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using CodeWalker.Core.GameFiles.FileTypes.Builders ;
using CodeWalker.GameFiles ;
using CodeWalker.World ;
using SharpDX ;
using System ;
using System.Collections.Generic ;
using System.ComponentModel ;
using System.Data ;
using System.Drawing ;
using System.IO ;
using System.Linq ;
using System.Text ;
using System.Threading ;
using System.Threading.Tasks ;
using System.Windows.Forms ;
using WeifenLuo.WinFormsUI.Docking ;
namespace CodeWalker.Project.Panels
{
public partial class GenerateNavMeshPanel : ProjectPanel
{
public ProjectForm ProjectForm { get ; set ; }
public ProjectFile CurrentProjectFile { get ; set ; }
public GenerateNavMeshPanel ( ProjectForm projectForm )
{
ProjectForm = projectForm ;
InitializeComponent ( ) ;
Tag = "GenerateNavMeshPanel" ;
if ( ProjectForm ? . WorldForm = = null )
{
//could happen in some other startup mode - world form is required for this..
GenerateButton . Enabled = false ;
UpdateStatus ( "Unable to generate - World View not available!" ) ;
}
}
public void SetProject ( ProjectFile project )
{
CurrentProjectFile = project ;
}
private void GenerateButton_Click ( object sender , EventArgs e )
{
var space = ProjectForm ? . WorldForm ? . Space ;
if ( space = = null ) return ;
var gameFileCache = ProjectForm ? . WorldForm ? . GameFileCache ;
if ( gameFileCache = = null ) return ;
Vector2 min = FloatUtil . ParseVector2String ( MinTextBox . Text ) ;
Vector2 max = FloatUtil . ParseVector2String ( MaxTextBox . Text ) ;
if ( min = = max )
{
MessageBox . Show ( "Unable to generate - No valid area was specified!\nMake sure Min and Max form a box around the area you want to generate the nav meshes for." ) ;
return ;
}
if ( ( min . X < - 6000 ) | | ( min . Y < - 6000 ) | | ( max . X > 9000 ) | | ( max . Y > 9000 ) ) //it's over 9000
{
if ( MessageBox . Show ( "Warning: min/max goes outside the possible navmesh area - valid range is from -6000 to 9000 (X and Y).\nDo you want to continue anyway?" , "Warning - specified area out of range" , MessageBoxButtons . YesNo ) ! = DialogResult . Yes )
{
return ;
}
}
//if (string.IsNullOrEmpty(ProjectForm?.CurrentProjectFile?.Filepath))
//{
// MessageBox.Show("Please save the current project first. Generated navmeshes will be placed in the project folder.");
// return;
//}
GenerateButton . Enabled = false ;
float density = 0.5f ; //distance between vertices for the initial grid
//float clipdz = 0.5f; //any polygons with greater steepness should be removed
//Vector2 vertexCounts = (max - min) / density;
//int vertexCountX = (int)vertexCounts.X;
//int vertexCountY = (int)vertexCounts.Y;
//int vertexCountTot = vertexCountX * vertexCountY;
var layers = new [ ] { true , false , false } ; //collision layers to use
int hitTestCount = 0 ; //statistic for number of hit tests done
int hitCount = 0 ; //statistic for total ray hits
int newCount = 0 ; //statistic for total new control vertices
Task . Run ( ( ) = >
{
//find vertices in one world cell at a time, by raycasting in a grid pattern.
//then filter those based on polygon slope deltas (and materials) to reduce the detail.
//then add the generated verts for the cell into a master quadtree/bvh/grid
//after all verts are generated, do voronoi tessellation with those to generate the nav polys.
