mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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c97dd0e401
Map Analysis mode: export to file command will now show "Save File" dialog instead of putting the file in the same folder as the map, also added some boilerplate. Tag Explorer plugin: save to file command will now show "Save File" dialog instead of putting the file in the same folder as the map, also added some boilerplate. Internal: reformatted GZCrash.log a bit.
969 lines
31 KiB
C#
969 lines
31 KiB
C#
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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.Generic;
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using CodeImp.DoomBuilder.Map;
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using System.Collections.ObjectModel;
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using CodeImp.DoomBuilder.IO;
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#endregion
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namespace CodeImp.DoomBuilder.Geometry
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{
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/// <summary>
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/// Responsible for creating sector polygons.
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/// Performs triangulation of sectors by using ear clipping.
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/// </summary>
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public sealed class Triangulation
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{
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#region ================== Delegates
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#if DEBUG
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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 delegate void ShowPolygon(LinkedList<EarClipVertex> p);
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public delegate void ShowEarClip(EarClipVertex[] found, LinkedList<EarClipVertex> remaining);
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public delegate void ShowRemaining(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 ShowPolygon OnShowPolygon;
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public ShowEarClip OnShowEarClip;
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public ShowRemaining OnShowRemaining;
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#endif
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#endregion
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Number of vertices per island
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private ReadOnlyCollection<int> islandvertices;
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// Vertices that result from the triangulation, 3 per triangle.
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private ReadOnlyCollection<Vector2D> vertices;
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// These sidedefs match with the vertices. If a vertex is not the start
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// along a sidedef, this list contains a null entry for that vertex.
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private ReadOnlyCollection<Sidedef> sidedefs;
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// Temporary array for the sidedefs deserialization
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private int[] sidedefindices;
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#endregion
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#region ================== Properties
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public ReadOnlyCollection<int> IslandVertices { get { return islandvertices; } }
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public ReadOnlyCollection<Vector2D> Vertices { get { return vertices; } }
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public ReadOnlyCollection<Sidedef> Sidedefs { get { return sidedefs; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public static Triangulation Create(Sector sector)
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{
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Triangulation t = new Triangulation();
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t.Triangulate(sector);
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return t;
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}
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// Constructor
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public Triangulation()
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{
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islandvertices = Array.AsReadOnly<int>(new int[0]);
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vertices = Array.AsReadOnly<Vector2D>(new Vector2D[0]);
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sidedefs = Array.AsReadOnly<Sidedef>(new Sidedef[0]);
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}
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// This performs the triangulation
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public void Triangulate(Sector s)
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{
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// Initialize
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List<EarClipPolygon> polys;
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List<int> islandslist = new List<int>();
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List<Vector2D> verticeslist = new List<Vector2D>();
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List<Sidedef> sidedefslist = new List<Sidedef>();
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// We have no destructor
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GC.SuppressFinalize(this);
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/*
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* This process is divided into several steps:
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*
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* 1) Tracing the sector lines to find clockwise outer polygons
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* and counter-clockwise inner polygons. These are arranged in a
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* polygon tree for the next step.
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*
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* 2) Cutting the inner polygons to make a flat list of only
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* outer polygons.
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*
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* 3) Ear-clipping the polygons to create triangles.
