| 1 | using System; | 
 
 
 
 
 | 2 | using System.Collections.Generic; | 
 
 
 
 
 | 3 |  | 
 
 
 
 
 | 4 | namespace Oni.Akira | 
 
 
 
 
 | 5 | { | 
 
 
 
 
 | 6 | internal struct Polygon2Clipper | 
 
 
 
 
 | 7 | { | 
 
 
 
 
 | 8 | private readonly List<Polygon2> result; | 
 
 
 
 
 | 9 | private readonly RoomBspNode bspTree; | 
 
 
 
 
 | 10 |  | 
 
 
 
 
 | 11 | #region private struct Line | 
 
 
 
 
 | 12 |  | 
 
 
 
 
 | 13 | private struct Line | 
 
 
 
 
 | 14 | { | 
 
 
 
 
 | 15 | private float a, c, d; | 
 
 
 
 
 | 16 |  | 
 
 
 
 
 | 17 | public Line(Plane plane) | 
 
 
 
 
 | 18 | { | 
 
 
 
 
 | 19 | a = plane.Normal.X; | 
 
 
 
 
 | 20 | c = plane.Normal.Z; | 
 
 
 
 
 | 21 | d = plane.D; | 
 
 
 
 
 | 22 | } | 
 
 
 
 
 | 23 |  | 
 
 
 
 
 | 24 | public int RelativePosition(Vector2 point) | 
 
 
 
 
 | 25 | { | 
 
 
 
 
 | 26 | float r = a * point.X + c * point.Y + d; | 
 
 
 
 
 | 27 |  | 
 
 
 
 
 | 28 | if (r < -0.00001f) | 
 
 
 
 
 | 29 | return -1; | 
 
 
 
 
 | 30 | else if (r > 0.00001f) | 
 
 
 
 
 | 31 | return 1; | 
 
 
 
 
 | 32 | else | 
 
 
 
 
 | 33 | return 0; | 
 
 
 
 
 | 34 | } | 
 
 
 
 
 | 35 |  | 
 
 
 
 
 | 36 | public Vector2 Intersect(Vector2 p0, Vector2 p1) | 
 
 
 
 
 | 37 | { | 
 
 
 
 
 | 38 | if (p0.X == p1.X) | 
 
 
 
 
 | 39 | { | 
 
 
 
 
 | 40 | float x = p0.X; | 
 
 
 
 
 | 41 | float y = (d + a * x) / -c; | 
 
 
 
 
 | 42 | return new Vector2(x, y); | 
 
 
 
 
 | 43 | } | 
 
 
 
 
 | 44 | else if (p0.Y == p1.Y) | 
 
 
 
 
 | 45 | { | 
 
 
 
 
 | 46 | float x = (-c * p0.Y - d) / a; | 
 
 
 
 
 | 47 | float y = p0.Y; | 
 
 
 
 
 | 48 | return new Vector2(x, y); | 
 
 
 
 
 | 49 | } | 
 
 
 
 
 | 50 | else | 
 
 
 
 
 | 51 | { | 
 
 
 
 
 | 52 | float m = (p1.Y - p0.Y) / (p1.X - p0.X); | 
 
 
 
 
 | 53 | float x = (c * m * p0.X - c * p0.Y - d) / (a + c * m); | 
 
 
 
 
 | 54 | float y = m * (x - p0.X) + p0.Y; | 
 
 
 
 
 | 55 | return new Vector2(x, y); | 
 
 
 
 
 | 56 | } | 
 
 
 
 
 | 57 | } | 
 
 
 
 
 | 58 | } | 
 
 
 
 
 | 59 |  | 
 
 
 
 
 | 60 | #endregion | 
 
 
 
 
 | 61 |  | 
 
 
 
 
 | 62 | public Polygon2Clipper(RoomBspNode bspTree) | 
 
 
 
 
 | 63 | { | 
 
 
 
 
 | 64 | this.result = new List<Polygon2>(); | 
 
 
 
 
 | 65 | this.bspTree = bspTree; | 
 
 
 
 
 | 66 | } | 
 
 
 
 
 | 67 |  | 
 
 
 
 
 | 68 | public IEnumerable<Polygon2> Clip(Polygon2 polygon) | 
 
 
 
 
 | 69 | { | 
 
 
 
 
 | 70 | result.Clear(); | 
 
 
 
 
 | 71 | Clip(new[] { polygon }, bspTree); | 
 
 
 
 
 | 72 | return result; | 
 
 
 
 
 | 73 | } | 
 
 
 
 
 | 74 |  | 
 
 
 
 
 | 75 | private void Clip(IEnumerable<Polygon2> polygons, RoomBspNode node) | 
 
 
 
 
 | 76 | { | 
 
 
 
 
 | 77 | var negative = new List<Polygon2>(); | 
 
 
 
 
 | 78 | var positive = new List<Polygon2>(); | 
 
 
 
 
 | 79 |  | 
 
 
 
 
 | 80 | var plane = node.Plane; | 
 
 
 
 
 | 81 |  | 
 
 
 
