99 lines
3.7 KiB
C#
99 lines
3.7 KiB
C#
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using System;
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namespace FarseerPhysics.Common.ConvexHull
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{
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public static class GiftWrap
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{
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// From Eric Jordan's convex decomposition library (box2D rev 32)
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/// <summary>
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/// Find the convex hull of a point cloud using "Gift-wrap" algorithm - start
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/// with an extremal point, and walk around the outside edge by testing
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/// angles.
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///
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/// Runs in O(N*S) time where S is number of sides of resulting polygon.
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/// Worst case: point cloud is all vertices of convex polygon: O(N^2).
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/// There may be faster algorithms to do this, should you need one -
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/// this is just the simplest. You can get O(N log N) expected time if you
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/// try, I think, and O(N) if you restrict inputs to simple polygons.
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/// Returns null if number of vertices passed is less than 3.
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/// Results should be passed through convex decomposition afterwards
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/// to ensure that each shape has few enough points to be used in Box2d.
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///
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/// Warning: May be buggy with colinear points on hull.
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/// </summary>
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/// <param name="vertices">The vertices.</param>
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/// <returns></returns>
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public static Vertices GetConvexHull(Vertices vertices)
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{
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if (vertices.Count < 3)
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return vertices;
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int[] edgeList = new int[vertices.Count];
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int numEdges = 0;
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float minY = float.MaxValue;
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int minYIndex = vertices.Count;
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for (int i = 0; i < vertices.Count; ++i)
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{
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if (vertices[i].Y < minY)
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{
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minY = vertices[i].Y;
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minYIndex = i;
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}
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}
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int startIndex = minYIndex;
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int winIndex = -1;
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float dx = -1.0f;
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float dy = 0.0f;
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while (winIndex != minYIndex)
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{
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float maxDot = -2.0f;
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float nrm;
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for (int i = 0; i < vertices.Count; ++i)
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{
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if (i == startIndex)
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continue;
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float newdx = vertices[i].X - vertices[startIndex].X;
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float newdy = vertices[i].Y - vertices[startIndex].Y;
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nrm = (float)Math.Sqrt(newdx * newdx + newdy * newdy);
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nrm = (nrm == 0.0f) ? 1.0f : nrm;
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newdx /= nrm;
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newdy /= nrm;
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//Dot products act as proxy for angle
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//without requiring inverse trig.
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float newDot = newdx * dx + newdy * dy;
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if (newDot > maxDot)
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{
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maxDot = newDot;
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winIndex = i;
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}
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}
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edgeList[numEdges++] = winIndex;
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dx = vertices[winIndex].X - vertices[startIndex].X;
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dy = vertices[winIndex].Y - vertices[startIndex].Y;
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nrm = (float)Math.Sqrt(dx * dx + dy * dy);
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nrm = (nrm == 0.0f) ? 1.0f : nrm;
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dx /= nrm;
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dy /= nrm;
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startIndex = winIndex;
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}
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Vertices returnVal = new Vertices(numEdges);
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for (int i = 0; i < numEdges; i++)
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{
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returnVal.Add(vertices[edgeList[i]]);
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//Debug.WriteLine(string.Format("{0}, {1}", vertices[edgeList[i]].X, vertices[edgeList[i]].Y));
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}
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//Not sure if we need this
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//returnVal.MergeParallelEdges(Settings.b2_angularSlop);
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return returnVal;
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}
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}
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}
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