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*
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*/
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// TRACING
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polys = DoTrace(s);
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// CUTTING
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DoCutting(polys);
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// EAR-CLIPPING
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foreach(EarClipPolygon p in polys)
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islandslist.Add(DoEarClip(p, verticeslist, sidedefslist));
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// Make arrays
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islandvertices = Array.AsReadOnly<int>(islandslist.ToArray());
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vertices = Array.AsReadOnly<Vector2D>(verticeslist.ToArray());
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sidedefs = Array.AsReadOnly<Sidedef>(sidedefslist.ToArray());
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}
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#endregion
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#region ================== Serialization
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// Serialize / deserialize
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internal void ReadWrite(IReadWriteStream s)
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{
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if(s.IsWriting)
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{
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s.wInt(islandvertices.Count);
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for(int i = 0; i < islandvertices.Count; i++) s.wInt(islandvertices[i]);
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s.wInt(vertices.Count);
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for(int i = 0; i < vertices.Count; i++) s.wVector2D(vertices[i]);
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s.wInt(sidedefs.Count);
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for(int i = 0; i < sidedefs.Count; i++)
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{
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if(sidedefs[i] != null)
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s.wInt(sidedefs[i].SerializedIndex);
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else
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s.wInt(-1);
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}
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}
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else
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{
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int c;
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s.rInt(out c);
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int[] islandverticeslist = new int[c];
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for(int i = 0; i < c; i++) s.rInt(out islandverticeslist[i]);
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islandvertices = Array.AsReadOnly<int>(islandverticeslist);
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s.rInt(out c);
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Vector2D[] verticeslist = new Vector2D[c];
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for(int i = 0; i < c; i++) s.rVector2D(out verticeslist[i]);
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vertices = Array.AsReadOnly<Vector2D>(verticeslist);
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s.rInt(out c);
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sidedefindices = new int[c];
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for(int i = 0; i < c; i++) s.rInt(out sidedefindices[i]);
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}
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}
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// After deserialization we need to find the actual sidedefs back
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internal void PostDeserialize(MapSet map)
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{
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// Find our sidedefs
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List<Sidedef> sides = new List<Sidedef>(sidedefindices.Length);
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for(int i = 0; i < sidedefindices.Length; i++)
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{
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if(sidedefindices[i] >= 0)
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sides.Add(map.SidedefIndices[sidedefindices[i]]);
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else
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sides.Add(null);
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}
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// We don't need this array any longer
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sidedefindices = null;
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// Keep readonly array
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sidedefs = Array.AsReadOnly<Sidedef>(sides.ToArray());
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}
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#endregion
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#region ================== Tracing
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// This traces sector lines to create a polygon tree
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private static List<EarClipPolygon> DoTrace(Sector s)
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{
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Dictionary<Sidedef, bool> todosides = new Dictionary<Sidedef, bool>(s.Sidedefs.Count);
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Dictionary<Vertex, Vertex> ignores = new Dictionary<Vertex,Vertex>();
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List<EarClipPolygon> root = new List<EarClipPolygon>();
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SidedefsTracePath path;
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EarClipPolygon newpoly;
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Vertex start;
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// Fill the dictionary
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// The bool value is used to indicate lines which has been visited in the trace
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foreach(Sidedef sd in s.Sidedefs) todosides.Add(sd, false);
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// First remove all sides that refer to the same sector on both sides of the line
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RemoveDoubleSidedefReferences(todosides, s.Sidedefs);
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// Continue until all sidedefs have been processed
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while(todosides.Count > 0)
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{
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// Reset all visited indicators
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foreach(Sidedef sd in s.Sidedefs) if(todosides.ContainsKey(sd)) todosides[sd] = false;
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// Find the right-most vertex to start a trace with.
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// This guarantees that we start out with an outer polygon and we just
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// have to check if it is inside a previously found polygon.
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start = FindRightMostVertex(todosides, ignores);
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// No more possible start vertex found?
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// Then leave with what we have up till now.
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if(start == null) break;
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// Trace to find a polygon
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path = DoTracePath(new SidedefsTracePath(), start, null, s, todosides);
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// If tracing is not possible (sector not closed?)
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// then add the start to the ignore list and try again later
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if(path == null)
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{
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// Ignore vertex as start
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ignores.Add(start, start);
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}
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else
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{
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// Remove the sides found in the path
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foreach(Sidedef sd in path) todosides.Remove(sd);
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// Create the polygon
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newpoly = path.MakePolygon();
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// Determine where this polygon goes in our tree
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foreach(EarClipPolygon p in root)
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{
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// Insert if it belongs as a child
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if(p.InsertChild(newpoly))
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{
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// Done
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newpoly = null;
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break;
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}
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}
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// Still not inserted in our tree?
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if(newpoly != null)
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{
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// Then add it at root level as outer polygon
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newpoly.Inner = false;
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root.Add(newpoly);
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}
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}
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}
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// Return result
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return root;
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}
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// This recursively traces a path
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// Returns the resulting TracePath when the search is complete
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// or returns null when no path found.
