using System.Collections.Generic; using Microsoft.Xna.Framework; namespace FarseerPhysics.Common.ConvexHull { /// /// Andrew's Monotone Chain Convex Hull algorithm. /// Used to get the convex hull of a point cloud. /// /// Source: http://www.softsurfer.com/Archive/algorithm_0109/algorithm_0109.htm /// public static class ChainHull { //Copyright 2001, softSurfer (www.softsurfer.com) private static PointComparer _pointComparer = new PointComparer(); /// /// Returns the convex hull from the given vertices.. /// public static Vertices GetConvexHull(Vertices vertices) { if (vertices.Count <= 3) return vertices; Vertices pointSet = new Vertices(vertices); //Sort by X-axis pointSet.Sort(_pointComparer); Vector2[] h = new Vector2[pointSet.Count]; Vertices res; int top = -1; // indices for bottom and top of the stack int i; // array scan index // Get the indices of points with min x-coord and min|max y-coord const int minmin = 0; float xmin = pointSet[0].X; for (i = 1; i < pointSet.Count; i++) { if (pointSet[i].X != xmin) break; } // degenerate case: all x-coords == xmin int minmax = i - 1; if (minmax == pointSet.Count - 1) { h[++top] = pointSet[minmin]; if (pointSet[minmax].Y != pointSet[minmin].Y) // a nontrivial segment h[++top] = pointSet[minmax]; h[++top] = pointSet[minmin]; // add polygon endpoint res = new Vertices(top + 1); for (int j = 0; j < top + 1; j++) { res.Add(h[j]); } return res; } top = -1; // Get the indices of points with max x-coord and min|max y-coord int maxmax = pointSet.Count - 1; float xmax = pointSet[pointSet.Count - 1].X; for (i = pointSet.Count - 2; i >= 0; i--) { if (pointSet[i].X != xmax) break; } int maxmin = i + 1; // Compute the lower hull on the stack H h[++top] = pointSet[minmin]; // push minmin point onto stack i = minmax; while (++i <= maxmin) { // the lower line joins P[minmin] with P[maxmin] if (MathUtils.Area(pointSet[minmin], pointSet[maxmin], pointSet[i]) >= 0 && i < maxmin) continue; // ignore P[i] above or on the lower line while (top > 0) // there are at least 2 points on the stack { // test if P[i] is left of the line at the stack top if (MathUtils.Area(h[top - 1], h[top], pointSet[i]) > 0) break; // P[i] is a new hull vertex top--; // pop top point off stack } h[++top] = pointSet[i]; // push P[i] onto stack } // Next, compute the upper hull on the stack H above the bottom hull if (maxmax != maxmin) // if distinct xmax points h[++top] = pointSet[maxmax]; // push maxmax point onto stack int bot = top; i = maxmin; while (--i >= minmax) { // the upper line joins P[maxmax] with P[minmax] if (MathUtils.Area(pointSet[maxmax], pointSet[minmax], pointSet[i]) >= 0 && i > minmax) continue; // ignore P[i] below or on the upper line while (top > bot) // at least 2 points on the upper stack { // test if P[i] is left of the line at the stack top if (MathUtils.Area(h[top - 1], h[top], pointSet[i]) > 0) break; // P[i] is a new hull vertex top--; // pop top point off stack } h[++top] = pointSet[i]; // push P[i] onto stack } if (minmax != minmin) h[++top] = pointSet[minmin]; // push joining endpoint onto stack res = new Vertices(top + 1); for (int j = 0; j < top + 1; j++) { res.Add(h[j]); } return res; } private class PointComparer : Comparer { public override int Compare(Vector2 a, Vector2 b) { int f = a.X.CompareTo(b.X); return f != 0 ? f : a.Y.CompareTo(b.Y); } } } }