 
 | 82 | if (Math.Abs(plane.Normal.Y) > 0.001f) | 
 
 
 
 
 | 83 | { | 
 
 
 
 
 | 84 | negative.AddRange(polygons); | 
 
 
 
 
 | 85 | positive.AddRange(polygons); | 
 
 
 
 
 | 86 | } | 
 
 
 
 
 | 87 | else | 
 
 
 
 
 | 88 | { | 
 
 
 
 
 | 89 | var line = new Line(plane); | 
 
 
 
 
 | 90 |  | 
 
 
 
 
 | 91 | foreach (Polygon2 polygon in polygons) | 
 
 
 
 
 | 92 | Clip(polygon, line, negative, positive); | 
 
 
 
 
 | 93 | } | 
 
 
 
 
 | 94 |  | 
 
 
 
 
 | 95 | if (node.FrontChild != null) | 
 
 
 
 
 | 96 | Clip(positive, node.FrontChild); | 
 
 
 
 
 | 97 |  | 
 
 
 
 
 | 98 | if (node.BackChild != null) | 
 
 
 
 
 | 99 | Clip(negative, node.BackChild); | 
 
 
 
 
 | 100 | else | 
 
 
 
 
 | 101 | result.AddRange(negative); | 
 
 
 
 
 | 102 | } | 
 
 
 
 
 | 103 |  | 
 
 
 
 
 | 104 | private static void Clip(Polygon2 polygon, Line line, List<Polygon2> negative, List<Polygon2> positive) | 
 
 
 
 
 | 105 | { | 
 
 
 
 
 | 106 | var signs = new int[polygon.Length]; | 
 
 
 
 
 | 107 | int positiveCount = 0, negativeCount = 0; | 
 
 
 
 
 | 108 |  | 
 
 
 
 
 | 109 | for (int i = 0; i < polygon.Length; i++) | 
 
 
 
 
 | 110 | { | 
 
 
 
 
 | 111 | signs[i] = line.RelativePosition(polygon[i]); | 
 
 
 
 
 | 112 |  | 
 
 
 
 
 | 113 | if (signs[i] >= 0) | 
 
 
 
 
 | 114 | positiveCount++; | 
 
 
 
 
 | 115 |  | 
 
 
 
 
 | 116 | if (signs[i] <= 0) | 
 
 
 
 
 | 117 | negativeCount++; | 
 
 
 
 
 | 118 | } | 
 
 
 
 
 | 119 |  | 
 
 
 
 
 | 120 | if (negativeCount == polygon.Length) | 
 
 
 
 
 | 121 | { | 
 
 
 
 
 | 122 | // | 
 
 
 
 
 | 123 | // All points are in the negative half plane, nothing to clip. | 
 
 
 
 
 | 124 | // | 
 
 
 
 
 | 125 |  | 
 
 
 
 
 | 126 | negative.Add(polygon); | 
 
 
 
 
 | 127 | return; | 
 
 
 
 
 | 128 | } | 
 
 
 
 
 | 129 |  | 
 
 
 
 
 | 130 | if (positiveCount == polygon.Length) | 
 
 
 
 
 | 131 | { | 
 
 
 
 
 | 132 | // | 
 
 
 
 
 | 133 | // All points are in the positive half plane, nothing to clip. | 
 
 
 
 
 | 134 | // | 
 
 
 
 
 | 135 |  | 
 
 
 
 
 | 136 | positive.Add(polygon); | 
 
 
 
 
 | 137 | return; | 
 
 
 
 
 | 138 | } | 
 
 
 
 
 | 139 |  | 
 
 
 
 
 | 140 | var negativePoints = new List<Vector2>(); | 
 
 
 
 
 | 141 | var positivePoints = new List<Vector2>(); | 
 
 
 
 
 | 142 |  | 
 
 
 
 
 | 143 | int start = 0; | 
 
 
 
 
 | 144 | Vector2 p0; | 
 
 
 
 
 | 145 | int s0; | 
 
 
 
 
 | 146 |  | 
 
 
 
 
 | 147 | do | 
 
 
 
 
 | 148 | { | 
 
 
 
 
 | 149 | p0 = polygon[start]; | 
 
 
 
 
 | 150 | s0 = signs[start]; | 
 
 
 
 
 | 151 | start++; | 
 
 
 
 
 | 152 |  | 
 
 
 
 
 | 153 | // | 
 
 
 
 
 | 154 | // do not start right on the clip line | 
 
 
 
 
 | 155 | // | 
 
 
 
 
 | 156 |  | 
 
 
 
 
 | 157 | } while (s0 == 0); | 
 
 
 
 
 | 158 |  | 
 
 
 
 
 | 159 | var intersections = new Vector2[2]; | 
 
 
 
 
 | 160 | int intersectionCount = 0; | 
 
 
 
 
 | 161 |  | 
 
 
 
 
 | 162 | for (int i = 0; i < polygon.Length; i++) | 
 
 
 
 
 | 163 | { | 
 
 
 
