예제 #1
0
        private static bool CanSee(int i, int j, Vertices vertices)
        {
            bool flag = BayazitDecomposer.Reflex(i, vertices);
            bool result;

            if (flag)
            {
                bool flag2 = BayazitDecomposer.LeftOn(BayazitDecomposer.At(i, vertices), BayazitDecomposer.At(i - 1, vertices), BayazitDecomposer.At(j, vertices)) && BayazitDecomposer.RightOn(BayazitDecomposer.At(i, vertices), BayazitDecomposer.At(i + 1, vertices), BayazitDecomposer.At(j, vertices));
                if (flag2)
                {
                    result = false;
                    return(result);
                }
            }
            else
            {
                bool flag3 = BayazitDecomposer.RightOn(BayazitDecomposer.At(i, vertices), BayazitDecomposer.At(i + 1, vertices), BayazitDecomposer.At(j, vertices)) || BayazitDecomposer.LeftOn(BayazitDecomposer.At(i, vertices), BayazitDecomposer.At(i - 1, vertices), BayazitDecomposer.At(j, vertices));
                if (flag3)
                {
                    result = false;
                    return(result);
                }
            }
            bool flag4 = BayazitDecomposer.Reflex(j, vertices);

            if (flag4)
            {
                bool flag5 = BayazitDecomposer.LeftOn(BayazitDecomposer.At(j, vertices), BayazitDecomposer.At(j - 1, vertices), BayazitDecomposer.At(i, vertices)) && BayazitDecomposer.RightOn(BayazitDecomposer.At(j, vertices), BayazitDecomposer.At(j + 1, vertices), BayazitDecomposer.At(i, vertices));
                if (flag5)
                {
                    result = false;
                    return(result);
                }
            }
            else
            {
                bool flag6 = BayazitDecomposer.RightOn(BayazitDecomposer.At(j, vertices), BayazitDecomposer.At(j + 1, vertices), BayazitDecomposer.At(i, vertices)) || BayazitDecomposer.LeftOn(BayazitDecomposer.At(j, vertices), BayazitDecomposer.At(j - 1, vertices), BayazitDecomposer.At(i, vertices));
                if (flag6)
                {
                    result = false;
                    return(result);
                }
            }
            for (int k = 0; k < vertices.Count; k++)
            {
                bool flag7 = (k + 1) % vertices.Count == i || k == i || (k + 1) % vertices.Count == j || k == j;
                if (!flag7)
                {
                    TSVector2 tSVector;
                    bool      flag8 = LineTools.LineIntersect(BayazitDecomposer.At(i, vertices), BayazitDecomposer.At(j, vertices), BayazitDecomposer.At(k, vertices), BayazitDecomposer.At(k + 1, vertices), out tSVector);
                    if (flag8)
                    {
                        result = false;
                        return(result);
                    }
                }
            }
            result = true;
            return(result);
        }
예제 #2
0
        private static List <Vertices> TriangulatePolygon(Vertices vertices)
        {
            List <Vertices> list   = new List <Vertices>();
            TSVector2       value  = default(TSVector2);
            TSVector2       value2 = default(TSVector2);
            int             num    = 0;
            int             i      = 0;
            List <Vertices> result;

