Пример #1
0
        public static bool PointInPoly(this IPoly poly, Vector3 point, Vector3 projection)
        {
            for (int i = 1; i < poly.Resolution - 1; i++)
            {
                Vector3 a = poly.GetPoint(i) - poly.GetPoint(0);
                Vector3 b = poly.GetPoint(i + 1) - poly.GetPoint(0);
                Vector3 c = projection;
                Vector3 d = point - poly.GetPoint(0);

                var m11 = b.y * c.z - b.z * c.y;
                var m21 = b.x * c.z - b.z * c.x;
                var m31 = b.x * c.y - b.y * c.x;

                var m12 = a.y * c.z - a.z * c.y;
                var m22 = a.x * c.z - a.z * c.x;
                var m32 = a.x * c.y - a.y * c.x;

                float detT  = a.x * m11 - a.y * m21 + a.z * m31;
                float detTx = d.x * m11 - d.y * m21 + d.z * m31;
                float detTy = -d.x * m12 + d.y * m22 - d.z * m32;

                float x = detTx / detT;
                float y = detTy / detT;
                //Debug.Log(a + ":" + b + ":" + c + ":" + d + ":" + x + ":" + y + ":" + (x + y));
                if (x >= 0 && y >= 0 && x + y <= 1f)
                {
                    return(true);
                }
            }
            return(false);
        }
Пример #2
0
        public static (float[], int[]) GetBisectedThetaValues(IPoly polygon, int index)
        {
            Vector3 center = polygon.GetPoint(index);
            Vector3 left   = polygon.GetPointWrapped(index - 1);
            Vector3 right  = polygon.GetPointWrapped(index + 1);
            Vector3 biSect = Vector3.Lerp((left - center).normalized, (right - center).normalized, 0.5f).normalized;

            int[]   indicies = new int[polygon.Resolution - 1];
            float[] tValues  = new float[polygon.Resolution - 1];
            for (int i = 0; i < polygon.Resolution; i++)
            {
                if (i < index)
                {
                    indicies[i] = i;
                    tValues[i]  = Vector3.Dot(biSect, (polygon.GetPoint(i) - center).normalized);
                }
                else if (i == index)
                {
                    continue;
                }
                else
                {
                    indicies[i - 1] = i;
                    tValues[i - 1]  = Vector3.Dot(biSect, (polygon.GetPoint(i) - center).normalized);
                }
            }
            Array.Sort(tValues, indicies);
            return(tValues, indicies);
        }
Пример #3
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        public static IBlock Extrude(IPoly polygon, Vector3 direction, float floorDistance, float ceilingDistance, Func <IEnumerable <Vector3>, IPoly> polyConstructor = null, Func <IEnumerable <IPoly>, IBlock> blockConstructor = null)
        {
            if (polyConstructor == null)
            {
                polyConstructor = polygon.Clone;
            }
            IPoly        floor   = polygon.Clone(polygon.GetPoints().Select(x => x + direction * floorDistance));
            IPoly        ceiling = polygon.Clone(polygon.GetPoints().Select(x => x + direction * ceilingDistance));
            List <IPoly> faces   = new List <IPoly>();

            for (int i = 0; i < polygon.Resolution; i++)
            {
                Vector3 lr = floor.GetPoint(i);
                Vector3 ll = floor.GetPoint((i + 1) % polygon.Resolution);
                Vector3 ul = ceiling.GetPoint((i + 1) % polygon.Resolution);
                Vector3 ur = ceiling.GetPoint(i);
                faces.Add(polyConstructor(new Vector3[] { lr, ll, ul, ur }));
            }
            faces.Add(polyConstructor(ceiling.GetPoints()));
            faces.Add(polyConstructor(floor.GetPoints().Reverse()));

            if (blockConstructor == null)
            {
                blockConstructor = (x) => new Block(x);
            }

            return(blockConstructor(faces));
        }
Пример #4
0
        public static IPoly RemoveDuplicateVerticies(IPoly poly)
        {
            List <Vector3> output = new List <Vector3>();