//finally, remove any polys that are steeper than the threshold.
var vgrid = new VertexGrid ( ) ;
var vert = new GenVertex ( ) ;
var builder = new YnvBuilder ( ) ;
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var polys = new List < GenPoly > ( ) ;
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var vertexCountXY = ( max - min ) / density ;
int vertexCountX = ( int ) vertexCountXY . X + 1 ;
int vertexCountY = ( int ) vertexCountXY . Y + 1 ;
//int vertexCountTot = vertexCountX * vertexCountY;
vgrid . BeginGrid ( vertexCountX , vertexCountY ) ;
Ray ray = new Ray ( Vector3 . Zero , new Vector3 ( 0 , 0 , - 1 ) ) ; //for casting with
UpdateStatus ( "Loading YBNs..." ) ;
var bmin = new Vector3 ( min , 0 ) ;
var bmax = new Vector3 ( max , 0 ) ;
var boundslist = space . BoundsStore . GetItems ( ref bmin , ref bmax ) ;
//pre-warm the bounds cache for this area, and find the min/max Z
foreach ( var boundsitem in boundslist )
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{
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YbnFile ybn = gameFileCache . GetYbn ( boundsitem . Name ) ;
if ( ybn = = null )
{ continue ; } //ybn not found?
if ( ! ybn . Loaded ) //ybn not loaded yet...
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{
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UpdateStatus ( "Loading ybn: " + boundsitem . Name . ToString ( ) + " ..." ) ;
int waitCount = 0 ;
while ( ! ybn . Loaded )
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{
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waitCount + + ;
if ( waitCount > 10000 )
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{
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UpdateStatus ( "Timeout waiting for ybn " + boundsitem . Name . ToString ( ) + " to load!" ) ;
Thread . Sleep ( 1000 ) ; //just to let the message display for a second...
break ;
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}
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Thread . Sleep ( 20 ) ; //~50fps should be fine
ybn = gameFileCache . GetYbn ( boundsitem . Name ) ; //try queue it again..
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}
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}
if ( ybn . Loaded & & ( ybn . Bounds ! = null ) )
{
bmin . Z = Math . Min ( bmin . Z , ybn . Bounds . BoundingBoxMin . Z ) ;
bmax . Z = Math . Max ( bmax . Z , ybn . Bounds . BoundingBoxMax . Z ) ;
}
}
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//ray-cast each XY vertex position, and find the height and surface from ybn's
//continue casting down to find more surfaces...
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UpdateStatus ( "Processing..." ) ;
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for ( int vx = 0 ; vx < vertexCountX ; vx + + )
{
for ( int vy = 0 ; vy < vertexCountY ; vy + + )
{
vgrid . BeginCell ( vx , vy ) ;
var vcoffset = new Vector3 ( vx , vy , 0 ) * density ;
ray . Position = bmin + vcoffset ;
ray . Position . Z = bmax . Z + 1.0f ; //start the ray at the top of the cell
var intres = space . RayIntersect ( ray , float . MaxValue , layers ) ;
hitTestCount + + ;
while ( intres . Hit ) // && (intres.HitDist > 0))
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{
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if ( intres . HitDist > 0 )
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{
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hitCount + + ;
vert . Position = intres . Position ;
vert . Normal = intres . Normal ;
vert . Material = intres . Material . Type ;
vert . PolyFlags = ( ushort ) intres . Material . Flags ;
vert . PrevIDX = - 1 ;
vert . PrevIDY = - 1 ;
vert . NextIDX = - 1 ;
vert . NextIDY = - 1 ;
vert . CompPrevX = false ;
vert . CompPrevY = false ;
vert . CompNextX = false ;
vert . CompNextY = false ;
vert . PolyID = - 1 ;
vgrid . AddVertex ( ref vert ) ;
if ( vgrid . CurVertexCount > 15 ) //too many hits?
{ break ; }
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}
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//continue down until no more hits..... step by 3m
ray . Position . Z = intres . Position . Z - 3.0f ;
intres = space . RayIntersect ( ray , float . MaxValue , layers ) ;
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}
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vgrid . EndCell ( vx , vy ) ;
}
}
vgrid . EndGrid ( ) ; //build vertex array
vgrid . ConnectVertices ( ) ;
var genPolys = vgrid . GenPolys2 ( ) ;
polys . AddRange ( genPolys ) ;
newCount + = genPolys . Count ;
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//try merge generated polys into bigger ones, while keeping convex!
