1338 lines
48 KiB
C#
1338 lines
48 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Common
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{
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// User contribution from Sickbattery aka David Reschke :).
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#region ToDo: Create a new file for each ...
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/// <summary>
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/// The detection type affects the resulting polygon data.
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/// </summary>
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public enum VerticesDetectionType
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{
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/// <summary>
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/// Holes are integrated into the main polygon.
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/// </summary>
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Integrated = 0,
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/// <summary>
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/// The data of the main polygon and hole polygons is returned separately.
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/// </summary>
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Separated = 1
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}
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/// <summary>
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/// Detected vertices of a single polygon.
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/// </summary>
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public class DetectedVertices : Vertices
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{
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private List<Vertices> _holes;
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public List<Vertices> Holes
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{
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get { return _holes; }
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set { _holes = value; }
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}
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public DetectedVertices()
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: base()
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{
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}
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public DetectedVertices(Vertices vertices)
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: base(vertices)
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{
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}
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public void Transform(Matrix transform)
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{
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// Transform main polygon
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for (int i = 0; i < this.Count; i++)
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this[i] = Vector2.Transform(this[i], transform);
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// Transform holes
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Vector2[] temp = null;
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if (_holes != null && _holes.Count > 0)
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{
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for (int i = 0; i < _holes.Count; i++)
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{
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temp = _holes[i].ToArray();
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Vector2.Transform(temp, ref transform, temp);
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_holes[i] = new Vertices(temp);
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}
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}
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}
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}
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#endregion
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/// <summary>
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///
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/// </summary>
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public sealed class TextureConverter
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{
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private const int _CLOSEPIXELS_LENGTH = 8;
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/// <summary>
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/// This array is ment to be readonly.
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/// It's not because it is accessed very frequently.
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/// </summary>
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private static /*readonly*/ int[,] ClosePixels =
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new int[_CLOSEPIXELS_LENGTH, 2] { { -1, -1 }, { 0, -1 }, { 1, -1 }, { 1, 0 }, { 1, 1 }, { 0, 1 }, { -1, 1 }, { -1, 0 } };
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private uint[] _data;
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private int _dataLength;
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private int _width;
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private int _height;
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private VerticesDetectionType _polygonDetectionType;
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private uint _alphaTolerance;
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private float _hullTolerance;
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private bool _holeDetection;
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private bool _multipartDetection;
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private bool _pixelOffsetOptimization;
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private Matrix _transform = Matrix.Identity;
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#region Properties
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/// <summary>
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/// Get or set the polygon detection type.
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/// </summary>
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public VerticesDetectionType PolygonDetectionType
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{
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get { return _polygonDetectionType; }
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set { _polygonDetectionType = value; }
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}
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/// <summary>
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/// Will detect texture 'holes' if set to true. Slows down the detection. Default is false.
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/// </summary>
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public bool HoleDetection
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{
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get { return _holeDetection; }
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set { _holeDetection = value; }
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}
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/// <summary>
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/// Will detect texture multiple 'solid' isles if set to true. Slows down the detection. Default is false.
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/// </summary>
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public bool MultipartDetection
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{
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get { return _multipartDetection; }
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set { _multipartDetection = value; }
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}
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/// <summary>
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/// Will optimize the vertex positions along the interpolated normal between two edges about a half pixel (post processing). Default is false.
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/// </summary>
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public bool PixelOffsetOptimization
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{
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get { return _pixelOffsetOptimization; }
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set { _pixelOffsetOptimization = value; }
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}
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/// <summary>
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/// Can be used for scaling.
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/// </summary>
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public Matrix Transform
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{
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get { return _transform; }
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set { _transform = value; }
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}
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/// <summary>
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/// Alpha (coverage) tolerance. Default is 20: Every pixel with a coverage value equal or greater to 20 will be counts as solid.
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/// </summary>
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public byte AlphaTolerance
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{
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get { return (byte)(_alphaTolerance >> 24); }
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set { _alphaTolerance = (uint)value << 24; }
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}
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/// <summary>
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/// Default is 1.5f.
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/// </summary>
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public float HullTolerance
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{
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get { return _hullTolerance; }
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set
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{
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if (value > 4f)
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{
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_hullTolerance = 4f;
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}
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else if (value < 0.9f)
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{
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_hullTolerance = 0.9f;
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}
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else
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{
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_hullTolerance = value;
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}
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}
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}
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#endregion
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#region Constructors
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public TextureConverter()
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{
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Initialize(null, null, null, null, null, null, null, null);
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}
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public TextureConverter(byte? alphaTolerance, float? hullTolerance,
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bool? holeDetection, bool? multipartDetection, bool? pixelOffsetOptimization, Matrix? transform)
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{
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Initialize(null, null, alphaTolerance, hullTolerance, holeDetection,
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multipartDetection, pixelOffsetOptimization, transform);
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}
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public TextureConverter(uint[] data, int width)
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{
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Initialize(data, width, null, null, null, null, null, null);
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}
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public TextureConverter(uint[] data, int width, byte? alphaTolerance,
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float? hullTolerance, bool? holeDetection, bool? multipartDetection,
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bool? pixelOffsetOptimization, Matrix? transform)
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{
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Initialize(data, width, alphaTolerance, hullTolerance, holeDetection,
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multipartDetection, pixelOffsetOptimization, transform);
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}
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#endregion
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#region Initialization
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private void Initialize(uint[] data, int? width, byte? alphaTolerance,
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float? hullTolerance, bool? holeDetection, bool? multipartDetection,
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bool? pixelOffsetOptimization, Matrix? transform)
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{
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if (data != null && !width.HasValue)
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throw new ArgumentNullException("width", "'width' can't be null if 'data' is set.");
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if (data == null && width.HasValue)
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throw new ArgumentNullException("data", "'data' can't be null if 'width' is set.");
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if (data != null && width.HasValue)