            for (int i = 0; i < poly.Resolution; i++)
            {
                if (output.Count == 0)
                {
                    output.Add(poly.GetPoint(i));
                }
                else
                {
                    Vector3 point = poly.GetPoint(i);
                    Vector3 last  = output[output.Count - 1];
                    if (!Math3d.Compare(point, last))
                    {
                        output.Add(point);
                    }
                }
            }
            if (Math3d.Compare(output[0], output[output.Count - 1]))
            {
                output.RemoveAt(0);
            }
            return(poly.Clone(output.ToArray()));
        }
Пример #5
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        /// <summary>
        /// Expands a polygon by the specified distance.
        /// </summary>
        /// <param name="poly"></param>
        /// <param name="distance"></param>
        /// <param name="constructor"></param>
        /// <returns></returns>
        public static IPoly Expand(this IPoly poly, float distance, Func <IEnumerable <Vector3>, IPoly> constructor = null)
        {
            if (constructor == null)
            {
                constructor = poly.Clone;
            }
            Vector3[] points    = new Vector3[poly.Resolution];
            Vector3[] normals   = new Vector3[poly.Resolution];
            Vector3[] direction = new Vector3[poly.Resolution];
            for (int i = 0; i < poly.Resolution; i++)
            {
                points[i]    = poly.GetPoint(i);
                normals[i]   = poly.GetSurfaceNormal(i).normalized;
                direction[i] = poly.GetPoint((i + 1) % poly.Resolution) - poly.GetPoint(i);
            }

            Vector3[] outputPoints = new Vector3[poly.Resolution];
            for (int i = 0; i < poly.Resolution; i++)
            {
                Vector3 p0     = points[i] + normals[i] * distance;
                int     iMinus = (i - 1 + poly.Resolution) % poly.Resolution;
                Vector3 l0     = points[iMinus] + normals[iMinus] * distance;
                outputPoints[i] = Math3d.LinePlaneIntersection(l0, direction[iMinus], p0, normals[i]);
            }

            return(constructor(outputPoints));
        }
Пример #6
0
 /// <summary>
 /// Calculate the normal for the polygon
 /// Always calculates the normal, so may be slow.
 /// </summary>
 /// <param name="poly"></param>
 /// <returns></returns>
 public static Vector3 CalcNormal(this IPoly poly)
 {
     if (poly.Resolution < 3)
     {
         throw new System.InvalidOperationException("Polygon must have at least 3 points");
     }
     return(Vector3.Cross(poly.GetPoint(1) - poly.GetPoint(0), poly.GetPoint(2) - poly.GetPoint(0)).normalized);
 }
Пример #7
0
        /// <summary>
        /// A default method for drawing the polygon
        /// </summary>
        /// <param name="poly"></param>
        /// <param name="color"></param>
        /// <param name="time"></param>
        public static void DrawPoly(this IPoly poly, Color color, float time)
        {
            int r = poly.Resolution;

            for (int i = 0; i < r; i++)
            {
                int j = (i + 1) % r;
                Debug.DrawLine(poly.GetPoint(i), poly.GetPoint(j), color, time);
            }
        }
Пример #8
0
 /// <summary>
 /// Get a point, accounting for edges wrapping around the polygon
 /// </summary>
 /// <param name="poly"></param>
 /// <param name="index"></param>
 /// <returns></returns>
 public static Vector3 GetPointWrapped(this IPoly poly, int index)
 {
     if (index < 0)
     {
         return(poly.GetPoint(-(index % poly.Resolution)));
     }
     else
     {
         return(poly.GetPoint(index % poly.Resolution));
     }
 }
Пример #9
0
        /// <summary>
        /// Calculate the perimeter of the polygon
        /// Always calculates the perimeter, so may be slow.
        /// </summary>
        /// <param name="poly"></param>
        /// <returns></returns>
        public static float CalcPerimeter(this IPoly poly)
        {
            float perim      = 0f;
            int   resolution = poly.Resolution;

