using System.Collections.Generic; using System.Diagnostics; using Microsoft.Xna.Framework; namespace FarseerPhysics.Common.Decomposition { //From phed rev 36: http://code.google.com/p/phed/source/browse/trunk/Polygon.cpp /// /// Convex decomposition algorithm created by Mark Bayazit (http://mnbayazit.com/) /// /// Properties: /// - Tries to decompose using polygons instead of triangles. /// - Tends to produce optimal results with low processing time. /// - Running time is O(nr), n = number of vertices, r = reflex vertices. /// - Does not support holes. /// /// For more information about this algorithm, see http://mnbayazit.com/406/bayazit /// internal static class BayazitDecomposer { /// /// Decompose the polygon into several smaller non-concave polygon. /// If the polygon is already convex, it will return the original polygon, unless it is over Settings.MaxPolygonVertices. /// public static List ConvexPartition(Vertices vertices) { Debug.Assert(vertices.Count > 3); Debug.Assert(vertices.IsCounterClockWise()); return TriangulatePolygon(vertices); } private static List TriangulatePolygon(Vertices vertices) { List list = new List(); Vector2 lowerInt = new Vector2(); Vector2 upperInt = new Vector2(); // intersection points int lowerIndex = 0, upperIndex = 0; Vertices lowerPoly, upperPoly; for (int i = 0; i < vertices.Count; ++i) { if (Reflex(i, vertices)) { float upperDist; float lowerDist = upperDist = float.MaxValue; for (int j = 0; j < vertices.Count; ++j) { // if line intersects with an edge float d; Vector2 p; if (Left(At(i - 1, vertices), At(i, vertices), At(j, vertices)) && RightOn(At(i - 1, vertices), At(i, vertices), At(j - 1, vertices))) { // find the point of intersection p = LineTools.LineIntersect(At(i - 1, vertices), At(i, vertices), At(j, vertices), At(j - 1, vertices)); if (Right(At(i + 1, vertices), At(i, vertices), p)) { // make sure it's inside the poly d = SquareDist(At(i, vertices), p); if (d < lowerDist) { // keep only the closest intersection lowerDist = d; lowerInt = p; lowerIndex = j; } } } if (Left(At(i + 1, vertices), At(i, vertices), At(j + 1, vertices)) && RightOn(At(i + 1, vertices), At(i, vertices), At(j, vertices))) { p = LineTools.LineIntersect(At(i + 1, vertices), At(i, vertices), At(j, vertices), At(j + 1, vertices)); if (Left(At(i - 1, vertices), At(i, vertices), p)) { d = SquareDist(At(i, vertices), p); if (d < upperDist) { upperDist = d; upperIndex = j; upperInt = p; } } } } // if there are no vertices to connect to, choose a point in the middle if (lowerIndex == (upperIndex + 1) % vertices.Count) { Vector2 p = ((lowerInt + upperInt) / 2); lowerPoly = Copy(i, upperIndex, vertices); lowerPoly.Add(p); upperPoly = Copy(lowerIndex, i, vertices); upperPoly.Add(p); } else { double highestScore = 0, bestIndex = lowerIndex; while (upperIndex < lowerIndex) upperIndex += vertices.Count; for (int j = lowerIndex; j <= upperIndex; ++j) { if (CanSee(i, j, vertices)) { double score = 1 / (SquareDist(At(i, vertices), At(j, vertices)) + 1); if (Reflex(j, vertices)) { if (RightOn(At(j - 1, vertices), At(j, vertices), At(i, vertices)) && LeftOn(At(j + 1, vertices), At(j, vertices), At(i, vertices))) score += 3; else score += 2; } else { score += 1; } if (score > highestScore) { bestIndex = j; highestScore = score; } } } lowerPoly = Copy(i, (int)bestIndex, vertices); upperPoly = Copy((int)bestIndex, i, vertices); } list.AddRange(TriangulatePolygon(lowerPoly)); list.AddRange(TriangulatePolygon(upperPoly)); return list; } } // polygon is already convex if (vertices.Count > Settings.MaxPolygonVertices) { lowerPoly = Copy(0, vertices.Count / 2, vertices); upperPoly = Copy(vertices.Count / 2, 0, vertices); list.AddRange(TriangulatePolygon(lowerPoly)); list.AddRange(TriangulatePolygon(upperPoly)); } else list.Add(vertices); return list; } private static Vector2 At(int i, Vertices vertices) { int s = vertices.Count; return vertices[i < 0 ? s - 1 - ((-i - 1) % s) : i % s]; } private static Vertices Copy(int i, int j, Vertices vertices) { while (j < i) j += vertices.Count; Vertices p = new Vertices(j); for (; i <= j; ++i) { p.Add(At(i, vertices)); } return p; } private static bool CanSee(int i, int j, Vertices vertices) { if (Reflex(i, vertices)) { if (LeftOn(At(i, vertices), At(i - 1, vertices), At(j, vertices)) && RightOn(At(i, vertices), At(i + 1, vertices), At(j, vertices))) return false; } else { if (RightOn(At(i, vertices), At(i + 1, vertices), At(j, vertices)) || LeftOn(At(i, vertices), At(i - 1, vertices), At(j, vertices))) return false; } if (Reflex(j, vertices)) { if (LeftOn(At(j, vertices), At(j - 1, vertices), At(i, vertices)) && RightOn(At(j, vertices), At(j + 1, vertices), At(i, vertices))) return false; } else { if (RightOn(At(j, vertices), At(j + 1, vertices), At(i, vertices)) || LeftOn(At(j, vertices), At(j - 1, vertices), At(i, vertices))) return false; } for (int k = 0; k < vertices.Count; ++k) { if ((k + 1) % vertices.Count == i || k == i || (k + 1) % vertices.Count == j || k == j) continue; // ignore incident edges Vector2 intersectionPoint; if (LineTools.LineIntersect(At(i, vertices), At(j, vertices), At(k, vertices), At(k + 1, vertices), out intersectionPoint)) return false; } return true; } private static bool Reflex(int i, Vertices vertices) { return Right(i, vertices); } private static bool Right(int i, Vertices vertices) { return Right(At(i - 1, vertices), At(i, vertices), At(i + 1, vertices)); } private static bool Left(Vector2 a, Vector2 b, Vector2 c) { return MathUtils.Area(ref a, ref b, ref c) > 0; } private static bool LeftOn(Vector2 a, Vector2 b, Vector2 c) { return MathUtils.Area(ref a, ref b, ref c) >= 0; } private static bool Right(Vector2 a, Vector2 b, Vector2 c) { return MathUtils.Area(ref a, ref b, ref c) < 0; } private static bool RightOn(Vector2 a, Vector2 b, Vector2 c) { return MathUtils.Area(ref a, ref b, ref c) <= 0; } private static float SquareDist(Vector2 a, Vector2 b) { float dx = b.X - a.X; float dy = b.Y - a.Y; return dx * dx + dy * dy; } } }