Exemplo n.º 1
0
 public Vector2D GetCoordinatesAt(float u)
 {
     return(Line2D.GetCoordinatesAt(v1, v2, u));
 }
        // This finds the cut coordinates and splits the other poly with inner vertices
        private static void SplitOuterWithInner(LinkedListNode <EarClipVertex> start, EarClipPolygon p)
        {
            LinkedListNode <EarClipVertex> insertbefore = null;
            float    u, ul, foundu = float.MaxValue;
            Vector2D foundpos   = new Vector2D();

            // Create a line from start that goes beyond the right most vertex of p
            LinkedListNode <EarClipVertex> pr = FindRightMostVertex(p);
            float  startx       = start.Value.Position.x;
            float  endx         = pr.Value.Position.x + 10.0f;
            Line2D starttoright = new Line2D(start.Value.Position, new Vector2D(endx, start.Value.Position.y));

            // Calculate a small bonus (0.1 mappixel)
            float bonus = starttoright.GetNearestOnLine(new Vector2D(start.Value.Position.x + 0.1f, start.Value.Position.y));

            // Go for all lines in the outer polygon
            LinkedListNode <EarClipVertex> v1 = p.Last;
            LinkedListNode <EarClipVertex> v2 = p.First;

            while (v2 != null)
            {
                // Check if the line goes between startx and endx
                if (((v1.Value.Position.x > startx) ||
                     (v2.Value.Position.x > startx)) &&
                    ((v1.Value.Position.x < endx) ||
                     (v2.Value.Position.x < endx)))
                {
                    // Find intersection
                    Line2D pl = new Line2D(v1.Value.Position, v2.Value.Position);
                    pl.GetIntersection(starttoright, out u, out ul);
                    if (float.IsNaN(u))
                    {
                        // We have found a line that is perfectly horizontal
                        // (parallel to the cut scan line) Check if the line
                        // is overlapping the cut scan line.
                        if (v1.Value.Position.y == start.Value.Position.y)
                        {
                            // This is an exceptional situation which causes a bit of a problem, because
                            // this could be a previously made cut, which overlaps another line from the
                            // same cut and we have to determine which of the two we will join with. If we
                            // pick the wrong one, the polygon is no longer valid and triangulation will fail.

                            // Calculate distance of each vertex in units
                            u  = starttoright.GetNearestOnLine(v1.Value.Position);
                            ul = starttoright.GetNearestOnLine(v2.Value.Position);

                            // Rule out vertices before the scan line
                            if (u < 0.0f)
                            {
                                u = float.MaxValue;
                            }
                            if (ul < 0.0f)
                            {
                                ul = float.MaxValue;
                            }

                            float    insert_u = Math.Min(u, ul);
                            Vector2D inserpos = starttoright.GetCoordinatesAt(insert_u);

                            // Check in which direction the line goes.
                            if (v1.Value.Position.x > v2.Value.Position.x)
                            {
                                // The line goes from right to left (towards our start point)
                                // so we must always insert our cut after this line.

                                // If the next line goes up, we consider this a better candidate than
                                // a horizontal line that goes from left to right (the other cut line)
                                // so we give it a small bonus.
                                LinkedListNode <EarClipVertex> v3 = v2.Next ?? v2.List.First;
                                if (v3.Value.Position.y < v2.Value.Position.y)
                                {
                                    insert_u -= bonus;
                                }

                                // Remember this when it is a closer match
                                if (insert_u <= foundu)
                                {
                                    insertbefore = v2.Next ?? v2.List.First;
                                    foundu       = insert_u;
                                    foundpos     = inserpos;
                                }
                            }
                            else
                            {
                                // The line goes from left to right (away from our start point)
                                // so we must always insert our cut before this line.

                                // If the previous line goes down, we consider this a better candidate than
                                // a horizontal line that goes from right to left (the other cut line)
                                // so we give it a small bonus.
                                LinkedListNode <EarClipVertex> v3 = v1.Previous ?? v1.List.Last;
                                if (v3.Value.Position.y > v1.Value.Position.y)
                                {
                                    insert_u -= bonus;
                                }

                                // Remember this when it is a closer match
                                if (insert_u <= foundu)
                                {
                                    insertbefore = v2;
                                    foundu       = insert_u;
                                    foundpos     = inserpos;
                                }
                            }
                        }
                    }
                    // Found a closer match?
                    else if ((ul >= 0.0f) && (ul <= 1.0f) && (u > 0.0f) && (u <= foundu))
                    {
                        // Found a closer intersection
                        insertbefore = v2;
                        foundu       = u;
                        foundpos     = starttoright.GetCoordinatesAt(u);
                    }
                }

                // Next
                v1 = v2;
                v2 = v2.Next;
            }

            // Found anything?
            if (insertbefore != null)
            {
                Sidedef sd = (insertbefore.Previous == null) ? insertbefore.List.Last.Value.Sidedef : insertbefore.Previous.Value.Sidedef;

                // Find the position where we have to split the outer polygon
                EarClipVertex split = new EarClipVertex(foundpos, null);

                // Insert manual split vertices
                p.AddBefore(insertbefore, new EarClipVertex(split, sd));

                // Start inserting from the start (do I make sense this time?)
                v1 = start;
                do
                {
                    // Insert inner polygon vertex
                    p.AddBefore(insertbefore, new EarClipVertex(v1.Value));
                    v1 = (v1.Next ?? v1.List.First);
                } while(v1 != start);

                // Insert manual split vertices
                p.AddBefore(insertbefore, new EarClipVertex(start.Value, sd));
                if (split.Position != insertbefore.Value.Position)
                {
                    p.AddBefore(insertbefore, new EarClipVertex(split, sd));
                }
            }
        }