axiosengine/axios/Common/TextureTools/TextureConverter.cs

1338 lines
48 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Common
{
// User contribution from Sickbattery aka David Reschke :).
#region ToDo: Create a new file for each ...
/// <summary>
/// The detection type affects the resulting polygon data.
/// </summary>
public enum VerticesDetectionType
{
/// <summary>
/// Holes are integrated into the main polygon.
/// </summary>
Integrated = 0,
/// <summary>
/// The data of the main polygon and hole polygons is returned separately.
/// </summary>
Separated = 1
}
/// <summary>
/// Detected vertices of a single polygon.
/// </summary>
public class DetectedVertices : Vertices
{
private List<Vertices> _holes;
public List<Vertices> Holes
{
get { return _holes; }
set { _holes = value; }
}
public DetectedVertices()
: base()
{
}
public DetectedVertices(Vertices vertices)
: base(vertices)
{
}
public void Transform(Matrix transform)
{
// Transform main polygon
for (int i = 0; i < this.Count; i++)
this[i] = Vector2.Transform(this[i], transform);
// Transform holes
Vector2[] temp = null;
if (_holes != null && _holes.Count > 0)
{
for (int i = 0; i < _holes.Count; i++)
{
temp = _holes[i].ToArray();
Vector2.Transform(temp, ref transform, temp);
_holes[i] = new Vertices(temp);
}
}
}
}
#endregion
/// <summary>
///
/// </summary>
public sealed class TextureConverter
{
private const int _CLOSEPIXELS_LENGTH = 8;
/// <summary>
/// This array is ment to be readonly.
/// It's not because it is accessed very frequently.
/// </summary>
private static /*readonly*/ int[,] ClosePixels =
new int[_CLOSEPIXELS_LENGTH, 2] { { -1, -1 }, { 0, -1 }, { 1, -1 }, { 1, 0 }, { 1, 1 }, { 0, 1 }, { -1, 1 }, { -1, 0 } };
private uint[] _data;
private int _dataLength;
private int _width;
private int _height;
private VerticesDetectionType _polygonDetectionType;
private uint _alphaTolerance;
private float _hullTolerance;
private bool _holeDetection;
private bool _multipartDetection;
private bool _pixelOffsetOptimization;
private Matrix _transform = Matrix.Identity;
#region Properties
/// <summary>
/// Get or set the polygon detection type.
/// </summary>
public VerticesDetectionType PolygonDetectionType
{
get { return _polygonDetectionType; }
set { _polygonDetectionType = value; }
}
/// <summary>
/// Will detect texture 'holes' if set to true. Slows down the detection. Default is false.
/// </summary>
public bool HoleDetection
{
get { return _holeDetection; }
set { _holeDetection = value; }
}
/// <summary>
/// Will detect texture multiple 'solid' isles if set to true. Slows down the detection. Default is false.
/// </summary>
public bool MultipartDetection
{
get { return _multipartDetection; }
set { _multipartDetection = value; }
}
/// <summary>
/// Will optimize the vertex positions along the interpolated normal between two edges about a half pixel (post processing). Default is false.
/// </summary>
public bool PixelOffsetOptimization
{
get { return _pixelOffsetOptimization; }
set { _pixelOffsetOptimization = value; }
}
/// <summary>
/// Can be used for scaling.
/// </summary>
public Matrix Transform
{
get { return _transform; }
set { _transform = value; }
}
/// <summary>
/// Alpha (coverage) tolerance. Default is 20: Every pixel with a coverage value equal or greater to 20 will be counts as solid.
/// </summary>
public byte AlphaTolerance
{
get { return (byte)(_alphaTolerance >> 24); }
set { _alphaTolerance = (uint)value << 24; }
}
/// <summary>
/// Default is 1.5f.