            for (int i = 0; i < resolution; i++)
            {
                int j = (i + 1) % resolution;
                perim += (poly.GetPoint(i) - poly.GetPoint(j)).magnitude;
            }
            return(perim);
        }
Пример #10
0
        /// <summary>
        /// Get the area of the polygon.
        /// Always calculates the area, so may be expensive.
        /// </summary>
        /// <param name="poly"></param>
        /// <returns></returns>
        public static float CalcArea(this IPoly poly)
        {
            float   area       = 0f;
            int     resolution = poly.Resolution;
            Vector3 p0         = poly.GetPoint(0);

            for (int i = 1; i < resolution - 1; i++)
            {
                Vector3 p1 = poly.GetPoint(i);
                Vector3 p2 = poly.GetPoint(i + 1);
                area += Vector3.Cross(p1 - p0, p2 - p0).magnitude / 2f;
            }
            return(area);
        }
Пример #11
0
        public static bool IsEdgeIntersectingPolygon(IPoly polygon, Vector3 point1, Vector3 point2)
        {
            for (int i = 0; i < polygon.Resolution; i++)
            {
                Vector3 a = polygon.GetPoint(i);
                Vector3 b = polygon.GetPointWrapped(i + 1);
                if ((point1 - a).sqrMagnitude < 0.0001f)
                {
                    continue;
                }
                if ((point1 - b).sqrMagnitude < 0.0001f)
                {
                    continue;
                }
                if ((point2 - a).sqrMagnitude < 0.0001f)
                {
                    continue;
                }
                if ((point2 - b).sqrMagnitude < 0.0001f)
                {
                    continue;
                }

                if (Math3d.AreLineSegmentsCrossing(a, b, point1, point2))
                {
                    return(true);
                }
            }
            return(false);
        }
Пример #12
0
 /// <summary>
 /// Contract the polygon toward a specified point.
 /// locks controlls which edges are not able to move to complete the operation
 /// </summary>
 /// <param name="poly"></param>
 /// <param name="center"></param>
 /// <param name="tValue"></param>
 /// <param name="lockList"></param>
 /// <returns></returns>
 public static IPoly Contract(this IPoly poly, Vector3 center, float tValue, bool[] locks)
 {
     if (locks == null)
     {
         return(Contract(poly, center, tValue));
     }
     else
     {
         Vector3[] output = new Vector3[poly.Resolution];
         for (int i = 0; i < poly.Resolution; i++)
         {
             Vector3 point      = poly.GetPoint(i);
             bool    rightLock  = locks[i];
             int     minusIndex = (i + poly.Resolution - 1) % poly.Resolution;
             bool    leftLock   = locks[minusIndex];
             if (!rightLock && !leftLock)
             {
                 output[i] = Vector3.Lerp(point, center, tValue);
             }
             else if (leftLock && rightLock)
             {
                 output[i] = point;
             }
             else if (leftLock && !rightLock)
             {
                 output[i] = Vector3.Lerp(point, poly.GetEdge(minusIndex).Center(), tValue);
             }
             else if (!leftLock && rightLock)
             {
                 output[i] = Vector3.Lerp(point, poly.GetEdge(i).Center(), tValue);
             }
         }
         return(poly.Clone(output));
     }
 }
Пример #13
0
        /// <summary>
        /// Find the optimal split for a polygon
        /// </summary>
        /// <param name="poly"></param>
        /// <returns></returns>
        private (Vector3 point, Vector3 normal, List <BSPPoly <T> > left, List <BSPPoly <T> > right) FindOptimalSplit(BSPPoly <T>[] poly)
        {
            //init
            Vector3             point = Vector3.zero, normal = Vector3.zero;
            List <BSPPoly <T> > left = null, right = null;

            //optimal diff
            int diff = int.MaxValue;

            //get the working polygon
            IPoly working = poly[0].working;

            for (int i = 0; i < working.Resolution; i++)
            {
                //get the current point and normal
                Vector3 localPoint  = working.GetPoint(i),
                        localNormal = working.GetSurfaceNormal(i);

                //get output
                (List <BSPPoly <T> > localInside, List <BSPPoly <T> > localOutput) = GetSplit(poly, localPoint, localNormal);

