/// <summary> /// Checks if the vertices forms an simple polygon by checking for edge crossings. /// </summary> public bool IsSimple() { //The simplest polygon which can exist in the Euclidean plane has 3 sides. if (Count < 3) { return(false); } for (int i = 0; i < Count; ++i) { FPVector2 a1 = this[i]; FPVector2 a2 = NextVertex(i); for (int j = i + 1; j < Count; ++j) { FPVector2 b1 = this[j]; FPVector2 b2 = NextVertex(j); FPVector2 temp; if (LineTools.LineIntersect2(ref a1, ref a2, ref b1, ref b2, out temp)) { return(false); } } } return(true); }
private static bool CanSee(int i, int j, Vertices vertices) { if (Reflex(i, vertices)) { if (LeftOn(At(i, vertices), At(i - 1, vertices), At(j, vertices)) && RightOn(At(i, vertices), At(i + 1, vertices), At(j, vertices))) { return(false); } } else { if (RightOn(At(i, vertices), At(i + 1, vertices), At(j, vertices)) || LeftOn(At(i, vertices), At(i - 1, vertices), At(j, vertices))) { return(false); } } if (Reflex(j, vertices)) { if (LeftOn(At(j, vertices), At(j - 1, vertices), At(i, vertices)) && RightOn(At(j, vertices), At(j + 1, vertices), At(i, vertices))) { return(false); } } else { if (RightOn(At(j, vertices), At(j + 1, vertices), At(i, vertices)) || LeftOn(At(j, vertices), At(j - 1, vertices), At(i, vertices))) { return(false); } } for (int k = 0; k < vertices.Count; ++k) { if ((k + 1) % vertices.Count == i || k == i || (k + 1) % vertices.Count == j || k == j) { continue; // ignore incident edges } FPVector2 intersectionPoint; if (LineTools.LineIntersect(At(i, vertices), At(j, vertices), At(k, vertices), At(k + 1, vertices), out intersectionPoint)) { return(false); } } return(true); }
private static void SimplifySection(Vertices vertices, int i, int j, bool[] usePoint, FP distanceTolerance) { if ((i + 1) == j) { return; } FPVector2 a = vertices[i]; FPVector2 b = vertices[j]; FP maxDistance = -1.0; int maxIndex = i; for (int k = i + 1; k < j; k++) { FPVector2 point = vertices[k]; FP distance = LineTools.DistanceBetweenPointAndLineSegment(ref point, ref a, ref b); if (distance > maxDistance) { maxDistance = distance; maxIndex = k; } } if (maxDistance <= distanceTolerance) { for (int k = i + 1; k < j; k++) { usePoint[k] = false; } } else { SimplifySection(vertices, i, maxIndex, usePoint, distanceTolerance); SimplifySection(vertices, maxIndex, j, usePoint, distanceTolerance); } }
private static List <Vertices> TriangulatePolygon(Vertices vertices) { List <Vertices> list = new List <Vertices>(); FPVector2 lowerInt = new FPVector2(); FPVector2 upperInt = new FPVector2(); // intersection points int lowerIndex = 0, upperIndex = 0; Vertices lowerPoly, upperPoly; for (int i = 0; i < vertices.Count; ++i) { if (Reflex(i, vertices)) { FP upperDist; FP lowerDist = upperDist = FP.MaxValue; for (int j = 0; j < vertices.Count; ++j) { // if line intersects with an edge FP d; FPVector2 p; if (Left(At(i - 1, vertices), At(i, vertices), At(j, vertices)) && RightOn(At(i - 1, vertices), At(i, vertices), At(j - 1, vertices))) { // find the point of intersection p = LineTools.LineIntersect(At(i - 1, vertices), At(i, vertices), At(j, vertices), At(j - 1, vertices)); if (Right(At(i + 1, vertices), At(i, vertices), p)) { // make sure it's inside the poly d = SquareDist(At(i, vertices), p); if (d < lowerDist) { // keep only the closest intersection lowerDist = d; lowerInt = p; lowerIndex = j; } } } if (Left(At(i + 1, vertices), At(i, vertices), At(j + 1, vertices)) && RightOn(At(i + 1, vertices), At(i, vertices), At(j, vertices))) { p = LineTools.LineIntersect(At(i + 1, vertices), At(i, vertices), At(j, vertices), At(j + 1, vertices)); if (Left(At(i - 1, vertices), At(i, vertices), p)) { d = SquareDist(At(i, vertices), p); if (d < upperDist) { upperDist = d; upperIndex = j; upperInt = p; } } } } // if there are no vertices to connect to, choose a point in the middle if (lowerIndex == (upperIndex + 1) % vertices.Count) { FPVector2 p = ((lowerInt + upperInt) / 2); lowerPoly = Copy(i, upperIndex, vertices); lowerPoly.Add(p); upperPoly = Copy(lowerIndex, i, vertices); upperPoly.Add(p); } else { FP highestScore = 0, bestIndex = lowerIndex; while (upperIndex < lowerIndex) { upperIndex += vertices.Count; } for (int j = lowerIndex; j <= upperIndex; ++j) { if (CanSee(i, j, vertices)) { FP score = 1 / (SquareDist(At(i, vertices), At(j, vertices)) + 1); if (Reflex(j, vertices)) { if (RightOn(At(j - 1, vertices), At(j, vertices), At(i, vertices)) && LeftOn(At(j + 1, vertices), At(j, vertices), At(i, vertices))) { score += 3; } else { score += 2; } } else { score += 1; } if (score > highestScore) { bestIndex = j; highestScore = score; } } } lowerPoly = Copy(i, (int)bestIndex, vertices); upperPoly = Copy((int)bestIndex, i, vertices); } list.AddRange(TriangulatePolygon(lowerPoly)); list.AddRange(TriangulatePolygon(upperPoly)); return(list); } } // polygon is already convex if (vertices.Count > Settings.MaxPolygonVertices) { lowerPoly = Copy(0, vertices.Count / 2, vertices); upperPoly = Copy(vertices.Count / 2, 0, vertices); list.AddRange(TriangulatePolygon(lowerPoly)); list.AddRange(TriangulatePolygon(upperPoly)); } else { list.Add(vertices); } return(list); }
/// <summary> /// Calculates all intersections between two polygons. /// </summary> /// <param name="polygon1">The first polygon.</param> /// <param name="polygon2">The second polygon.</param> /// <param name="slicedPoly1">Returns the first polygon with added intersection points.</param> /// <param name="slicedPoly2">Returns the second polygon with added intersection points.</param> private static void CalculateIntersections(Vertices polygon1, Vertices polygon2, out Vertices slicedPoly1, out Vertices slicedPoly2) { slicedPoly1 = new Vertices(polygon1); slicedPoly2 = new Vertices(polygon2); // Iterate through polygon1's edges for (int i = 0; i < polygon1.Count; i++) { // Get edge vertices FPVector2 a = polygon1[i]; FPVector2 b = polygon1[polygon1.NextIndex(i)]; // Get intersections between this edge and polygon2 for (int j = 0; j < polygon2.Count; j++) { FPVector2 c = polygon2[j]; FPVector2 d = polygon2[polygon2.NextIndex(j)]; FPVector2 intersectionPoint; // Check if the edges intersect if (LineTools.LineIntersect(a, b, c, d, out intersectionPoint)) { // calculate alpha values for sorting multiple intersections points on a edge FP alpha; // Insert intersection point into first polygon alpha = GetAlpha(a, b, intersectionPoint); if (alpha > 0f && alpha < 1f) { int index = slicedPoly1.IndexOf(a) + 1; while (index < slicedPoly1.Count && GetAlpha(a, b, slicedPoly1[index]) <= alpha) { ++index; } slicedPoly1.Insert(index, intersectionPoint); } // Insert intersection point into second polygon alpha = GetAlpha(c, d, intersectionPoint); if (alpha > 0f && alpha < 1f) { int index = slicedPoly2.IndexOf(c) + 1; while (index < slicedPoly2.Count && GetAlpha(c, d, slicedPoly2[index]) <= alpha) { ++index; } slicedPoly2.Insert(index, intersectionPoint); } } } } // Check for very small edges for (int i = 0; i < slicedPoly1.Count; ++i) { int iNext = slicedPoly1.NextIndex(i); //If they are closer than the distance remove vertex if ((slicedPoly1[iNext] - slicedPoly1[i]).LengthSquared() <= ClipperEpsilonSquared) { slicedPoly1.RemoveAt(i); --i; } } for (int i = 0; i < slicedPoly2.Count; ++i) { int iNext = slicedPoly2.NextIndex(i); //If they are closer than the distance remove vertex if ((slicedPoly2[iNext] - slicedPoly2[i]).LengthSquared() <= ClipperEpsilonSquared) { slicedPoly2.RemoveAt(i); --i; } } }