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LuaCsForBarotraumaEP/Farseer Physics Engine 3.5/Common/Decomposition/SeidelDecomposer.cs

109 lines
3.9 KiB
C#

/*
* Farseer Physics Engine:
* Copyright (c) 2012 Ian Qvist
*/
using System.Collections.Generic;
using System.Diagnostics;
using FarseerPhysics.Common.Decomposition.Seidel;
using Microsoft.Xna.Framework;
using Point = FarseerPhysics.Common.Decomposition.Seidel.Point;
namespace FarseerPhysics.Common.Decomposition
{
/// <summary>
/// Convex decomposition algorithm created by Raimund Seidel
///
/// Properties:
/// - Decompose the polygon into trapezoids, then triangulate.
/// - To use the trapezoid data, use ConvexPartitionTrapezoid()
/// - Generate a lot of garbage due to incapsulation of the Poly2Tri library.
/// - Running time is O(n log n), n = number of vertices.
/// - Running time is almost linear for most simple polygons.
/// - Does not care about winding order.
///
/// For more information, see Raimund Seidel's paper "A simple and fast incremental randomized
/// algorithm for computing trapezoidal decompositions and for triangulating polygons"
///
/// See also: "Computational Geometry", 3rd edition, by Mark de Berg et al, Chapter 6.2
/// "Computational Geometry in C", 2nd edition, by Joseph O'Rourke
///
/// Original code from the Poly2Tri project by Mason Green.
/// http://code.google.com/p/poly2tri/source/browse?repo=archive#hg/scala/src/org/poly2tri/seidel
///
/// This implementation is from Dec 14, 2010
/// </summary>
internal static class SeidelDecomposer
{
/// <summary>
/// Decompose the polygon into several smaller non-concave polygons.
/// </summary>
/// <param name="vertices">The polygon to decompose.</param>
/// <param name="sheer">The sheer to use if you get bad results, try using a higher value.</param>
/// <returns>A list of triangles</returns>
public static List<Vertices> ConvexPartition(Vertices vertices, float sheer = 0.001f)
{
Debug.Assert(vertices.Count > 3);
List<Point> compatList = new List<Point>(vertices.Count);
foreach (Vector2 vertex in vertices)
{
compatList.Add(new Point(vertex.X, vertex.Y));
}
Triangulator t = new Triangulator(compatList, sheer);
List<Vertices> list = new List<Vertices>();
foreach (List<Point> triangle in t.Triangles)
{
Vertices outTriangles = new Vertices(triangle.Count);
foreach (Point outTriangle in triangle)
{
outTriangles.Add(new Vector2(outTriangle.X, outTriangle.Y));
}
list.Add(outTriangles);
}
return list;
}
/// <summary>
/// Decompose the polygon into several smaller non-concave polygons.
/// </summary>
/// <param name="vertices">The polygon to decompose.</param>
/// <param name="sheer">The sheer to use if you get bad results, try using a higher value.</param>
/// <returns>A list of trapezoids</returns>
public static List<Vertices> ConvexPartitionTrapezoid(Vertices vertices, float sheer = 0.001f)
{
List<Point> compatList = new List<Point>(vertices.Count);
foreach (Vector2 vertex in vertices)
{
compatList.Add(new Point(vertex.X, vertex.Y));
}
Triangulator t = new Triangulator(compatList, sheer);
List<Vertices> list = new List<Vertices>();
foreach (Trapezoid trapezoid in t.Trapezoids)
{
Vertices verts = new Vertices();
List<Point> points = trapezoid.GetVertices();
foreach (Point point in points)
{
verts.Add(new Vector2(point.X, point.Y));
}
list.Add(verts);
}
return list;
}
}
}