/// <summary> /// Initializes a new instance of the <see cref="GeomPolyVal" /> class /// </summary> /// <param name="geomP">The geom</param> /// <param name="k">The </param> public GeomPolyVal(GeomPoly geomP, int k) { GeomP = geomP; Key = k; }
/// <summary> /// Used in polygon composition to composit polygons into scan lines Combining polya and polyb into one /// super-polygon stored in polya. /// </summary> private static void CombLeft(ref GeomPoly polya, ref GeomPoly polyb) { CxFastList <Vector2> ap = polya.Points; CxFastList <Vector2> bp = polyb.Points; CxFastListNode <Vector2> ai = ap.Begin(); CxFastListNode <Vector2> bi = bp.Begin(); Vector2 b = bi.GetElem(); CxFastListNode <Vector2> prea = null; while (ai != ap.End()) { Vector2 a = ai.GetElem(); if (VecDsq(a, b) < MathConstants.Epsilon) { //ignore shared vertex if parallel if (prea != null) { Vector2 a0 = prea.GetElem(); b = bi.GetNext().GetElem(); Vector2 u = a - a0; //vec_new(u); vec_sub(a.p.p, a0.p.p, u); Vector2 v = b - a; //vec_new(v); vec_sub(b.p.p, a.p.p, v); float dot = VecCross(u, v); if (dot * dot < MathConstants.Epsilon) { ap.Erase(prea, ai); polya.Length--; ai = prea; } } //insert polyb into polya bool fst = true; CxFastListNode <Vector2> preb = null; while (!bp.Empty()) { Vector2 bb = bp.Front(); bp.Pop(); if (!fst && !bp.Empty()) { ai = ap.Insert(ai, bb); polya.Length++; preb = ai; } fst = false; } //ignore shared vertex if parallel ai = ai.GetNext(); Vector2 a1 = ai.GetElem(); ai = ai.GetNext(); if (ai == ap.End()) { ai = ap.Begin(); } Vector2 a2 = ai.GetElem(); Vector2 a00 = preb.GetElem(); Vector2 uu = a1 - a00; //vec_new(u); vec_sub(a1.p, a0.p, u); Vector2 vv = a2 - a1; //vec_new(v); vec_sub(a2.p, a1.p, v); float dot1 = VecCross(uu, vv); if (dot1 * dot1 < MathConstants.Epsilon) { ap.Erase(preb, preb.GetNext()); polya.Length--; } return; } prea = ai; ai = ai.GetNext(); } }
/// <summary> /// Marching squares over the given domain using the mesh defined via the dimensions (wid,hei) to build a set of /// polygons such that f(x,y) less than 0, using the given number 'bin' for recursive linear inteprolation along cell /// boundaries. if 'comb' is true, then the polygons will also be composited into larger possible concave polygons. /// </summary> /// <param name="domain"></param> /// <param name="cellWidth"></param> /// <param name="cellHeight"></param> /// <param name="f"></param> /// <param name="lerpCount"></param> /// <param name="combine"></param> /// <returns></returns> public static List <Vertices> DetectSquares(Aabb domain, float cellWidth, float cellHeight, sbyte[,] f, int lerpCount, bool combine) { CxFastList <GeomPoly> ret = new CxFastList <GeomPoly>(); List <Vertices> verticesList = new List <Vertices>(); //NOTE: removed assignments as they were not used. List <GeomPoly> polyList; GeomPoly gp; int xn = (int)(domain.Extents.X * 2 / cellWidth); bool xp = xn == domain.Extents.X * 2 / cellWidth; int yn = (int)(domain.Extents.Y * 2 / cellHeight); bool yp = yn == domain.Extents.Y * 2 / cellHeight; if (!xp) { xn++; } if (!yp) { yn++; } sbyte[,] fs = new sbyte[xn + 1, yn + 1]; GeomPolyVal[,] ps = new GeomPolyVal[xn + 1, yn + 1]; //populate shared function lookups. for (int x = 0; x < xn + 1; x++) { int x0; if (x == xn) { x0 = (int)domain.UpperBound.X; } else { x0 = (int)(x * cellWidth + domain.LowerBound.X); } for (int y = 0; y < yn + 1; y++) { int y0; if (y == yn) { y0 = (int)domain.UpperBound.Y; } else { y0 = (int)(y * cellHeight + domain.LowerBound.Y); } fs[x, y] = f[x0, y0]; } } //generate sub-polys and combine to scan lines for (int y = 0; y < yn; y++) { float y0 = y * cellHeight + domain.LowerBound.Y; float y1; if (y == yn - 1) { y1 = domain.UpperBound.Y; } else { y1 = y0 + cellHeight; } GeomPoly pre = null; for (int x = 0; x < xn; x++) { float x0 = x * cellWidth + domain.LowerBound.X; float x1; if (x == xn - 1) { x1 = domain.UpperBound.X; } else { x1 = x0 + cellWidth; } gp = new GeomPoly(); int key = MarchSquare(f, fs, ref gp, x, y, x0, y0, x1, y1, lerpCount); if (gp.Length != 0) { if (combine && pre != null && (key & 9) != 0) { CombLeft(ref pre, ref gp); gp = pre; } else { ret.Add(gp); } ps[x, y] = new GeomPolyVal(gp, key); } else { gp = null; } pre = gp; } } if (!combine) { polyList = ret.GetListOfElements(); foreach (GeomPoly poly in polyList) { verticesList.Add(new Vertices(poly.Points.GetListOfElements())); } return(verticesList); } //combine scan lines together for (int y = 1; y < yn; y++) { int x = 0; while (x < xn) { GeomPolyVal p = ps[x, y]; //skip along scan line if no polygon exists at this point if (p == null) { x++; continue; } //skip along if current polygon cannot be combined above. if ((p.Key & 12) == 0) { x++; continue; } //skip along if no polygon exists above. GeomPolyVal u = ps[x, y - 1]; if (u == null) { x++; continue; } //skip along if polygon above cannot be combined with. if ((u.Key & 3) == 0) { x++; continue; } float ax = x * cellWidth + domain.LowerBound.X; float ay = y * cellHeight + domain.LowerBound.Y; CxFastList <Vector2> bp = p.GeomP.Points; CxFastList <Vector2> ap = u.GeomP.Points; //skip if it's already been combined with above polygon if (u.GeomP == p.GeomP) { x++; continue; } //combine above (but disallow the hole thingies CxFastListNode <Vector2> bi = bp.Begin(); while (Square(bi.GetElem().Y - ay) > MathConstants.Epsilon || bi.GetElem().X < ax) { bi = bi.GetNext(); } //NOTE: Unused //Vector2 b0 = bi.elem(); Vector2 b1 = bi.GetNext().GetElem(); if (Square(b1.Y - ay) > MathConstants.Epsilon) { x++; continue; } bool brk = true; CxFastListNode <Vector2> ai = ap.Begin(); while (ai != ap.End()) { if (VecDsq(ai.GetElem(), b1) < MathConstants.Epsilon) { brk = false; break; } ai = ai.GetNext(); } if (brk) { x++; continue; } CxFastListNode <Vector2> bj = bi.GetNext().GetNext(); if (bj == bp.End()) { bj = bp.Begin(); } while (bj != bi) { ai = ap.Insert(ai, bj.GetElem()); // .clone() bj = bj.GetNext(); if (bj == bp.End()) { bj = bp.Begin(); } u.GeomP.Length++; } //u.p.simplify(float.Epsilon,float.Epsilon); // ax = x + 1; while (ax < xn) { GeomPolyVal p2 = ps[(int)ax, y]; if (p2 == null || p2.GeomP != p.GeomP) { ax++; continue; } p2.GeomP = u.GeomP; ax++; } ax = x - 1; while (ax >= 0) { GeomPolyVal p2 = ps[(int)ax, y]; if (p2 == null || p2.GeomP != p.GeomP) { ax--; continue; } p2.GeomP = u.GeomP; ax--; } ret.Remove(p.GeomP); p.GeomP = u.GeomP; x = (int)((bi.GetNext().GetElem().X - domain.LowerBound.X) / cellWidth) + 1; //x++; this was already commented out! } } polyList = ret.GetListOfElements(); foreach (GeomPoly poly in polyList) { verticesList.Add(new Vertices(poly.Points.GetListOfElements())); } return(verticesList); }
/// <summary> /// Look-up table to relate polygon key with the vertices that should be used for the sub polygon in marching /// squares Perform a single celled marching square for for the given cell defined by (x0,y0) (x1,y1) using the /// function f /// for recursive interpolation, given the look-up table 'fs' of the values of 'f' at cell vertices with the result to /// be /// stored in 'poly' given the actual coordinates of 'ax' 'ay' in the marching squares mesh. /// </summary> private static int MarchSquare(sbyte[,] f, sbyte[,] fs, ref GeomPoly poly, int ax, int ay, float x0, float y0, float x1, float y1, int bin) { //key lookup int key = 0; sbyte v0 = fs[ax, ay]; if (v0 < 0) { key |= 8; } sbyte v1 = fs[ax + 1, ay]; if (v1 < 0) { key |= 4; } sbyte v2 = fs[ax + 1, ay + 1]; if (v2 < 0) { key |= 2; } sbyte v3 = fs[ax, ay + 1]; if (v3 < 0) { key |= 1; } int val = LookMarch[key]; if (val != 0) { CxFastListNode <Vector2> pi = null; for (int i = 0; i < 8; i++) { Vector2 p; if ((val & (1 << i)) != 0) { if (i == 7 && (val & 1) == 0) { poly.Points.Add(p = new Vector2(x0, Ylerp(y0, y1, x0, v0, v3, f, bin))); } else { if (i == 0) { p = new Vector2(x0, y0); } else if (i == 2) { p = new Vector2(x1, y0); } else if (i == 4) { p = new Vector2(x1, y1); } else if (i == 6) { p = new Vector2(x0, y1); } else if (i == 1) { p = new Vector2(Xlerp(x0, x1, y0, v0, v1, f, bin), y0); } else if (i == 5) { p = new Vector2(Xlerp(x0, x1, y1, v3, v2, f, bin), y1); } else if (i == 3) { p = new Vector2(x1, Ylerp(y0, y1, x1, v1, v2, f, bin)); } else { p = new Vector2(x0, Ylerp(y0, y1, x0, v0, v3, f, bin)); } pi = poly.Points.Insert(pi, p); } poly.Length++; } } //poly.simplify(float.Epsilon,float.Epsilon); } return(key); }