Server job assigning logic, submarine movement syncing, submarine collision improvements, spawnpoints in levels
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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.Decomposition
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{
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/// <summary>
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/// Convex decomposition algorithm created by unknown
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///
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/// Properties:
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/// - No support for holes
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/// - Very fast
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/// - Only works on simple polygons
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/// - Only works on counter clockwise polygons
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///
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/// More information: http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
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/// </summary>
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internal static class FlipcodeDecomposer
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{
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private static Vector2 _tmpA;
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private static Vector2 _tmpB;
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private static Vector2 _tmpC;
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/// <summary>
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/// Decompose the polygon into triangles.
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///
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/// Properties:
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/// - Only works on counter clockwise polygons
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///
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/// </summary>
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/// <param name="vertices">The list of points describing the polygon</param>
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public static List<Vertices> ConvexPartition(Vertices vertices)
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{
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Debug.Assert(vertices.Count > 3);
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Debug.Assert(vertices.IsCounterClockWise());
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int[] polygon = new int[vertices.Count];
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for (int v = 0; v < vertices.Count; v++)
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polygon[v] = v;
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int nv = vertices.Count;
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// Remove nv-2 Vertices, creating 1 triangle every time
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int count = 2 * nv; /* error detection */
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List<Vertices> result = new List<Vertices>();
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for (int v = nv - 1; nv > 2; )
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{
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// If we loop, it is probably a non-simple polygon
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if (0 >= (count--))
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{
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// Triangulate: ERROR - probable bad polygon!
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return new List<Vertices>();
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}
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// Three consecutive vertices in current polygon, <u,v,w>
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int u = v;
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if (nv <= u)
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u = 0; // Previous
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v = u + 1;
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if (nv <= v)
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v = 0; // New v
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int w = v + 1;
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if (nv <= w)
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w = 0; // Next
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_tmpA = vertices[polygon[u]];
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_tmpB = vertices[polygon[v]];
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_tmpC = vertices[polygon[w]];
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if (Snip(vertices, u, v, w, nv, polygon))
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{
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int s, t;
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// Output Triangle
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Vertices triangle = new Vertices(3);
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triangle.Add(_tmpA);
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triangle.Add(_tmpB);
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triangle.Add(_tmpC);
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result.Add(triangle);
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// Remove v from remaining polygon
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for (s = v, t = v + 1; t < nv; s++, t++)
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{
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polygon[s] = polygon[t];
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}
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nv--;
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// Reset error detection counter
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count = 2 * nv;
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}
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}
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return result;
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}
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/// <summary>
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/// Check if the point P is inside the triangle defined by
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/// the points A, B, C
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/// </summary>
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/// <param name="a">The A point.</param>
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/// <param name="b">The B point.</param>
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/// <param name="c">The C point.</param>
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/// <param name="p">The point to be tested.</param>
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/// <returns>True if the point is inside the triangle</returns>
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private static bool InsideTriangle(ref Vector2 a, ref Vector2 b, ref Vector2 c, ref Vector2 p)
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{
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//A cross bp
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float abp = (c.X - b.X) * (p.Y - b.Y) - (c.Y - b.Y) * (p.X - b.X);
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//A cross ap
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float aap = (b.X - a.X) * (p.Y - a.Y) - (b.Y - a.Y) * (p.X - a.X);
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//b cross cp
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float bcp = (a.X - c.X) * (p.Y - c.Y) - (a.Y - c.Y) * (p.X - c.X);
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return ((abp >= 0.0f) && (bcp >= 0.0f) && (aap >= 0.0f));
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}
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/// <summary>
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/// Cut a the contour and add a triangle into V to describe the
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/// location of the cut
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/// </summary>
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/// <param name="contour">The list of points defining the polygon</param>
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/// <param name="u">The index of the first point</param>
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/// <param name="v">The index of the second point</param>
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/// <param name="w">The index of the third point</param>
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/// <param name="n">The number of elements in the array.</param>
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/// <param name="V">The array to populate with indicies of triangles.</param>
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/// <returns>True if a triangle was found</returns>
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private static bool Snip(Vertices contour, int u, int v, int w, int n, int[] V)
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{
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if (Settings.Epsilon > MathUtils.Area(ref _tmpA, ref _tmpB, ref _tmpC))
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return false;
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for (int p = 0; p < n; p++)
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{
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if ((p == u) || (p == v) || (p == w))
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continue;
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Vector2 point = contour[V[p]];
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if (InsideTriangle(ref _tmpA, ref _tmpB, ref _tmpC, ref point))
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return false;
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}
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return true;
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}
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}
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}
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