示例#1
0
        // TS - public static List<Vertices> ConvexPartition(Vertices vertices, TriangulationAlgorithm algorithm, bool discardAndFixInvalid = true, FP tolerance = 0.001f)
        public static List <Vertices> ConvexPartition(Vertices vertices, TriangulationAlgorithm algorithm, bool discardAndFixInvalid, FP tolerance)
        {
            if (vertices.Count <= 3)
            {
                return new List <Vertices> {
                           vertices
                }
            }
            ;

            List <Vertices> results;

            switch (algorithm)
            {
            case TriangulationAlgorithm.Earclip:
                if (Settings.SkipSanityChecks)
                {
                    Debug.Assert(!vertices.IsCounterClockWise(), "The Earclip algorithm expects the polygon to be clockwise.");
                }
                else
                {
                    if (vertices.IsCounterClockWise())
                    {
                        Vertices temp = new Vertices(vertices);
                        temp.Reverse();
                        results = EarclipDecomposer.ConvexPartition(temp, tolerance);
                    }
                    else
                    {
                        results = EarclipDecomposer.ConvexPartition(vertices, tolerance);
                    }
                }
                break;

            case TriangulationAlgorithm.Bayazit:
                if (Settings.SkipSanityChecks)
                {
                    Debug.Assert(vertices.IsCounterClockWise(), "The polygon is not counter clockwise. This is needed for Bayazit to work correctly.");
                }
                else
                {
                    if (!vertices.IsCounterClockWise())
                    {
                        Vertices temp = new Vertices(vertices);
                        temp.Reverse();
                        results = BayazitDecomposer.ConvexPartition(temp);
                    }
                    else
                    {
                        results = BayazitDecomposer.ConvexPartition(vertices);
                    }
                }
                break;

            case TriangulationAlgorithm.Flipcode:
                if (Settings.SkipSanityChecks)
                {
                    Debug.Assert(vertices.IsCounterClockWise(), "The polygon is not counter clockwise. This is needed for Bayazit to work correctly.");
                }
                else
                {
                    if (!vertices.IsCounterClockWise())
                    {
                        Vertices temp = new Vertices(vertices);
                        temp.Reverse();
                        results = FlipcodeDecomposer.ConvexPartition(temp);
                    }
                    else
                    {
                        results = FlipcodeDecomposer.ConvexPartition(vertices);
                    }
                }
                break;

            case TriangulationAlgorithm.Seidel:
                results = SeidelDecomposer.ConvexPartition(vertices, tolerance);
                break;

            case TriangulationAlgorithm.SeidelTrapezoids:
                results = SeidelDecomposer.ConvexPartitionTrapezoid(vertices, tolerance);
                break;

            case TriangulationAlgorithm.Delauny:
                results = CDTDecomposer.ConvexPartition(vertices);
                break;

            default:
                throw new ArgumentOutOfRangeException("algorithm");
            }

            if (discardAndFixInvalid)
            {
                for (int i = results.Count - 1; i >= 0; i--)
                {
                    Vertices polygon = results[i];

                    if (!ValidatePolygon(polygon))
                    {
                        results.RemoveAt(i);
                    }
                }
            }

            return(results);
        }
示例#2
0
        public static List <Vertices> ConvexPartition(Vertices vertices, TriangulationAlgorithm algorithm, bool discardAndFixInvalid, FP tolerance)
        {
            bool            flag = vertices.Count <= 3;
            List <Vertices> result;

            if (flag)
            {
                result = new List <Vertices>
                {
                    vertices
                };
            }
            else
            {
                List <Vertices> list;
                switch (algorithm)
                {
                case TriangulationAlgorithm.Earclip:
                {
                    bool flag2 = vertices.IsCounterClockWise();
                    if (flag2)
                    {
                        Vertices vertices2 = new Vertices(vertices);
                        vertices2.Reverse();
                        list = EarclipDecomposer.ConvexPartition(vertices2, tolerance);
                    }
                    else
                    {
                        list = EarclipDecomposer.ConvexPartition(vertices, tolerance);
                    }
                    break;
                }

                case TriangulationAlgorithm.Bayazit:
                {
                    bool flag3 = !vertices.IsCounterClockWise();
                    if (flag3)
                    {
                        Vertices vertices3 = new Vertices(vertices);
                        vertices3.Reverse();
                        list = BayazitDecomposer.ConvexPartition(vertices3);
                    }
                    else
                    {
                        list = BayazitDecomposer.ConvexPartition(vertices);
                    }
                    break;
                }

                case TriangulationAlgorithm.Flipcode:
                {
                    bool flag4 = !vertices.IsCounterClockWise();
                    if (flag4)
                    {
                        Vertices vertices4 = new Vertices(vertices);
                        vertices4.Reverse();
                        list = FlipcodeDecomposer.ConvexPartition(vertices4);
                    }
                    else
                    {
                        list = FlipcodeDecomposer.ConvexPartition(vertices);
                    }
                    break;
                }

                case TriangulationAlgorithm.Seidel:
                    list = SeidelDecomposer.ConvexPartition(vertices, tolerance);
                    break;

                case TriangulationAlgorithm.SeidelTrapezoids:
                    list = SeidelDecomposer.ConvexPartitionTrapezoid(vertices, tolerance);
                    break;

                case TriangulationAlgorithm.Delauny:
                    list = CDTDecomposer.ConvexPartition(vertices);
                    break;

                default:
                    throw new ArgumentOutOfRangeException("algorithm");
                }
                if (discardAndFixInvalid)
                {
                    for (int i = list.Count - 1; i >= 0; i--)
                    {
                        Vertices polygon = list[i];
                        bool     flag5   = !Triangulate.ValidatePolygon(polygon);
                        if (flag5)
                        {
                            list.RemoveAt(i);
                        }
                    }
                }
                result = list;
            }
            return(result);
        }