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LuaCsForBarotraumaEP/Libraries/Farseer Physics Engine 3.5/Common/PolygonManipulation/SimplifyTools.cs
2025-03-12 12:56:27 +00:00

307 lines
10 KiB
C#

/* Original source Farseer Physics Engine:
* Copyright (c) 2014 Ian Qvist, http://farseerphysics.codeplex.com
* Microsoft Permissive License (Ms-PL) v1.1
*/
using System;
using System.Collections.Generic;
using System.Diagnostics;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Common.PolygonManipulation
{
/// <summary>
/// Provides a set of tools to simplify polygons in various ways.
/// </summary>
public static class SimplifyTools
{
/// <summary>
/// Removes all collinear points on the polygon.
/// </summary>
/// <param name="vertices">The polygon that needs simplification.</param>
/// <param name="collinearityTolerance">The collinearity tolerance.</param>
/// <returns>A simplified polygon.</returns>
public static Vertices CollinearSimplify(Vertices vertices, float collinearityTolerance = 0)
{
if (vertices.Count <= 3)
return vertices;
Vertices simplified = new Vertices(vertices.Count);
for (int i = 0; i < vertices.Count; i++)
{
Vector2 prev = vertices.PreviousVertex(i);
Vector2 current = vertices[i];
Vector2 next = vertices.NextVertex(i);
//If they collinear, continue
if (MathUtils.IsCollinear(ref prev, ref current, ref next, collinearityTolerance))
continue;
simplified.Add(current);
}
return simplified;
}
/// <summary>
/// Ramer-Douglas-Peucker polygon simplification algorithm. This is the general recursive version that does not use the
/// speed-up technique by using the Melkman convex hull.
///
/// If you pass in 0, it will remove all collinear points.
/// </summary>
/// <returns>The simplified polygon</returns>
public static Vertices DouglasPeuckerSimplify(Vertices vertices, float distanceTolerance)
{
if (vertices.Count <= 3)
return vertices;
bool[] usePoint = new bool[vertices.Count];
for (int i = 0; i < vertices.Count; i++)
usePoint[i] = true;
SimplifySection(vertices, 0, vertices.Count - 1, usePoint, distanceTolerance);
Vertices simplified = new Vertices(vertices.Count);
for (int i = 0; i < vertices.Count; i++)
{
if (usePoint[i])
simplified.Add(vertices[i]);
}
return simplified;
}
private static void SimplifySection(Vertices vertices, int i, int j, bool[] usePoint, float distanceTolerance)
{
if ((i + 1) == j)
return;
Vector2 a = vertices[i];
Vector2 b = vertices[j];
double maxDistance = -1.0;
int maxIndex = i;
for (int k = i + 1; k < j; k++)
{
Vector2 point = vertices[k];
double distance = LineTools.DistanceBetweenPointAndLineSegment(ref point, ref a, ref b);
if (distance > maxDistance)
{
maxDistance = distance;
maxIndex = k;
}
}
if (maxDistance <= distanceTolerance)
{
for (int k = i + 1; k < j; k++)
{
usePoint[k] = false;
}
}
else
{
SimplifySection(vertices, i, maxIndex, usePoint, distanceTolerance);
SimplifySection(vertices, maxIndex, j, usePoint, distanceTolerance);
}
}
/// <summary>
/// Merges all parallel edges in the list of vertices
/// </summary>
/// <param name="vertices">The vertices.</param>
/// <param name="tolerance">The tolerance.</param>
public static Vertices MergeParallelEdges(Vertices vertices, float tolerance)
{
//From Eric Jordan's convex decomposition library
if (vertices.Count <= 3)
return vertices; //Can't do anything useful here to a triangle
bool[] mergeMe = new bool[vertices.Count];
int newNVertices = vertices.Count;
//Gather points to process
for (int i = 0; i < vertices.Count; ++i)
{
int lower = (i == 0) ? (vertices.Count - 1) : (i - 1);
int middle = i;
int upper = (i == vertices.Count - 1) ? (0) : (i + 1);
float dx0 = vertices[middle].X - vertices[lower].X;
float dy0 = vertices[middle].Y - vertices[lower].Y;
float dx1 = vertices[upper].Y - vertices[middle].X;
float dy1 = vertices[upper].Y - vertices[middle].Y;
float norm0 = MathF.Sqrt(dx0 * dx0 + dy0 * dy0);
float norm1 = MathF.Sqrt(dx1 * dx1 + dy1 * dy1);
if (!(norm0 > 0.0f && norm1 > 0.0f) && newNVertices > 3)
{
//Merge identical points
mergeMe[i] = true;
--newNVertices;
}
dx0 /= norm0;
dy0 /= norm0;
dx1 /= norm1;
dy1 /= norm1;
float cross = dx0 * dy1 - dx1 * dy0;
float dot = dx0 * dx1 + dy0 * dy1;
if (Math.Abs(cross) < tolerance && dot > 0 && newNVertices > 3)
{
mergeMe[i] = true;
--newNVertices;
}
else
mergeMe[i] = false;
}
if (newNVertices == vertices.Count || newNVertices == 0)
return vertices;
int currIndex = 0;
//Copy the vertices to a new list and clear the old
Vertices newVertices = new Vertices(newNVertices);
for (int i = 0; i < vertices.Count; ++i)
{
if (mergeMe[i] || newNVertices == 0 || currIndex == newNVertices)
continue;
Debug.Assert(currIndex < newNVertices);
newVertices.Add(vertices[i]);
++currIndex;
}
return newVertices;
}
/// <summary>
/// Merges the identical points in the polygon.
/// </summary>
/// <param name="vertices">The vertices.</param>
public static Vertices MergeIdenticalPoints(Vertices vertices)
{
HashSet<Vector2> unique = new HashSet<Vector2>();
foreach (Vector2 vertex in vertices)
{
unique.Add(vertex);
}
return new Vertices(unique);
}
/// <summary>
/// Reduces the polygon by distance.
/// </summary>
/// <param name="vertices">The vertices.</param>
/// <param name="distance">The distance between points. Points closer than this will be removed.</param>
public static Vertices ReduceByDistance(Vertices vertices, float distance)
{
if (vertices.Count <= 3)
return vertices;
float distance2 = distance * distance;
Vertices simplified = new Vertices(vertices.Count);
for (int i = 0; i < vertices.Count; i++)
{
Vector2 current = vertices[i];
Vector2 next = vertices.NextVertex(i);
//If they are closer than the distance, continue
if ((next - current).LengthSquared() <= distance2)
continue;
simplified.Add(current);
}
return simplified;
}
/// <summary>
/// Reduces the polygon by removing the Nth vertex in the vertices list.
/// </summary>
/// <param name="vertices">The vertices.</param>
/// <param name="nth">The Nth point to remove. Example: 5.</param>
/// <returns></returns>
public static Vertices ReduceByNth(Vertices vertices, int nth)
{
if (vertices.Count <= 3)
return vertices;
if (nth == 0)
return vertices;
Vertices simplified = new Vertices(vertices.Count);
for (int i = 0; i < vertices.Count; i++)
{
if (i % nth == 0)
continue;
simplified.Add(vertices[i]);
}
return simplified;
}
/// <summary>
/// Simplify the polygon by removing all points that in pairs of 3 have an area less than the tolerance.
///
/// Pass in 0 as tolerance, and it will only remove collinear points.
/// </summary>
/// <param name="vertices"></param>
/// <param name="areaTolerance"></param>
/// <returns></returns>
public static Vertices ReduceByArea(Vertices vertices, float areaTolerance)
{
//From physics2d.net
if (vertices.Count <= 3)
return vertices;
if (areaTolerance < 0)
throw new ArgumentOutOfRangeException("areaTolerance", "must be equal to or greater than zero.");
Vertices simplified = new Vertices(vertices.Count);
Vector2 v3;
Vector2 v1 = vertices[vertices.Count - 2];
Vector2 v2 = vertices[vertices.Count - 1];
areaTolerance *= 2;
for (int i = 0; i < vertices.Count; ++i, v2 = v3)
{
v3 = i == vertices.Count - 1 ? simplified[0] : vertices[i];
float old1;
MathUtils.Cross(ref v1, ref v2, out old1);
float old2;
MathUtils.Cross(ref v2, ref v3, out old2);
float new1;
MathUtils.Cross(ref v1, ref v3, out new1);
if (Math.Abs(new1 - (old1 + old2)) > areaTolerance)
{
simplified.Add(v2);
v1 = v2;
}
}
return simplified;
}
}
}