IsSolid() public method

public IsSolid ( Vector2 &pixel ) : bool
pixel Vector2
return bool
        private static bool GetNextHullPoint(PolygonCreationAssistance pca, ref Vector2 last, ref Vector2 current,
                                             out Vector2 next)
        {
            int x;
            int y;

            int indexOfFirstPixelToCheck = GetIndexOfFirstPixelToCheck(ref last, ref current);
            int indexOfPixelToCheck;

            const int pixelsToCheck = 8; // _closePixels.Length;

            for (int i = 0; i < pixelsToCheck; i++)
            {
                indexOfPixelToCheck = (indexOfFirstPixelToCheck + i) % pixelsToCheck;

                x = (int)current.X + ClosePixels[indexOfPixelToCheck, 0];
                y = (int)current.Y + ClosePixels[indexOfPixelToCheck, 1];

                if (x >= 0 && x < pca.Width && y >= 0 && y <= pca.Height)
                {
                    if (pca.IsSolid(x, y)) //todo
                    {
                        next = new Vector2(x, y);
                        return(true);
                    }
                }
            }

            next = Vector2.Zero;
            return(false);
        }
        private static bool GetNextHullEntrance(PolygonCreationAssistance pca, Vector2 start, out Vector2?entrance)
        {
            // Search for first solid pixel.
            int size = pca.Height * pca.Width;
            int x;

            bool foundTransparent = false;

            for (int i = (int)start.X + (int)start.Y * pca.Width; i <= size; i++)
            {
                if (pca.IsSolid(i))
                {
                    if (foundTransparent)
                    {
                        x = i % pca.Width;

                        entrance = new Vector2(x, (i - x) / (float)pca.Width);
                        return(true);
                    }
                }
                else
                {
                    foundTransparent = true;
                }
            }

            // If there are no solid pixels.
            entrance = null;
            return(false);
        }
        private static bool GetHullEntrance(PolygonCreationAssistance pca, out Vector2 entrance)
        {
            // Search for first solid pixel.
            for (int y = 0; y <= pca.Height; y++)
            {
                for (int x = 0; x <= pca.Width; x++)
                {
                    if (pca.IsSolid(x, y))
                    {
                        entrance = new Vector2(x, y);
                        return(true);
                    }
                }
            }

            // If there are no solid pixels.
            entrance = Vector2.Zero;
            return(false);
        }
        private static bool SearchNearPixels(PolygonCreationAssistance pca, bool searchingForSolidPixel,
                                             ref Vector2 current, out Vector2 foundPixel)
        {
            for (int i = 0; i < 8; i++)
            {
                int x = (int)current.X + ClosePixels[i, 0];
                int y = (int)current.Y + ClosePixels[i, 1];

                if (!searchingForSolidPixel ^ pca.IsSolid(x, y))
                {
                    foundPixel = new Vector2(x, y);
                    return(true);
                }
            }

            // Nothing found.
            foundPixel = Vector2.Zero;
            return(false);
        }
        private static Vertices CreateSimplePolygon(PolygonCreationAssistance pca, Vector2 entrance, Vector2 last)
        {
            bool entranceFound = false;
            bool endOfHull     = false;

            Vertices polygon       = new Vertices(32);
            Vertices hullArea      = new Vertices(32);
            Vertices endOfHullArea = new Vertices(32);

            Vector2 current = Vector2.Zero;

            #region Entrance check

            // Get the entrance point. //todo: alle möglichkeiten testen
            if (entrance == Vector2.Zero || !pca.InBounds(ref entrance))
            {
                entranceFound = GetHullEntrance(pca, out entrance);

                if (entranceFound)
                {
                    current = new Vector2(entrance.X - 1f, entrance.Y);
                }
            }
            else
            {
                if (pca.IsSolid(ref entrance))
                {
                    if (IsNearPixel(pca, ref entrance, ref last))
                    {
                        current       = last;
                        entranceFound = true;
                    }
                    else
                    {
                        Vector2 temp;
                        if (SearchNearPixels(pca, false, ref entrance, out temp))
                        {
                            current       = temp;
                            entranceFound = true;
                        }
                        else
                        {
                            entranceFound = false;
                        }
                    }
                }
            }