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SetTextureData(data, width.Value);
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if (alphaTolerance.HasValue)
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AlphaTolerance = alphaTolerance.Value;
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else
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AlphaTolerance = 20;
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if (hullTolerance.HasValue)
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HullTolerance = hullTolerance.Value;
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else
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HullTolerance = 1.5f;
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if (holeDetection.HasValue)
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HoleDetection = holeDetection.Value;
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else
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HoleDetection = false;
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if (multipartDetection.HasValue)
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MultipartDetection = multipartDetection.Value;
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else
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MultipartDetection = false;
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if (pixelOffsetOptimization.HasValue)
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PixelOffsetOptimization = pixelOffsetOptimization.Value;
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else
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PixelOffsetOptimization = false;
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if (transform.HasValue)
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Transform = transform.Value;
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else
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Transform = Matrix.Identity;
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}
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#endregion
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/// <summary>
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///
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/// </summary>
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/// <param name="data"></param>
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/// <param name="width"></param>
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private void SetTextureData(uint[] data, int width)
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{
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if (data == null)
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throw new ArgumentNullException("data", "'data' can't be null.");
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if (data.Length < 4)
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throw new ArgumentOutOfRangeException("data", "'data' length can't be less then 4. Your texture must be at least 2 x 2 pixels in size.");
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if (width < 2)
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throw new ArgumentOutOfRangeException("width", "'width' can't be less then 2. Your texture must be at least 2 x 2 pixels in size.");
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if (data.Length % width != 0)
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throw new ArgumentException("'width' has an invalid value.");
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_data = data;
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_dataLength = _data.Length;
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_width = width;
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_height = _dataLength / width;
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}
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/// <summary>
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/// Detects the vertices of the supplied texture data. (PolygonDetectionType.Integrated)
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/// </summary>
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/// <param name="data">The texture data.</param>
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/// <param name="width">The texture width.</param>
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/// <returns></returns>
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public static Vertices DetectVertices(uint[] data, int width)
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{
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TextureConverter tc = new TextureConverter(data, width);
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List<DetectedVertices> detectedVerticesList = tc.DetectVertices();
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return detectedVerticesList[0];
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}
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/// <summary>
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/// Detects the vertices of the supplied texture data.
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/// </summary>
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/// <param name="data">The texture data.</param>
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/// <param name="width">The texture width.</param>
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/// <param name="holeDetection">if set to <c>true</c> it will perform hole detection.</param>
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/// <returns></returns>
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public static Vertices DetectVertices(uint[] data, int width, bool holeDetection)
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{
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TextureConverter tc =
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new TextureConverter(data, width)
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{
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HoleDetection = holeDetection
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};
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List<DetectedVertices> detectedVerticesList = tc.DetectVertices();
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return detectedVerticesList[0];
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}
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/// <summary>
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/// Detects the vertices of the supplied texture data.
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/// </summary>
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/// <param name="data">The texture data.</param>
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/// <param name="width">The texture width.</param>
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/// <param name="holeDetection">if set to <c>true</c> it will perform hole detection.</param>
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/// <param name="hullTolerance">The hull tolerance.</param>
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/// <param name="alphaTolerance">The alpha tolerance.</param>
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/// <param name="multiPartDetection">if set to <c>true</c> it will perform multi part detection.</param>
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/// <returns></returns>
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public static List<Vertices> DetectVertices(uint[] data, int width, float hullTolerance,
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byte alphaTolerance, bool multiPartDetection, bool holeDetection)
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{
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TextureConverter tc =
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new TextureConverter(data, width)
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{
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HullTolerance = hullTolerance,
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AlphaTolerance = alphaTolerance,
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MultipartDetection = multiPartDetection,
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HoleDetection = holeDetection
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};
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List<DetectedVertices> detectedVerticesList = tc.DetectVertices();
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List<Vertices> result = new List<Vertices>();
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for (int i = 0; i < detectedVerticesList.Count; i++)
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{
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result.Add(detectedVerticesList[i]);
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}
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return result;
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}
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public List<DetectedVertices> DetectVertices()
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{
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#region Check TextureConverter setup.
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if (_data == null)
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throw new Exception(
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"'_data' can't be null. You have to use SetTextureData(uint[] data, int width) before calling this method.");
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if (_data.Length < 4)
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throw new Exception(
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"'_data' length can't be less then 4. Your texture must be at least 2 x 2 pixels in size. " +
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"You have to use SetTextureData(uint[] data, int width) before calling this method.");
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if (_width < 2)
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throw new Exception(
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"'_width' can't be less then 2. Your texture must be at least 2 x 2 pixels in size. " +
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"You have to use SetTextureData(uint[] data, int width) before calling this method.");
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if (_data.Length % _width != 0)
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throw new Exception(
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"'_width' has an invalid value. You have to use SetTextureData(uint[] data, int width) before calling this method.");
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#endregion
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List<DetectedVertices> detectedPolygons = new List<DetectedVertices>();
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DetectedVertices polygon;
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Vertices holePolygon;
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Vector2? holeEntrance = null;
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Vector2? polygonEntrance = null;
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List<Vector2> blackList = new List<Vector2>();
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bool searchOn;
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do
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{
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if (detectedPolygons.Count == 0)
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{
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// First pass / single polygon
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polygon = new DetectedVertices(CreateSimplePolygon(Vector2.Zero, Vector2.Zero));
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if (polygon.Count > 2)
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polygonEntrance = GetTopMostVertex(polygon);
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}
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else if (polygonEntrance.HasValue)
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{
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// Multi pass / multiple polygons
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polygon = new DetectedVertices(CreateSimplePolygon(
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polygonEntrance.Value, new Vector2(polygonEntrance.Value.X - 1f, polygonEntrance.Value.Y)));
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}
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else
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break;
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searchOn = false;
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|
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if (polygon.Count > 2)
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{
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if (_holeDetection)
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{
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do
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{
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holeEntrance = SearchHoleEntrance(polygon, holeEntrance);
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|
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if (holeEntrance.HasValue)
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{
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if (!blackList.Contains(holeEntrance.Value))
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{
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blackList.Add(holeEntrance.Value);
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holePolygon = CreateSimplePolygon(holeEntrance.Value,
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new Vector2(holeEntrance.Value.X + 1, holeEntrance.Value.Y));
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if (holePolygon != null && holePolygon.Count > 2)
|
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{
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switch (_polygonDetectionType)
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{
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|
case VerticesDetectionType.Integrated:
|
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|
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|||
|
// Add first hole polygon vertex to close the hole polygon.
