Пример #1
0
        }                                                                                                   // used to search

        // Polygon must be convex and clockwise, brute force but it works.
        static public void FitInsideConvexPoly(List <Vector2> points, Vector2 comparepoint, Vector2 startsize, Vector2 offsets,
                                               ref float mindist, ref Vector2 bestpos, ref Vector2 bestsize, float minwidthallowed = 1, float scaling = 0.9F)
        {
            Vector2 startpoint = comparepoint;

            if (!InsidePolygon(points, startpoint))                   // if given a point outside the polygon, no point starting there, pick the centroid
            {
                float area;
                startpoint = PolygonTriangulator.Centroid(points, out area);
            }

            while (startsize.X > minwidthallowed)
            {
                Vector2 trysize = startsize;
                startsize *= scaling;

                bool foundoneatthissize = false;

                for (int i = 0; i < 1000; i++)
                {
                    Vector2 trypos = new Vector2(startpoint.X + FlipOffset(i / 50) * offsets.X, startpoint.Y + FlipOffset(i % 50) * offsets.Y);
                    bool    inside = PolygonTriangulator.InsidePolygon(points, trypos, trysize.X, trysize.Y);

                    float fromcompare = (trypos - comparepoint).Length;

                    //string debugline = String.Format("  Poly {0} At {1} {2} try {3} dist {4} inside {5} step {6}", polynum, trypos.X, trypos.Y, trysize, textfromgeocentre, inside, i);
                    //writer.WriteLine(debugline);

                    if (inside)
                    {
                        if (fromcompare < mindist)
                        {
                            mindist  = fromcompare;
                            bestpos  = trypos;
                            bestsize = trysize;
                            //writer.WriteLine(String.Format("  {0} Best pos at {1} size {2} dist {3}", polynum, i, trysize, mindist));
                            foundoneatthissize = true;
                        }
                    }
                }

                if (foundoneatthissize)
                {
                    break;
                }
            }
        }
Пример #2
0
        // KEEP for debug for now..

        #if false
        static public void Test()
        {
            ///EDDiscovery2._3DMap.PolygonTriangulator.Test();
            if (true)
            {
                List <Vector2> points = new List <Vector2>();
                points.Add(new Vector2(100, 100));
                points.Add(new Vector2(100, 200));
                points.Add(new Vector2(200, 200));
                points.Add(new Vector2(200, 100));

                Vector2 centroid = PolygonTriangulator.Centroid(points);
                Console.WriteLine("{0} ", centroid);
            }


            if (false)
            {
                List <Vector2> points = new List <Vector2>();

                points.Add(new Vector2(0, 100));
                points.Add(new Vector2(100, 200));
                points.Add(new Vector2(100, 100));
                points.Add(new Vector2(200, 200));
                points.Add(new Vector2(300, 100));
                points.Add(new Vector2(150, 0));
                points.Add(new Vector2(0, 50));

                List <List <Vector2> > res = PolygonTriangulator.Triangulate(points, false);

                foreach (List <Vector2> poly in res)
                {
                    Console.WriteLine("Poly:");
                    foreach (Vector2 p in poly)
                    {
                        Console.WriteLine("  {0},{1}", p.X, p.Y);
                    }
                }
            }

            Console.WriteLine("END");
        }
Пример #3
0
        public List <IData3DSet> AddGalMapRegionsToDataset(bool colourregions)
        {
            var polydataset    = new PolygonCollection("regpolys", Color.White, 1f, OpenTK.Graphics.OpenGL.PrimitiveType.Triangles);   // ORDER AND NUMBER v.Important
            var outlinedataset = new PolygonCollection("reglines", Color.White, 1f, OpenTK.Graphics.OpenGL.PrimitiveType.LineLoop);    // DrawStars picks them out in a particular order
            var datasetbks     = Data3DSetClass <TexturedQuadData> .Create("regtext", Color.White, 1f);

            if (EDDiscoveryForm.galacticMapping != null)
            {
                long gmotarget = TargetClass.GetTargetGMO();

                int cindex = 0;
                foreach (GalacticMapObject gmo in EDDiscoveryForm.galacticMapping.galacticMapObjects)
                {
                    if (gmo.galMapType.Enabled && gmo.galMapType.Group == GalMapType.GalMapGroup.Regions)
                    {
                        string name = gmo.name;