                //calc the diff, and compare
                int localDiff = Math.Abs(localInside.Count - localOutput.Count);
                if (localDiff < diff)
                {
                    left   = localInside;
                    right  = localOutput;
                    point  = localPoint;
                    normal = localNormal;
                    diff   = localDiff;
                }
            }

            return(point, normal, left, right);
        }
Пример #14
0
        /// <summary>
        /// Get the next bsp node for the polygons
        /// </summary>
        /// <param name="polygons"></param>
        /// <param name="optimize"></param>
        /// <returns></returns>
        private BSPNode <T> GetNode(BSPPoly <T>[] polygons, bool optimize)
        {
            if (polygons.Length == 0)
            {
                return(null);
            }
            if (polygons.Length == 1)
            {
                return(new BSPNode <T>(polygons[0], null, null, Vector3.zero, Vector3.zero));
            }

            if (optimize)
            {
                polygons = FindOptimalPoly(polygons);

                Vector3             point, normal;
                List <BSPPoly <T> > left, right;

                (point, normal, left, right) = FindOptimalSplit(polygons);

                return(new BSPNode <T>(polygons[0], GetNode(left.ToArray(), optimize), GetNode(right.ToArray(), optimize), point, normal));
            }

            else
            {
                IPoly   working = polygons[0].working;
                Vector3 point   = working.GetPoint(0),
                        normal  = working.GetSurfaceNormal(0);

                (List <BSPPoly <T> > left, List <BSPPoly <T> > right) = GetSplit(polygons, point, normal);

                return(new BSPNode <T>(polygons[0], GetNode(left.ToArray(), optimize), GetNode(right.ToArray(), optimize), point, normal));
            }
        }
Пример #15
0
 /// <summary>
 /// Contract the polygon toward a specified point.
 /// </summary>
 /// <param name="distance"></param>
 /// <param name="center"></param>
 /// <param name="lockList"></param>
 /// <returns></returns>
 public static IPoly Contract(this IPoly poly, Vector3 center, float tValue)
 {
     Vector3[] output = new Vector3[poly.Resolution];
     for (int i = 0; i < poly.Resolution; i++)
     {
         output[i] = Vector3.Lerp(poly.GetPoint(i), center, tValue);
     }
     return(poly.Clone(output));
 }
Пример #16
0
        public NGon(IPoly poly)
        {
            int r = poly.Resolution;

            points = new Vector3[r];
            for (int i = 0; i < r; i++)
            {
                points[i] = poly.GetPoint(i);
            }
        }
Пример #17
0
        /// <summary>
        /// Calculates the collision status of two polygons.
        /// Returns colliding is the polygons are intersecting, not colliding if they are not, AEnclosedInB is A is inside B, and BEnclosedInA for ...
        /// This method also returns the offending index
        /// </summary>
        /// <param name="a"></param>
        /// <param name="b"></param>
        /// <param name="offendingIndex"></param>
        /// <param name="threshold"></param>
        /// <returns></returns>
        public static CollisionType CalcCollision2D(IPoly a, IPoly b, out int offendingIndex, float threshold = 0.001f)
        {
            offendingIndex = -1;

            //check for a
            bool enclosed = true;

            for (int i = 0; i < a.Resolution; i++)
            {
                Vector3 point = a.GetPoint(i);
                Vector3 surfaceNormal = a.GetSurfaceNormal(i);
                bool    inside, outside;
                CheckPoly(b, point, surfaceNormal, out inside, out outside, threshold);
                if (outside)
                {
                    enclosed = false;
                }
                if (!inside)
                {
                    return(CollisionType.NotColliding);
                }
                if (inside && outside)
                {
                    offendingIndex = i;
                }
            }
            if (enclosed)
            {
                return(CollisionType.BEnclosedInA);
            }