|
|||
|
holePolygon.Add(holePolygon[0]);
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|
int vertex1Index, vertex2Index;
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|
if (SplitPolygonEdge(polygon, holeEntrance.Value, out vertex1Index, out vertex2Index))
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|
polygon.InsertRange(vertex2Index, holePolygon);
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|||
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break;
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|||
|
case VerticesDetectionType.Separated:
|
|||
|
if (polygon.Holes == null)
|
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|
polygon.Holes = new List<Vertices>();
|
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|
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|||
|
polygon.Holes.Add(holePolygon);
|
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|
break;
|
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|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
break;
|
|||
|
}
|
|||
|
else
|
|||
|
break;
|
|||
|
}
|
|||
|
while (true);
|
|||
|
}
|
|||
|
|
|||
|
detectedPolygons.Add(polygon);
|
|||
|
}
|
|||
|
|
|||
|
if (_multipartDetection || polygon.Count <= 2)
|
|||
|
{
|
|||
|
if (SearchNextHullEntrance(detectedPolygons, polygonEntrance.Value, out polygonEntrance))
|
|||
|
searchOn = true;
|
|||
|
}
|
|||
|
}
|
|||
|
while (searchOn);
|
|||
|
|
|||
|
if (detectedPolygons == null || (detectedPolygons != null && detectedPolygons.Count == 0))
|
|||
|
throw new Exception("Couldn't detect any vertices.");
|
|||
|
|
|||
|
|
|||
|
// Post processing.
|
|||
|
if (PolygonDetectionType == VerticesDetectionType.Separated) // Only when VerticesDetectionType.Separated? -> Recheck.
|
|||
|
ApplyTriangulationCompatibleWinding(ref detectedPolygons);
|
|||
|
|
|||
|
if (_pixelOffsetOptimization)
|
|||
|
ApplyPixelOffsetOptimization(ref detectedPolygons);
|
|||
|
|
|||
|
if (_transform != Matrix.Identity)
|
|||
|
ApplyTransform(ref detectedPolygons);
|
|||
|
|
|||
|
|
|||
|
return detectedPolygons;
|
|||
|
}
|
|||
|
|
|||
|
private void ApplyTriangulationCompatibleWinding(ref List<DetectedVertices> detectedPolygons)
|
|||
|
{
|
|||
|
for (int i = 0; i < detectedPolygons.Count; i++)
|
|||
|
{
|
|||
|
detectedPolygons[i].Reverse();
|
|||
|
|
|||
|
if (detectedPolygons[i].Holes != null && detectedPolygons[i].Holes.Count > 0)
|
|||
|
{
|
|||
|
for (int j = 0; j < detectedPolygons[i].Holes.Count; j++)
|
|||
|
detectedPolygons[i].Holes[j].Reverse();
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private void ApplyPixelOffsetOptimization(ref List<DetectedVertices> detectedPolygons)
|
|||
|
{
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
private void ApplyTransform(ref List<DetectedVertices> detectedPolygons)
|
|||
|
{
|
|||
|
for (int i = 0; i < detectedPolygons.Count; i++)
|
|||
|
detectedPolygons[i].Transform(_transform);
|
|||
|
}
|
|||
|
|
|||
|
#region Data[] functions
|
|||
|
private int _tempIsSolidX;
|
|||
|
private int _tempIsSolidY;
|
|||
|
public bool IsSolid(ref Vector2 v)
|
|||
|
{
|
|||
|
_tempIsSolidX = (int)v.X;
|
|||
|
_tempIsSolidY = (int)v.Y;
|
|||
|
|
|||
|
if (_tempIsSolidX >= 0 && _tempIsSolidX < _width && _tempIsSolidY >= 0 && _tempIsSolidY < _height)
|
|||
|
return (_data[_tempIsSolidX + _tempIsSolidY * _width] >= _alphaTolerance);
|
|||
|
//return ((_data[_tempIsSolidX + _tempIsSolidY * _width] & 0xFF000000) >= _alphaTolerance);
|
|||
|
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
public bool IsSolid(ref int x, ref int y)
|
|||
|
{
|
|||
|
if (x >= 0 && x < _width && y >= 0 && y < _height)
|
|||
|
return (_data[x + y * _width] >= _alphaTolerance);
|
|||
|
//return ((_data[x + y * _width] & 0xFF000000) >= _alphaTolerance);
|
|||
|
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
public bool IsSolid(ref int index)
|
|||
|
{
|
|||
|
if (index >= 0 && index < _dataLength)
|
|||
|
return (_data[index] >= _alphaTolerance);
|
|||
|
//return ((_data[index] & 0xFF000000) >= _alphaTolerance);
|
|||
|
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
public bool InBounds(ref Vector2 coord)
|
|||
|
{
|
|||
|
return (coord.X >= 0f && coord.X < _width && coord.Y >= 0f && coord.Y < _height);
|
|||
|
}
|
|||
|
#endregion
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Function to search for an entrance point of a hole in a polygon. It searches the polygon from top to bottom between the polygon edges.
