#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * */ #endregion #region ================== Namespaces using System; using System.Collections; using System.Collections.Generic; using System.Globalization; using System.Text; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Rendering; using SlimDX.Direct3D; using System.Drawing; using CodeImp.DoomBuilder.Map; #endregion namespace CodeImp.DoomBuilder.Geometry { /// /// Responsible for creating and caching sector polygons. /// Performs triangulation of sectors by using ear clipping. /// /// See: http://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf public sealed class EarClipTriangulator : Triangulator { #region ================== Delegates // For debugging purpose only! // These are not called in a release build public delegate void ShowLine(Vector2D v1, Vector2D v2, PixelColor c); public delegate void ShowPolygon(Polygon p, PixelColor c); public delegate void ShowPoint(Vector2D v, int c); public delegate void ShowEarClip(EarClipVertex[] found, LinkedList remaining); // For debugging purpose only! // These are not called in a release build public ShowLine OnShowLine; public ShowPolygon OnShowPolygon; public ShowPoint OnShowPoint; public ShowEarClip OnShowEarClip; #endregion #region ================== Constants #endregion #region ================== Variables #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer // Constructor public EarClipTriangulator() { // Initialize // We have no destructor GC.SuppressFinalize(this); } // Diposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up // Done base.Dispose(); } } #endregion #region ================== Methods // This triangulates a sector and stores it protected override void PerformTriangulation(Sector sector) { TriangleList triangles = new TriangleList(); List polys; /* * This process is divided into several steps: * * 1) Tracing the sector lines to find clockwise outer polygons * and counter-clockwise inner polygons. These are arranged in a * polygon tree for the next step. * * 2) Cutting the inner polygons to make a flat list of only * outer polygons. * * 3) Ear-clipping the polygons to create triangles. * */ // TRACING polys = DoTrace(sector); // CUTTING DoCutting(polys); // EAR-CLIPPING foreach(Polygon p in polys) triangles.AddRange(DoEarClip(p)); // STORE base.StoreTriangles(sector, triangles); } #endregion #region ================== Tracing // This traces sector lines to create a polygon tree private List DoTrace(Sector s) { Dictionary todosides = new Dictionary(s.Sidedefs.Count); List root = new List(); TracePath path; Polygon newpoly; Vertex start; // Fill the dictionary // The bool value is used to indicate lines which has been visited in the trace foreach(Sidedef sd in s.Sidedefs) todosides.Add(sd, false); // First remove all sides that refer to the same sector on both sides of the line RemoveDoubleSidedefReferences(todosides, s.Sidedefs); // Continue until all sidedefs have been processed while(todosides.Count > 0) { // Reset all visited indicators foreach(Sidedef sd in s.Sidedefs) if(todosides.ContainsKey(sd)) todosides[sd] = false; // Find the right-most vertex to start a trace with. // This guarantees that we start out with an outer polygon and we just // have to check if it is inside a previously found polygon. start = FindRightMostVertex(todosides); // Trace to find a polygon path = DoTracePath(new TracePath(), start, null, s, todosides); // If tracing is not possible (sector not closed?) // then leave with what we have up till now if(path == null) break; // Remove the sides found in the path foreach(Sidedef sd in path) todosides.Remove(sd); // Create the polygon newpoly = path.MakePolygon(); // Determine where this polygon goes in our tree foreach(Polygon p in root) { // Insert if it belongs as a child if(p.InsertChild(newpoly)) { // Done newpoly = null; break; } } // Still not inserted in