Esempio n. 1
0
        //Check if a vertex is an ear
        /// <summary>
        /// Checks if a vertex is an ear and sets its IsEar property accordingly.
        /// </summary>
        /// <param name="v"></param>
        /// <param name="vertices"></param>
        private static void SetIfVertexIsEar(Vertex v, IEnumerable <Vertex> vertices)
        {
            v.IsEar = false;

            //A concave/reflex vertex can't be an ear!
            if (v.IsConcave)
            {
                return;
            }

            // vertex positions that make up the triangle this vertex belongs to.
            var v1 = v.PreviousVertex.GetPos2D();
            var v2 = v.GetPos2D();
            var v3 = v.NextVertex.GetPos2D();

            //if none of the concave vertices is inside the area of the triangle this vertex belongs to, this vertex is an ear.
            var anyConcaveVertexInsideTriangleArea = (from vertex in vertices where vertex.IsConcave select vertex.GetPos2D()).Any(point => GeometryHelper.PointInsideTriangleArea(v1, v2, v3, point));

            if (!anyConcaveVertexInsideTriangleArea)
            {
                v.IsEar = true;
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Triangulates a convex or concave polygon.
        /// The points on the polygon should be ordered counter-clockwise.
        /// This algorithm is called ear clipping and it's O(n*n) Another common algorithm is dividing it into trapezoids and it's O(n log n).
        /// </summary>
        /// <param name="vertices">Ordered list of vertices making up the polygon. Can be oriented CW as well as CCW.</param>
        /// <returns></returns>
        /// <exception cref="ArgumentException">If fewer than 3 vertices are provided.</exception>
        public static List <Triangle> TriangulateConcaveOrConvexPolygon(List <Vertex> vertices)
        {
            if (vertices.Count < 3)
            {
                throw new ArgumentException($"A polygon needs at least 3 vertices. Vertices provided: {vertices.Count}");
            }

            //Rest of functions needs orientation to be ccw. Change orientation if it's cw
            if (GeometryHelper.PolygonOrientedClockwise(vertices))
            {
                vertices.Reverse();
            }

            var triangles = new List <Triangle>();

            //If we just have three points, we can just return a single triangle
            if (vertices.Count == 3)
            {
                triangles.Add(new Triangle(vertices[0], vertices[2], vertices[1])); //vertices are expected to be in ccw order but Unity draw order for triangles in meshes is cw, hence 0,2,1 and not 0,1,2

                return(triangles);
            }

            //Step 1. Set the next and prev vertex for every vertex

            //Find the next and previous vertex
            for (var i = 0; i < vertices.Count; i++)
            {
                var nextPos = CollectionsHelper.WrapIndex(i + 1, vertices.Count);
                var prevPos = CollectionsHelper.WrapIndex(i - 1, vertices.Count);

                vertices[i].PreviousVertex = vertices[prevPos];
                vertices[i].NextVertex     = vertices[nextPos];
            }


            //Step 2. Find the reflex (concave) and convex vertices, and ear vertices
            foreach (var v in vertices)
            {
                SetIfVertexIsConcaveOrConvex(v);
            }

            //Have to find the ears after we have found if the vertex is concave or convex
            var earVertices = new List <Vertex>();

            foreach (var v in vertices)
            {
                SetIfVertexIsEar(v, vertices);
                if (v.IsEar)
                {
                    earVertices.Add(v);
                }
            }


            //Step 3. Triangulate!
            while (true)
            {
                //This means we have just one triangle left
                if (vertices.Count == 3)
                {
                    //The final triangle
                    triangles.Add(new Triangle(vertices[0], vertices[0].PreviousVertex, vertices[0].NextVertex));

                    break;
                }

                //Make a triangle of the first ear
                var earVertex = earVertices[0];

                var earVertexPrev = earVertex.PreviousVertex;
                var earVertexNext = earVertex.NextVertex;

                var newTriangle = new Triangle(earVertex, earVertexPrev, earVertexNext);

                triangles.Add(newTriangle);

                //Remove the vertex from the lists
                earVertices.Remove(earVertex);

                vertices.Remove(earVertex);

                //Update the previous vertex and next vertex so that they are now directly linked together (take current ear vertex out of doubly linked list)
                earVertexPrev.NextVertex     = earVertexNext;
                earVertexNext.PreviousVertex = earVertexPrev;

                //...see if we have found a new ear by investigating the two vertices that was part of the ear and add them to the list of ears, if that's the case.
                SetIfVertexIsConcaveOrConvex(earVertexPrev);
                SetIfVertexIsConcaveOrConvex(earVertexNext);

                earVertices.Remove(earVertexPrev);
                earVertices.Remove(earVertexNext);

                SetIfVertexIsEar(earVertexPrev, vertices);
                if (earVertexPrev.IsEar)
                {
                    earVertices.Add(earVertexPrev);
                }
                SetIfVertexIsEar(earVertexNext, vertices);
                if (earVertexNext.IsEar)
                {
                    earVertices.Add(earVertexNext);
                }
            }

            return(triangles);
        }
Esempio n. 3
0
 /// <summary>
 /// Checks if a vertex is concave or convex and sets its IsConcave property accordingly-
 /// </summary>
 /// <param name="v"></param>
 private static void SetIfVertexIsConcaveOrConvex(Vertex v)
 {
     //This is a concave/reflex vertex if its triangle is oriented clockwise
     v.IsConcave = GeometryHelper.TriangleOrientedClockwise(v.PreviousVertex.GetPos2D(), v.GetPos2D(), v.NextVertex.GetPos2D());
 }