|
|||
|
/// </summary>
|
|||
|
/// <param name="polygon">The polygon to search in.</param>
|
|||
|
/// <param name="lastHoleEntrance">The last entrance point.</param>
|
|||
|
/// <returns>The next holes entrance point. Null if ther are no holes.</returns>
|
|||
|
private Vector2? SearchHoleEntrance(Vertices polygon, Vector2? lastHoleEntrance)
|
|||
|
{
|
|||
|
if (polygon == null)
|
|||
|
throw new ArgumentNullException("'polygon' can't be null.");
|
|||
|
|
|||
|
if (polygon.Count < 3)
|
|||
|
throw new ArgumentException("'polygon.MainPolygon.Count' can't be less then 3.");
|
|||
|
|
|||
|
|
|||
|
List<float> xCoords;
|
|||
|
Vector2? entrance;
|
|||
|
|
|||
|
int startY;
|
|||
|
int endY;
|
|||
|
|
|||
|
int lastSolid = 0;
|
|||
|
bool foundSolid;
|
|||
|
bool foundTransparent;
|
|||
|
|
|||
|
// Set start y coordinate.
|
|||
|
if (lastHoleEntrance.HasValue)
|
|||
|
{
|
|||
|
// We need the y coordinate only.
|
|||
|
startY = (int)lastHoleEntrance.Value.Y;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// Start from the top of the polygon if last entrance == null.
|
|||
|
startY = (int)GetTopMostCoord(polygon);
|
|||
|
}
|
|||
|
|
|||
|
// Set the end y coordinate.
|
|||
|
endY = (int)GetBottomMostCoord(polygon);
|
|||
|
|
|||
|
if (startY > 0 && startY < _height && endY > 0 && endY < _height)
|
|||
|
{
|
|||
|
// go from top to bottom of the polygon
|
|||
|
for (int y = startY; y <= endY; y++)
|
|||
|
{
|
|||
|
// get x-coord of every polygon edge which crosses y
|
|||
|
xCoords = SearchCrossingEdges(polygon, y);
|
|||
|
|
|||
|
// We need an even number of crossing edges.
|
|||
|
// It's always a pair of start and end edge: nothing | polygon | hole | polygon | nothing ...
|
|||
|
// If it's not then don't bother, it's probably a peak ...
|
|||
|
// ...which should be filtered out by SearchCrossingEdges() anyway.
|
|||
|
if (xCoords.Count > 1 && xCoords.Count % 2 == 0)
|
|||
|
{
|
|||
|
// Ok, this is short, but probably a little bit confusing.
|
|||
|
// This part searches from left to right between the edges inside the polygon.
|
|||
|
// The problem: We are using the polygon data to search in the texture data.
|
|||
|
// That's simply not accurate, but necessary because of performance.
|
|||
|
for (int i = 0; i < xCoords.Count; i += 2)
|
|||
|
{
|
|||
|
foundSolid = false;
|
|||
|
foundTransparent = false;
|
|||
|
|
|||
|
// We search between the edges inside the polygon.
|
|||
|
for (int x = (int)xCoords[i]; x <= (int)xCoords[i + 1]; x++)
|
|||
|
{
|
|||
|
// First pass: IsSolid might return false.
|
|||
|
// In that case the polygon edge doesn't lie on the texture's solid pixel, because of the hull tolearance.
|
|||
|
// If the edge lies before the first solid pixel then we need to skip our transparent pixel finds.
|
|||
|
|
|||
|
// The algorithm starts to search for a relevant transparent pixel (which indicates a possible hole)
|
|||
|
// after it has found a solid pixel.
|
|||
|
|
|||
|
// After we've found a solid and a transparent pixel (a hole's left edge)
|
|||
|
// we search for a solid pixel again (a hole's right edge).
|
|||
|
// When found the distance of that coodrinate has to be greater then the hull tolerance.
|
|||
|
|
|||
|
if (IsSolid(ref x, ref y))
|
|||
|
{
|
|||
|
if (!foundTransparent)
|
|||
|
{
|
|||
|
foundSolid = true;
|
|||
|
lastSolid = x;
|
|||
|
}
|
|||
|
|
|||
|
if (foundSolid && foundTransparent)
|
|||
|
{
|
|||
|
entrance = new Vector2(lastSolid, y);
|
|||
|
|
|||
|
if (DistanceToHullAcceptable(polygon, entrance.Value, true))
|
|||
|
return entrance;
|
|||
|
|
|||
|
entrance = null;
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (foundSolid)
|
|||
|
foundTransparent = true;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (xCoords.Count % 2 == 0)
|
|||
|
Debug.WriteLine("SearchCrossingEdges() % 2 != 0");
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return null;
|
|||
|
}
|
|||
|
|
|||
|
private bool DistanceToHullAcceptable(DetectedVertices polygon, Vector2 point, bool higherDetail)
|
|||
|
{
|
|||
|
if (polygon == null)
|
|||
|
throw new ArgumentNullException("polygon", "'polygon' can't be null.");
|
|||
|
|
|||
|
if (polygon.Count < 3)
|
|||
|
throw new ArgumentException("'polygon.MainPolygon.Count' can't be less then 3.");
|
|||
|
|
|||
|
// Check the distance to main polygon.
|
|||
|
if (DistanceToHullAcceptable((Vertices)polygon, point, higherDetail))
|
|||
|
{
|
|||
|
if (polygon.Holes != null)
|
|||
|
{
|
|||
|
for (int i = 0; i < polygon.Holes.Count; i++)
|
|||
|
{
|
|||
|
// If there is one distance not acceptable then return false.
|
|||
|
if (!DistanceToHullAcceptable(polygon.Holes[i], point, higherDetail))
|
|||
|
return false;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// All distances are larger then _hullTolerance.
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
// Default to false.