UpdateStatus ( "Building edge dictionary..." ) ;
var edgeDict = new Dictionary < GenEdgeKey , GenEdge > ( ) ;
var tryGetEdge = new Func < Vector3 , Vector3 , GenEdge > ( ( v1 , v2 ) = >
{
var key1 = new GenEdgeKey ( v1 , v2 ) ;
var key2 = new GenEdgeKey ( v2 , v1 ) ;
GenEdge edge = null ;
if ( edgeDict . TryGetValue ( key1 , out edge ) | | edgeDict . TryGetValue ( key2 , out edge ) )
{
return edge ;
}
return null ;
} ) ;
var tryRemoveEdge = new Action < Vector3 , Vector3 > ( ( v1 , v2 ) = >
{
var key1 = new GenEdgeKey ( v1 , v2 ) ;
var key2 = new GenEdgeKey ( v2 , v1 ) ;
edgeDict . Remove ( key1 ) ;
edgeDict . Remove ( key2 ) ;
} ) ;
var buildEdgeDict = new Action ( ( ) = >
{
for ( int p = 0 ; p < polys . Count ; p + + ) //build edge dict
{
var poly = polys [ p ] ;
poly . Index = p ;
for ( int i = 0 ; i < poly . Vertices . Length ; i + + )
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{
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var ip = ( i + 1 ) % poly . Vertices . Length ;
var edge = tryGetEdge ( poly . Vertices [ i ] , poly . Vertices [ ip ] ) ;
if ( edge ! = null )
{
if ( edge . Poly2 ! = null )
{ } //edge already assigned a second poly! shouldn't happen...
edge . Poly2 = poly ;
edge . EdgeIndex2 = i ;
}
else
{
var key = new GenEdgeKey ( poly . Vertices [ i ] , poly . Vertices [ ip ] ) ;
edge = new GenEdge ( poly , i ) ;
edgeDict [ key ] = edge ;
}
}
}
} ) ;
buildEdgeDict ( ) ;
UpdateStatus ( "Merging polygons..." ) ;
float plthresh = 0.3f ; //threshold for plane dist test
float dpthresh = 0.75f ; //threshold for plane normals test
float dthresh = 6.0f ; //absolute distance thresh
for ( int p = 0 ; p < polys . Count ; p + + )
{
//UpdateStatus("Merging polygons... (" + p.ToString() + "/" + polys.Count.ToString() + ")");
var poly = polys [ p ] ;
if ( poly = = null ) continue ;
if ( poly . Merged ) continue ;
var p1cnt = poly . Vertices . Length ;
if ( p1cnt < 3 ) continue ;
var vplane = new Plane ( poly . Vertices [ 0 ] , poly . Normal ) ;
var polycenter = poly . GetCenter ( ) ;
for ( int i = 0 ; i < poly . Vertices . Length ; i + + )
{
var ip = ( i + 1 ) % poly . Vertices . Length ;
var eind1 = i ;
var edge = tryGetEdge ( poly . Vertices [ i ] , poly . Vertices [ ip ] ) ;
if ( edge = = null ) continue ;
var poly2 = edge . Poly1 ;
var eind2 = edge . EdgeIndex1 ;
if ( poly2 = = poly ) { poly2 = edge . Poly2 ; eind2 = edge . EdgeIndex2 ; }
if ( poly2 = = poly ) continue ; //can't merge with itself! redundant edges/verts...
if ( poly2 = = null ) continue ;
if ( poly2 . Merged ) continue ; //new merged poly will get checked later..
if ( poly . Material . Index ! = poly2 . Material . Index ) continue ;
if ( poly . PolyFlags ! = poly2 . PolyFlags ) continue ;
var poly2center = poly2 . GetCenter ( ) ;
var npdist = Math . Abs ( Plane . DotCoordinate ( vplane , poly2center ) ) ;
if ( npdist > plthresh ) continue ;
var dpval = Vector3 . Dot ( poly . Normal , poly2 . Normal ) ;
if ( dpval < dpthresh ) continue ;
var dist = ( polycenter - poly2center ) . Length ( ) ;
if ( dist > dthresh ) continue ;
//if we got here, can merge these 2 polys....
var newverts = new List < Vector3 > ( ) ;
//add verts from poly1 from 0 to poly1 edge index (ip)
//add verts from poly2 from poly2 edge index+2 to poly2 edge index (wrap/mod!)
