mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-26 22:01:45 +00:00
added ear clipping (outer polygon only, still have to implement cutting)
This commit is contained in:
parent
bd6356c999
commit
bdf192492f
9 changed files with 434 additions and 8 deletions
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@ -91,6 +91,7 @@
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<Compile Include="Geometry\Angle2D.cs" />
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<Compile Include="Geometry\BSPTriangulator.cs" />
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<Compile Include="Geometry\EarClipTriangulator.cs" />
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<Compile Include="Geometry\EarClipVertex.cs" />
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<Compile Include="Geometry\GLNodesTriangulator.cs" />
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<Compile Include="Geometry\Line2D.cs" />
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<Compile Include="Geometry\Polygon.cs" />
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@ -31,6 +31,7 @@ using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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using System.Threading;
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using System.Drawing;
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#endregion
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@ -284,6 +285,8 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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EarClipTriangulator t = new EarClipTriangulator();
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t.OnShowLine = new EarClipTriangulator.ShowLine(ShowLine);
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t.OnShowPolygon = new EarClipTriangulator.ShowPolygon(ShowPolygon);
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t.OnShowPoint = new EarClipTriangulator.ShowPoint(ShowPoint);
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t.OnShowEarClip = new EarClipTriangulator.ShowEarClip(ShowEarClip);
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// Triangulate this now!
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triangles = t.Triangulate(General.GetByIndex<Sector>(selected, 0));
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@ -308,11 +311,42 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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// Done
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renderer.Finish();
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Thread.Sleep(200);
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}
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}
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}
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}
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// This shows a point
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private void ShowPoint(Vector2D v, int c)
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{
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for(int a = 0; a < 6; a++)
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{
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RedrawDisplay();
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Thread.Sleep(10);
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// Start with a clear display
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if(renderer.Start(true, true))
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{
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// Do not show things
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renderer.SetThingsRenderOrder(false);
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// Render lines and vertices
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renderer.RenderLinedefSet(General.Map.Map.Linedefs);
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renderer.RenderVerticesSet(General.Map.Map.Vertices);
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// Show the point
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renderer.RenderVertexAt(v, c);
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// Done
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renderer.Finish();
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}
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// Wait a bit
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Thread.Sleep(100);
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}
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}
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// This shows a line
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private void ShowLine(Vector2D v1, Vector2D v2, PixelColor c)
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{
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@ -374,6 +408,85 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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}
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}
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// This shows a polygon
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private void ShowEarClip(EarClipVertex[] found, LinkedList<EarClipVertex> remains)
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{
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EarClipVertex prev, first;
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for(int a = 0; a < 5; a++)
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{
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// Start with a clear display
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if(renderer.Start(true, true))
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{
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// Do not show things
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renderer.SetThingsRenderOrder(false);
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// Render lines and vertices
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renderer.RenderLinedefSet(General.Map.Map.Linedefs);
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renderer.RenderVerticesSet(General.Map.Map.Vertices);
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// Go for all remaining vertices
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prev = null; first = null;
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foreach(EarClipVertex v in remains)
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{
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// Show the line
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if(prev != null) renderer.RenderLine(v.Position, prev.Position, PixelColor.FromColor(Color.OrangeRed));
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if(prev == null) first = v;
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prev = v;
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if(v.IsReflex)
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renderer.RenderVertexAt(v.Position, ColorCollection.SELECTION);
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else
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renderer.RenderVertexAt(v.Position, ColorCollection.VERTICES);
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}
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if(first != null) renderer.RenderLine(first.Position, prev.Position, PixelColor.FromColor(Color.OrangeRed));
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if(found != null)
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{
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renderer.RenderLine(found[0].Position, found[1].Position, PixelColor.FromColor(Color.SkyBlue));
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renderer.RenderLine(found[1].Position, found[2].Position, PixelColor.FromColor(Color.SkyBlue));
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renderer.RenderLine(found[2].Position, found[0].Position, PixelColor.FromColor(Color.SkyBlue));
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renderer.RenderVertexAt(found[1].Position, ColorCollection.ASSOCIATION);
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}
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// Done
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renderer.Finish();
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}
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Thread.Sleep(10);
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// Start with a clear display
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if(renderer.Start(true, true))
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{
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// Do not show things
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renderer.SetThingsRenderOrder(false);
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// Render lines and vertices
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renderer.RenderLinedefSet(General.Map.Map.Linedefs);
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renderer.RenderVerticesSet(General.Map.Map.Vertices);
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// Go for all remaining vertices
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prev = null; first = null;
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foreach(EarClipVertex v in remains)
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{
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// Show the line
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if(prev != null) renderer.RenderLine(v.Position, prev.Position, PixelColor.FromColor(Color.OrangeRed));
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if(prev == null) first = v;
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prev = v;
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if(v.IsReflex)
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renderer.RenderVertexAt(v.Position, ColorCollection.SELECTION);
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else
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renderer.RenderVertexAt(v.Position, ColorCollection.VERTICES);
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}
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if(first != null) renderer.RenderLine(first.Position, prev.Position, PixelColor.FromColor(Color.OrangeRed));
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// Done
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renderer.Finish();
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}
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Thread.Sleep(20);
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}
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}
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#endregion
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}
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@ -35,6 +35,7 @@ namespace CodeImp.DoomBuilder.Geometry
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/// Responsible for creating and caching sector polygons.