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private static SidedefsTracePath DoTracePath(SidedefsTracePath history, Vertex fromhere, Vertex findme, Sector sector, Dictionary<Sidedef, bool> sides)
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{
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SidedefsTracePath nextpath;
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SidedefsTracePath result;
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Vertex nextvertex;
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List<Sidedef> allsides;
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// Found the vertex we are tracing to?
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if(fromhere == findme) return history;
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// On the first run, findme is null (otherwise the trace would end
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// immeditely when it starts) so set findme here on the first run.
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if(findme == null) findme = fromhere;
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// Make a list of sides referring to the same sector
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allsides = new List<Sidedef>(fromhere.Linedefs.Count * 2);
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foreach(Linedef l in fromhere.Linedefs)
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{
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// Should we go along the front or back side?
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// This is very important for clockwise polygon orientation!
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if(l.Start == fromhere)
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{
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// Front side of line connected to sector?
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if((l.Front != null) && (l.Front.Sector == sector))
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{
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// Visit here when not visited yet
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if(sides.ContainsKey(l.Front) && !sides[l.Front]) allsides.Add(l.Front);
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}
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}
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else
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{
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// Back side of line connected to sector?
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if((l.Back != null) && (l.Back.Sector == sector))
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{
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// Visit here when not visited yet
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if(sides.ContainsKey(l.Back) && !sides[l.Back]) allsides.Add(l.Back);
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}
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}
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}
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// Previous line available?
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if(history.Count > 0)
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{
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// This is done to ensure the tracing works along vertices that are shared by
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// more than 2 lines/sides of the same sector. We must continue tracing along
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// the first next smallest delta angle! This sorts the smallest delta angle to
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// the top of the list.
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SidedefAngleSorter sorter = new SidedefAngleSorter(history[history.Count - 1], fromhere);
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allsides.Sort(sorter);
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}
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// Go for all lines connected to this vertex
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foreach(Sidedef s in allsides)
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{
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// Mark sidedef as visited and move to next vertex
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sides[s] = true;
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nextpath = new SidedefsTracePath(history, s);
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if(s.Line.Start == fromhere) nextvertex = s.Line.End; else nextvertex = s.Line.Start;
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result = DoTracePath(nextpath, nextvertex, findme, sector, sides);
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if(result != null) return result;
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}
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// Nothing found
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return null;
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}
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// This removes all sidedefs which has a sidedefs on the other side
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// of the same line that refers to the same sector. These are removed
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// because they are useless and make the triangulation inefficient.
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private static void RemoveDoubleSidedefReferences(Dictionary<Sidedef, bool> todosides, ICollection<Sidedef> sides)
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{
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// Go for all sides
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foreach(Sidedef sd in sides)
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{
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// Double sided?
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if(sd.Other != null)
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{
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// Referring to the same sector on both sides?
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if(sd.Sector == sd.Other.Sector)
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{
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// Remove this one
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todosides.Remove(sd);
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}
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}
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}
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}
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// This finds the right-most vertex to start tracing with
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private static Vertex FindRightMostVertex(Dictionary<Sidedef, bool> sides, Dictionary<Vertex, Vertex> ignores)
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{
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Vertex found = null;
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// Go for all sides to find the right-most side
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foreach(KeyValuePair<Sidedef, bool> sd in sides)
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{
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// First found?
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if((found == null) && !ignores.ContainsKey(sd.Key.Line.Start)) found = sd.Key.Line.Start;
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if((found == null) && !ignores.ContainsKey(sd.Key.Line.End)) found = sd.Key.Line.End;
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// Compare?
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if(found != null)
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{
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// Check if more to the right than the previous found
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if((sd.Key.Line.Start.Position.x > found.Position.x) && !ignores.ContainsKey(sd.Key.Line.Start)) found = sd.Key.Line.Start;
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if((sd.Key.Line.End.Position.x > found.Position.x) && !ignores.ContainsKey(sd.Key.Line.End)) found = sd.Key.Line.End;
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}
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}
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// Return result
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return found;
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}
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#endregion
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#region ================== Cutting
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// This cuts into outer polygons to solve inner polygons and make the polygon tree flat
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private void DoCutting(List<EarClipPolygon> polys)
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{
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Queue<EarClipPolygon> todo = new Queue<EarClipPolygon>(polys);
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// Begin processing outer polygons
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while(todo.Count > 0)
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{
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// Get outer polygon to process
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EarClipPolygon p = todo.Dequeue();
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// Any inner polygons to work with?
