axiosengine/axios/Common/Decomposition/FlipcodeDecomposer.cs
2012-03-19 18:57:59 -05:00

160 lines
5.3 KiB
C#

using System.Collections.Generic;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Common.Decomposition
{
// Original code can be found here: http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
/// <summary>
/// Triangulates a polygon into triangles.
/// Doesn't handle holes.
/// </summary>
public static class FlipcodeDecomposer
{
private static Vector2 _tmpA;
private static Vector2 _tmpB;
private static Vector2 _tmpC;
/// <summary>
/// Check if the point P is inside the triangle defined by
/// the points A, B, C
/// </summary>
/// <param name="a">The A point.</param>
/// <param name="b">The B point.</param>
/// <param name="c">The C point.</param>
/// <param name="p">The point to be tested.</param>
/// <returns>True if the point is inside the triangle</returns>
private static bool InsideTriangle(ref Vector2 a, ref Vector2 b, ref Vector2 c, ref Vector2 p)
{
//A cross bp
float abp = (c.X - b.X) * (p.Y - b.Y) - (c.Y - b.Y) * (p.X - b.X);
//A cross ap
float aap = (b.X - a.X) * (p.Y - a.Y) - (b.Y - a.Y) * (p.X - a.X);
//b cross cp
float bcp = (a.X - c.X) * (p.Y - c.Y) - (a.Y - c.Y) * (p.X - c.X);
return ((abp >= 0.0f) && (bcp >= 0.0f) && (aap >= 0.0f));
}
/// <summary>
/// Cut a the contour and add a triangle into V to describe the
/// location of the cut
/// </summary>
/// <param name="contour">The list of points defining the polygon</param>
/// <param name="u">The index of the first point</param>
/// <param name="v">The index of the second point</param>
/// <param name="w">The index of the third point</param>
/// <param name="n">The number of elements in the array.</param>
/// <param name="V">The array to populate with indicies of triangles.</param>
/// <returns>True if a triangle was found</returns>
private static bool Snip(Vertices contour, int u, int v, int w, int n,
int[] V)
{
if (Settings.Epsilon > MathUtils.Area(ref _tmpA, ref _tmpB, ref _tmpC))
{
return false;
}
for (int p = 0; p < n; p++)
{
if ((p == u) || (p == v) || (p == w))
{
continue;
}
Vector2 point = contour[V[p]];
if (InsideTriangle(ref _tmpA, ref _tmpB, ref _tmpC, ref point))
{
return false;
}
}
return true;
}
/// <summary>
/// Decompose the polygon into triangles
/// </summary>
/// <param name="contour">The list of points describing the polygon</param>
/// <returns></returns>
public static List<Vertices> ConvexPartition(Vertices contour)
{
int n = contour.Count;
if (n < 3)
return new List<Vertices>();
int[] V = new int[n];
// We want a counter-clockwise polygon in V
if (contour.IsCounterClockWise())
{
for (int v = 0; v < n; v++)
V[v] = v;
}
else
{
for (int v = 0; v < n; v++)
V[v] = (n - 1) - v;
}
int nv = n;
// Remove nv-2 Vertices, creating 1 triangle every time
int count = 2 * nv; /* error detection */
List<Vertices> result = new List<Vertices>();
for (int v = nv - 1; nv > 2; )
{
// If we loop, it is probably a non-simple polygon
if (0 >= (count--))
{
// Triangulate: ERROR - probable bad polygon!
return new List<Vertices>();
}
// Three consecutive vertices in current polygon, <u,v,w>
int u = v;
if (nv <= u)
u = 0; // Previous
v = u + 1;
if (nv <= v)
v = 0; // New v
int w = v + 1;
if (nv <= w)
w = 0; // Next
_tmpA = contour[V[u]];
_tmpB = contour[V[v]];
_tmpC = contour[V[w]];
if (Snip(contour, u, v, w, nv, V))
{
int s, t;
// Output Triangle
Vertices triangle = new Vertices(3);
triangle.Add(_tmpA);
triangle.Add(_tmpB);
triangle.Add(_tmpC);
result.Add(triangle);
// Remove v from remaining polygon
for (s = v, t = v + 1; t < nv; s++, t++)
{
V[s] = V[t];
}
nv--;
// Reset error detection counter
count = 2 * nv;
}
}
return result;
}
}
}