拆解凹多边形

偶遇需要拆解凹多边形

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Media;

namespace DrawPolygon
{
    public static class Settings
    {
        public const float Epsilon = 1.192092896e-07f;

        /// <summary>
        /// The maximum number of vertices on a convex polygon.
        /// </summary>
        public static int MaxPolygonVertices = 7;

    }

    public class Vertices : List<Point>
    {
        public Vertices()
        {
        }

        public Vertices(int capacity)
        {
            Capacity = capacity;
        }

        public Vertices(Point[] Point)
        {
            for (int i = 0; i < Point.Length; i++)
            {
                Add(Point[i]);
            }
        }

        public Vertices(IList<Point> vertices)
        {
            for (int i = 0; i < vertices.Count; i++)
            {
                Add(vertices[i]);
            }
        }

        public int NextIndex(int index)
        {
            if (index == Count - 1)
            {
                return 0;
            }
            return index + 1;
        }

        public Point NextVertex(int index)
        {
            return this[NextIndex(index)];
        }

        public int PreviousIndex(int index)
        {
            if (index == 0)
            {
                return Count - 1;
            }
            return index - 1;
        }

        public Point PreviousVertex(int index)
        {
            return this[PreviousIndex(index)];
        }

        public float GetSignedArea()
        {
            int i;
            float area = 0;

            for (i = 0; i < Count; i++)
            {
                int j = (i + 1) % Count;
                area += (float)(this[i].X * this[j].Y);
                area -= (float)(this[i].Y * this[j].X);
            }
            area /= 2.0f;
            return area;
        }

        public const float Pi = 3.14159f;

        public bool IsCounterClockWise()
        {
            return Count < 3 ? true : (GetSignedArea() > 0.0f);
        }

        public void ForceCounterClockWise()
        {
            if (!IsCounterClockWise())
            {
                Reverse();
            }
        }

        public override string ToString()
        {
            StringBuilder builder = new StringBuilder();
            for (int i = 0; i < Count; i++)
            {
                builder.Append(this[i].ToString());
                if (i < Count - 1)
                {
                    builder.Append(" ");
                }
            }
            return builder.ToString();
        }
    }

    public static class BayazitDecomposer
    {
        private static int num = 1;

        private static int stop = 20;

        private static int stopTemp = 12;

        public static List<Vertices> GetConvexPartition(PointCollection points)
        {
            return GetConvexPartition(new Vertices(points));
        }

        public static List<Vertices> GetConvexPartition(Vertices vertices)
        {
            stop = 50;
            stopTemp = 20;

            return ConvexPartition(vertices, 1);
        }

        private static List<Vertices> ConvexPartition(Vertices vertices, int verticesTemp)
        {
            stopTemp++;
            num = verticesTemp;
            //verticesTemp为1时正常分解,为2时代表遇到不能分解的轮廓,这时返回null,并放弃这个轮廓的更新
            if (stop == 1)
            {
                stop = vertices.Count;
            }
            if (stopTemp >= stop)
            {
                num = 2;
            }

            if (num == 1)
            {
                if (vertices == null)
                    return null;
                vertices.ForceCounterClockWise();

                List<Vertices> list = new List<Vertices>();
                float d, lowerDist, upperDist;
                Point p;
                Point lowerInt = new Point();
                Point upperInt = new Point();
                int lowerIndex = 0, upperIndex = 0;
                Vertices lowerPoly, upperPoly;
                for (int i = 0; i < vertices.Count; ++i)
                {
                    try { Reflex(i, vertices); }
                    catch
                    {
                        num = 2;
                        return null;
                    }

                    if (Reflex(i, vertices))
                    {
                        lowerDist = upperDist = float.MaxValue;
                        for (int j = 0; j < vertices.Count; ++j)
                        {
                            // if line intersects with an edge
                            if (Left(At(i - 1, vertices), At(i, vertices), At(j, vertices)) && RightOn(At(i - 1, vertices), At(i, vertices), At(j - 1, vertices)))
                            {
                                // find the point of intersection
                                p = LineTools.LineIntersect(At(i - 1, vertices), At(i, vertices), At(j, vertices), At(j - 1, vertices));
                                if (Right(At(i + 1, vertices), At(i, vertices), p))
                                {
                                    // make sure it's inside the poly
                                    d = SquareDist(At(i, vertices), p);
                                    if (d < lowerDist)
                                    {
                                        // keep only the closest intersection
                                        lowerDist = d;
                                        lowerInt = p;
                                        lowerIndex = j;
                                    }
                                }
                            }

                            if (Left(At(i + 1, vertices), At(i, vertices), At(j + 1, vertices)) && RightOn(At(i + 1, vertices), At(i, vertices), At(j, vertices)))
                            {
                                p = LineTools.LineIntersect(At(i + 1, vertices), At(i, vertices), At(j, vertices), At(j + 1, vertices));
                                if (Left(At(i - 1, vertices), At(i, vertices), p))
                                {
                                    d = SquareDist(At(i, vertices), p);
                                    if (d < upperDist)
                                    {
                                        upperDist = d;
                                        upperIndex = j;
                                        upperInt = p;
                                    }
                                }
                            }
                        }