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if(p.Children.Count > 0)
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{
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// Go for all the children
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foreach(EarClipPolygon c in p.Children)
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{
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// The children of the children are outer polygons again,
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// so move them to the root and add for processing
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polys.AddRange(c.Children);
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foreach(EarClipPolygon sc in c.Children) todo.Enqueue(sc);
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// Remove from inner polygon
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c.Children.Clear();
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}
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// Now do some cutting on this polygon to merge the inner polygons
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MergeInnerPolys(p);
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}
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}
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}
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// This takes an outer polygon and a set of inner polygons to start cutting on
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private void MergeInnerPolys(EarClipPolygon p)
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{
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LinkedList<EarClipPolygon> todo = new LinkedList<EarClipPolygon>(p.Children);
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LinkedListNode<EarClipVertex> start;
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LinkedListNode<EarClipPolygon> ip;
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LinkedListNode<EarClipPolygon> found;
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LinkedListNode<EarClipVertex> foundstart;
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// Continue until no more inner polygons to process
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while(todo.Count > 0)
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{
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// Find the inner polygon with the highest x vertex
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found = null;
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foundstart = null;
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ip = todo.First;
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while(ip != null)
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{
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start = FindRightMostVertex(ip.Value);
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if((foundstart == null) || (start.Value.Position.x > foundstart.Value.Position.x))
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{
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// Found a better start
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found = ip;
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foundstart = start;
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}
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// Next!
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ip = ip.Next;
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}
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// Remove from todo list
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todo.Remove(found);
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// Get cut start and end
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SplitOuterWithInner(foundstart, p);
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}
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// Remove the children, they should be merged in the polygon by now
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p.Children.Clear();
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}
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// This finds the right-most vertex in an inner polygon to use for cut startpoint.
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private static LinkedListNode<EarClipVertex> FindRightMostVertex(EarClipPolygon p)
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{
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LinkedListNode<EarClipVertex> found = p.First;
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LinkedListNode<EarClipVertex> v = found.Next;
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// Go for all vertices to find the on with the biggest x value
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while(v != null)
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{
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if(v.Value.Position.x > found.Value.Position.x) found = v;
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v = v.Next;
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}
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// Return result
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return found;
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}
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// This finds the cut coordinates and splits the other poly with inner vertices
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private static void SplitOuterWithInner(LinkedListNode<EarClipVertex> start, EarClipPolygon p)
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{
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LinkedListNode<EarClipVertex> v1, v2;
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LinkedListNode<EarClipVertex> insertbefore = null;
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float u, ul, bonus, foundu = float.MaxValue;
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Vector2D foundpos = new Vector2D();
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EarClipVertex split;
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// Create a line from start that goes beyond the right most vertex of p
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LinkedListNode<EarClipVertex> pr = FindRightMostVertex(p);
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float startx = start.Value.Position.x;
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float endx = pr.Value.Position.x + 10.0f;
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Line2D starttoright = new Line2D(start.Value.Position, new Vector2D(endx, start.Value.Position.y));
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// Calculate a small bonus (0.1 mappixel)
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bonus = starttoright.GetNearestOnLine(new Vector2D(start.Value.Position.x + 0.1f, start.Value.Position.y));
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// Go for all lines in the outer polygon
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v1 = p.Last;
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v2 = p.First;
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while(v2 != null)
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{
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// Check if the line goes between startx and endx
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if(((v1.Value.Position.x > startx) ||
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(v2.Value.Position.x > startx)) &&
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((v1.Value.Position.x < endx) ||
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(v2.Value.Position.x < endx)))
|
|
{
|
|
// 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)
|
|
{
|
|
// This is an exceptional situation which causes a bit of a problem, because
|
|
// this could be a previously made cut, which overlaps another line from the
|
|
// same cut and we have to determine which of the two we will join with. If we
|
|
// pick the wrong one, the polygon is no longer valid and triangulation will fail.