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
private bool DistanceToHullAcceptable(Vertices polygon, Vector2 point, bool higherDetail)
|
|||
|
{
|
|||
|
if (polygon == null)
|
|||
|
throw new ArgumentNullException("polygon", "'polygon' can't be null.");
|
|||
|
|
|||
|
if (polygon.Count < 3)
|
|||
|
throw new ArgumentException("'polygon.Count' can't be less then 3.");
|
|||
|
|
|||
|
|
|||
|
Vector2 edgeVertex2 = polygon[polygon.Count - 1];
|
|||
|
Vector2 edgeVertex1;
|
|||
|
|
|||
|
if (higherDetail)
|
|||
|
{
|
|||
|
for (int i = 0; i < polygon.Count; i++)
|
|||
|
{
|
|||
|
edgeVertex1 = polygon[i];
|
|||
|
|
|||
|
if (LineTools.DistanceBetweenPointAndLineSegment(ref point, ref edgeVertex1, ref edgeVertex2) <= _hullTolerance ||
|
|||
|
LineTools.DistanceBetweenPointAndPoint(ref point, ref edgeVertex1) <= _hullTolerance)
|
|||
|
{
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
edgeVertex2 = polygon[i];
|
|||
|
}
|
|||
|
|
|||
|
return true;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
for (int i = 0; i < polygon.Count; i++)
|
|||
|
{
|
|||
|
edgeVertex1 = polygon[i];
|
|||
|
|
|||
|
if (LineTools.DistanceBetweenPointAndLineSegment(ref point, ref edgeVertex1, ref edgeVertex2) <= _hullTolerance)
|
|||
|
{
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
edgeVertex2 = polygon[i];
|
|||
|
}
|
|||
|
|
|||
|
return true;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private bool InPolygon(DetectedVertices polygon, Vector2 point)
|
|||
|
{
|
|||
|
bool inPolygon = !DistanceToHullAcceptable(polygon, point, true);
|
|||
|
|
|||
|
if (!inPolygon)
|
|||
|
{
|
|||
|
List<float> xCoords = SearchCrossingEdges(polygon, (int)point.Y);
|
|||
|
|
|||
|
if (xCoords.Count > 0 && xCoords.Count % 2 == 0)
|
|||
|
{
|
|||
|
for (int i = 0; i < xCoords.Count; i += 2)
|
|||
|
{
|
|||
|
if (xCoords[i] <= point.X && xCoords[i + 1] >= point.X)
|
|||
|
return true;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
private Vector2? GetTopMostVertex(Vertices vertices)
|
|||
|
{
|
|||
|
float topMostValue = float.MaxValue;
|
|||
|
Vector2? topMost = null;
|
|||
|
|
|||
|
for (int i = 0; i < vertices.Count; i++)
|
|||
|
{
|
|||
|
if (topMostValue > vertices[i].Y)
|
|||
|
{
|
|||
|
topMostValue = vertices[i].Y;
|
|||
|
topMost = vertices[i];
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return topMost;
|
|||
|
}
|
|||
|
|
|||
|
private float GetTopMostCoord(Vertices vertices)
|
|||
|
{
|
|||
|
float returnValue = float.MaxValue;
|
|||
|
|
|||
|
for (int i = 0; i < vertices.Count; i++)
|
|||
|
{
|
|||
|
if (returnValue > vertices[i].Y)
|
|||
|
{
|
|||
|
returnValue = vertices[i].Y;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return returnValue;
|
|||
|
}
|
|||
|
|
|||
|
private float GetBottomMostCoord(Vertices vertices)
|
|||
|
{
|
|||
|
float returnValue = float.MinValue;
|
|||
|
|
|||
|
for (int i = 0; i < vertices.Count; i++)
|
|||
|
{
|
|||
|
if (returnValue < vertices[i].Y)
|
|||
|
{
|
|||
|
returnValue = vertices[i].Y;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return returnValue;
|
|||
|
}
|
|||
|
|
|||
|
private List<float> SearchCrossingEdges(DetectedVertices polygon, int y)
|
|||
|
{
|
|||
|
if (polygon == null)
|
|||
|
throw new ArgumentNullException("polygon", "'polygon' can't be null.");
|
|||
|
|
|||
|
if (polygon.Count < 3)
|
|||
|
throw new ArgumentException("'polygon.MainPolygon.Count' can't be less then 3.");
|
|||
|
|
|||
|
List<float> result = SearchCrossingEdges((Vertices)polygon, y);
|
|||
|
|
|||
|
if (polygon.Holes != null)
|
|||
|
{
|
|||
|
for (int i = 0; i < polygon.Holes.Count; i++)
|
|||
|
{
|
|||
|
result.AddRange(SearchCrossingEdges(polygon.Holes[i], y));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
result.Sort();
|
|||
|
return result;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Searches the polygon for the x coordinates of the edges that cross the specified y coordinate.
|
|||
|
/// </summary>
|
|||
|
/// <param name="polygon">Polygon to search in.</param>
|
|||
|
/// <param name="y">Y coordinate to check for edges.</param>
|
|||
|
/// <returns>Descending sorted list of x coordinates of edges that cross the specified y coordinate.</returns>
|
|||
|
private List<float> SearchCrossingEdges(Vertices polygon, int y)
|
|||
|
{
|
|||
|
// sick-o-note:
|
|||
|
// Used to search the x coordinates of edges in the polygon for a specific y coordinate.
|
|||
|
// (Usualy comming from the texture data, that's why it's an int and not a float.)
|
|||
|
|
|||
|
List<float> edges = new List<float>();
|
|||
|
|
|||
|
// current edge
|
|||
|
Vector2 slope;
|
|||
|
Vector2 vertex1; // i
|
|||
|
Vector2 vertex2; // i - 1
|
|||
|
|
|||
|
// next edge
|
|||
|
Vector2 nextSlope;
|
|||
|
Vector2 nextVertex; // i + 1
|
|||
|
|
|||
|
bool addFind;
|
|||
|
|
|||
|
if (polygon.Count > 2)
|
|||
|
{
|
|||
|
// There is a gap between the last and the first vertex in the vertex list.
|
|||
|
// We will bridge that by setting the last vertex (vertex2) to the last
|
|||
|
// vertex in the list.
|
|||
|
vertex2 = polygon[polygon.Count - 1];
|
|||
|
|
|||
|
// We are moving along the polygon edges.