//add verts from poly1 from poly1 edge index+2 to last
var p2cnt = poly2 . Vertices . Length ;
var l2beg = ( eind2 + 2 ) % p2cnt ;
var l2end = eind2 ;
if ( l2end < l2beg ) l2end + = p2cnt ;
var l1beg = ( eind1 + 2 ) ;
if ( l1beg > p1cnt ) l2end - - ; //don't add the first vertex again in this case!
for ( int j = 0 ; j < = eind1 ; j + + ) newverts . Add ( poly . Vertices [ j ] ) ;
for ( int j = l2beg ; j < = l2end ; j + + ) newverts . Add ( poly2 . Vertices [ j % p2cnt ] ) ;
for ( int j = l1beg ; j < p1cnt ; j + + ) newverts . Add ( poly . Vertices [ j ] ) ;
var varr = newverts . ToArray ( ) ;
var remredun = true ;
while ( remredun )
{
remredun = false ;
newverts . Clear ( ) ; // remove redundant edges!
for ( int j = 0 ; j < varr . Length ; j + + )
{
var j0 = j - 1 ; if ( j0 < 0 ) j0 + = varr . Length ;
var j2 = j + 1 ; j2 = j2 % varr . Length ;
var v0 = varr [ j0 ] ;
var v1 = varr [ j ] ;
var v2 = varr [ j2 ] ;
if ( v0 = = v2 )
{
if ( j2 > j )
{
j = j2 ;
}
else
{
if ( j = = varr . Length - 1 )
{
newverts = newverts . GetRange ( 0 , newverts . Count - 1 ) ;
}
else
{ }
j = varr . Length ;
}
remredun = true ;
}
else
{
newverts . Add ( v1 ) ;
}
}
varr = newverts . ToArray ( ) ;
if ( remredun )
{ }
}
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var newpoly = new GenPoly ( newverts . ToArray ( ) , poly ) ;
newpoly . Index = polys . Count ;
polys . Add ( newpoly ) ; //try merge this poly again later...
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//for all the edges in this new poly, need to update all the values!!! polys and indices!
for ( int j = 0 ; j < newpoly . Vertices . Length ; j + + )
{
var jp = ( j + 1 ) % newpoly . Vertices . Length ;
var v = newpoly . Vertices [ j ] ;
var vp = newpoly . Vertices [ jp ] ;
var tedge = tryGetEdge ( v , vp ) ;
if ( tedge = = null )
{ continue ; } //shouldn't happen..
if ( tedge . Poly1 = = poly ) { tedge . Poly1 = newpoly ; tedge . EdgeIndex1 = j ; }
if ( tedge . Poly2 = = poly ) { tedge . Poly2 = newpoly ; tedge . EdgeIndex2 = j ; }
if ( tedge . Poly1 = = poly2 ) { tedge . Poly1 = newpoly ; tedge . EdgeIndex1 = j ; }
if ( tedge . Poly2 = = poly2 ) { tedge . Poly2 = newpoly ; tedge . EdgeIndex2 = j ; }
if ( tedge . Poly1 = = tedge . Poly2 )
{ } //why does this happen..? probably when an edge can't be removed due to an enclosed poly
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}
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//tryRemoveEdge(poly.Vertices[i], poly.Vertices[ip]);
polys [ p ] = null ; //free up some memory..?
polys [ poly2 . Index ] = null ;
poly . Merged = true ;
poly2 . Merged = true ;
break ; //go to the next poly: don't do more than 1 merge at a time..