|
|
|
|
// 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 < 0.0f) u = float.MaxValue;
|
|
if(ul < 0.0f) ul = float.MaxValue;
|
|
|
|
float insert_u = Math.Min(u, ul);
|
|
Vector2D inserpos = starttoright.GetCoordinatesAt(insert_u);
|
|
|
|
// Check in which direction the line goes.
|
|
if(v1.Value.Position.x > v2.Value.Position.x)
|
|
{
|
|
// The line goes from right to left (towards our start point)
|
|
// so we must always insert our cut after this line.
|
|
|
|
// If the next line goes up, we consider this a better candidate than
|
|
// a horizontal line that goes from left to right (the other cut line)
|
|
// so we give it a small bonus.
|
|
LinkedListNode<EarClipVertex> v3 = v2.Next ?? v2.List.First;
|
|
if(v3.Value.Position.y < v2.Value.Position.y)
|
|
insert_u -= bonus;
|
|
|
|
// Remember this when it is a closer match
|
|
if(insert_u <= foundu)
|
|
{
|
|
insertbefore = v2.Next ?? v2.List.First;
|
|
foundu = insert_u;
|
|
foundpos = inserpos;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// The line goes from left to right (away from our start point)
|
|
// so we must always insert our cut before this line.
|
|
|
|
// If the previous line goes down, we consider this a better candidate than
|
|
// a horizontal line that goes from right to left (the other cut line)
|
|
// so we give it a small bonus.
|
|
LinkedListNode<EarClipVertex> v3 = v1.Previous ?? v1.List.Last;
|
|
if(v3.Value.Position.y > v1.Value.Position.y)
|
|
insert_u -= bonus;
|
|
|
|
// Remember this when it is a closer match
|
|
if(insert_u <= foundu)
|
|
{
|
|
insertbefore = v2;
|
|
foundu = insert_u;
|
|
foundpos = inserpos;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Found a closer match?
|
|
else if((ul >= 0.0f) && (ul <= 1.0f) && (u > 0.0f) && (u <= foundu))
|
|
{
|
|
// Found a closer intersection
|
|
insertbefore = v2;
|
|
foundu = u;
|
|
foundpos = starttoright.GetCoordinatesAt(u);
|
|
}
|
|
}
|
|
|
|
// Next
|
|
v1 = v2;
|
|
v2 = v2.Next;
|
|
}
|
|
|
|
// Found anything?
|
|
if(insertbefore != null)
|
|
{
|
|
Sidedef sd = (insertbefore.Previous == null) ? insertbefore.List.Last.Value.Sidedef : insertbefore.Previous.Value.Sidedef;
|
|
|
|
// Find the position where we have to split the outer polygon
|
|
split = new EarClipVertex(foundpos, null);
|
|
|
|
// Insert manual split vertices
|
|
p.AddBefore(insertbefore, new EarClipVertex(split, sd));
|
|
|
|
// 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, sd));
|
|
if(split.Position != insertbefore.Value.Position)
|
|
p.AddBefore(insertbefore, new EarClipVertex(split, sd));
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Ear Clipping
|
|
|
|
// This clips a polygon and returns the triangles
|
|
// The polygon may not have any holes or islands
|
|
// See: http://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf
|
|
private int DoEarClip(EarClipPolygon poly, List<Vector2D> verticeslist, List<Sidedef> sidedefslist)
|
|
{
|
|
LinkedList<EarClipVertex> verts = new LinkedList<EarClipVertex>();
|
|
List<EarClipVertex> convexes = new List<EarClipVertex>(poly.Count);
|
|
LinkedList<EarClipVertex> reflexes = new LinkedList<EarClipVertex>();
|
|
LinkedList<EarClipVertex> eartips = new LinkedList<EarClipVertex>();
|
|
LinkedListNode<EarClipVertex> n1, n2;
|
|
EarClipVertex v, v1, v2;
|
|
EarClipVertex[] t, t1, t2;
|
|
int countvertices = 0;
|
|
|
|
// Go for all vertices to fill list
|
|
foreach(EarClipVertex vec in poly)
|
|
vec.SetVertsLink(verts.AddLast(vec));
|
|
|
|
// Remove any zero-length lines, these will give problems
|
|
n1 = verts.First;
|
|
do
|
|
{
|
|
// Continue until adjacent zero-length lines are removed
|
|
n2 = n1.Next ?? verts.First;
|
|
Vector2D d = n1.Value.Position - n2.Value.Position;
|
|
while((Math.Abs(d.x) < 0.00001f) && (Math.Abs(d.y) < 0.00001f))
|
|
{
|
|
n2.Value.Remove();
|
|
n2 = n1.Next ?? verts.First;
|
|
if(n2 != null) d = n1.Value.Position - n2.Value.Position; else break;
|
|
}
|
|
|
|
// Next!
