                        {
                            earIndex       = i;
                            earMaxMinCross = minCross;
                        }
                    }
                }

                // If we still haven't found an ear, we're screwed.
                // Note: sometimes this is happening because the
                // remaining points are collinear.  Really these
                // should just be thrown out without halting triangulation.
                if (earIndex == -1)
                {
                    for (int i = 0; i < bufferSize; i++)
                    {
                        results.Add(buffer[i]);
                    }

                    return(results);
                }

                // Clip off the ear:
                // - remove the ear tip from the list

                --vNum;
                float[] newx     = new float[vNum];
                float[] newy     = new float[vNum];
                int     currDest = 0;
                for (int i = 0; i < vNum; ++i)
                {
                    if (currDest == earIndex)
                    {
                        ++currDest;
                    }
                    newx[i] = xrem[currDest];
                    newy[i] = yrem[currDest];
                    ++currDest;
                }

                // - add the clipped triangle to the triangle list
                int under = (earIndex == 0) ? (vNum) : (earIndex - 1);
                int over  = (earIndex == vNum) ? 0 : (earIndex + 1);
                var toAdd = new Triangle(xrem[earIndex], yrem[earIndex], xrem[over], yrem[over], xrem[under],
                                         yrem[under]);
                buffer[bufferSize] = toAdd;
                ++bufferSize;

                // - replace the old list with the new one
                xrem = newx;
                yrem = newy;
            }

            var tooAdd = new Triangle(xrem[1], yrem[1], xrem[2], yrem[2], xrem[0], yrem[0]);

            buffer[bufferSize] = tooAdd;
            ++bufferSize;

            for (int i = 0; i < bufferSize; i++)
            {
                results.Add(new Vertices(buffer[i]));
            }

            return(results);
        }
        public Triangle(Triangle t)
        {
            x = new float[3];
            y = new float[3];

            x[0] = t.x[0];
            x[1] = t.x[1];
            x[2] = t.x[2];
            y[0] = t.y[0];
            y[1] = t.y[1];
            y[2] = t.y[2];
        }