예제 #1
0
        public static PhysicsFrame GetVerticesForTextureData(uint[] textureData, int textureWidth)
        {
            Vertices textureVertices = PolygonTools.CreatePolygon(textureData, textureWidth, false);
            Vector2  offset          = -textureVertices.GetCentroid();

            textureVertices.Translate(ref offset);
            SimplifyTools.MergeParallelEdges(textureVertices, 0);
            List <Vertices> convexVertices = BayazitDecomposer.ConvexPartition(textureVertices);

            ConvertUnits.ScaleToSimUnits(ref convexVertices);
            return(new PhysicsFrame(convexVertices, -offset));
        }
예제 #2
0
        /// <summary>
        /// Turns a list of triangles into a list of convex polygons. Very simple
        /// method - start with a seed triangle, keep adding triangles to it until
        /// you can't add any more without making the polygon non-convex.
        ///
        /// Returns an integer telling how many polygons were created.  Will fill
        /// polys array up to polysLength entries, which may be smaller or larger
        /// than the return value.
        ///
        /// Takes O(N///P) where P is the number of resultant polygons, N is triangle
        /// count.
        ///
        /// The final polygon list will not necessarily be minimal, though in
        /// practice it works fairly well.
        /// </summary>
        /// <param name="triangulated">The triangulated.</param>
        ///<param name="maxPolys"></param>
        ///<returns></returns>
        public static List <Vertices> PolygonizeTriangles(List <Triangle> triangulated, int maxPolys, float tolerance)
        {
            List <Vertices> polys = new List <Vertices>(50);

            int polyIndex = 0;

            if (triangulated.Count <= 0)
            {
                //return empty polygon list
                return(polys);
            }

            bool[] covered = new bool[triangulated.Count];
            for (int i = 0; i < triangulated.Count; ++i)
            {
                covered[i] = false;

                //Check here for degenerate triangles
                if (((triangulated[i].X[0] == triangulated[i].X[1]) && (triangulated[i].Y[0] == triangulated[i].Y[1]))
                    ||
                    ((triangulated[i].X[1] == triangulated[i].X[2]) && (triangulated[i].Y[1] == triangulated[i].Y[2]))
                    ||
                    ((triangulated[i].X[0] == triangulated[i].X[2]) && (triangulated[i].Y[0] == triangulated[i].Y[2])))
                {
                    covered[i] = true;
                }
            }

            bool notDone = true;

            while (notDone)
            {
                int currTri = -1;
                for (int i = 0; i < triangulated.Count; ++i)
                {
                    if (covered[i])
                    {
                        continue;
                    }
                    currTri = i;
                    break;
                }
                if (currTri == -1)
                {
                    notDone = false;
                }
                else
                {
                    Vertices poly = new Vertices(3);

                    for (int i = 0; i < 3; i++)
                    {
                        poly.Add(new Vector2(triangulated[currTri].X[i], triangulated[currTri].Y[i]));
                    }

                    covered[currTri] = true;
                    int index = 0;
                    for (int i = 0; i < 2 * triangulated.Count; ++i, ++index)
                    {
                        while (index >= triangulated.Count)
                        {
                            index -= triangulated.Count;
                        }
                        if (covered[index])
                        {
                            continue;
                        }
                        Vertices newP = AddTriangle(triangulated[index], poly);
                        if (newP == null)
                        {
                            continue; // is this right
                        }
                        if (newP.Count > Settings.MaxPolygonVertices)
                        {
                            continue;
                        }

                        if (newP.IsConvex())
                        {
                            //Or should it be IsUsable?  Maybe re-write IsConvex to apply the angle threshold from Box2d
                            poly           = new Vertices(newP);
                            covered[index] = true;
                        }
                    }

                    //We have a maximum of polygons that we need to keep under.
                    if (polyIndex < maxPolys)
                    {
                        SimplifyTools.MergeParallelEdges(poly, tolerance);

                        //If identical points are present, a triangle gets
                        //borked by the MergeParallelEdges function, hence
                        //the vertex number check
                        if (poly.Count >= 3)
                        {
                            polys.Add(new Vertices(poly));
                        }
                        //else
                        //    printf("Skipping corrupt poly\n");
                    }
                    if (poly.Count >= 3)
                    {
                        polyIndex++; //Must be outside (polyIndex < polysLength) test
                    }
                }
            }

            return(polys);
        }