|
|
n1 = n2;
|
|
}
|
|
while(n1 != verts.First);
|
|
|
|
// Optimization: Vertices which have lines with the
|
|
// same angle are useless. Remove them!
|
|
n1 = verts.First;
|
|
while(n1 != null)
|
|
{
|
|
// Get the next vertex
|
|
n2 = n1.Next;
|
|
|
|
// Get triangle for v
|
|
t = GetTriangle(n1.Value);
|
|
|
|
// 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
|
|
n1.Value.Remove();
|
|
}
|
|
|
|
// Next!
|
|
n1 = n2;
|
|
}
|
|
|
|
// 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 is a valid ear
|
|
t = GetTriangle(cv);
|
|
if(CheckValidEar(t, reflexes)) cv.AddEarTip(eartips);
|
|
}
|
|
|
|
#if DEBUG
|
|
if(OnShowPolygon != null) OnShowPolygon(verts);
|
|
#endif
|
|
|
|
// Process ears until done
|
|
while((eartips.Count > 0) && (verts.Count > 2))
|
|
{
|
|
// Get next ear
|
|
v = eartips.First.Value;
|
|
t = GetTriangle(v);
|
|
|
|
// Only save this triangle when it has an area
|
|
if(TriangleHasArea(t))
|
|
{
|
|
// Add ear as triangle
|
|
AddTriangleToList(t, verticeslist, sidedefslist, (verts.Count == 3));
|
|
countvertices += 3;
|
|
}
|
|
|
|
// Remove this ear from all lists
|
|
v.Remove();
|
|
v1 = t[0];
|
|
v2 = t[2];
|
|
|
|
#if DEBUG
|
|
if(TriangleHasArea(t))
|
|
{
|
|
if(OnShowEarClip != null) OnShowEarClip(t, verts);
|
|
}
|
|
#endif
|
|
|
|
// Test first neighbour
|
|
t1 = GetTriangle(v1);
|
|
//bool t1a = true; //TriangleHasArea(t1);
|
|
if(/*t1a && */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);
|
|
//bool t2a = true; //TriangleHasArea(t2);
|
|
if(/*t2a && */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 && (/*!t1a || */CheckValidEar(t1, reflexes))) v1.AddEarTip(eartips); else v1.RemoveEarTip();
|
|
if(!v2.IsReflex && (/*!t2a || */CheckValidEar(t2, reflexes))) v2.AddEarTip(eartips); else v2.RemoveEarTip();
|
|
}
|
|
|
|
#if DEBUG
|
|
if(OnShowRemaining != null) OnShowRemaining(verts);
|
|
#endif
|
|
|
|
// Dispose remaining vertices
|
|
foreach(EarClipVertex ecv in verts) ecv.Dispose();
|
|
|
|
// Return the number of vertices in the result
|
|
return countvertices;
|
|
}
|
|
|
|
// This checks if a given ear is a valid (no intersections from reflex vertices)
|
|
private bool CheckValidEar(EarClipVertex[] t, LinkedList<EarClipVertex> reflexes)
|
|
{
|
|
// Go for all reflex vertices
|
|
foreach(EarClipVertex rv in reflexes)
|
|
{
|
|
// Not one of the triangle corners?
|
|
if((rv.Position != t[0].Position) && (rv.Position != t[1].Position) && (rv.Position != t[2].Position))
|
|
{
|
|
// Return false on intersection
|
|
if(PointInsideTriangle(t, rv.MainListNode)) return false;
|
|
}
|
|
}
|
|
|
|
// Valid ear!