            #endregion

            if (entranceFound)
            {
                polygon.Add(entrance);
                hullArea.Add(entrance);

                Vector2 next = entrance;

                do
                {
                    // Search in the pre vision list for an outstanding point.
                    Vector2 outstanding;
                    if (SearchForOutstandingVertex(hullArea, pca.HullTolerance, out outstanding))
                    {
                        if (endOfHull)
                        {
                            // We have found the next pixel, but is it on the last bit of the hull?
                            if (endOfHullArea.Contains(outstanding))
                            {
                                // Indeed.
                                polygon.Add(outstanding);
                            }

                            // That's enough, quit.
                            break;
                        }

                        // Add it and remove all vertices that don't matter anymore
                        // (all the vertices before the outstanding).
                        polygon.Add(outstanding);
                        hullArea.RemoveRange(0, hullArea.IndexOf(outstanding));
                    }

                    // Last point gets current and current gets next. Our little spider is moving forward on the hull ;).
                    last    = current;
                    current = next;

                    // Get the next point on hull.
                    if (GetNextHullPoint(pca, ref last, ref current, out next))
                    {
                        // Add the vertex to a hull pre vision list.
                        hullArea.Add(next);
                    }
                    else
                    {
                        // Quit
                        break;
                    }

                    if (next == entrance && !endOfHull)
                    {
                        // It's the last bit of the hull, search on and exit at next found vertex.
                        endOfHull = true;
                        endOfHullArea.AddRange(hullArea);
                    }
                } while (true);
            }

            return(polygon);
        }
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        private static bool SearchNearPixels(PolygonCreationAssistance pca, bool searchingForSolidPixel,
                                             ref Vector2 current, out Vector2 foundPixel)
        {
            for (int i = 0; i < 8; i++)
            {
                int x = (int) current.X + ClosePixels[i, 0];
                int y = (int) current.Y + ClosePixels[i, 1];

                if (!searchingForSolidPixel ^ pca.IsSolid(x, y))
                {
                    foundPixel = new Vector2(x, y);
                    return true;
                }
            }

            // Nothing found.
            foundPixel = Vector2.Zero;
            return false;
        }
        private static Vector2?GetHoleHullEntrance(PolygonCreationAssistance pca, Vertices polygon,
                                                   Vector2?startVertex)
        {
            List <CrossingEdgeInfo> edges;
            Vector2?entrance;

            int startLine;
            int endLine;

            int  lastSolid = 0;
            bool foundSolid;
            bool foundTransparent;

            if (polygon != null && polygon.Count > 0)
            {
                if (startVertex.HasValue)
                {
                    startLine = (int)startVertex.Value.Y;
                }
                else
                {
                    startLine = (int)GetTopMostCoord(polygon);
                }
                endLine = (int)GetBottomMostCoord(polygon);

                if (startLine > 0 && startLine < pca.Height && endLine > 0 && endLine < pca.Height)
                {
                    // go from top to bottom of the polygon
                    for (int y = startLine; y <= endLine; y += pca.HoleDetectionLineStepSize)
                    {
                        // get x-coord of every polygon edge which crosses y
                        edges = GetCrossingEdges(polygon, EdgeAlignment.Vertical, y);

                        // we need an even number of crossing edges
                        if (edges.Count > 1 && edges.Count % 2 == 0)
                        {
                            for (int i = 0; i < edges.Count; i += 2)
                            {
                                foundSolid       = false;
                                foundTransparent = false;

