コード例 #1
0
ファイル: Vertices.cs プロジェクト: rejurime/MonoGame-Samples
        /// <summary>
        /// Check for edge crossings
        /// </summary>
        /// <returns></returns>
        public bool IsSimple()
        {
            for (int i = 0; i < Count; ++i)
            {
                int     iplus = (i + 1 > Count - 1) ? 0 : i + 1;
                Vector2 a1    = new Vector2(this[i].X, this[i].Y);
                Vector2 a2    = new Vector2(this[iplus].X, this[iplus].Y);
                for (int j = i + 1; j < Count; ++j)
                {
                    int     jplus = (j + 1 > Count - 1) ? 0 : j + 1;
                    Vector2 b1    = new Vector2(this[j].X, this[j].Y);
                    Vector2 b2    = new Vector2(this[jplus].X, this[jplus].Y);

                    Vector2 temp;

                    if (LineTools.LineIntersect2(a1, a2, b1, b2, out temp))
                    {
                        return(false);
                    }
                }
            }
            return(true);
        }
コード例 #2
0
ファイル: Vertices.cs プロジェクト: rejurime/MonoGame-Samples
        // From Eric Jordan's convex decomposition library

        /// <summary>
        /// Trace the edge of a non-simple polygon and return a simple polygon.
        ///
        /// Method:
        /// Start at vertex with minimum y (pick maximum x one if there are two).
        /// We aim our "lastDir" vector at (1.0, 0)
        /// We look at the two rays going off from our start vertex, and follow whichever
        /// has the smallest angle (in -Pi . Pi) wrt lastDir ("rightest" turn)
        /// Loop until we hit starting vertex:
        /// We add our current vertex to the list.
        /// We check the seg from current vertex to next vertex for intersections
        /// - if no intersections, follow to next vertex and continue
        /// - if intersections, pick one with minimum distance
        /// - if more than one, pick one with "rightest" next point (two possibilities for each)
        /// </summary>
        /// <param name="verts">The vertices.</param>
        /// <returns></returns>
        public Vertices TraceEdge(Vertices verts)
        {
            PolyNode[] nodes = new PolyNode[verts.Count * verts.Count];
            //overkill, but sufficient (order of mag. is right)
            int nNodes = 0;

            //Add base nodes (raw outline)
            for (int i = 0; i < verts.Count; ++i)
            {
                Vector2 pos = new Vector2(verts[i].X, verts[i].Y);
                nodes[i].Position = pos;
                ++nNodes;
                int iplus  = (i == verts.Count - 1) ? 0 : i + 1;
                int iminus = (i == 0) ? verts.Count - 1 : i - 1;
                nodes[i].AddConnection(nodes[iplus]);
                nodes[i].AddConnection(nodes[iminus]);
            }

            //Process intersection nodes - horribly inefficient
            bool dirty   = true;
            int  counter = 0;

            while (dirty)
            {
                dirty = false;
                for (int i = 0; i < nNodes; ++i)
                {
                    for (int j = 0; j < nodes[i].NConnected; ++j)
                    {
                        for (int k = 0; k < nNodes; ++k)
                        {
                            if (k == i || nodes[k] == nodes[i].Connected[j])
                            {
                                continue;
                            }
                            for (int l = 0; l < nodes[k].NConnected; ++l)
                            {
                                if (nodes[k].Connected[l] == nodes[i].Connected[j] ||
                                    nodes[k].Connected[l] == nodes[i])
                                {
                                    continue;
                                }

                                //Check intersection
                                Vector2 intersectPt;

                                bool crosses = LineTools.LineIntersect(nodes[i].Position, nodes[i].Connected[j].Position,
                                                                       nodes[k].Position, nodes[k].Connected[l].Position,
                                                                       out intersectPt);
                                if (crosses)
                                {
                                    dirty = true;
                                    //Destroy and re-hook connections at crossing point
                                    PolyNode connj = nodes[i].Connected[j];
                                    PolyNode connl = nodes[k].Connected[l];
                                    nodes[i].Connected[j].RemoveConnection(nodes[i]);
                                    nodes[i].RemoveConnection(connj);
                                    nodes[k].Connected[l].RemoveConnection(nodes[k]);
                                    nodes[k].RemoveConnection(connl);
                                    nodes[nNodes] = new PolyNode(intersectPt);
                                    nodes[nNodes].AddConnection(nodes[i]);
                                    nodes[i].AddConnection(nodes[nNodes]);
                                    nodes[nNodes].AddConnection(nodes[k]);
                                    nodes[k].AddConnection(nodes[nNodes]);
                                    nodes[nNodes].AddConnection(connj);
                                    connj.AddConnection(nodes[nNodes]);
                                    nodes[nNodes].AddConnection(connl);
                                    connl.AddConnection(nodes[nNodes]);
                                    ++nNodes;
                                    goto SkipOut;
                                }
                            }
                        }
                    }
                }
SkipOut:
                ++counter;
            }