/// </summary>
public float HullTolerance
{
get { return _hullTolerance; }
set
{
if (value > 4f)
{
_hullTolerance = 4f;
}
else if (value < 0.9f)
{
_hullTolerance = 0.9f;
}
else
{
_hullTolerance = value;
}
}
}
#endregion
#region Constructors
public TextureConverter()
{
Initialize(null, null, null, null, null, null, null, null);
}
public TextureConverter(byte? alphaTolerance, float? hullTolerance,
bool? holeDetection, bool? multipartDetection, bool? pixelOffsetOptimization, Matrix? transform)
{
Initialize(null, null, alphaTolerance, hullTolerance, holeDetection,
multipartDetection, pixelOffsetOptimization, transform);
}
public TextureConverter(uint[] data, int width)
{
Initialize(data, width, null, null, null, null, null, null);
}
public TextureConverter(uint[] data, int width, byte? alphaTolerance,
float? hullTolerance, bool? holeDetection, bool? multipartDetection,
bool? pixelOffsetOptimization, Matrix? transform)
{
Initialize(data, width, alphaTolerance, hullTolerance, holeDetection,
multipartDetection, pixelOffsetOptimization, transform);
}
#endregion
#region Initialization
private void Initialize(uint[] data, int? width, byte? alphaTolerance,
float? hullTolerance, bool? holeDetection, bool? multipartDetection,
bool? pixelOffsetOptimization, Matrix? transform)
{
if (data != null && !width.HasValue)
throw new ArgumentNullException("width", "'width' can't be null if 'data' is set.");
if (data == null && width.HasValue)
throw new ArgumentNullException("data", "'data' can't be null if 'width' is set.");
if (data != null && width.HasValue)
SetTextureData(data, width.Value);
if (alphaTolerance.HasValue)
AlphaTolerance = alphaTolerance.Value;
else
AlphaTolerance = 20;
if (hullTolerance.HasValue)
HullTolerance = hullTolerance.Value;
else
HullTolerance = 1.5f;
if (holeDetection.HasValue)
HoleDetection = holeDetection.Value;
else
HoleDetection = false;
if (multipartDetection.HasValue)
MultipartDetection = multipartDetection.Value;
else
MultipartDetection = false;
if (pixelOffsetOptimization.HasValue)
PixelOffsetOptimization = pixelOffsetOptimization.Value;
else
PixelOffsetOptimization = false;
if (transform.HasValue)
Transform = transform.Value;
else
Transform = Matrix.Identity;
}
#endregion
/// <summary>
///
/// </summary>
/// <param name="data"></param>
/// <param name="width"></param>
private void SetTextureData(uint[] data, int width)
{
if (data == null)
throw new ArgumentNullException("data", "'data' can't be null.");
if (data.Length < 4)
throw new ArgumentOutOfRangeException("data", "'data' length can't be less then 4. Your texture must be at least 2 x 2 pixels in size.");
if (width < 2)
throw new ArgumentOutOfRangeException("width", "'width' can't be less then 2. Your texture must be at least 2 x 2 pixels in size.");
if (data.Length % width != 0)
throw new ArgumentException("'width' has an invalid value.");
_data = data;
_dataLength = _data.Length;
_width = width;
_height = _dataLength / width;
}
/// <summary>
/// Detects the vertices of the supplied texture data. (PolygonDetectionType.Integrated)
/// </summary>
/// <param name="data">The texture data.</param>
/// <param name="width">The texture width.</param>
/// <returns></returns>
public static Vertices DetectVertices(uint[] data, int width)
{
TextureConverter tc = new TextureConverter(data, width);
List<DetectedVertices> detectedVerticesList = tc.DetectVertices();
return detectedVerticesList[0];
}
/// <summary>
/// Detects the vertices of the supplied texture data.
/// </summary>
/// <param name="data">The texture data.</param>
/// <param name="width">The texture width.</param>
/// <param name="holeDetection">if set to <c>true</c> it will perform hole detection.</param>
/// <returns></returns>
public static Vertices DetectVertices(uint[] data, int width, bool holeDetection)
{
TextureConverter tc =
new TextureConverter(data, width)
{
HoleDetection = holeDetection
};
List<DetectedVertices> detectedVerticesList = tc.DetectVertices();
return detectedVerticesList[0];
}
/// <summary>
/// Detects the vertices of the supplied texture data.