|
|
return true;
|
|
}
|
|
|
|
// This returns the 3-vertex array triangle for an ear
|
|
private static EarClipVertex[] GetTriangle(EarClipVertex v)
|
|
{
|
|
EarClipVertex[] t = new EarClipVertex[3];
|
|
t[0] = (v.MainListNode.Previous == null) ? v.MainListNode.List.Last.Value : v.MainListNode.Previous.Value;
|
|
t[1] = v;
|
|
t[2] = (v.MainListNode.Next == null) ? v.MainListNode.List.First.Value : v.MainListNode.Next.Value;
|
|
return t;
|
|
}
|
|
|
|
// This checks if a vertex is reflex (corner > 180 deg) or convex (corner < 180 deg)
|
|
private static bool IsReflex(EarClipVertex[] t)
|
|
{
|
|
// Return true when corner is > 180 deg
|
|
return (Line2D.GetSideOfLine(t[0].Position, t[2].Position, t[1].Position) < 0.0f);
|
|
}
|
|
|
|
// This checks if a point is inside a triangle
|
|
// When the point is on an edge of the triangle, it depends on the lines
|
|
// adjacent to the point if it is considered inside or not
|
|
// NOTE: vertices in t must be in clockwise order!
|
|
private static bool PointInsideTriangle(EarClipVertex[] t, LinkedListNode<EarClipVertex> p)
|
|
{
|
|
// If the triangle has no area, there can never be a point inside
|
|
if(TriangleHasArea(t))
|
|
{
|
|
float lineside01 = Line2D.GetSideOfLine(t[0].Position, t[1].Position, p.Value.Position);
|
|
float lineside12 = Line2D.GetSideOfLine(t[1].Position, t[2].Position, p.Value.Position);
|
|
float lineside20 = Line2D.GetSideOfLine(t[2].Position, t[0].Position, p.Value.Position);
|
|
float u_on_line = 0.5f;
|
|
|
|
// If point p is on the line of an edge, find out where on the edge segment p is.
|
|
if(lineside01 == 0.0f)
|
|
u_on_line = Line2D.GetNearestOnLine(t[0].Position, t[1].Position, p.Value.Position);
|
|
else if(lineside12 == 0.0f)
|
|
u_on_line = Line2D.GetNearestOnLine(t[1].Position, t[2].Position, p.Value.Position);
|
|
else if(lineside20 == 0.0f)
|
|
u_on_line = Line2D.GetNearestOnLine(t[2].Position, t[0].Position, p.Value.Position);
|
|
|
|
// If any of the lineside results are 0 then that means the point p lies on that edge and we
|
|
// need to test if the lines adjacent to the point p are in the triangle or not.
|
|
// If the lines are intersecting the triangle, we also consider the point inside.
|
|
if((lineside01 == 0.0f) || (lineside12 == 0.0f) || (lineside20 == 0.0f))
|
|
{
|
|
// When the point p is outside the edge segment, then it is not inside the triangle
|
|
if((u_on_line < 0.0f) || (u_on_line > 1.0f))
|
|
return false;
|
|
|
|
// Point p is on an edge segment. We'll have to decide by it's lines if we call it inside or outside the triangle.