                        // if there are no vertices to connect to, choose a point in the middle
                        if (lowerIndex == (upperIndex + 1) % vertices.Count)
                        {
                            Point sp = new Point((lowerInt.X + upperInt.X) / 2, (lowerInt.Y + upperInt.Y) / 2);

                            lowerPoly = Copy(i, upperIndex, vertices);
                            lowerPoly.Add(sp);
                            upperPoly = Copy(lowerIndex, i, vertices);
                            upperPoly.Add(sp);
                        }
                        else
                        {
                            double highestScore = 0, bestIndex = lowerIndex;
                            while (upperIndex < lowerIndex) upperIndex += vertices.Count;
                            for (int j = lowerIndex; j <= upperIndex; ++j)
                            {
                                if (CanSee(i, j, vertices))
                                {
                                    double score = 1 / (SquareDist(At(i, vertices), At(j, vertices)) + 1);
                                    if (Reflex(j, vertices))
                                    {
                                        if (RightOn(At(j - 1, vertices), At(j, vertices), At(i, vertices)) && LeftOn(At(j + 1, vertices), At(j, vertices), At(i, vertices)))
                                        {
                                            score += 3;
                                        }
                                        else
                                        {
                                            score += 2;
                                        }
                                    }
                                    else
                                    {
                                        score += 1;
                                    }

                                    if (score > highestScore)
                                    {
                                        bestIndex = j;
                                        highestScore = score;
                                    }
                                }
                            }
                            lowerPoly = Copy(i, (int)bestIndex, vertices);
                            upperPoly = Copy((int)bestIndex, i, vertices);
                        }
                        //在每次递归时都进行检测,遇到不能分解的就开始跳出循环
                        var lslowerPoly = ConvexPartition(lowerPoly, num);
                        var lsupperPoly = ConvexPartition(upperPoly, num);
                        if (lslowerPoly == null || lsupperPoly == null)
                        {
                            return null;
                        }

                        list.AddRange(lslowerPoly);
                        list.AddRange(lsupperPoly);
                        return list;
                    }
                }

                // polygon is already convex
                if (vertices.Count > Settings.MaxPolygonVertices)
                {
                    lowerPoly = Copy(0, vertices.Count / 2, vertices);
                    upperPoly = Copy(vertices.Count / 2, 0, vertices);
                    //当轮廓的点数目大于Settings.MaxPolygonVertices时分解轮廓的带你数目
                    var lslowerPoly = ConvexPartition(lowerPoly, num);
                    var lsupperPoly = ConvexPartition(upperPoly, num);
                    if (lslowerPoly == null || lsupperPoly == null)
                    {
                        return null;
                    }

                    list.AddRange(lslowerPoly);
                    list.AddRange(lsupperPoly);
                }
                else
                {
                    list.Add(vertices);
                }

                //The polygons are not guaranteed to be without collinear points. We remove them to be sure.
                for (int i = 0; i < list.Count; i++)
                {
                    list[i] = SimplifyTools.CollinearSimplify(list[i], 0);
                }

                //Remove empty vertice collections
                for (int i = list.Count - 1; i >= 0; i--)
                {
                    if (list[i].Count == 0)
                    {
                        list.RemoveAt(i);
                    }
                }

                return list;
            }
            return null;
        }

        private static bool Reflex(int i, Vertices vertices)
        {
            return Right(i, vertices);
        }

        private static bool Right(int i, Vertices vertices)
        {
            return Right(At(i - 1, vertices), At(i, vertices), At(i + 1, vertices));
        }

        private static bool Left(Point a, Point b, Point c)
        {
            return MathUtils.Area(ref a, ref b, ref c) > 0;
        }

        private static bool LeftOn(Point a, Point b, Point c)
        {
            return MathUtils.Area(ref a, ref b, ref c) >= 0;
        }

        private static bool Right(Point a, Point b, Point c)
        {
            return MathUtils.Area(ref a, ref b, ref c) < 0;
        }

        private static bool RightOn(Point a, Point b, Point c)
        {
            return MathUtils.Area(ref a, ref b, ref c) <= 0;
        }

        private static float SquareDist(Point a, Point b)
        {
            float dx = (float)(b.X - a.X);
            float dy = (float)(b.Y - a.Y);
            return dx * dx + dy * dy;
        }

        private static Point At(int i, Vertices vertices)
        {
            int s = vertices.Count;
            return vertices[i < 0 ? s - (-i % s) : i % s];
        }

        private static Vertices Copy(int i, int j, Vertices vertices)
        {
            Vertices p = new Vertices();
            while (j < i) j += vertices.Count;
            for (; i <= j; ++i)
            {
                p.Add(At(i, vertices));
            }
            return p;
        }

