示例#1
0
        public void TriangulateLevel()
        {
            vg = Undo.AddComponent <VertexGraph>(gameObject);

            // //For the purposes of inserting a level manually through a list of preset Vector2 vars.
            // Vector2 [] vertices = new Vector2[] { <Insert Vector2s> };
            // vg.AddPolygon (vertices);
            // // Subsequent adding of obstacles is done through listing it as a separate list of vertices

            // Gets the polygon objects out of the level component, from GRTK. If using a different method of supplying the polygon, this needs to be changed.
            GRTK.Polygon [] polyArray = level.GetComponents <GRTK.Polygon>();
            // adds all the polygons from the GRTK to the vertex graph. Starts at 1 rather than 0 because the outermost polygon in the GRTK method of level building is not part of the level.
            for (int i = 1; i < polyArray.Length; i++)
            {
                vg.AddPolygon(polyArray[i].GetRaw2());
            }

            // First, need to draw the lines between vertices, granted they don't intersect any other lines (boundaries or drawn)
            foreach (Vertex start in vg.GetVertices())
            {
                foreach (Vertex end in vg.GetVertices())
                {
                    Line possibleEdge = new Line(start, end);
                    if (vg.IntersectsNothing(possibleEdge) && !end.Equals(start))
                    {
                        vg.DrawEdge(possibleEdge);
                    }
                }
            }

            // Now, to delete all lines which are either in obstacles or exterior to the level.
            // If a point on a drawn line which has an infinite line drawn off in some direction has an even number of intersections with
            // the boundaries of the polygon, it is either outside of it or in an obstacle. This completes triangulation.

            foreach (Line line in vg.GetDrawnEdges())
            {
                if (NumIntersects(line, vg) % 2 == 0)
                {
                    vg.EraseEdge(line);
                }
            }

            // Next, to calculate angles for and sort the edges stemming from each vertex, now that they're "finalized" for the purposes of triangulation.
            foreach (Vertex v in vg.GetVertices())
            {
                v.SortEdges();
            }

            vg.createRegions();
        }
示例#2
0
        // Counts the number of times an infinite line drawn between the point on the line given and some point
        // outside the polygon intersects the boundaries of the polygon.
        public int NumIntersects(Line line, VertexGraph vg)
        {
            int  count = 0;
            bool skip  = false;
            int  ind;

            // Creates the "infinite" line, from a point on the drawn line to somewhere outside the polygon
            Line infLine = new Line(new Vector2(((line.a.val.x + line.b.val.x) / 2), ((line.a.val.y + line.b.val.y) / 2)), new Vector2(vg.maximumX() + 1, vg.maximumY() + 1));

            Line [] edges = vg.GetBoundEdges();
            foreach (Line bound in edges)
            {
                // If the infline intersects with the bound edge, increment counter.
                // However, we want to skip the count if:
                // This is the second of two edges which connect at a vertex the infline intersects
                // (going from inside the shape to outside or vice versa)
                // Both lines if its at a vertex where both lines are on the same side of the infline.
                //( staying either inside or outside of the shape)
                // So to generalize:
                // Theres no skip business at all if it's not intersecting a vertex.
                // If it is intersecting a vertex, then check if the lines fall on the same side of the line.
                // If they are, skip both this and the next line.
                // If they're not, skip only this one and not the next.
                if (Array.IndexOf(edges, bound) + 1 == edges.Length - 1)
                {
                    ind = Array.IndexOf(edges, bound) + 1;
                }
                else
                {
                    ind = 0;
                }
                int otherPoint1; int otherPoint2;
                if (Vertex.Orientation(infLine.a, infLine.b, bound.a) == 0)
                {
                    otherPoint1 = Vertex.Orientation(infLine.a, infLine.b, bound.b);
                }
                else
                {
                    otherPoint1 = Vertex.Orientation(infLine.a, infLine.b, bound.a);
                }
                if (Vertex.Orientation(infLine.a, infLine.b, edges[ind].a) == 0)
                {
                    otherPoint2 = Vertex.Orientation(infLine.a, infLine.b, edges[ind].b);
                }
                else
                {
                    otherPoint2 = Vertex.Orientation(infLine.a, infLine.b, edges[ind].a);
                }

                // This part is tricky.
                // Check if the lines are on the same side or opposite sides of the infLine.
                // Opposite sides: dont skip this one, but do skip the next.
                // Same side: skip both this and the next.
                // Therefore, either way, we're skipping the next one. However, if they're on the same side, count++ right now.

                if (skip)
                {
                    continue;
                }
                if (infLine.Intersect(bound))
                {
                    if (infLine.onInfLine(bound))
                    {
                        if (otherPoint1 != otherPoint2)
                        {
                            count++;
                        }
                        skip = true;
                    }
                    else
                    {
                        count++;
                    }
                }
            }
            return(count);
        }