|
|||
|
for (int i = 0; i < polygon.Count; i++)
|
|||
|
{
|
|||
|
vertex1 = polygon[i];
|
|||
|
|
|||
|
// Approx. check if the edge crosses our y coord.
|
|||
|
if ((vertex1.Y >= y && vertex2.Y <= y) ||
|
|||
|
(vertex1.Y <= y && vertex2.Y >= y))
|
|||
|
{
|
|||
|
// Ignore edges that are parallel to y.
|
|||
|
if (vertex1.Y != vertex2.Y)
|
|||
|
{
|
|||
|
addFind = true;
|
|||
|
slope = vertex2 - vertex1;
|
|||
|
|
|||
|
// Special threatment for edges that end at the y coord.
|
|||
|
if (vertex1.Y == y)
|
|||
|
{
|
|||
|
// Create preview of the next edge.
|
|||
|
nextVertex = polygon[(i + 1) % polygon.Count];
|
|||
|
nextSlope = vertex1 - nextVertex;
|
|||
|
|
|||
|
// Ignore peaks.
|
|||
|
// If thwo edges are aligned like this: /\ and the y coordinate lies on the top,
|
|||
|
// then we get the same x coord twice and we don't need that.
|
|||
|
if (slope.Y > 0)
|
|||
|
addFind = (nextSlope.Y <= 0);
|
|||
|
else
|
|||
|
addFind = (nextSlope.Y >= 0);
|
|||
|
}
|
|||
|
|
|||
|
if (addFind)
|
|||
|
edges.Add((y - vertex1.Y) / slope.Y * slope.X + vertex1.X); // Calculate and add the x coord.
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// vertex1 becomes vertex2 :).
|
|||
|
vertex2 = vertex1;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
edges.Sort();
|
|||
|
return edges;
|
|||
|
}
|
|||
|
|
|||
|
private bool SplitPolygonEdge(Vertices polygon, Vector2 coordInsideThePolygon,
|
|||
|
out int vertex1Index, out int vertex2Index)
|
|||
|
{
|
|||
|
Vector2 slope;
|
|||
|
int nearestEdgeVertex1Index = 0;
|
|||
|
int nearestEdgeVertex2Index = 0;
|
|||
|
bool edgeFound = false;
|
|||
|
|
|||
|
float shortestDistance = float.MaxValue;
|
|||
|
|
|||
|
bool edgeCoordFound = false;
|
|||
|
Vector2 foundEdgeCoord = Vector2.Zero;
|
|||
|
|
|||
|
List<float> xCoords = SearchCrossingEdges(polygon, (int)coordInsideThePolygon.Y);
|
|||
|
|
|||
|
vertex1Index = 0;
|
|||
|
vertex2Index = 0;
|
|||
|
|
|||
|
foundEdgeCoord.Y = coordInsideThePolygon.Y;
|
|||
|
|
|||
|
if (xCoords != null && xCoords.Count > 1 && xCoords.Count % 2 == 0)
|
|||
|
{
|
|||
|
float distance;
|
|||
|
for (int i = 0; i < xCoords.Count; i++)
|
|||
|
{
|
|||
|
if (xCoords[i] < coordInsideThePolygon.X)
|
|||
|
{
|
|||
|
distance = coordInsideThePolygon.X - xCoords[i];
|
|||
|
|
|||
|
if (distance < shortestDistance)
|
|||
|
{
|
|||
|
shortestDistance = distance;
|
|||
|
foundEdgeCoord.X = xCoords[i];
|
|||
|
|
|||
|
edgeCoordFound = true;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (edgeCoordFound)
|
|||
|
{
|
|||
|
shortestDistance = float.MaxValue;
|
|||
|
|
|||
|
int edgeVertex2Index = polygon.Count - 1;
|
|||
|
|
|||
|
int edgeVertex1Index;
|
|||
|
for (edgeVertex1Index = 0; edgeVertex1Index < polygon.Count; edgeVertex1Index++)
|
|||
|
{
|
|||
|
Vector2 tempVector1 = polygon[edgeVertex1Index];
|
|||
|
Vector2 tempVector2 = polygon[edgeVertex2Index];
|
|||
|
distance = LineTools.DistanceBetweenPointAndLineSegment(ref foundEdgeCoord,
|
|||
|
ref tempVector1, ref tempVector2);
|
|||
|
if (distance < shortestDistance)
|
|||
|
{
|
|||
|
shortestDistance = distance;
|
|||
|
|
|||
|
nearestEdgeVertex1Index = edgeVertex1Index;
|
|||
|
nearestEdgeVertex2Index = edgeVertex2Index;
|
|||
|
|
|||
|
edgeFound = true;
|
|||
|
}
|
|||
|
|
|||
|
edgeVertex2Index = edgeVertex1Index;
|
|||
|
}
|
|||
|
|
|||
|
if (edgeFound)
|
|||
|
{
|
|||
|
slope = polygon[nearestEdgeVertex2Index] - polygon[nearestEdgeVertex1Index];
|
|||
|
slope.Normalize();
|
|||
|
|
|||
|
Vector2 tempVector = polygon[nearestEdgeVertex1Index];
|
|||
|
distance = LineTools.DistanceBetweenPointAndPoint(ref tempVector, ref foundEdgeCoord);
|
|||
|
|
|||
|
vertex1Index = nearestEdgeVertex1Index;
|
|||
|
vertex2Index = nearestEdgeVertex1Index + 1;
|
|||
|
|
|||
|
polygon.Insert(nearestEdgeVertex1Index, distance * slope + polygon[vertex1Index]);
|
|||
|
polygon.Insert(nearestEdgeVertex1Index, distance * slope + polygon[vertex2Index]);
|
|||
|
|
|||
|
return true;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
///
|
|||
|
/// </summary>
|
|||
|
/// <param name="entrance"></param>
|
|||
|
/// <param name="last"></param>
|
|||
|
/// <returns></returns>
|
|||
|
private Vertices CreateSimplePolygon(Vector2 entrance, Vector2 last)
|
|||
|
{
|
|||
|
bool entranceFound = false;
|
|||
|
bool endOfHull = false;
|
|||
|
|
|||
|
Vertices polygon = new Vertices(32);
|
|||
|
Vertices hullArea = new Vertices(32);