            //Collapse duplicate points
            bool foundDupe = true;
            int  nActive   = nNodes;

            while (foundDupe)
            {
                foundDupe = false;
                for (int i = 0; i < nNodes; ++i)
                {
                    if (nodes[i].NConnected == 0)
                    {
                        continue;
                    }
                    for (int j = i + 1; j < nNodes; ++j)
                    {
                        if (nodes[j].NConnected == 0)
                        {
                            continue;
                        }
                        Vector2 diff = nodes[i].Position - nodes[j].Position;
                        if (diff.LengthSquared() <= Settings.Epsilon * Settings.Epsilon)
                        {
                            if (nActive <= 3)
                            {
                                return(new Vertices());
                            }

                            //printf("Found dupe, %d left\n",nActive);
                            --nActive;
                            foundDupe = true;
                            PolyNode inode = nodes[i];
                            PolyNode jnode = nodes[j];
                            //Move all of j's connections to i, and orphan j
                            int njConn = jnode.NConnected;
                            for (int k = 0; k < njConn; ++k)
                            {
                                PolyNode knode = jnode.Connected[k];
                                Debug.Assert(knode != jnode);
                                if (knode != inode)
                                {
                                    inode.AddConnection(knode);
                                    knode.AddConnection(inode);
                                }
                                knode.RemoveConnection(jnode);
                            }
                            jnode.NConnected = 0;
                        }
                    }
                }
            }

            //Now walk the edge of the list

            //Find node with minimum y value (max x if equal)
            float minY      = float.MaxValue;
            float maxX      = -float.MaxValue;
            int   minYIndex = -1;

            for (int i = 0; i < nNodes; ++i)
            {
                if (nodes[i].Position.Y < minY && nodes[i].NConnected > 1)
                {
                    minY      = nodes[i].Position.Y;
                    minYIndex = i;
                    maxX      = nodes[i].Position.X;
                }
                else if (nodes[i].Position.Y == minY && nodes[i].Position.X > maxX && nodes[i].NConnected > 1)
                {
                    minYIndex = i;
                    maxX      = nodes[i].Position.X;
                }
            }

            Vector2 origDir = new Vector2(1.0f, 0.0f);

            Vector2[] resultVecs = new Vector2[4 * nNodes];
            // nodes may be visited more than once, unfortunately - change to growable array!
            int      nResultVecs = 0;
            PolyNode currentNode = nodes[minYIndex];
            PolyNode startNode   = currentNode;

            Debug.Assert(currentNode.NConnected > 0);
            PolyNode nextNode = currentNode.GetRightestConnection(origDir);

            if (nextNode == null)
            {
                Vertices vertices = new Vertices(nResultVecs);

                for (int i = 0; i < nResultVecs; ++i)
                {
                    vertices.Add(resultVecs[i]);
                }

                return(vertices);
            }

            // Borked, clean up our mess and return
            resultVecs[0] = startNode.Position;
            ++nResultVecs;
            while (nextNode != startNode)
            {
                if (nResultVecs > 4 * nNodes)
                {
                    Debug.Assert(false);
                }
                resultVecs[nResultVecs++] = nextNode.Position;
                PolyNode oldNode = currentNode;
                currentNode = nextNode;
                nextNode    = currentNode.GetRightestConnection(oldNode);
                if (nextNode == null)
                {
                    Vertices vertices = new Vertices(nResultVecs);
                    for (int i = 0; i < nResultVecs; ++i)
                    {
                        vertices.Add(resultVecs[i]);
                    }
                    return(vertices);
                }
                // There was a problem, so jump out of the loop and use whatever garbage we've generated so far
            }

            return(new Vertices());
        }