            for (int j = 0; j < vertices.Count; j++)
            {
                bool flag = BayazitDecomposer.Reflex(j, vertices);
                if (flag)
                {
                    FP y2;
                    FP y = y2 = FP.MaxValue;
                    for (int k = 0; k < vertices.Count; k++)
                    {
                        bool flag2 = BayazitDecomposer.Left(BayazitDecomposer.At(j - 1, vertices), BayazitDecomposer.At(j, vertices), BayazitDecomposer.At(k, vertices)) && BayazitDecomposer.RightOn(BayazitDecomposer.At(j - 1, vertices), BayazitDecomposer.At(j, vertices), BayazitDecomposer.At(k - 1, vertices));
                        if (flag2)
                        {
                            TSVector2 tSVector = LineTools.LineIntersect(BayazitDecomposer.At(j - 1, vertices), BayazitDecomposer.At(j, vertices), BayazitDecomposer.At(k, vertices), BayazitDecomposer.At(k - 1, vertices));
                            bool      flag3    = BayazitDecomposer.Right(BayazitDecomposer.At(j + 1, vertices), BayazitDecomposer.At(j, vertices), tSVector);
                            if (flag3)
                            {
                                FP   fP    = BayazitDecomposer.SquareDist(BayazitDecomposer.At(j, vertices), tSVector);
                                bool flag4 = fP < y2;
                                if (flag4)
                                {
                                    y2    = fP;
                                    value = tSVector;
                                    num   = k;
                                }
                            }
                        }
                        bool flag5 = BayazitDecomposer.Left(BayazitDecomposer.At(j + 1, vertices), BayazitDecomposer.At(j, vertices), BayazitDecomposer.At(k + 1, vertices)) && BayazitDecomposer.RightOn(BayazitDecomposer.At(j + 1, vertices), BayazitDecomposer.At(j, vertices), BayazitDecomposer.At(k, vertices));
                        if (flag5)
                        {
                            TSVector2 tSVector = LineTools.LineIntersect(BayazitDecomposer.At(j + 1, vertices), BayazitDecomposer.At(j, vertices), BayazitDecomposer.At(k, vertices), BayazitDecomposer.At(k + 1, vertices));
                            bool      flag6    = BayazitDecomposer.Left(BayazitDecomposer.At(j - 1, vertices), BayazitDecomposer.At(j, vertices), tSVector);
                            if (flag6)
                            {
                                FP   fP    = BayazitDecomposer.SquareDist(BayazitDecomposer.At(j, vertices), tSVector);
                                bool flag7 = fP < y;
                                if (flag7)
                                {
                                    y      = fP;
                                    i      = k;
                                    value2 = tSVector;
                                }
                            }
                        }
                    }
                    bool     flag8 = num == (i + 1) % vertices.Count;
                    Vertices vertices2;
                    Vertices vertices3;
                    if (flag8)
                    {
                        TSVector2 item = (value + value2) / 2;
                        vertices2 = BayazitDecomposer.Copy(j, i, vertices);
                        vertices2.Add(item);
                        vertices3 = BayazitDecomposer.Copy(num, j, vertices);
                        vertices3.Add(item);
                    }
                    else
                    {
                        FP y3     = 0;
                        FP value3 = num;
                        while (i < num)
                        {
                            i += vertices.Count;
                        }
                        for (int l = num; l <= i; l++)
                        {
                            bool flag9 = BayazitDecomposer.CanSee(j, l, vertices);
                            if (flag9)
                            {
                                FP   fP2    = 1 / (BayazitDecomposer.SquareDist(BayazitDecomposer.At(j, vertices), BayazitDecomposer.At(l, vertices)) + 1);
                                bool flag10 = BayazitDecomposer.Reflex(l, vertices);
                                if (flag10)
                                {
                                    bool flag11 = BayazitDecomposer.RightOn(BayazitDecomposer.At(l - 1, vertices), BayazitDecomposer.At(l, vertices), BayazitDecomposer.At(j, vertices)) && BayazitDecomposer.LeftOn(BayazitDecomposer.At(l + 1, vertices), BayazitDecomposer.At(l, vertices), BayazitDecomposer.At(j, vertices));
                                    if (flag11)
                                    {
                                        fP2 += 3;
                                    }
                                    else
                                    {
                                        fP2 += 2;
                                    }
                                }
                                else
                                {
                                    fP2 += 1;
                                }
                                bool flag12 = fP2 > y3;
                                if (flag12)
                                {
                                    value3 = l;
                                    y3     = fP2;
                                }
                            }
                        }
                        vertices2 = BayazitDecomposer.Copy(j, (int)((long)value3), vertices);
                        vertices3 = BayazitDecomposer.Copy((int)((long)value3), j, vertices);
                    }
                    list.AddRange(BayazitDecomposer.TriangulatePolygon(vertices2));
                    list.AddRange(BayazitDecomposer.TriangulatePolygon(vertices3));
                    result = list;
                    return(result);
                }
            }
            bool flag13 = vertices.Count > Settings.MaxPolygonVertices;

            if (flag13)
            {
                Vertices vertices2 = BayazitDecomposer.Copy(0, vertices.Count / 2, vertices);
                Vertices vertices3 = BayazitDecomposer.Copy(vertices.Count / 2, 0, vertices);
                list.AddRange(BayazitDecomposer.TriangulatePolygon(vertices2));
                list.AddRange(BayazitDecomposer.TriangulatePolygon(vertices3));
            }
            else
            {
                list.Add(vertices);
            }
            result = list;
            return(result);
        }