            //check for b
            enclosed = true;
            for (int i = 0; i < b.Resolution; i++)
            {
                Vector3 point = b.GetPoint(i);
                Vector3 surfaceNormal = b.GetSurfaceNormal(i);
                bool    inside, outside;
                CheckPoly(a, point, surfaceNormal, out inside, out outside, threshold);
                if (outside)
                {
                    enclosed = false;
                }
                if (!inside)
                {
                    return(CollisionType.NotColliding);
                }
            }
            if (enclosed)
            {
                return(CollisionType.AEnclosedInB);
            }

            return(CollisionType.Colliding);
        }
Пример #18
0
        /// <summary>
        /// Returns the average of all the points in the polygon.
        /// This is a useful approximation for the center of the polygon.
        /// </summary>
        /// <param name="poly"></param>
        /// <returns></returns>
        public static Vector3 Average(this IPoly poly)
        {
            Vector3 point = Vector3.zero;
            int     l     = poly.Resolution;

            for (int i = 0; i < l; i++)
            {
                point += poly.GetPoint(i);
            }
            return((1f / l) * point);
        }
Пример #19
0
        private static bool TryIntersectPolygon(IPoly polygon, float theta, int index, out IPoly a, out IPoly b)
        {
            a = b = null;
            if (theta > Mathf.PI)
            {
                float[] tValues;
                int[]   indicies;
                (tValues, indicies) = GetBisectedThetaValues(polygon, index);

                for (int i = indicies.Length - 1; i >= 0; i--)
                {
                    Vector3 v1 = polygon.GetPoint(index);
                    Vector3 v2 = polygon.GetPoint(indicies[i]);
                    if (!IsEdgeIntersectingPolygon(polygon, v1, v2))
                    {
                        (a, b) = Divide(polygon, index, i);
                        return(true);
                    }
                }
            }
            return(false);
        }
Пример #20
0
        /// <summary>
        /// Preforms the set subtract operation with multiple pos and a single neg.
        /// </summary>
        /// <param name="pos"></param>
        /// <param name="neg"></param>
        /// <param name="constructor"></param>
        /// <returns></returns>
        public static List <IPoly> SetSubtract(IEnumerable <IPoly> pos, IPoly neg, Func <IPoly, IEnumerable <Vector3>, IPoly> constructor)
        {
            //set subtract algorithm
            //this version works for only 1 negative poly, and is the basis for multiple polys
            //append all positive polys to a working stack
            //pop polys from the working stack and compare them to the neg poly
            //if they intersect, split them, and push them on the working stack
            //if they are enclosed, remove them from the working list
            //if they aren't instersecting append them to the output stack
            //continue until working stack is empty

            //Initialization
            List <IPoly>  outputList   = new List <IPoly>();
            Stack <IPoly> workingStack = new Stack <IPoly>(pos);

            //working stack loop
            while (workingStack.Count > 0)
            {
                //initialization
                IPoly current = workingStack.Pop();
                int   offendingIndex;