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/// Performs triangulation of sectors by using ear clipping.
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/// </summary>
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/// See: http://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf
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public sealed class EarClipTriangulator : Triangulator
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{
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#region ================== Delegates
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@ -43,11 +44,15 @@ namespace CodeImp.DoomBuilder.Geometry
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// These are not called in a release build
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public delegate void ShowLine(Vector2D v1, Vector2D v2, PixelColor c);
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public delegate void ShowPolygon(Polygon p, PixelColor c);
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public delegate void ShowPoint(Vector2D v, int c);
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public delegate void ShowEarClip(EarClipVertex[] found, LinkedList<EarClipVertex> remaining);
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// For debugging purpose only!
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// These are not called in a release build
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public ShowLine OnShowLine;
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public ShowPolygon OnShowPolygon;
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public ShowPoint OnShowPoint;
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public ShowEarClip OnShowEarClip;
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#endregion
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@ -94,6 +99,7 @@ namespace CodeImp.DoomBuilder.Geometry
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// This triangulates a sector and stores it
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protected override void PerformTriangulation(Sector sector)
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{
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TriangleList triangles = new TriangleList();
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List<Polygon> polys;
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/*
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// TRACING
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polys = DoTrace(sector);
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// TODO: CUTTING
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// DEBUG:
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base.StoreTriangles(sector, new TriangleList());
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// EAR-CLIPPING
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foreach(Polygon p in polys) triangles.AddRange(DoEarClip(p));
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// STORE
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base.StoreTriangles(sector, triangles);
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}
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#endregion
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@ -309,6 +319,150 @@ namespace CodeImp.DoomBuilder.Geometry
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#region ================== Ear Clipping
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// This clips a polygon and returns the triangles
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// The polygon may not have any holes or islands
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private TriangleList DoEarClip(Polygon poly)
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{
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LinkedList<EarClipVertex> verts = new LinkedList<EarClipVertex>();
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List<EarClipVertex> convexes = new List<EarClipVertex>(poly.Count);
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LinkedList<EarClipVertex> reflexes = new LinkedList<EarClipVertex>();
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LinkedList<EarClipVertex> eartips = new LinkedList<EarClipVertex>();
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TriangleList result = new TriangleList();
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EarClipVertex v, v1, v2;
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EarClipVertex[] t, t1, t2;
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// Go for all vertices to fill list
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foreach(Vector2D vec in poly)
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{
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// Add to main list
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v = new EarClipVertex(vec);
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v.SetVertsLink(verts.AddLast(v));
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}
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// Go for all vertices to determine reflex or convex
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foreach(EarClipVertex vv in verts)
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{
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// Add to reflex or convex list
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if(IsReflex(GetTriangle(vv))) vv.AddReflex(reflexes); else convexes.Add(vv);
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}
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// Go for all convex vertices to see if they are ear tips
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foreach(EarClipVertex cv in convexes)
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{
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// Add when this a valid ear
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t = GetTriangle(cv);
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if(CheckValidEar(t, reflexes)) cv.AddEarTip(eartips);
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}
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// Process ears until done
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while((eartips.Count > 0) && (verts.Count > 2))
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{
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// Get next ear
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v = eartips.First.Value;
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t = GetTriangle(v);
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// Add ear as triangle
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result.Add(t);
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// Remove this ear from all lists
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v.Remove();
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v1 = t[0];
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v2 = t[2];
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#if DEBUG
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if(OnShowEarClip != null) OnShowEarClip(t, verts);
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#endif
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// Test first neighbour
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t1 = GetTriangle(v1);
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if(IsReflex(t1))
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{
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// List as reflex if not listed yet
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if(!v1.IsReflex) v1.AddReflex(reflexes);
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v1.RemoveEarTip();