|
|||
|
Vertices endOfHullArea = new Vertices(32);
|
|||
|
|
|||
|
Vector2 current = Vector2.Zero;
|
|||
|
|
|||
|
#region Entrance check
|
|||
|
|
|||
|
// Get the entrance point. //todo: alle möglichkeiten testen
|
|||
|
if (entrance == Vector2.Zero || !InBounds(ref entrance))
|
|||
|
{
|
|||
|
entranceFound = SearchHullEntrance(out entrance);
|
|||
|
|
|||
|
if (entranceFound)
|
|||
|
{
|
|||
|
current = new Vector2(entrance.X - 1f, entrance.Y);
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (IsSolid(ref entrance))
|
|||
|
{
|
|||
|
if (IsNearPixel(ref entrance, ref last))
|
|||
|
{
|
|||
|
current = last;
|
|||
|
entranceFound = true;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
Vector2 temp;
|
|||
|
if (SearchNearPixels(false, ref entrance, out temp))
|
|||
|
{
|
|||
|
current = temp;
|
|||
|
entranceFound = true;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
entranceFound = false;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
if (entranceFound)
|
|||
|
{
|
|||
|
polygon.Add(entrance);
|
|||
|
hullArea.Add(entrance);
|
|||
|
|
|||
|
Vector2 next = entrance;
|
|||
|
|
|||
|
do
|
|||
|
{
|
|||
|
// Search in the pre vision list for an outstanding point.
|
|||
|
Vector2 outstanding;
|
|||
|
if (SearchForOutstandingVertex(hullArea, out outstanding))
|
|||
|
{
|
|||
|
if (endOfHull)
|
|||
|
{
|
|||
|
// We have found the next pixel, but is it on the last bit of the hull?
|
|||
|
if (endOfHullArea.Contains(outstanding))
|
|||
|
{
|
|||
|
// Indeed.
|
|||
|
polygon.Add(outstanding);
|
|||
|
}
|
|||
|
|
|||
|
// That's enough, quit.
|
|||
|
break;
|
|||
|
}
|
|||
|
|
|||
|
// Add it and remove all vertices that don't matter anymore
|
|||
|
// (all the vertices before the outstanding).
|
|||
|
polygon.Add(outstanding);
|
|||
|
hullArea.RemoveRange(0, hullArea.IndexOf(outstanding));
|
|||
|
}
|
|||
|
|
|||
|
// Last point gets current and current gets next. Our little spider is moving forward on the hull ;).
|
|||
|
last = current;
|
|||
|
current = next;
|
|||
|
|
|||
|
// Get the next point on hull.
|
|||
|
if (GetNextHullPoint(ref last, ref current, out next))
|
|||
|
{
|
|||
|
// Add the vertex to a hull pre vision list.
|
|||
|
hullArea.Add(next);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// Quit
|
|||
|
break;
|
|||
|
}
|
|||
|
|
|||
|
if (next == entrance && !endOfHull)
|
|||
|
{
|
|||
|
// It's the last bit of the hull, search on and exit at next found vertex.
|
|||
|
endOfHull = true;
|
|||
|
endOfHullArea.AddRange(hullArea);
|
|||
|
|
|||
|
// We don't want the last vertex to be the same as the first one, because it causes the triangulation code to crash.
|
|||
|
if (endOfHullArea.Contains(entrance))
|
|||
|
endOfHullArea.Remove(entrance);
|
|||
|
}
|
|||
|
|
|||
|
} while (true);
|
|||
|
}
|
|||
|
|
|||
|
return polygon;
|
|||
|
}
|
|||
|
|
|||
|
private bool SearchNearPixels(bool searchingForSolidPixel, ref Vector2 current, out Vector2 foundPixel)
|
|||
|
{
|
|||
|
for (int i = 0; i < _CLOSEPIXELS_LENGTH; i++)
|
|||
|
{
|
|||
|
int x = (int)current.X + ClosePixels[i, 0];
|
|||
|
int y = (int)current.Y + ClosePixels[i, 1];
|
|||
|
|
|||
|
if (!searchingForSolidPixel ^ IsSolid(ref x, ref y))
|
|||
|
{
|
|||
|
foundPixel = new Vector2(x, y);
|
|||
|
return true;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// Nothing found.
|
|||
|
foundPixel = Vector2.Zero;
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
private bool IsNearPixel(ref Vector2 current, ref Vector2 near)
|
|||
|
{
|
|||
|
for (int i = 0; i < _CLOSEPIXELS_LENGTH; i++)
|
|||
|
{
|
|||
|
int x = (int)current.X + ClosePixels[i, 0];
|
|||
|
int y = (int)current.Y + ClosePixels[i, 1];
|
|||
|
|
|||
|
if (x >= 0 && x <= _width && y >= 0 && y <= _height)
|
|||
|
{
|
|||
|
if (x == (int)near.X && y == (int)near.Y)
|
|||
|
{
|
|||
|
return true;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
private bool SearchHullEntrance(out Vector2 entrance)
|
|||
|
{
|
|||
|
// Search for first solid pixel.
|
|||
|
for (int y = 0; y <= _height; y++)
|
|||
|
{
|
|||
|
for (int x = 0; x <= _width; x++)
|
|||
|
{
|
|||
|
if (IsSolid(ref x, ref y))
|
|||
|
{
|
|||
|
entrance = new Vector2(x, y);
|
|||
|
return true;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// If there are no solid pixels.
|
|||
|
entrance = Vector2.Zero;
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Searches for the next shape.