                //detect collision status
                var status = CSGPhysics.CalcCollision2D(neg, current, out offendingIndex);
                //enclosed, just throw away polygon
                if (status == CSGPhysics.CollisionType.BEnclosedInA)
                {
                    continue;
                }
                //if colliding, divide the polygon and push them on the working stack
                else if (status != CSGPhysics.CollisionType.NotColliding)
                {
                    IPoly inside, outside;
                    Divide(current, out inside, out outside, neg.GetPoint(offendingIndex), neg.GetSurfaceNormal(offendingIndex), constructor);
                    workingStack.Push(inside);
                    workingStack.Push(outside);
                }
                //if not colliding, append to output list
                else
                {
                    outputList.Add(current);
                }
            }
            return(outputList);
        }
Пример #21
0
 /// <summary>
 /// Checks the collision status of a polygon.
 /// </summary>
 /// <param name="poly"></param>
 /// <param name="p0"></param>
 /// <param name="pn"></param>
 /// <param name="inside"></param>
 /// <param name="outside"></param>
 /// <param name="threshold"></param>
 public static void CheckPoly(IPoly poly, Vector3 p0, Vector3 pn, out bool inside, out bool outside, float threshold = 0.001f)
 {
     inside  = false;
     outside = false;
     for (int i = 0; i < poly.Resolution; i++)
     {
         Vector3 point = poly.GetPoint(i);
         float   dis   = Math3d.SignedDistancePlanePoint(pn, p0, point);
         if (dis < -threshold)
         {
             inside = true;
         }
         if (dis > threshold)
         {
             outside = true;
         }
         if (inside && outside)
         {
             return;
         }
     }
 }
Пример #22
0
 public Vector3 GetPoint(int index)
 {
     return(poly.GetPoint(index));
 }
Пример #23
0
 /// <summary>
 /// Calculates the surface normal normal of the polygon using the cross product
 /// </summary>
 /// <param name="poly"></param>
 /// <param name="index"></param>
 /// <returns></returns>
 public static Vector3 CalcSurfaceNormal(this IPoly poly, int index)
 {
     return(-Vector3.Cross(poly.GetNormal(), poly.GetPoint((index + 1) % poly.Resolution) - poly.GetPoint(index)));
 }
Пример #24
0
        /// <summary>
        /// Divide a polygon using the specified plane.
        /// </summary>
        /// <param name="poly">
        /// The polygon to divide.
        /// </param>
        /// <param name="p0">
        /// Plane Origin.
        /// </param>
        /// <param name="pn">
        /// Plane Normal.
        /// </param>
        /// <param name="constructor">
        /// The Polygon constructor can be specified for more flexability.
        /// Defaults to new NGon.
        /// </param>
        /// <param name="threshold">
        /// The percision threshold for comparing points to the plane.
        /// </param>
        /// <returns>
        /// outputs new object[]{IPoly insidePolygon, IPoly outsidePolygon, Vector3 newlyCreatedPoint};
        /// newly created point is useful for face concstruction for Block Divison, and texture maping.
        /// </returns>
        public static object[] Divide(
            IPoly poly,
            Vector3 p0,
            Vector3 pn,
            Func <IPoly, IEnumerable <Vector3>, IPoly> constructor,
            float threshold = 0.001f)
        {
            //The following algorithm is used to divide faces
            //Create a list for the inside, and outside points
            //for each point, append it to the appropriate list
            //if the point intersects the boundry, append it to the itnersection list
            //construct new faces from the list
            //the intersection point exiting the plane is returned, for use by other algorithms

            //initialization
            List <Vector3> insidePoints  = new List <Vector3>();
            List <Vector3> outsidePoints = new List <Vector3>();
            bool           hasOutputPont = false;
            Vector3        outputPoint   = default(Vector3);
            int            l             = poly.Resolution;

            int[] signs = new int[l];

            //itterate through poitns and calculate their signs
            for (int i = 0; i < l; i++)
            {
                float f = Math3d.SignedDistancePlanePoint(pn, p0, poly.GetPoint(i));
                if (f < -threshold)
                {
                    signs[i] = -1;
                }
                else if (f > threshold)
                {
                    signs[i] = 1;
                }
                else
                {
                    signs[i] = 0;
                }
            }

            //itterate through points, and append them to the appropriate list
            for (int i = 0; i < l; i++)
            {
                Vector3 l0 = poly.GetPoint(i);
                //inside point
                if (signs[i] == -1)
                {
                    insidePoints.Add(l0);
                }
                //intersecting point
                else if (signs[i] == 0)
                {
                    insidePoints.Add(l0);
                    outsidePoints.Add(l0);
                    if (signs[(i + 1) % l] == 1)
                    {
                        outputPoint   = l0;
                        hasOutputPont = true;
                    }
                }
                //outside point
                else
                {
                    outsidePoints.Add(l0);
                }

                //detect intersections
                if (signs[i] * signs[(i + 1) % l] == -1)
                {
                    Vector3 ld           = poly.GetPoint((i + 1) % l) - l0;
                    Vector3 intersection = Math3d.LinePlaneIntersection(l0, ld, p0, pn);
                    insidePoints.Add(intersection);
                    outsidePoints.Add(intersection);
                    if (signs[i] == -1)
                    {
                        outputPoint   = intersection;
                        hasOutputPont = true;
                    }
                }
            }

            //construct output
            object point = null;

            if (hasOutputPont)
            {
                point = outputPoint;
            }
            return(new object[] {
                insidePoints.Count >= 3 ? constructor(poly, insidePoints) : null,
                outsidePoints.Count >= 3 ? constructor(poly, outsidePoints) : null,
                point
            });
        }