our tree? if(newpoly != null) { // Then add it at root level as outer polygon newpoly.Inner = false; root.Add(newpoly); } } // Return result return root; } // This recursively traces a path // Returns the resulting TracePath when the search is complete // or returns null when no path found. private TracePath DoTracePath(TracePath history, Vertex fromhere, Vertex findme, Sector sector, Dictionary sides) { TracePath nextpath; TracePath result; Vertex nextvertex; List allsides; SidedefAngleSorter sorter; // Found the vertex we are tracing to? if(fromhere == findme) return history; // On the first run, findme is null (otherwise the trace would end // immeditely when it starts) so set findme here on the first run. if(findme == null) findme = fromhere; // Make a list of sides referring to the same sector allsides = new List(fromhere.Linedefs.Count * 2); foreach(Linedef l in fromhere.Linedefs) { // Should we go along the front or back side? // This is very important for clockwise polygon orientation! if(l.Start == fromhere) { // Front side of line connected to sector? if((l.Front != null) && (l.Front.Sector == sector)) { // Visit here when not visited yet if(sides.ContainsKey(l.Front) && !sides[l.Front]) allsides.Add(l.Front); } } else { // Back side of line connected to sector? if((l.Back != null) && (l.Back.Sector == sector)) { // Visit here when not visited yet if(sides.ContainsKey(l.Back) && !sides[l.Back]) allsides.Add(l.Back); } } } // Previous line available? if(history.Count > 0) { // This is done to ensure the tracing works along vertices that are shared by // more than 2 lines/sides of the same sector. We must continue tracing along // the first next smallest delta angle! This sorts the smallest delta angle to // the top of the list. sorter = new SidedefAngleSorter(history[history.Count - 1], fromhere); allsides.Sort(sorter); } // Go for all lines connected to this vertex foreach(Sidedef s in allsides) { // Mark sidedef as visited and move to next vertex sides[s] = true; nextpath = new TracePath(history, s); if(s.Line.Start == fromhere) nextvertex = s.Line.End; else nextvertex = s.Line.Start; result = DoTracePath(nextpath, nextvertex, findme, sector, sides); if(result != null) return result; } // Nothing found return null; } // This removes all sidedefs which has a sidedefs on the other side // of the same line that refers to the same sector. These are removed // because they are useless and make the triangulation inefficient. private void RemoveDoubleSidedefReferences(Dictionary todosides, ICollection sides) { // Go for all sides foreach(Sidedef sd in sides) { // Double sided? if(sd.Other != null) { // Referring to the same sector on both sides? if(sd.Sector == sd.Other.Sector) { // Remove this one todosides.Remove(sd); } } } } // This finds the right-most vertex to start tracing with private Vertex FindRightMostVertex(Dictionary sides) { Vertex found = General.GetByIndex(sides.Keys, 0).Line.Start; // Go for all sides to find the right-most side foreach(KeyValuePair sd in sides) { // Check if more to the right than the last found if(sd.Key.Line.Start.X > found.X) found = sd.Key.Line.Start; if(sd.Key.Line.End.X > found.X) found = sd.Key.Line.End; } // Return result return found; } #endregion #region ================== Cutting // This cuts into outer polygons to solve inner polygons and make the polygon tree flat private void DoCutting(List polys) { Queue todo = new Queue(polys); // Begin processing outer polygons while(todo.Count > 0) { // Get outer polygon to process Polygon p = todo.Dequeue(); // Any inner polygons to work with? if(p.Children.Count > 0) { // Go for all the children foreach(Polygon c in p.Children) { // The children of the children are outer polygons again, // so move them to the root and add for processing polys.AddRange(c.Children); foreach(Polygon sc in c.Children) todo.Enqueue(sc); // Remove from inner polygon c.Children.Clear(); } // Now do some cutting on this polygon to merge the inner polygons MergeInnerPolys(p); } } } // This takes an outer polygon and a set of inner polygons to start cutting on private void MergeInnerPolys(Polygon p) { LinkedList todo = new LinkedList(p.Children); LinkedListNode start; LinkedListNode ip; LinkedListNode found; LinkedListNode foundstart; // Continue until no more inner polygons to process while(todo.Count > 0) { // Find the inner polygon with the highest x vertex found = null; foundstart = null; ip = todo.First; while(ip != null) { start = FindRightMostVertex(ip.Value); if((foundstart == null) || (start.Value.Position.x > foundstart.Value.Position.x)) { // Found a better start found = ip; foundstart = start; } // Next! ip = ip.Next; } // Remove from todo list todo.Remove(found); // Get cut start and end SplitOuterWithInner(foundstart, p, found.Value); } // Remove the children, they should be merged in the polygon by now p.Children.Clear(); } // This finds the right-most vertex in an inner polygon to use for cut startpoint. private LinkedListNode FindRightMostVertex(Polygon p) { LinkedListNode found = p.First; LinkedListNode v = found.Next; // Go for all vertices to find the on with the biggest x value while(v != null) { if(v.Value.Position.x > found.Value.Position.x) found = v; v = v.Next; } // Return result return found; } // This finds the cut coordinates and splits the other poly with inner vertices private void SplitOuterWithInner(LinkedListNode start, Polygon p, Polygon inner) { Line2D starttoright = new Line2D(start.Value.Position, start.Value.Position + new Vector2D(1000.0f, 0.0f)); LinkedListNode v1, v2; LinkedListNode insertbefore = null; float u, ul, foundu = float.MaxValue; EarClipVertex split; // Go for all lines in the outer polygon v1 = p.Last; v2 = p.First; while(v2 != null) { // Check if the line is to the right of start if((v1.Value.Position.x > start.Value.Position.x) || (v2.Value.Position.x > start.Value.Position.x)) { // Find intersection Line2D pl = new Line2D(v1.Value.Position, v2.Value.Position); pl.GetIntersection(starttoright, out u, out ul); if(float.IsNaN(u)) { // We have found a line that is perfectly horizontal // (parallel to the cut scan line) Check if the line // is overlapping the cut scan line. if(v1.Value.Position.y == start.Value.Position.y) { // Calculate distance of each vertex in units u = starttoright.GetNearestOnLine(v1.Value.Position); ul = starttoright.GetNearestOnLine(v2.Value.Position); // Rule out vertices before the scan line if(u < 0) u = float.MaxValue; if(ul < 0) ul = float.MaxValue; // Choose closest of both vertices if((u < ul) && (u < foundu)) { insertbefore = v2; foundu = u; } else if((u > ul) && (ul < foundu)) { insertbefore = v2; foundu = ul; } } } // Found a closer match? else if((ul >= 0) && (ul <= 1) && (u > 0) && (u < foundu)) { // Found a closer intersection insertbefore = v2; foundu = u; } } // Next v1 = v2; v2 = v2.Next; } // Found anything? if(insertbefore != null) { // Find the position where we have to split the outer polygon split = new EarClipVertex(starttoright.GetCoordinatesAt(foundu)); // Insert manual split vertices p.AddBefore(insertbefore, new EarClipVertex(split)); // Start inserting from the start (do I make sense this time?) v1 = start; do { // Insert inner polygon vertex p.AddBefore(insertbefore, new EarClipVertex(v1.Value)); if(v1.Next != null) v1 = v1.Next; else v1 = v1.List.First; } while(v1 != start); // Insert manual split vertices p.AddBefore(insertbefore, new EarClipVertex(start.Value)); p.AddBefore(insertbefore, new EarClipVertex(split)); } else { throw new Exception("Can't find an edge for polygon cutting!"); } } #endregion #region ================== Ear Clipping // This clips a polygon and returns the triangles // The polygon may not have any holes or islands private TriangleList DoEarClip(Polygon poly) { LinkedList verts = new LinkedList(); List convexes = new List(poly.Count); LinkedList reflexes = new LinkedList(); LinkedList eartips = new LinkedList(); TriangleList result = new TriangleList(); EarClipVertex v, v1, v2; EarClipVertex[] t, t1, t2; // Go for all vertices to fill list foreach(EarClipVertex vec in poly) vec.SetVertsLink(verts.AddLast(vec)); // Optimization: Vertices which have lines with the // same angle are useless. Remove them! v = verts.First.Value; while(v != null) { // Get the next vertex if(v.MainListNode.Next != null) v1 = v.MainListNode.Next.Value; else v1 = null; // Get triangle for v t = GetTriangle(v); // Check if both lines have the same angle Line2D a = new Line2D(t[0].Position, t[1].Position); Line2D b = new Line2D(t[1].Position, t[2].Position); if(Math.Abs(Angle2D.Difference(a.GetAngle(), b.GetAngle())) < 0.00001f) { // Same angles, remove vertex v.Remove(); } // Next! v = v1; } // Go for all vertices to determine reflex or convex foreach(EarClipVertex vv in verts) { // Add to reflex or convex list if(IsReflex(GetTriangle(vv))) vv.AddReflex(reflexes); else convexes.Add(vv); } // Go for all convex vertices to see if they are ear tips foreach(EarClipVertex cv in convexes) { // Add when this a valid ear t = GetTriangle(cv); if(CheckValidEar(t, reflexes)) cv.AddEarTip(eartips); } // Process ears until done while((eartips.Count > 0) && (verts.Count > 2)) { // Get next ear v = eartips.First.Value; t = GetTriangle(v); // Add ear as triangle result.Add(t); // Remove this ear from all lists v.Remove(); v1 = t[0]; v2 = t[2]; #if DEBUG if(OnShowEarClip != null) OnShowEarClip(t, verts); #endif // Test first neighbour t1 = GetTriangle(v1); if(IsReflex(t1)) { // List as reflex if not listed yet if(!v1.IsReflex) v1.AddReflex(reflexes); v1.RemoveEarTip(); } else { // Remove from reflexes v1.RemoveReflex(); } // Test second neighbour t2 = GetTriangle(v2); if(IsReflex(t2)) { // List as reflex if not listed yet if(!v2.IsReflex) v2.AddReflex(reflexes); v2.RemoveEarTip(); } else { // Remove from reflexes v2.RemoveReflex(); } // Check if any neightbour have become a valid or invalid ear if(!v1.IsReflex && CheckValidEar(t1, reflexes)) v1.AddEarTip(eartips); else v1.RemoveEarTip(); if(!v2.IsReflex && CheckValidEar(t2, reflexes)) v2.AddEarTip(eartips); else v2.RemoveEarTip(); } // Return result return result; } // This checks if a given ear is a valid (no intersections from reflex vertices) private bool CheckValidEar(EarClipVertex[] t, LinkedList reflexes) { // Go for all reflex vertices foreach(EarClipVertex rv in reflexes) { // Return false on intersection if(PointInsideTriangle(t, rv.Position) && (rv != t[0]) && (rv != t[1]) && (rv != t[2])) return false; } // Valid ear! return true; } // This returns the 3-vertex array triangle for an ear private EarClipVertex[] GetTriangle(EarClipVertex v) { EarClipVertex[] t = new EarClipVertex[3]; if(v.MainListNode.Previous == null) t[0] = v.MainListNode.List.Last.Value; else t[0] = v.MainListNode.Previous.Value; t[1] = v; if(v.MainListNode.Next == null) t[2] = v.MainListNode.List.First.Value; else t[2] = v.MainListNode.Next.Value; return t; } // This checks if a vertex is reflex (corner > 180 deg) or convex (corner < 180 deg) private bool IsReflex(EarClipVertex[] t) { // Return true when corner is > 180 deg //return (Line2D.GetSideOfLine(t[0].Position, t[2].Position, t[1].Position) < 0.00001f); return (Line2D.GetSideOfLine(t[0].Position, t[2].Position, t[1].Position) < 0); } // This checks if a point is inside a triangle // NOTE: vertices in t must be in clockwise order! private bool PointInsideTriangle(EarClipVertex[] t, Vector2D p) { return (Line2D.GetSideOfLine(t[0].Position, t[1].Position, p) < 0.00001f) && (Line2D.GetSideOfLine(t[1].Position, t[2].Position, p) < 0.00001f) && (Line2D.GetSideOfLine(t[2].Position, t[0].Position, p) < 0.00001f); } #endregion } }