Esempio n. 1
0
        /** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
         * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */
        internal bool Clip(float x1, float y1, float x2, float y2, float x3, float y3, ExposedList <float> clippingArea, ExposedList <float> output)
        {
            var originalOutput = output;
            var clipped        = false;

            // Avoid copy at the end.
            ExposedList <float> input = null;

            if (clippingArea.Count % 4 >= 2)
            {
                input  = output;
                output = scratch;
            }
            else
            {
                input = scratch;
            }

            input.Clear();
            input.Add(x1);
            input.Add(y1);
            input.Add(x2);
            input.Add(y2);
            input.Add(x3);
            input.Add(y3);
            input.Add(x1);
            input.Add(y1);
            output.Clear();

            float[] clippingVertices     = clippingArea.Items;
            int     clippingVerticesLast = clippingArea.Count - 4;

            for (int i = 0; ; i += 2)
            {
                float edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1];
                float edgeX2 = clippingVertices[i + 2], edgeY2 = clippingVertices[i + 3];
                float deltaX = edgeX - edgeX2, deltaY = edgeY - edgeY2;

                float[] inputVertices = input.Items;
                int     inputVerticesLength = input.Count - 2, outputStart = output.Count;
                for (int ii = 0; ii < inputVerticesLength; ii += 2)
                {
                    float inputX = inputVertices[ii], inputY = inputVertices[ii + 1];
                    float inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3];
                    bool  side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0;
                    if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0)
                    {
                        if (side2)                           // v1 inside, v2 inside
                        {
                            output.Add(inputX2);
                            output.Add(inputY2);
                            continue;
                        }
                        // v1 inside, v2 outside
                        float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
                        float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
                        output.Add(edgeX + (edgeX2 - edgeX) * ua);
                        output.Add(edgeY + (edgeY2 - edgeY) * ua);
                    }
                    else if (side2)                       // v1 outside, v2 inside
                    {
                        float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
                        float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
                        output.Add(edgeX + (edgeX2 - edgeX) * ua);
                        output.Add(edgeY + (edgeY2 - edgeY) * ua);
                        output.Add(inputX2);
                        output.Add(inputY2);
                    }
                    clipped = true;
                }

                if (outputStart == output.Count)                   // All edges outside.
                {
                    originalOutput.Clear();
                    return(true);
                }

                output.Add(output.Items[0]);
                output.Add(output.Items[1]);

                if (i == clippingVerticesLast)
                {
                    break;
                }
                var temp = output;
                output = input;
                output.Clear();
                input = temp;
            }

            if (originalOutput != output)
            {
                originalOutput.Clear();
                for (int i = 0, n = output.Count - 2; i < n; i++)
                {
                    originalOutput.Add(output.Items[i]);
                }
            }
            else
            {
                originalOutput.Resize(originalOutput.Count - 2);
            }

            return(clipped);
        }
Esempio n. 2
0
        public void ClipTriangles(float[] vertices, int verticesLength, int[] triangles, int trianglesLength, float[] uvs)
        {
            ExposedList <float> clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
            var clippedTriangles = this.clippedTriangles;
            var polygons      = clippingPolygons.Items;
            int polygonsCount = clippingPolygons.Count;

            int index = 0;

            clippedVertices.Clear();
            clippedUVs.Clear();
            clippedTriangles.Clear();
            //outer:
            for (int i = 0; i < trianglesLength; i += 3)
            {
                int   vertexOffset = triangles[i] << 1;
                float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
                float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];

                vertexOffset = triangles[i + 1] << 1;
                float x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
                float u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];

                vertexOffset = triangles[i + 2] << 1;
                float x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
                float u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];

                for (int p = 0; p < polygonsCount; p++)
                {
                    int s = clippedVertices.Count;
                    if (Clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput))
                    {
                        int clipOutputLength = clipOutput.Count;
                        if (clipOutputLength == 0)
                        {
                            continue;
                        }
                        float d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
                        float d = 1 / (d0 * d2 + d1 * (y1 - y3));

                        int     clipOutputCount      = clipOutputLength >> 1;
                        float[] clipOutputItems      = clipOutput.Items;
                        float[] clippedVerticesItems = clippedVertices.Resize(s + clipOutputCount * 2).Items;
                        float[] clippedUVsItems      = clippedUVs.Resize(s + clipOutputCount * 2).Items;
                        for (int ii = 0; ii < clipOutputLength; ii += 2)
                        {
                            float x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
                            clippedVerticesItems[s]     = x;
                            clippedVerticesItems[s + 1] = y;
                            float c0 = x - x3, c1 = y - y3;
                            float a = (d0 * c0 + d1 * c1) * d;
                            float b = (d4 * c0 + d2 * c1) * d;
                            float c = 1 - a - b;
                            clippedUVsItems[s]     = u1 * a + u2 * b + u3 * c;
                            clippedUVsItems[s + 1] = v1 * a + v2 * b + v3 * c;
                            s += 2;
                        }

                        s = clippedTriangles.Count;
                        int[] clippedTrianglesItems = clippedTriangles.Resize(s + 3 * (clipOutputCount - 2)).Items;
                        clipOutputCount--;
                        for (int ii = 1; ii < clipOutputCount; ii++)
                        {
                            clippedTrianglesItems[s]     = index;
                            clippedTrianglesItems[s + 1] = index + ii;
                            clippedTrianglesItems[s + 2] = index + ii + 1;
                            s += 3;
                        }
                        index += clipOutputCount + 1;
                    }
                    else
                    {
                        float[] clippedVerticesItems = clippedVertices.Resize(s + 3 * 2).Items;
                        float[] clippedUVsItems      = clippedUVs.Resize(s + 3 * 2).Items;
                        clippedVerticesItems[s]     = x1;
                        clippedVerticesItems[s + 1] = y1;
                        clippedVerticesItems[s + 2] = x2;
                        clippedVerticesItems[s + 3] = y2;
                        clippedVerticesItems[s + 4] = x3;
                        clippedVerticesItems[s + 5] = y3;

                        clippedUVsItems[s]     = u1;
                        clippedUVsItems[s + 1] = v1;
                        clippedUVsItems[s + 2] = u2;
                        clippedUVsItems[s + 3] = v2;
                        clippedUVsItems[s + 4] = u3;
                        clippedUVsItems[s + 5] = v3;

                        s = clippedTriangles.Count;
                        int[] clippedTrianglesItems = clippedTriangles.Resize(s + 3).Items;
                        clippedTrianglesItems[s]     = index;
                        clippedTrianglesItems[s + 1] = index + 1;
                        clippedTrianglesItems[s + 2] = index + 2;
                        index += 3;
                        break;                         //continue outer;
                    }
                }
            }
        }