}
}
var mergedPolys = new List < GenPoly > ( ) ;
foreach ( var poly in polys )
{
if ( poly = = null ) continue ;
if ( poly . Merged ) continue ;
mergedPolys . Add ( poly ) ;
}
polys = mergedPolys ;
UpdateStatus ( "Merging edges..." ) ;
edgeDict = new Dictionary < GenEdgeKey , GenEdge > ( ) ;
buildEdgeDict ( ) ;
float dpthresh1 = 0.5f ;
float dpthresh2 = 0.7f ; //try preserve shape more when not attached
foreach ( var poly in polys )
{
if ( poly ? . Vertices = = null ) continue ;
if ( poly . Vertices . Length < 5 ) continue ;
for ( int i = 1 ; i < poly . Vertices . Length ; i + + )
{
var ni = i - 1 ;
var edge0 = tryGetEdge ( poly . Vertices [ ni ] , poly . Vertices [ i ] ) ;
if ( edge0 = = null )
{ continue ; } //really shouldn't happen
var poly0 = ( edge0 . Poly1 ! = poly ) ? edge0 . Poly1 : edge0 . Poly2 ;
var vert0 = poly . Vertices [ ni ] ;
var ip = ( i + 1 ) % poly . Vertices . Length ;
var ip2 = ( i + 2 ) % poly . Vertices . Length ;
var edge1 = tryGetEdge ( poly . Vertices [ i ] , poly . Vertices [ ip ] ) ;
if ( edge1 = = null )
{ continue ; } //really shouldn't happen
var poly1 = ( edge1 . Poly1 ! = poly ) ? edge1 . Poly1 : edge1 . Poly2 ;
var vert1 = poly . Vertices [ ip ] ;
var verti = poly . Vertices [ i ] ;
var vert2 = poly . Vertices [ ip2 ] ;
var dp = Vector3 . Dot ( Vector3 . Normalize ( verti - vert0 ) , Vector3 . Normalize ( vert2 - verti ) ) ;
var dp2 = Vector3 . Dot ( Vector3 . Normalize ( verti - vert0 ) , Vector3 . Normalize ( vert1 - verti ) ) ;
var usedpthresh = ( ( poly0 = = null ) | | ( poly0 = = poly ) ) ? dpthresh2 : dpthresh1 ;
if ( ( poly0 ! = poly1 ) | | ( dp < usedpthresh ) | | ( dp2 < - 0.05 ) ) //can't merge, move on to next edge
{ continue ; }
if ( ( poly0 ! = null ) & & ( poly0 . Vertices . Length < 5 ) )
{ continue ; }
//remove the relevant vertex from both polys, and start again for this poly (reset i to 1)
poly . RemoveVertex ( verti ) ;
poly0 ? . RemoveVertex ( verti ) ; //if poly0==poly, remove same vertex twice?
//remove merged edges from edge dict, and add new edge to it
tryRemoveEdge ( vert0 , verti ) ;
tryRemoveEdge ( verti , vert1 ) ;
var key = new GenEdgeKey ( vert0 , vert1 ) ;
var edge = new GenEdge ( poly , i - 1 ) ;
edge . Poly2 = poly0 ;
edge . EdgeIndex2 = poly0 ? . FindVertex ( vert0 ) ? ? - 1 ; //(edge0.Poly2 != poly0) ? edge0.EdgeIndex1 : edge0.EdgeIndex2;
edgeDict [ key ] = edge ;
i = 0 ; //will be incremented to 1 before next loop
if ( poly . Vertices . Length < 5 ) break ; //don't make polys disappear! shouldn't happen anyway
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}
}
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UpdateStatus ( "Convexifying polygons..." ) ;
mergedPolys = new List < GenPoly > ( ) ;
var getAngle = new Func < GenPoly , int , int , float > ( ( poly , i1 , i2 ) = >
{
var edge0 = poly . Vertices [ i2 ] - poly . Vertices [ i1 ] ;
return ( float ) Math . Atan2 ( edge0 . Y , edge0 . X ) ;
} ) ;
var getAngleDiff = new Func < float , float , float > ( ( a1 , a2 ) = >
{
var angldiff = a2 - a1 ;
if ( angldiff > Math . PI ) angldiff - = ( float ) ( Math . PI * 2 ) ;
if ( angldiff < - Math . PI ) angldiff + = ( float ) ( Math . PI * 2 ) ;