|
|||
|
/// </summary>
|
|||
|
/// <param name="detectedPolygons">Already detected polygons.</param>
|
|||
|
/// <param name="start">Search start coordinate.</param>
|
|||
|
/// <param name="entrance">Returns the found entrance coordinate. Null if no other shapes found.</param>
|
|||
|
/// <returns>True if a new shape was found.</returns>
|
|||
|
private bool SearchNextHullEntrance(List<DetectedVertices> detectedPolygons, Vector2 start, out Vector2? entrance)
|
|||
|
{
|
|||
|
int x;
|
|||
|
|
|||
|
bool foundTransparent = false;
|
|||
|
bool inPolygon = false;
|
|||
|
|
|||
|
for (int i = (int)start.X + (int)start.Y * _width; i <= _dataLength; i++)
|
|||
|
{
|
|||
|
if (IsSolid(ref i))
|
|||
|
{
|
|||
|
if (foundTransparent)
|
|||
|
{
|
|||
|
x = i % _width;
|
|||
|
entrance = new Vector2(x, (i - x) / (float)_width);
|
|||
|
|
|||
|
inPolygon = false;
|
|||
|
for (int polygonIdx = 0; polygonIdx < detectedPolygons.Count; polygonIdx++)
|
|||
|
{
|
|||
|
if (InPolygon(detectedPolygons[polygonIdx], entrance.Value))
|
|||
|
{
|
|||
|
inPolygon = true;
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (inPolygon)
|
|||
|
foundTransparent = false;
|
|||
|
else
|
|||
|
return true;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
foundTransparent = true;
|
|||
|
}
|
|||
|
|
|||
|
entrance = null;
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
private bool GetNextHullPoint(ref Vector2 last, ref Vector2 current, out Vector2 next)
|
|||
|
{
|
|||
|
int x;
|
|||
|
int y;
|
|||
|
|
|||
|
int indexOfFirstPixelToCheck = GetIndexOfFirstPixelToCheck(ref last, ref current);
|
|||
|
int indexOfPixelToCheck;
|
|||
|
|
|||
|
for (int i = 0; i < _CLOSEPIXELS_LENGTH; i++)
|
|||
|
{
|
|||
|
indexOfPixelToCheck = (indexOfFirstPixelToCheck + i) % _CLOSEPIXELS_LENGTH;
|
|||
|
|
|||
|
x = (int)current.X + ClosePixels[indexOfPixelToCheck, 0];
|
|||
|
y = (int)current.Y + ClosePixels[indexOfPixelToCheck, 1];
|
|||
|
|
|||
|
if (x >= 0 && x < _width && y >= 0 && y <= _height)
|
|||
|
{
|
|||
|
if (IsSolid(ref x, ref y))
|
|||
|
{
|
|||
|
next = new Vector2(x, y);
|
|||
|
return true;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
next = Vector2.Zero;
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
private bool SearchForOutstandingVertex(Vertices hullArea, out Vector2 outstanding)
|
|||
|
{
|
|||
|
Vector2 outstandingResult = Vector2.Zero;
|
|||
|
bool found = false;
|
|||
|
|
|||
|
if (hullArea.Count > 2)
|
|||
|
{
|
|||
|
int hullAreaLastPoint = hullArea.Count - 1;
|
|||
|
|
|||
|
Vector2 tempVector1;
|
|||
|
Vector2 tempVector2 = hullArea[0];
|
|||
|
Vector2 tempVector3 = hullArea[hullAreaLastPoint];
|
|||
|
|
|||
|
// Search between the first and last hull point.
|
|||
|
for (int i = 1; i < hullAreaLastPoint; i++)
|
|||
|
{
|
|||
|
tempVector1 = hullArea[i];
|
|||
|
|
|||
|
// Check if the distance is over the one that's tolerable.
|
|||
|
if (LineTools.DistanceBetweenPointAndLineSegment(ref tempVector1, ref tempVector2, ref tempVector3) >= _hullTolerance)
|
|||
|
{
|
|||
|
outstandingResult = hullArea[i];
|
|||
|
found = true;
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
outstanding = outstandingResult;
|
|||
|
return found;
|
|||
|
}
|
|||
|
|
|||
|
private int GetIndexOfFirstPixelToCheck(ref Vector2 last, ref Vector2 current)
|
|||
|
{
|
|||
|
// .: pixel
|
|||
|
// l: last position
|
|||
|
// c: current position
|
|||
|
// f: first pixel for next search
|
|||
|
|
|||
|
// f . .
|
|||
|
// l c .
|
|||
|
// . . .
|
|||
|
|
|||
|
//Calculate in which direction the last move went and decide over the next pixel to check.
|
|||
|
switch ((int)(current.X - last.X))
|
|||
|
{
|
|||
|
case 1:
|
|||
|
switch ((int)(current.Y - last.Y))
|
|||
|
{
|
|||
|
case 1:
|
|||
|
return 1;
|
|||
|
|
|||
|
case 0:
|
|||
|
return 0;
|
|||
|
|
|||
|
case -1:
|
|||
|
return 7;
|
|||
|
}
|
|||
|
break;
|
|||
|
|
|||
|
case 0:
|
|||
|
switch ((int)(current.Y - last.Y))
|
|||
|
{
|
|||
|
case 1:
|
|||
|
return 2;
|
|||
|
|
|||
|
case -1:
|
|||
|
return 6;
|
|||
|
}
|
|||
|
break;
|
|||
|
|
|||
|
case -1:
|
|||
|
switch ((int)(current.Y - last.Y))
|
|||
|
{
|
|||
|
case 1:
|
|||
|
return 3;
|
|||
|
|
|||
|
case 0:
|
|||
|
return 4;
|
|||
|
|
|||
|
case -1:
|
|||
|
return 5;
|
|||
|
}
|
|||
|
break;
|
|||
|
}
|
|||
|
|
|||
|
return 0;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|