static public Slice2D Slice(Polygon polygon, List <Vector2f> slice) { Slice2D result = Slice2D.Create(); if (slice.Count < 2) { return(result); } // Normalize into clockwise polygon.Normalize(); if (Slicer2D.complexSliceType != Slicer2D.SliceType.Regular) { result = SlicePolygonInside(polygon, slice); if (result.polygons.Count > 0) { return(result); } } // Optimization (holes?) // if (polygon.SliceIntersectPoly (slice) == false) // return(result); List <List <Vector2f> > slices = new List <List <Vector2f> >(); bool entered = polygon.PointInPoly(slice.First()); List <Vector2f> currentSlice = new List <Vector2f> (); foreach (Pair2f pair in Pair2f.GetList(slice, false)) { List <Vector2f> stackList = polygon.GetListSliceIntersectPoly(pair); stackList = VectorList2f.GetListSortedToPoint(stackList, pair.A); foreach (Vector2f id in stackList) { if (entered == true) { currentSlice.Add(id); slices.Add(currentSlice); } else { currentSlice = new List <Vector2f> (); currentSlice.Add(id); } entered = !entered; } if (entered == true) { currentSlice.Add(pair.B); } } // Adjusting split lines before performing convex split result.AddPolygon(polygon); foreach (List <Vector2f> id in slices) { if (id.Count > 1) { foreach (Vector2f p in id) { result.AddCollision(p); } // Sclice line points generated from intersections list Vector2f vec0 = id.First(); vec0.Push(Vector2f.Atan2(vec0, id[1]), precision); Vector2f vec1 = id.Last(); vec1.Push(Vector2f.Atan2(vec1, id[id.Count - 2]), precision); // For each in polygons list attempt convex split List <Polygon> temp = new List <Polygon>(result.polygons); // necessary? foreach (Polygon poly in temp) { Slice2D resultList = SingleSlice(poly, id); if (resultList.polygons.Count > 0) { foreach (Polygon i in resultList.polygons) { result.AddPolygon(i); } // If it's possible to perform convex split, remove parent polygon from result list result.RemovePolygon(poly); } } } } result.RemovePolygon(polygon); return(result); }
// Linear Slice static public Slice2D Slice(Polygon polygon, Pair2f slice) { Slice2D result = Slice2D.Create(); // Normalize into clockwise polygon.Normalize(); // Getting the list of intersections List <Vector2f> intersections = polygon.GetListSliceIntersectPoly(slice); // Sorting intersections from one point intersections = VectorList2f.GetListSortedToPoint(intersections, slice.A); if (intersections.Count < 2) { return(result); } List <Pair2f> collisionList = new List <Pair2f>(); // Dividing intersections into single slices - This method doesn't look like very reliable!!! // Optimize this (polygon.PointInPoly) line // Fix this nonsense!!! foreach (Pair2f p in Pair2f.GetList(intersections, false)) { if (polygon.PointInPoly(new Vector2f((p.B.GetX() + p.A.GetX()) / 2, (p.B.GetY() + p.A.GetY()) / 2)) == true) { collisionList.Add(p); intersections.Remove(p.A); intersections.Remove(p.B); } } result.AddPolygon(polygon); // Slice line points generated from intersections list foreach (Pair2f id in collisionList) { result.AddCollision(id.A); result.AddCollision(id.B); Vector2f vec0 = new Vector2f(id.A); Vector2f vec1 = new Vector2f(id.B); float rot = Vector2f.Atan2(vec0, vec1); // Slightly pushing slice line so it intersect in all cases vec0.Push(rot, precision); vec1.Push(rot, -precision); // For each in polygons list attempt convex split foreach (Polygon poly in (new List <Polygon>(result.polygons))) { Slice2D resultList = SingleSlice(poly, new Pair2f(vec0, vec1)); if (resultList.polygons.Count > 0) { foreach (Polygon i in resultList.polygons) { result.AddPolygon(i); } // If it's possible to perform splice, remove currently sliced polygon from result list result.RemovePolygon(poly); } } } result.RemovePolygon(polygon); return(result); }
// Slice From Point static public Slice2D SliceFromPoint(Polygon polygon, Vector2f point, float rotation) { Slice2D result = Slice2D.Create(); // Normalize into clockwise polygon.Normalize(); Vector2f sliceA = new Vector2f(point); Vector2f sliceB = new Vector2f(point); sliceA.Push(rotation, 1e+10f / 2); sliceB.Push(rotation, -1e+10f / 2); if (polygon.PointInPoly(point) == false) { return(result); } // Getting the list of intersections List <Vector2f> intersectionsA = polygon.GetListSliceIntersectPoly(new Pair2f(point, sliceA)); List <Vector2f> intersectionsB = polygon.GetListSliceIntersectPoly(new Pair2f(point, sliceB)); // Sorting intersections from one point if (intersectionsA.Count > 0 && intersectionsB.Count > 0) { sliceA = VectorList2f.GetListSortedToPoint(intersectionsA, point) [0]; sliceB = VectorList2f.GetListSortedToPoint(intersectionsB, point) [0]; } else { return(result); } List <Pair2f> collisionList = new List <Pair2f>(); collisionList.Add(new Pair2f(sliceA, sliceB)); result.AddPolygon(polygon); foreach (Pair2f id in collisionList) { // Sclice line points generated from intersections list Vector2f vec0 = new Vector2f(id.A); Vector2f vec1 = new Vector2f(id.B); float rot = Vector2f.Atan2(vec0, vec1); // Slightly pushing slice line so it intersect in all cases vec0.Push(rot, LinearSlicer.precision); vec1.Push(rot, -LinearSlicer.precision); // For each in polygons list attempt convex split List <Polygon> temp = new List <Polygon>(result.polygons); // necessary? foreach (Polygon poly in temp) { // NO, that's the problem Slice2D resultList = LinearSlicer.Slice(poly, new Pair2f(vec0, vec1)); if (resultList.polygons.Count > 0) { foreach (Polygon i in resultList.polygons) { result.AddPolygon(i); } // If it's possible to perform splice, remove parent polygon from result list result.RemovePolygon(poly); } } } result.RemovePolygon(polygon); return(result); }