                        Color[] array = new Color[] { Color.Red, Color.Green, Color.Blue,
                                                      Color.Brown, Color.Crimson, Color.Coral,
                                                      Color.Aqua, Color.Yellow, Color.Violet,
                                                      Color.Sienna, Color.Silver, Color.Salmon,
                                                      Color.Pink, Color.AntiqueWhite, Color.Beige,
                                                      Color.DarkCyan, Color.DarkGray, Color.ForestGreen, Color.LightSkyBlue,
                                                      Color.Lime, Color.Maroon, Color.Olive, Color.SteelBlue };
                        Color c = array[cindex++ % array.Length];

                        List <Vector2> polygonxz = new List <Vector2>();                              // needs it in x/z and in vector2's
                        foreach (Vector3 pd in gmo.points)
                        {
                            polygonxz.Add(new Vector2((float)pd.X, (float)pd.Z));                   // can be concave and wound the wrong way..
                        }
                        Vector2 size, avg;
                        Vector2 centre = PolygonTriangulator.Centre(polygonxz, out size, out avg);        // default geographic centre (min x/z + max x/z/2) used in case poly triangulate fails (unlikely)

                        List <List <Vector2> > polys = PolygonTriangulator.Triangulate(polygonxz, false); // cut into convex polygons first - because we want the biggest possible area for naming purposes
                        //Console.WriteLine("Region {0} decomposed to {1} ", name, polys.Count);

                        Vector2 bestpos  = centre;
                        Vector2 bestsize = new Vector2(250, 250 / 5);

                        if (polys.Count > 0)                                                     // just in case..
                        {
                            centre = PolygonTriangulator.Centroids(polys);                       // weighted mean of the centroids
                            //Bitmap map3 = DrawString(String.Format("O{0}", cindex - 1), Color.White, gmostarfont); TexturedQuadData ntext3 = TexturedQuadData.FromBitmap(map3, new PointData(centre.X, 0, centre.Y), TexturedQuadData.NoRotation, 2000, 500); datasetbks.Add(ntext3);

                            float mindist = float.MaxValue;

                            foreach (List <Vector2> points in polys)                         // now for every poly
                            {
                                if (colourregions)
                                {
                                    Color regcol = Color.FromArgb(64, c.R, c.G, c.B);

                                    if (points.Count == 3)                                    // already a triangle..
                                    {
                                        polydataset.Add(new Polygon(points, 1, regcol));
                                        //outlinedataset.Add(new Polygon(points, 1, Color.FromArgb(255, 255, 255, 0))); //DEBUG
                                    }
                                    else
                                    {
                                        List <List <Vector2> > polytri = PolygonTriangulator.Triangulate(points, true);    // cut into triangles not polygons

                                        foreach (List <Vector2> pt in polytri)
                                        {
                                            polydataset.Add(new Polygon(pt, 1, regcol));
                                            // outlinedataset.Add(new Polygon(pt, 1, Color.FromArgb(255, 255, 255, 0))); // DEBUG
                                        }
                                    }
                                }

                                //float area; Vector2 polycentrepos = PolygonTriangulator.Centroid(points,out area); Bitmap map2 = DrawString(String.Format("X") , Color.White, gmostarfont);  TexturedQuadData ntext2 = TexturedQuadData.FromBitmap(map2, new PointData(polycentrepos.X, 0, polycentrepos.Y), TexturedQuadData.NoRotation, 1000, 200); datasetbks.Add(ntext2);

                                PolygonTriangulator.FitInsideConvexPoly(points, centre, new Vector2(3000, 3000 / 5), new Vector2(200, 200),
                                                                        ref mindist, ref bestpos, ref bestsize, bestsize.X / 2);
                            }
                        }

                        Bitmap           map       = DrawString(gmo.name, Color.White, gmostarfont);
                        PointData        bitmappos = new PointData(bestpos.X, 0, bestpos.Y);
                        TexturedQuadData ntext     = TexturedQuadData.FromBitmap(map, bitmappos, TexturedQuadData.NoRotation,
                                                                                 bestsize.X, bestsize.Y);

                        datasetbks.Add(ntext);

                        outlinedataset.Add(new Polygon(polygonxz, 1, Color.FromArgb(255, 128, 128, 128)));
                    }
                }
            }

            _datasets.Add(polydataset);
            _datasets.Add(outlinedataset);
            _datasets.Add(datasetbks);
            return(_datasets);
        }