                                for (int x = (int)edges[i].CrossingPoint.X;
                                     x <= (int)edges[i + 1].CrossingPoint.X;
                                     x++)
                                {
                                    if (pca.IsSolid(x, y))
                                    {
                                        if (!foundTransparent)
                                        {
                                            foundSolid = true;
                                            lastSolid  = x;
                                        }

                                        if (foundSolid && foundTransparent)
                                        {
                                            entrance = new Vector2(lastSolid, y);

                                            if (DistanceToHullAcceptable(pca, polygon, entrance.Value, true))
                                            {
                                                return(entrance);
                                            }
                                            entrance = null;
                                            break;
                                        }
                                    }
                                    else
                                    {
                                        if (foundSolid)
                                        {
                                            foundTransparent = true;
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }

            return(null);
        }
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        private static bool GetNextHullPoint(PolygonCreationAssistance pca, ref Vector2 last, ref Vector2 current,
                                             out Vector2 next)
        {
            int x;
            int y;

            int indexOfFirstPixelToCheck = GetIndexOfFirstPixelToCheck(ref last, ref current);
            int indexOfPixelToCheck;

            const int pixelsToCheck = 8; // _closePixels.Length;

            for (int i = 0; i < pixelsToCheck; i++)
            {
                indexOfPixelToCheck = (indexOfFirstPixelToCheck + i)%pixelsToCheck;

                x = (int) current.X + ClosePixels[indexOfPixelToCheck, 0];
                y = (int) current.Y + ClosePixels[indexOfPixelToCheck, 1];

                if (x >= 0 && x < pca.Width && y >= 0 && y <= pca.Height)
                {
                    if (pca.IsSolid(x, y)) //todo
                    {
                        next = new Vector2(x, y);
                        return true;
                    }
                }
            }

            next = Vector2.Zero;
            return false;
        }
Esempio n. 9
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        private static bool GetNextHullEntrance(PolygonCreationAssistance pca, Vector2 start, out Vector2? entrance)
        {
            // Search for first solid pixel.
            int size = pca.Height*pca.Width;
            int x;

            bool foundTransparent = false;

            for (int i = (int) start.X + (int) start.Y*pca.Width; i <= size; i++)
            {
                if (pca.IsSolid(i))
                {
                    if (foundTransparent)
                    {
                        x = i%pca.Width;

                        entrance = new Vector2(x, (i - x)/(float) pca.Width);
                        return true;
                    }
                }
                else
                {
                    foundTransparent = true;
                }
            }

            // If there are no solid pixels.
            entrance = null;
            return false;
        }
Esempio n. 10
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        private static bool GetHullEntrance(PolygonCreationAssistance pca, out Vector2 entrance)
        {
            // Search for first solid pixel.
            for (int y = 0; y <= pca.Height; y++)
            {
                for (int x = 0; x <= pca.Width; x++)
                {
                    if (pca.IsSolid(x, y))
                    {
                        entrance = new Vector2(x, y);
                        return true;
                    }
                }
            }

            // If there are no solid pixels.
            entrance = Vector2.Zero;
            return false;
        }
Esempio n. 11
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        private static Vector2? GetHoleHullEntrance(PolygonCreationAssistance pca, Vertices polygon,
                                                    Vector2? startVertex)
        {
            List<CrossingEdgeInfo> edges;
            Vector2? entrance;

            int startLine;
            int endLine;

            int lastSolid = 0;
            bool foundSolid;
            bool foundTransparent;

            if (polygon != null && polygon.Count > 0)
            {
                if (startVertex.HasValue)
                {
                    startLine = (int) startVertex.Value.Y;
                }
                else
                {
                    startLine = (int) GetTopMostCoord(polygon);
                }
                endLine = (int) GetBottomMostCoord(polygon);

                if (startLine > 0 && startLine < pca.Height && endLine > 0 && endLine < pca.Height)
                {
                    // go from top to bottom of the polygon
                    for (int y = startLine; y <= endLine; y += pca.HoleDetectionLineStepSize)
                    {
                        // get x-coord of every polygon edge which crosses y
                        edges = GetCrossingEdges(polygon, EdgeAlignment.Vertical, y);

