using System.Collections.Generic; namespace FarseerPhysics.Common.Decomposition.Seidel { internal class TrapezoidalMap { // Trapezoid container public HashSet Map; // Bottom segment that spans multiple trapezoids private Edge _bCross; // Top segment that spans multiple trapezoids private Edge _cross; // AABB margin private float _margin; public TrapezoidalMap() { Map = new HashSet(); _margin = 50.0f; _bCross = null; _cross = null; } public void Clear() { _bCross = null; _cross = null; } // Case 1: segment completely enclosed by trapezoid // break trapezoid into 4 smaller trapezoids public Trapezoid[] Case1(Trapezoid t, Edge e) { Trapezoid[] trapezoids = new Trapezoid[4]; trapezoids[0] = new Trapezoid(t.LeftPoint, e.P, t.Top, t.Bottom); trapezoids[1] = new Trapezoid(e.P, e.Q, t.Top, e); trapezoids[2] = new Trapezoid(e.P, e.Q, e, t.Bottom); trapezoids[3] = new Trapezoid(e.Q, t.RightPoint, t.Top, t.Bottom); trapezoids[0].UpdateLeft(t.UpperLeft, t.LowerLeft); trapezoids[1].UpdateLeftRight(trapezoids[0], null, trapezoids[3], null); trapezoids[2].UpdateLeftRight(null, trapezoids[0], null, trapezoids[3]); trapezoids[3].UpdateRight(t.UpperRight, t.LowerRight); return trapezoids; } // Case 2: Trapezoid contains point p, q lies outside // break trapezoid into 3 smaller trapezoids public Trapezoid[] Case2(Trapezoid t, Edge e) { Point rp; if (e.Q.X == t.RightPoint.X) rp = e.Q; else rp = t.RightPoint; Trapezoid[] trapezoids = new Trapezoid[3]; trapezoids[0] = new Trapezoid(t.LeftPoint, e.P, t.Top, t.Bottom); trapezoids[1] = new Trapezoid(e.P, rp, t.Top, e); trapezoids[2] = new Trapezoid(e.P, rp, e, t.Bottom); trapezoids[0].UpdateLeft(t.UpperLeft, t.LowerLeft); trapezoids[1].UpdateLeftRight(trapezoids[0], null, t.UpperRight, null); trapezoids[2].UpdateLeftRight(null, trapezoids[0], null, t.LowerRight); _bCross = t.Bottom; _cross = t.Top; e.Above = trapezoids[1]; e.Below = trapezoids[2]; return trapezoids; } // Case 3: Trapezoid is bisected public Trapezoid[] Case3(Trapezoid t, Edge e) { Point lp; if (e.P.X == t.LeftPoint.X) lp = e.P; else lp = t.LeftPoint; Point rp; if (e.Q.X == t.RightPoint.X) rp = e.Q; else rp = t.RightPoint; Trapezoid[] trapezoids = new Trapezoid[2]; if (_cross == t.Top) { trapezoids[0] = t.UpperLeft; trapezoids[0].UpdateRight(t.UpperRight, null); trapezoids[0].RightPoint = rp; } else { trapezoids[0] = new Trapezoid(lp, rp, t.Top, e); trapezoids[0].UpdateLeftRight(t.UpperLeft, e.Above, t.UpperRight, null); } if (_bCross == t.Bottom) { trapezoids[1] = t.LowerLeft; trapezoids[1].UpdateRight(null, t.LowerRight); trapezoids[1].RightPoint = rp; } else { trapezoids[1] = new Trapezoid(lp, rp, e, t.Bottom); trapezoids[1].UpdateLeftRight(e.Below, t.LowerLeft, null, t.LowerRight); } _bCross = t.Bottom; _cross = t.Top; e.Above = trapezoids[0]; e.Below = trapezoids[1]; return trapezoids; } // Case 4: Trapezoid contains point q, p lies outside // break trapezoid into 3 smaller trapezoids public Trapezoid[] Case4(Trapezoid t, Edge e) { Point lp; if (e.P.X == t.LeftPoint.X) lp = e.P; else lp = t.LeftPoint; Trapezoid[] trapezoids = new Trapezoid[3]; if (_cross == t.Top) { trapezoids[0] = t.UpperLeft; trapezoids[0].RightPoint = e.Q; } else { trapezoids[0] = new Trapezoid(lp, e.Q, t.Top, e); trapezoids[0].UpdateLeft(t.UpperLeft, e.Above); } if (_bCross == t.Bottom) { trapezoids[1] = t.LowerLeft; trapezoids[1].RightPoint = e.Q; } else { trapezoids[1] = new Trapezoid(lp, e.Q, e, t.Bottom); trapezoids[1].UpdateLeft(e.Below, t.LowerLeft); } trapezoids[2] = new Trapezoid(e.Q, t.RightPoint, t.Top, t.Bottom); trapezoids[2].UpdateLeftRight(trapezoids[0], trapezoids[1], t.UpperRight, t.LowerRight); return trapezoids; } // Create an AABB around segments public Trapezoid BoundingBox(List edges) { Point max = edges[0].P + _margin; Point min = edges[0].Q - _margin; foreach (Edge e in edges) { if (e.P.X > max.X) max = new Point(e.P.X + _margin, max.Y); if (e.P.Y > max.Y) max = new Point(max.X, e.P.Y + _margin); if (e.Q.X > max.X) max = new Point(e.Q.X + _margin, max.Y); if (e.Q.Y > max.Y) max = new Point(max.X, e.Q.Y + _margin); if (e.P.X < min.X) min = new Point(e.P.X - _margin, min.Y); if (e.P.Y < min.Y) min = new Point(min.X, e.P.Y - _margin); if (e.Q.X < min.X) min = new Point(e.Q.X - _margin, min.Y); if (e.Q.Y < min.Y) min = new Point(min.X, e.Q.Y - _margin); } Edge top = new Edge(new Point(min.X, max.Y), new Point(max.X, max.Y)); Edge bottom = new Edge(new Point(min.X, min.Y), new Point(max.X, min.Y)); Point left = bottom.P; Point right = top.Q; return new Trapezoid(left, right, top, bottom); } } }