public static ConvexPartition ( Vertices vertices ) : List |
||
vertices | Vertices | The list of points describing the polygon |
리턴 | List |
public static List<Vertices> ConvexPartition(Vertices vertices)
{
Debug.Assert(vertices.Count > 3);
Debug.Assert(vertices.isCounterClockWise());
int[] polygon = new int[vertices.Count];
for (int v = 0; v < vertices.Count; v++)
polygon[v] = v;
int nv = vertices.Count;
// Remove nv-2 Vertices, creating 1 triangle every time
int count = 2 * nv; /* error detection */
List<Vertices> result = new List<Vertices>();
for (int v = nv - 1; nv > 2; )
{
// If we loop, it is probably a non-simple polygon
if (0 >= (count--))
{
// Triangulate: ERROR - probable bad polygon!
return new List<Vertices>();
}
// Three consecutive vertices in current polygon, <u,v,w>
int u = v;
if (nv <= u)
u = 0; // Previous
v = u + 1;
if (nv <= v)
v = 0; // New v
int w = v + 1;
if (nv <= w)
w = 0; // Next
_tmpA = vertices[polygon[u]];
_tmpB = vertices[polygon[v]];
_tmpC = vertices[polygon[w]];
if (Snip(vertices, u, v, w, nv, polygon))
{
int s, t;
// Output Triangle
Vertices triangle = new Vertices(3);
triangle.Add(_tmpA);
triangle.Add(_tmpB);
triangle.Add(_tmpC);
result.Add(triangle);
// Remove v from remaining polygon
for (s = v, t = v + 1; t < nv; s++, t++)
{
polygon[s] = polygon[t];
}
nv--;
// Reset error detection counter
count = 2 * nv;
}
}
return result;
}
public static List <Vertices> ConvexPartition(Vertices vertices, TriangulationAlgorithm algorithm, bool discardAndFixInvalid = true, float tolerance = 0.001f) { if (vertices.Count <= 3) { return new List <Vertices> { vertices } } ; List <Vertices> results; switch (algorithm) { case TriangulationAlgorithm.Earclip: if (vertices.IsCounterClockWise()) { Vertices temp = new Vertices(vertices); temp.Reverse(); results = EarclipDecomposer.ConvexPartition(temp, tolerance); } else { results = EarclipDecomposer.ConvexPartition(vertices, tolerance); } break; case TriangulationAlgorithm.Bayazit: if (!vertices.IsCounterClockWise()) { Vertices temp = new Vertices(vertices); temp.Reverse(); results = BayazitDecomposer.ConvexPartition(temp); } else { results = BayazitDecomposer.ConvexPartition(vertices); } break; case TriangulationAlgorithm.Flipcode: if (!vertices.IsCounterClockWise()) { Vertices temp = new Vertices(vertices); temp.Reverse(); results = FlipcodeDecomposer.ConvexPartition(temp); } else { results = FlipcodeDecomposer.ConvexPartition(vertices); } break; case TriangulationAlgorithm.Seidel: results = SeidelDecomposer.ConvexPartition(vertices, tolerance); break; case TriangulationAlgorithm.SeidelTrapezoids: results = SeidelDecomposer.ConvexPartitionTrapezoid(vertices, tolerance); break; case TriangulationAlgorithm.Delauny: results = CDTDecomposer.ConvexPartition(vertices); break; default: throw new ArgumentOutOfRangeException("algorithm"); } if (discardAndFixInvalid) { for (int i = results.Count - 1; i >= 0; i--) { Vertices polygon = results[i]; if (!ValidatePolygon(polygon)) { results.RemoveAt(i); } } } return(results); }