                        // we need an even number of crossing edges
                        if (edges.Count > 1 && edges.Count%2 == 0)
                        {
                            for (int i = 0; i < edges.Count; i += 2)
                            {
                                foundSolid = false;
                                foundTransparent = false;

                                for (int x = (int) edges[i].CrossingPoint.X;
                                     x <= (int) edges[i + 1].CrossingPoint.X;
                                     x++)
                                {
                                    if (pca.IsSolid(x, y))
                                    {
                                        if (!foundTransparent)
                                        {
                                            foundSolid = true;
                                            lastSolid = x;
                                        }

                                        if (foundSolid && foundTransparent)
                                        {
                                            entrance = new Vector2(lastSolid, y);

                                            if (DistanceToHullAcceptable(pca, polygon, entrance.Value, true))
                                            {
                                                return entrance;
                                            }
                                            entrance = null;
                                            break;
                                        }
                                    }
                                    else
                                    {
                                        if (foundSolid)
                                        {
                                            foundTransparent = true;
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }

            return null;
        }
Esempio n. 12
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        private static Vertices CreateSimplePolygon(PolygonCreationAssistance pca, Vector2 entrance, Vector2 last)
        {
            bool entranceFound = false;
            bool endOfHull = false;

            Vertices polygon = new Vertices(32);
            Vertices hullArea = new Vertices(32);
            Vertices endOfHullArea = new Vertices(32);

            Vector2 current = Vector2.Zero;

            #region Entrance check

            // Get the entrance point. //todo: alle möglichkeiten testen
            if (entrance == Vector2.Zero || !pca.InBounds(ref entrance))
            {
                entranceFound = GetHullEntrance(pca, out entrance);

                if (entranceFound)
                {
                    current = new Vector2(entrance.X - 1f, entrance.Y);
                }
            }
            else
            {
                if (pca.IsSolid(ref entrance))
                {
                    if (IsNearPixel(pca, ref entrance, ref last))
                    {
                        current = last;
                        entranceFound = true;
                    }
                    else
                    {
                        Vector2 temp;
                        if (SearchNearPixels(pca, false, ref entrance, out temp))
                        {
                            current = temp;
                            entranceFound = true;
                        }
                        else
                        {
                            entranceFound = false;
                        }
                    }
                }
            }

            #endregion

            if (entranceFound)
            {
                polygon.Add(entrance);
                hullArea.Add(entrance);

                Vector2 next = entrance;

                do
                {
                    // Search in the pre vision list for an outstanding point.
                    Vector2 outstanding;
                    if (SearchForOutstandingVertex(hullArea, pca.HullTolerance, out outstanding))
                    {
                        if (endOfHull)
                        {
                            // We have found the next pixel, but is it on the last bit of the hull?
                            if (endOfHullArea.Contains(outstanding))
                            {
                                // Indeed.
                                polygon.Add(outstanding);
                            }

                            // That's enough, quit.
                            break;
                        }

                        // Add it and remove all vertices that don't matter anymore
                        // (all the vertices before the outstanding).
                        polygon.Add(outstanding);
                        hullArea.RemoveRange(0, hullArea.IndexOf(outstanding));
                    }

                    // Last point gets current and current gets next. Our little spider is moving forward on the hull ;).
                    last = current;
                    current = next;

                    // Get the next point on hull.
                    if (GetNextHullPoint(pca, ref last, ref current, out next))
                    {
                        // Add the vertex to a hull pre vision list.
                        hullArea.Add(next);
                    }
                    else
                    {
                        // Quit
                        break;
                    }

                    if (next == entrance && !endOfHull)
                    {
                        // It's the last bit of the hull, search on and exit at next found vertex.
                        endOfHull = true;
                        endOfHullArea.AddRange(hullArea);
                    }
                } while (true);
            }

            return polygon;
        }