private void GenerateTerrain(int gx, int gy) { FP x = gx * this.CellSize; FP fP = gy * this.CellSize; List <Vertices> list = MarchingSquares.DetectSquares(new AABB(new TSVector2(x, fP), new TSVector2(x + this.CellSize, fP + this.CellSize)), this.SubCellSize, this.SubCellSize, this._terrainMap, this.Iterations, true); bool flag = list.Count == 0; if (!flag) { this._bodyMap[gx, gy] = new List <Body>(); TSVector2 tSVector = new TSVector2(1f / (float)this.PointsPerUnit, 1f / (float)(-(float)this.PointsPerUnit)); foreach (Vertices current in list) { current.Scale(ref tSVector); current.Translate(ref this._topLeft); Vertices vertices = SimplifyTools.CollinearSimplify(current, FP.Zero); List <Vertices> list2 = Triangulate.ConvexPartition(vertices, this.Decomposer, true, FP.EN3); foreach (Vertices current2 in list2) { bool flag2 = current2.Count > 2; if (flag2) { this._bodyMap[gx, gy].Add(BodyFactory.CreatePolygon(this.World, current2, 1, null)); } } } } }
private static List <Vertices> Execute(Vertices subject, Vertices clip, PolyClipType clipType, out PolyClipError error) { Debug.Assert(subject.IsSimple() && clip.IsSimple(), "Non simple input!", "Input polygons must be simple (cannot intersect themselves)."); Vertices vertices; Vertices vertices2; YuPengClipper.CalculateIntersections(subject, clip, out vertices, out vertices2); TSVector2 lowerBound = subject.GetAABB().LowerBound; TSVector2 lowerBound2 = clip.GetAABB().LowerBound; TSVector2 tSVector; TSVector2.Min(ref lowerBound, ref lowerBound2, out tSVector); tSVector = TSVector2.one - tSVector; bool flag = tSVector != TSVector2.zero; if (flag) { vertices.Translate(ref tSVector); vertices2.Translate(ref tSVector); } vertices.ForceCounterClockWise(); vertices2.ForceCounterClockWise(); List <FP> poly1Coeff; List <YuPengClipper.Edge> poly1Simplicies; YuPengClipper.CalculateSimplicalChain(vertices, out poly1Coeff, out poly1Simplicies); List <FP> poly2Coeff; List <YuPengClipper.Edge> poly2Simplicies; YuPengClipper.CalculateSimplicalChain(vertices2, out poly2Coeff, out poly2Simplicies); List <YuPengClipper.Edge> simplicies; YuPengClipper.CalculateResultChain(poly1Coeff, poly1Simplicies, poly2Coeff, poly2Simplicies, clipType, out simplicies); List <Vertices> list; error = YuPengClipper.BuildPolygonsFromChain(simplicies, out list); tSVector *= -1f; for (int i = 0; i < list.Count; i++) { list[i].Translate(ref tSVector); SimplifyTools.CollinearSimplify(list[i], FP.Zero); } return(list); }
private void GenerateTerrain(int gx, int gy) { FP ax = gx * CellSize; FP ay = gy * CellSize; List <Vertices> polys = MarchingSquares.DetectSquares(new AABB(new TSVector2(ax, ay), new TSVector2(ax + CellSize, ay + CellSize)), SubCellSize, SubCellSize, _terrainMap, Iterations, true); if (polys.Count == 0) { return; } _bodyMap[gx, gy] = new List <Body>(); // create the scale vector TSVector2 scale = new TSVector2(1f / PointsPerUnit, 1f / -PointsPerUnit); // create physics object for this grid cell foreach (Vertices item in polys) { // does this need to be negative? item.Scale(ref scale); item.Translate(ref _topLeft); Vertices simplified = SimplifyTools.CollinearSimplify(item, FP.Zero); List <Vertices> decompPolys = Triangulate.ConvexPartition(simplified, Decomposer, true, FP.EN3); foreach (Vertices poly in decompPolys) { if (poly.Count > 2) { _bodyMap[gx, gy].Add(BodyFactory.CreatePolygon(World, poly, 1, null)); } } } }
/// <summary> /// Implements "A new algorithm for Boolean operations on general polygons" /// available here: http://liama.ia.ac.cn/wiki/_media/user:dong:dong_cg_05.pdf /// Merges two polygons, a subject and a clip with the specified operation. Polygons may not be /// self-intersecting. /// /// Warning: May yield incorrect results or even crash if polygons contain collinear points. /// </summary> /// <param name="subject">The subject polygon.</param> /// <param name="clip">The clip polygon, which is added, /// substracted or intersected with the subject</param> /// <param name="clipType">The operation to be performed. Either /// Union, Difference or Intersection.</param> /// <param name="error">The error generated (if any)</param> /// <returns>A list of closed polygons, which make up the result of the clipping operation. /// Outer contours are ordered counter clockwise, holes are ordered clockwise.</returns> private static List <Vertices> Execute(Vertices subject, Vertices clip, PolyClipType clipType, out PolyClipError error) { Debug.Assert(subject.IsSimple() && clip.IsSimple(), "Non simple input!", "Input polygons must be simple (cannot intersect themselves)."); // Copy polygons Vertices slicedSubject; Vertices slicedClip; // Calculate the intersection and touch points between // subject and clip and add them to both CalculateIntersections(subject, clip, out slicedSubject, out slicedClip); // Translate polygons into upper right quadrant // as the algorithm depends on it TSVector2 lbSubject = subject.GetAABB().LowerBound; TSVector2 lbClip = clip.GetAABB().LowerBound; TSVector2 translate; TSVector2.Min(ref lbSubject, ref lbClip, out translate); translate = TSVector2.one - translate; if (translate != TSVector2.zero) { slicedSubject.Translate(ref translate); slicedClip.Translate(ref translate); } // Enforce counterclockwise contours slicedSubject.ForceCounterClockWise(); slicedClip.ForceCounterClockWise(); List <Edge> subjectSimplices; List <FP> subjectCoeff; List <Edge> clipSimplices; List <FP> clipCoeff; // Build simplical chains from the polygons and calculate the // the corresponding coefficients CalculateSimplicalChain(slicedSubject, out subjectCoeff, out subjectSimplices); CalculateSimplicalChain(slicedClip, out clipCoeff, out clipSimplices); List <Edge> resultSimplices; // Determine the characteristics function for all non-original edges // in subject and clip simplical chain and combine the edges contributing // to the result, depending on the clipType CalculateResultChain(subjectCoeff, subjectSimplices, clipCoeff, clipSimplices, clipType, out resultSimplices); List <Vertices> result; // Convert result chain back to polygon(s) error = BuildPolygonsFromChain(resultSimplices, out result); // Reverse the polygon translation from the beginning // and remove collinear points from output translate *= -1f; for (int i = 0; i < result.Count; ++i) { result[i].Translate(ref translate); SimplifyTools.CollinearSimplify(result[i], FP.Zero); } return(result); }