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}
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else
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{
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// Remove from reflexes
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v1.RemoveReflex();
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}
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// Test second neighbour
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t2 = GetTriangle(v2);
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if(IsReflex(t2))
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{
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// List as reflex if not listed yet
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if(!v2.IsReflex) v2.AddReflex(reflexes);
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v2.RemoveEarTip();
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}
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else
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{
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// Remove from reflexes
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v2.RemoveReflex();
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}
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// Check if any neightbour have become a valid or invalid ear
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if(!v1.IsReflex && CheckValidEar(t1, reflexes)) v1.AddEarTip(eartips); else v1.RemoveEarTip();
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if(!v2.IsReflex && CheckValidEar(t2, reflexes)) v2.AddEarTip(eartips); else v2.RemoveEarTip();
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}
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// Return result
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return result;
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}
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// This checks if a given ear is a valid (no intersections from reflex vertices)
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private bool CheckValidEar(EarClipVertex[] t, LinkedList<EarClipVertex> reflexes)
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{
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// Go for all reflex vertices
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foreach(EarClipVertex rv in reflexes)
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{
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// Return false on intersection
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if(PointInsideTriangle(t, rv.Position) &&
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(rv != t[0]) && (rv != t[1]) && (rv != t[2])) return false;
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}
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// Valid ear!
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return true;
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}
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// This returns the 3-vertex array triangle for an ear
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private EarClipVertex[] GetTriangle(EarClipVertex v)
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{
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EarClipVertex[] t = new EarClipVertex[3];
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if(v.MainListNode.Previous == null) t[0] = v.MainListNode.List.Last.Value; else t[0] = v.MainListNode.Previous.Value;
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t[1] = v;
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if(v.MainListNode.Next == null) t[2] = v.MainListNode.List.First.Value; else t[2] = v.MainListNode.Next.Value;
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return t;
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}
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// This checks if a vertex is reflex (corner > 180 deg) or convex (corner < 180 deg)
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private bool IsReflex(EarClipVertex[] t)
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{
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// Return true when corner is > 180 deg
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return (Line2D.GetSideOfLine(t[0].Position, t[2].Position, t[1].Position) < 0.00001f);
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}
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// This checks if a point is inside a triangle
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// NOTE: vertices in t must be in clockwise order!
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private bool PointInsideTriangle(EarClipVertex[] t, Vector2D p)
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{
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#if DEBUG
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float a = Line2D.GetSideOfLine(t[0].Position, t[1].Position, p);
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float b = Line2D.GetSideOfLine(t[1].Position, t[2].Position, p);
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float c = Line2D.GetSideOfLine(t[2].Position, t[0].Position, p);
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return (a < 0.00001f) && (b < 0.00001f) && (c < 0.00001f);
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#else
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return (Line2D.GetSideOfLine(t[0].Position, t[1].Position, p) < 0.00001f) &&
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(Line2D.GetSideOfLine(t[1].Position, t[2].Position, p) < 0.00001f) &&
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(Line2D.GetSideOfLine(t[2].Position, t[0].Position, p) < 0.00001f);
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#endif
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}
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#endregion
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}
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}
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128
Source/Geometry/EarClipVertex.cs
Normal file
128
Source/Geometry/EarClipVertex.cs
Normal file
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@ -0,0 +1,128 @@
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Rendering;
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using SlimDX.Direct3D;
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using System.Drawing;
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using CodeImp.DoomBuilder.Map;
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#endregion
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namespace CodeImp.DoomBuilder.Geometry
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{
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public class EarClipVertex
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{
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#region ================== Variables
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// Position
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private Vector2D pos;
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// Lists
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private LinkedListNode<EarClipVertex> vertslink;
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private LinkedListNode<EarClipVertex> reflexlink;
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private LinkedListNode<EarClipVertex> eartiplink;
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#endregion
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#region ================== Properties