 
 | 164 | Vector2 p1 = polygon[(i + start) % polygon.Length]; | 
 
 
 
 
 | 165 | int s1 = signs[(i + start) % polygon.Length]; | 
 
 
 
 
 | 166 |  | 
 
 
 
 
 | 167 | if (s0 == s1) | 
 
 
 
 
 | 168 | { | 
 
 
 
 
 | 169 | // | 
 
 
 
 
 | 170 | // Same half plane, no intersection, add the existing edge. | 
 
 
 
 
 | 171 | // | 
 
 
 
 
 | 172 |  | 
 
 
 
 
 | 173 | if (s0 < 0) | 
 
 
 
 
 | 174 | negativePoints.Add(p0); | 
 
 
 
 
 | 175 | else | 
 
 
 
 
 | 176 | positivePoints.Add(p0); | 
 
 
 
 
 | 177 | } | 
 
 
 
 
 | 178 | else if (s0 == 0) | 
 
 
 
 
 | 179 | { | 
 
 
 
 
 | 180 | // | 
 
 
 
 
 | 181 | // If the previous point was on the clip line then we need | 
 
 
 
 
 | 182 | // to use the current point sign to figure out the destination polygon. | 
 
 
 
 
 | 183 | // | 
 
 
 
 
 | 184 |  | 
 
 
 
 
 | 185 | if (s1 < 0) | 
 
 
 
 
 | 186 | negativePoints.Add(p0); | 
 
 
 
 
 | 187 | else | 
 
 
 
 
 | 188 | positivePoints.Add(p0); | 
 
 
 
 
 | 189 | } | 
 
 
 
 
 | 190 | else | 
 
 
 
 
 | 191 | { | 
 
 
 
 
 | 192 | // | 
 
 
 
 
 | 193 | // Different half plane, split the edge in two. | 
 
 
 
 
 | 194 | // | 
 
 
 
 
 | 195 |  | 
 
 
 
 
 | 196 | Vector2 intersection; | 
 
 
 
 
 | 197 |  | 
 
 
 
 
 | 198 | if (s1 == 0) | 
 
 
 
 
 | 199 | intersection = p1; | 
 
 
 
 
 | 200 | else | 
 
 
 
 
 | 201 | intersection = line.Intersect(p0, p1); | 
 
 
 
 
 | 202 |  | 
 
 
 
 
 | 203 | intersections[intersectionCount++] = intersection; | 
 
 
 
 
 | 204 |  | 
 
 
 
 
 | 205 | if (s0 < 0) | 
 
 
 
 
 | 206 | { | 
 
 
 
 
 | 207 | // the negative polygon needs to be closed | 
 
 
 
 
 | 208 | // the positive polygon needs to have an edge added from the previous intersection to the new one | 
 
 
 
 
 | 209 |  | 
 
 
 
 
 | 210 | negativePoints.Add(p0); | 
 
 
 
 
 | 211 |  | 
 
 
 
 
 | 212 | if (intersectionCount == 2) | 
 
 
 
 
 | 213 | { | 
 
 
 
 
 | 214 | negativePoints.Add(intersection); | 
 
 
 
 
 | 215 | positivePoints.Add(intersections[0]); | 
 
 
 
 
 | 216 | } | 
 
 
 
 
 | 217 |  | 
 
 
 
 
 | 218 | if (s1 != 0) | 
 
 
 
 
 | 219 | positivePoints.Add(intersection); | 
 
 
 
 
 | 220 | } | 
 
 
 
 
 | 221 | else | 
 
 
 
 
 | 222 | { | 
 
 
 
 
 | 223 | // the positive polygon needs to be closed | 
 
 
 
 
 | 224 | // the negative polygon needs to have an edge added from the previous intersection to the new one | 
 
 
 
 
 | 225 |  | 
 
 
 
 
 | 226 | positivePoints.Add(p0); | 
 
 
 
 
 | 227 |  | 
 
 
 
 
 | 228 | if (intersectionCount == 2) | 
 
 
 
 
 | 229 | { | 
 
 
 
 
 | 230 | positivePoints.Add(intersection); | 
 
 
 
 
 | 231 | negativePoints.Add(intersections[0]); | 
 
 
 
 
 | 232 | } | 
 
 
 
 
 | 233 |  | 
 
 
 
 
 | 234 | if (s1 != 0) | 
 
 
 
 
 | 235 | negativePoints.Add(intersection); | 
 
 
 
 
 | 236 | } | 
 
 
 
 
 | 237 | } | 
 
 
 
 
 | 238 |  | 
 
 
 
 
 | 239 | p0 = p1; | 
 
 
 
 
 | 240 | s0 = s1; | 
 
 
 
 
 | 241 | } | 
 
 
 
 
 | 242 |  | 
 
 
 
 
 | 243 | negative.Add(new Polygon2(negativePoints.ToArray())); | 
 
 
 
 
 | 244 | positive.Add(new Polygon2(positivePoints.ToArray())); | 
 
 
 
 
 | 245 | } | 
 
 
 
 
 | 246 | } | 
 
 
 
 
 | 247 | } |