return angldiff ;
} ) ;
var findInflection = new Func < GenPoly , int , int > ( ( poly , starti ) = >
{
var vcnt = poly . Vertices . Length ;
var i0 = starti % vcnt ;
var i1 = ( i0 + 1 ) % vcnt ;
var angl0 = getAngle ( poly , i0 , i1 ) ;
var curangl = angl0 ;
for ( int i = starti + 1 ; i < = vcnt ; i + + )
{
i0 = i % vcnt ;
i1 = ( i0 + 1 ) % vcnt ;
angl0 = getAngle ( poly , i0 , i1 ) ;
var angldiff = getAngleDiff ( curangl , angl0 ) ;
if ( angldiff < 0 )
{
return i0 ;
}
curangl = angl0 ;
}
return - 1 ;
} ) ;
var findIntersection = new Func < GenPoly , int , int , int > ( ( poly , i0 , i1 ) = >
{
var vcnt = poly . Vertices . Length ;
var v0 = poly . Vertices [ i0 ] ;
var v1 = poly . Vertices [ i1 ] ;
var minx0 = Math . Min ( v0 . X , v1 . X ) ;
var miny0 = Math . Min ( v0 . Y , v1 . Y ) ;
var maxx0 = Math . Max ( v0 . X , v1 . X ) ;
var maxy0 = Math . Max ( v0 . Y , v1 . Y ) ;
for ( int i = 1 ; i < vcnt ; i + + )
{
var i2 = ( i + i0 ) % vcnt ;
var i3 = ( i2 + 1 ) % vcnt ;
if ( i3 = = i1 ) break ;
var v2 = poly . Vertices [ i2 ] ;
var v3 = poly . Vertices [ i3 ] ;
if ( ( v0 = = v2 ) | | ( v0 = = v3 ) | | ( v1 = = v2 ) | | ( v1 = = v3 ) ) continue ; //don't test if sharing a vertex.
//https://rosettacode.org/wiki/Find_the_intersection_of_two_lines
float a1 = v1 . Y - v0 . Y ;
float b1 = v0 . X - v1 . X ;
float c1 = a1 * v0 . X + b1 * v0 . Y ;
float a2 = v3 . Y - v2 . Y ;
float b2 = v2 . X - v3 . X ;
float c2 = a2 * v2 . X + b2 * v2 . Y ;
float delta = a1 * b2 - a2 * b1 ;
if ( delta ! = 0 )
{
var deltai = 1.0f / delta ;
var vix = ( b2 * c1 - b1 * c2 ) * deltai ;
var viy = ( a1 * c2 - a2 * c1 ) * deltai ;
var minx1 = Math . Min ( v2 . X , v3 . X ) ;
var miny1 = Math . Min ( v2 . Y , v3 . Y ) ;
var maxx1 = Math . Max ( v2 . X , v3 . X ) ;
var maxy1 = Math . Max ( v2 . Y , v3 . Y ) ;
if ( ( vix > = minx0 ) & & ( vix > = minx1 ) & & ( vix < = maxx0 ) & & ( vix < = maxx1 ) & &
( viy > = miny0 ) & & ( viy > = miny1 ) & & ( viy < = maxy0 ) & & ( viy < = maxy1 ) )
{
return i2 ;
}
}
}
return - 1 ;
} ) ;
var findConvexSplit = new Func < GenPoly , int , int > ( ( poly , starti ) = >
{
var vcnt = poly . Vertices . Length ;
//step backwards to find a valid split
var i0 = starti - 1 ; if ( i0 < 0 ) i0 + = vcnt ;
var curangl = getAngle ( poly , i0 , starti ) ;
var prevangl = curangl ;
var iok = starti - 2 ; if ( iok < 0 ) iok + = vcnt ;
var anyok = false ;
for ( int i = - 2 ; i > = - vcnt ; i - - )
{
var i1 = i + starti ; if ( i1 < 0 ) i1 + = vcnt ; //i1 = i1 % vcnt;
var angl0 = getAngle ( poly , starti , i1 ) ;
var angldiff0 = getAngleDiff ( curangl , angl0 ) ;
if ( angldiff0 < 0 )
{
break ; //split line would not be convex at starti
}
var i2 = ( i1 + 1 ) % vcnt ;
var angl1 = getAngle ( poly , i1 , i2 ) ;
var angldiff1 = getAngleDiff ( angl0 , angl1 ) ;
if ( angldiff1 < 0 )
{
break ; //split line would not be convex at i1
}
var angl2 = getAngle ( poly , i1 , i2 ) ;
var angldiff2 = getAngleDiff ( angl2 , prevangl ) ;
if ( angldiff2 < 0 )
{
break ; //this step back is not convex
}
var inti = findIntersection ( poly , starti , i1 ) ;
if ( inti > = 0 )
{
break ; //split line intersects a poly edge!