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public Vector2D Position { get { return pos; } }
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internal LinkedListNode<EarClipVertex> MainListNode { get { return vertslink; } }
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public bool IsReflex { get { return (reflexlink != null); } }
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public bool IsEarTip { get { return (eartiplink != null); } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal EarClipVertex(Vector2D v)
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{
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// Initialize
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this.pos = v;
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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internal void Dispose()
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{
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reflexlink = null;
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eartiplink = null;
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vertslink = null;
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}
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#endregion
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#region ================== Methods
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// This sets the main linked list node
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internal void SetVertsLink(LinkedListNode<EarClipVertex> link)
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{
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this.vertslink = link;
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}
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// This removes the item from all lists
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internal void Remove()
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{
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vertslink.List.Remove(vertslink);
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if(reflexlink != null) reflexlink.List.Remove(reflexlink);
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if(eartiplink != null) eartiplink.List.Remove(eartiplink);
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reflexlink = null;
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eartiplink = null;
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vertslink = null;
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}
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// This adds to reflexes list
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public void AddReflex(LinkedList<EarClipVertex> reflexes)
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{
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if(vertslink == null) throw new Exception();
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if(reflexlink == null) reflexlink = reflexes.AddLast(this);
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}
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// This removes from reflexes list
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internal void RemoveReflex()
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{
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if(reflexlink != null) reflexlink.List.Remove(reflexlink);
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reflexlink = null;
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}
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// This adds to eartips list
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internal void AddEarTip(LinkedList<EarClipVertex> eartips)
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{
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if(vertslink == null) throw new Exception();
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if(eartiplink == null) eartiplink = eartips.AddLast(this);
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}
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// This removes from eartips list
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internal void RemoveEarTip()
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{
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if(eartiplink != null) eartiplink.List.Remove(eartiplink);
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eartiplink = null;
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}
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#endregion
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}
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}
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@ -33,5 +33,12 @@ namespace CodeImp.DoomBuilder.Geometry
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{
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||||
public class TriangleList : List<Vector2D>
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{
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||||
// This adds a triangle
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internal void Add(EarClipVertex[] t)
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{
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base.Add(t[0].Position);
|
||||
base.Add(t[1].Position);
|
||||
base.Add(t[2].Position);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -153,6 +153,17 @@ namespace CodeImp.DoomBuilder.Geometry
|
|||
return a.x * b.x + a.y * b.y;
|
||||
}
|
||||
|
||||
// This calculates the cross product
|
||||
public static Vector2D CrossProduct(Vector2D a, Vector2D b)
|
||||
{
|
||||
Vector2D result = new Vector2D();
|
||||
|
||||
// Calculate and return the dot product
|
||||
result.x = a.y * b.x;
|
||||
result.y = a.x * b.y;
|
||||
return result;
|
||||
}
|
||||
|
||||
// This compares a vector
|
||||
public static bool operator ==(Vector2D a, Vector2D b)
|
||||
{
|
||||
|
|
|
@ -65,6 +65,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
void RenderThing(Thing t, PixelColor c);
|
||||
void RenderThingSet(ICollection<Thing> things);
|
||||
void RenderVertex(Vertex v, int colorindex);
|
||||
void RenderVertexAt(Vector2D v, int colorindex);
|
||||
void RenderVerticesSet(ICollection<Vertex> vertices);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -84,6 +84,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
// Terminate
|
||||
VirtualFree((void*)memory, new UIntPtr(memorysize), General.MEM_RELEASE);
|
||||
GC.RemoveMemoryPressure(memorysize);
|
||||
memorysize = 0;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
@ -93,7 +94,7 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
// This clears the memory black
|
||||
public void Clear()
|
||||
{
|
||||
General.ZeroMemory(new IntPtr(memory), (int)memorysize);
|
||||
if(memorysize > 0) General.ZeroMemory(new IntPtr(memory), (int)memorysize);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
|
|
@ -967,6 +967,16 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
plotter.DrawVertexSolid((int)nv.x, (int)nv.y, vertexsize, General.Colors.Colors[colorindex], General.Colors.BrightColors[colorindex], General.Colors.DarkColors[colorindex]);
|
||||
}
|
||||
|
||||
// This renders a single vertex at specified coordinates
|
||||
public void RenderVertexAt(Vector2D v, int colorindex)
|
||||
{
|
||||
// Transform vertex coordinates
|
||||
Vector2D nv = v.GetTransformed(translatex, translatey, scale, -scale);
|
||||
|
||||
// Draw pixel here
|
||||
plotter.DrawVertexSolid((int)nv.x, (int)nv.y, vertexsize, General.Colors.Colors[colorindex], General.Colors.BrightColors[colorindex], General.Colors.DarkColors[colorindex]);
|
||||
}
|
||||
|
||||
// This renders a set of vertices
|
||||
public void RenderVerticesSet(ICollection<Vertex> vertices)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue