#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.Direct3D9; using System.Drawing; using CodeImp.DoomBuilder.Map; #endregion namespace CodeImp.DoomBuilder.Geometry { public sealed class EarClipPolygon : LinkedList { #region ================== Variables // Tree variables private List children; private bool inner; #endregion #region ================== Properties public List Children { get { return children; } } public bool Inner { get { return inner; } set { inner = value; } } #endregion #region ================== Constructors // Constructor internal EarClipPolygon() { // Initialize children = new List(); } // Constructor internal EarClipPolygon(EarClipPolygon p, EarClipVertex add) : base(p) { // Initialize base.AddLast(add); children = new List(); } #endregion #region ================== Methods // This merges a polygon into this one public void Add(EarClipPolygon p) { // Initialize foreach(EarClipVertex v in p) base.AddLast(v); } // This calculates the area public float CalculateArea() { // Multiply the x coordinate of each vertex by the y coordinate of the next vertex. // Multiply the y coordinate of each vertex by the x coordinate of the next vertex. // Subtract these. float result = 0.0f; int firstcalculated = 0; LinkedListNode n1 = base.First; while(firstcalculated < 2) { LinkedListNode n2 = n1.Next ?? base.First; float a = n1.Value.Position.x * n2.Value.Position.y; float b = n1.Value.Position.y * n2.Value.Position.x; result += a - b; n1 = n2; if(n2 == base.First) firstcalculated++; } return Math.Abs(result / 2.0f); } // This creates a bounding box from the outer polygon public RectangleF CreateBBox() { float left = float.MaxValue; float right = float.MinValue; float top = float.MaxValue; float bottom = float.MinValue; foreach(EarClipVertex v in this) { if(v.Position.x < left) left = v.Position.x; if(v.Position.x > right) right = v.Position.x; if(v.Position.y < top) top = v.Position.y; if(v.Position.y > bottom) bottom = v.Position.y; } return new RectangleF(left, top, right - left, bottom - top); } // Point inside the polygon? // See: http://local.wasp.uwa.edu.au/~pbourke/geometry/insidepoly/ public bool Intersect(Vector2D p) { Vector2D v1 = base.Last.Value.Position; Vector2D v2; LinkedListNode n = base.First; uint c = 0; // Go for all vertices while(n != null) { // Get next vertex v2 = n.Value.Position; // Determine min/max values float miny = Math.Min(v1.y, v2.y); float maxy = Math.Max(v1.y, v2.y); float maxx = Math.Max(v1.x, v2.x); // Check for intersection if((p.y > miny) && (p.y <= maxy)) { if(p.x <= maxx) { if(v1.y != v2.y) { float xint = (p.y - v1.y) * (v2.x - v1.x) / (v2.y - v1.y) + v1.x; if((v1.x == v2.x) || (p.x <= xint)) c++; } } } // Move to next v1 = v2; n = n.Next; } // Inside this polygon? if((c & 0x00000001UL) != 0) { // Check if not inside the children foreach(EarClipPolygon child in children) { // Inside this child? Then it is not inside this polygon. if(child.Intersect(p)) return false; } // Inside polygon! return true; } else { // Not inside the polygon return false; } } // This inserts a polygon if it is a child of this one public bool InsertChild(EarClipPolygon p) { // Polygon must have at least 1 vertex if(p.Count == 0) return false; // Check if it can be inserted at a lower level foreach(EarClipPolygon child in children) { if(child.InsertChild(p)) return true; } // Check if it can be inserted here if(this.Intersect(p.First.Value.Position)) { // Make the polygon the inverse of this one p.Inner = !inner; children.Add(p); return true; } // Can't insert it as a child return false; } #endregion } }