        private static bool CanSee(int i, int j, Vertices vertices)
        {
            if (Reflex(i, vertices))
            {
                if (LeftOn(At(i, vertices), At(i - 1, vertices), At(j, vertices)) &&
                    RightOn(At(i, vertices), At(i + 1, vertices), At(j, vertices))) return false;
            }
            else
            {
                if (RightOn(At(i, vertices), At(i + 1, vertices), At(j, vertices)) ||
                    LeftOn(At(i, vertices), At(i - 1, vertices), At(j, vertices))) return false;
            }
            if (Reflex(j, vertices))
            {
                if (LeftOn(At(j, vertices), At(j - 1, vertices), At(i, vertices)) &&
                    RightOn(At(j, vertices), At(j + 1, vertices), At(i, vertices))) return false;
            }
            else
            {
                if (RightOn(At(j, vertices), At(j + 1, vertices), At(i, vertices)) ||
                    LeftOn(At(j, vertices), At(j - 1, vertices), At(i, vertices))) return false;
            }
            for (int k = 0; k < vertices.Count; ++k)
            {
                if ((k + 1) % vertices.Count == i || k == i || (k + 1) % vertices.Count == j || k == j)
                {
                    continue;
                }
                Point intersectionPoint;
                if (LineTools.LineIntersect(At(i, vertices), At(j, vertices), At(k, vertices), At(k + 1, vertices), out intersectionPoint))
                {
                    return false;
                }
            }
            return true;
        }
    }

    public static class MathUtils
    {
        public static bool IsValid(double x)
        {
            return double.IsNaN(x) ? false : !double.IsInfinity(x);
        }

        public static void Cross(ref Point a, ref Point b, out float c)
        {
            c = (float)(a.X * b.Y - a.Y * b.X);
        }

        public static float Area(ref Point a, ref Point b, ref Point c)
        {
            return (float)(a.X * (b.Y - c.Y) + b.X * (c.Y - a.Y) + c.X * (a.Y - b.Y));
        }

        public static bool Collinear(ref Point a, ref Point b, ref Point c, float tolerance)
        {
            return FloatInRange(Area(ref a, ref b, ref c), -tolerance, tolerance);
        }

        public static bool FloatEquals(float value1, float value2)
        {
            return Math.Abs(value1 - value2) <= Settings.Epsilon;
        }

        public static bool FloatInRange(float value, float min, float max)
        {
            return (value >= min && value <= max);
        }
    }

    public static class SimplifyTools
    {
        public static Vertices CollinearSimplify(Vertices vertices, float collinearityTolerance)
        {
            if (vertices.Count < 3)
                return vertices;

            Vertices simplified = new Vertices();

            for (int i = 0; i < vertices.Count; i++)
            {
                int prevId = vertices.PreviousIndex(i);
                int nextId = vertices.NextIndex(i);

                Point prev = vertices[prevId];
                Point current = vertices[i];
                Point next = vertices[nextId];

                if (MathUtils.Collinear(ref prev, ref current, ref next, collinearityTolerance))
                    continue;

                simplified.Add(current);
            }

            return simplified;
        }
    }

    public static class LineTools
    {
        public static Point LineIntersect(Point p1, Point p2, Point q1, Point q2)
        {
            Point i = new Point(0, 0);
            float a1 = (float)(p2.Y - p1.Y);
            float b1 = (float)(p1.X - p2.X);
            float c1 = (float)(a1 * p1.X + b1 * p1.Y);
            float a2 = (float)(q2.Y - q1.Y);
            float b2 = (float)(q1.X - q2.X);
            float c2 = (float)(a2 * q1.X + b2 * q1.Y);
            float det = a1 * b2 - a2 * b1;

            if (!MathUtils.FloatEquals(det, 0))
            {
                i.X = (b2 * c1 - b1 * c2) / det;
                i.Y = (a1 * c2 - a2 * c1) / det;
            }
            return i;
        }

        public static bool LineIntersect(ref Point point1, ref Point point2, ref Point point3, ref Point point4, bool firstIsSegment, bool secondIsSegment, out Point point)
        {
            point = new Point();

            float a = (float)(point4.Y - point3.Y);
            float b = (float)(point2.X - point1.X);
            float c = (float)(point4.X - point3.X);
            float d = (float)(point2.Y - point1.Y);

            float denom = (a * b) - (c * d);

            if (!(denom >= -Settings.Epsilon && denom <= Settings.Epsilon))
            {
                float e = (float)(point1.Y - point3.Y);
                float f = (float)(point1.X - point3.X);
                float oneOverDenom = 1.0f / denom;

                float ua = (c * e) - (a * f);
                ua *= oneOverDenom;

                if (!firstIsSegment || ua >= 0.0f && ua <= 1.0f)
                {
                    float ub = (b * e) - (d * f);
                    ub *= oneOverDenom;

                    if (!secondIsSegment || ub >= 0.0f && ub <= 1.0f)
                    {
                        if (ua != 0f || ub != 0f)
                        {
                            point.X = point1.X + ua * b;
                            point.Y = point1.Y + ua * d;
                            return true;
                        }
                    }
                }
            }
            return false;
        }

        public static bool LineIntersect(Point point1, Point point2, Point point3, Point point4, out Point intersectionPoint)
        {
            return LineIntersect(ref point1, ref point2, ref point3, ref point4, true, true, out intersectionPoint);
        }
    }
}
View Code

 

转载于:https://www.cnblogs.com/jiailiuyan/p/3392275.html

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