/// </summary>
/// <param name="data">The texture data.</param>
/// <param name="width">The texture width.</param>
/// <param name="holeDetection">if set to <c>true</c> it will perform hole detection.</param>
/// <param name="hullTolerance">The hull tolerance.</param>
/// <param name="alphaTolerance">The alpha tolerance.</param>
/// <param name="multiPartDetection">if set to <c>true</c> it will perform multi part detection.</param>
/// <returns></returns>
public static List<Vertices> DetectVertices(uint[] data, int width, float hullTolerance,
byte alphaTolerance, bool multiPartDetection, bool holeDetection)
{
TextureConverter tc =
new TextureConverter(data, width)
{
HullTolerance = hullTolerance,
AlphaTolerance = alphaTolerance,
MultipartDetection = multiPartDetection,
HoleDetection = holeDetection
};
List<DetectedVertices> detectedVerticesList = tc.DetectVertices();
List<Vertices> result = new List<Vertices>();
for (int i = 0; i < detectedVerticesList.Count; i++)
{
result.Add(detectedVerticesList[i]);
}
return result;
}
public List<DetectedVertices> DetectVertices()
{
#region Check TextureConverter setup.
if (_data == null)
throw new Exception(
"'_data' can't be null. You have to use SetTextureData(uint[] data, int width) before calling this method.");
if (_data.Length < 4)
throw new Exception(
"'_data' length can't be less then 4. Your texture must be at least 2 x 2 pixels in size. " +
"You have to use SetTextureData(uint[] data, int width) before calling this method.");
if (_width < 2)
throw new Exception(
"'_width' can't be less then 2. Your texture must be at least 2 x 2 pixels in size. " +
"You have to use SetTextureData(uint[] data, int width) before calling this method.");
if (_data.Length % _width != 0)
throw new Exception(
"'_width' has an invalid value. You have to use SetTextureData(uint[] data, int width) before calling this method.");
#endregion
List<DetectedVertices> detectedPolygons = new List<DetectedVertices>();
DetectedVertices polygon;
Vertices holePolygon;
Vector2? holeEntrance = null;
Vector2? polygonEntrance = null;
List<Vector2> blackList = new List<Vector2>();
bool searchOn;
do
{
if (detectedPolygons.Count == 0)
{
// First pass / single polygon
polygon = new DetectedVertices(CreateSimplePolygon(Vector2.Zero, Vector2.Zero));
if (polygon.Count > 2)
polygonEntrance = GetTopMostVertex(polygon);
}
else if (polygonEntrance.HasValue)
{
// Multi pass / multiple polygons
polygon = new DetectedVertices(CreateSimplePolygon(
polygonEntrance.Value, new Vector2(polygonEntrance.Value.X - 1f, polygonEntrance.Value.Y)));
}
else
break;
searchOn = false;
if (polygon.Count > 2)
{
if (_holeDetection)
{
do
{
holeEntrance = SearchHoleEntrance(polygon, holeEntrance);
if (holeEntrance.HasValue)
{
if (!blackList.Contains(holeEntrance.Value))
{
blackList.Add(holeEntrance.Value);
holePolygon = CreateSimplePolygon(holeEntrance.Value,
new Vector2(holeEntrance.Value.X + 1, holeEntrance.Value.Y));
if (holePolygon != null && holePolygon.Count > 2)
{
switch (_polygonDetectionType)
{
case VerticesDetectionType.Integrated:
// Add first hole polygon vertex to close the hole polygon.
holePolygon.Add(holePolygon[0]);
int vertex1Index, vertex2Index;
if (SplitPolygonEdge(polygon, holeEntrance.Value, out vertex1Index, out vertex2Index))
polygon.InsertRange(vertex2Index, holePolygon);
break;
case VerticesDetectionType.Separated:
if (polygon.Holes == null)
polygon.Holes = new List<Vertices>();
polygon.Holes.Add(holePolygon);
break;
}
}
}
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;
}
}
}