|
|
LinkedListNode<EarClipVertex> p1 = p.Previous ?? p.List.Last;
|
|
LinkedListNode<EarClipVertex> p2 = p.Next ?? p.List.First;
|
|
if(LineInsideTriangle(t, p.Value.Position, p1.Value.Position)) return true;
|
|
if(LineInsideTriangle(t, p.Value.Position, p2.Value.Position)) return true;
|
|
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
return (lineside01 < 0.0f) && (lineside12 < 0.0f) && (lineside20 < 0.0f);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// This checks if a line is inside a triangle (touching the triangle is allowed)
|
|
// NOTE: We already know p1 is on an edge segment of the triangle
|
|
private static bool LineInsideTriangle(EarClipVertex[] t, Vector2D p1, Vector2D p2)
|
|
{
|
|
float s01 = Line2D.GetSideOfLine(t[0].Position, t[1].Position, p2);
|
|
float s12 = Line2D.GetSideOfLine(t[1].Position, t[2].Position, p2);
|
|
float s20 = Line2D.GetSideOfLine(t[2].Position, t[0].Position, p2);
|
|
float p2_on_edge = 2.0f; // somewhere outside the 0 .. 1 range
|
|
float p1_on_same_edge = 2.0f;
|
|
|
|
// Test if p2 is inside the triangle
|
|
if((s01 < 0.0f) && (s12 < 0.0f) && (s20 < 0.0f))
|
|
{
|
|
// Line is inside triangle, because p2 is
|
|
return true;
|
|
}
|
|
// Test if p2 is on an edge of the triangle and if it is we would
|
|
// like to know where on the edge segment p2 is
|
|
else if(s01 == 0.0f)
|
|
{
|
|
p2_on_edge = Line2D.GetNearestOnLine(t[0].Position, t[1].Position, p2);
|
|
p1_on_same_edge = Line2D.GetSideOfLine(t[0].Position, t[1].Position, p1);
|
|
}
|
|
else if(s12 == 0.0f)
|
|
{
|
|
p2_on_edge = Line2D.GetNearestOnLine(t[1].Position, t[2].Position, p2);
|
|
p1_on_same_edge = Line2D.GetSideOfLine(t[1].Position, t[2].Position, p1);
|
|
}
|
|
else if(s20 == 0.0f)
|
|
{
|
|
p2_on_edge = Line2D.GetNearestOnLine(t[2].Position, t[0].Position, p2);
|
|
p1_on_same_edge = Line2D.GetSideOfLine(t[2].Position, t[0].Position, p1);
|
|
}
|
|
|
|
// Is p2 actually on the edge segment?
|
|
if((p2_on_edge >= 0.0f) && (p2_on_edge <= 1.0f))
|
|
{
|
|
// If p1 is on the same edge (or the unlimited line of that edge)
|
|
// then the line is not inside this triangle.
|
|
if(p1_on_same_edge == 0.0f)
|
|
return false;
|
|
}
|
|
|
|
// Do a complete line-triangle intersection test
|
|
// We already know p1 is not inside the triangle (possibly on an edge)
|
|
Line2D p = new Line2D(p1, p2);
|
|
Line2D t01 = new Line2D(t[0].Position, t[1].Position);
|
|
Line2D t12 = new Line2D(t[1].Position, t[2].Position);
|
|
Line2D t20 = new Line2D(t[2].Position, t[0].Position);
|
|
float pu, pt;
|
|
|
|
// Test intersections
|
|
t01.GetIntersection(p, out pu, out pt);
|
|
if(!float.IsNaN(pu) && (pu >= 0.0f) && (pu <= 1.0f) && (pt >= 0.0f) && (pt <= 1.0f)) return true;
|
|
t12.GetIntersection(p, out pu, out pt);
|
|
if(!float.IsNaN(pu) && (pu >= 0.0f) && (pu <= 1.0f) && (pt >= 0.0f) && (pt <= 1.0f)) return true;
|
|
t20.GetIntersection(p, out pu, out pt);
|
|
if(!float.IsNaN(pu) && (pu >= 0.0f) && (pu <= 1.0f) && (pt >= 0.0f) && (pt <= 1.0f)) return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
// This checks if the triangle has an area greater than 0
|
|
private static bool TriangleHasArea(EarClipVertex[] t)
|
|
{
|
|
return ((t[0].Position.x * (t[1].Position.y - t[2].Position.y) +
|
|
t[1].Position.x * (t[2].Position.y - t[0].Position.y) +
|
|
t[2].Position.x * (t[0].Position.y - t[1].Position.y)) != 0.0f);
|
|
}
|
|
|
|
// This adds an array of vertices
|
|
private static void AddTriangleToList(EarClipVertex[] triangle, List<Vector2D> verticeslist, List<Sidedef> sidedefslist, bool last)
|
|
{
|
|
// Create triangle
|
|
verticeslist.Add(triangle[0].Position);
|
|
sidedefslist.Add(triangle[0].Sidedef);
|
|
verticeslist.Add(triangle[1].Position);
|
|
sidedefslist.Add(triangle[1].Sidedef);
|
|
verticeslist.Add(triangle[2].Position);
|
|
if(!last) sidedefslist.Add(null); else sidedefslist.Add(triangle[2].Sidedef);
|
|
|
|
// Modify the first earclipvertex of this triangle, it no longer lies along a sidedef
|
|
triangle[0].Sidedef = null;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|