}
prevangl = angl2 ;
anyok = true ;
iok = i1 ;
}
if ( anyok )
{
return iok ;
}
//couldn't split by stepping backwards... so try split by stepping forwards!
i0 = ( starti + 1 ) % vcnt ;
curangl = getAngle ( poly , starti , i0 ) ;
prevangl = curangl ;
iok = ( starti + 2 ) % vcnt ;
for ( int i = 2 ; i < = vcnt ; i + + )
{
var i1 = ( i + starti ) % vcnt ;
var angl0 = getAngle ( poly , i1 , starti ) ;
var angldiff0 = getAngleDiff ( angl0 , curangl ) ;
if ( angldiff0 < 0 )
{
break ; //split line would not be convex at starti
}
var i2 = ( i1 - 1 ) ; if ( i2 < 0 ) i2 + = vcnt ;
var angl1 = getAngle ( poly , i2 , i1 ) ;
var angldiff1 = getAngleDiff ( angl1 , angl0 ) ;
if ( angldiff1 < 0 )
{
break ; //split line would not be convex at i1
}
var angl2 = getAngle ( poly , i2 , i1 ) ;
var angldiff2 = getAngleDiff ( prevangl , angl2 ) ;
if ( angldiff2 < 0 )
{
break ; //this step forward is not convex..
}
var inti = findIntersection ( poly , i1 , starti ) ;
if ( inti > = 0 )
{
break ; //split line intersects poly edge!
}
prevangl = angl2 ;
anyok = true ;
iok = i1 ;
}
if ( anyok )
{
return iok | 0x40000000 ; //set this flag to indicate polys got switched
}
//can't go either way... what now?
{ }
return - 1 ;
} ) ;
foreach ( var poly in polys )
{
if ( poly ? . Vertices = = null ) continue ;
var infi = findInflection ( poly , 0 ) ;
var infi1 = infi ;
//bool split = false;
while ( infi > = 0 )
{
//split = true;
var convi = findConvexSplit ( poly , infi ) ;
if ( convi > = 0 )
{
var flag = 0x40000000 ;
var reversed = ( convi & flag ) = = flag ;
convi = convi & 0x3FFFFFFF ; //mask out that flag (don't care about sign bit)
//make a new poly, starting at convi and ending at spliti
var newverts = new List < Vector3 > ( ) ;
var vcnt = poly . Vertices . Length ;
var endi = infi ;
if ( endi < convi ) endi + = vcnt ;
for ( int i = convi ; i < = endi ; i + + )
{
var i0 = i % vcnt ;
newverts . Add ( poly . Vertices [ i0 ] ) ;
}
var varr1 = newverts . ToArray ( ) ;
//remove the clipped vertices from the current poly
newverts . Clear ( ) ;
if ( convi < endi ) convi + = vcnt ;
for ( int i = endi ; i < = convi ; i + + )
{
var i0 = i % vcnt ;
newverts . Add ( poly . Vertices [ i0 ] ) ;
}
var varr2 = newverts . ToArray ( ) ;
var newpoly = new GenPoly ( ( reversed ? varr2 : varr1 ) , poly ) ;
newpoly . Index = mergedPolys . Count ;
mergedPolys . Add ( newpoly ) ;
poly . Vertices = ( reversed ? varr1 : varr2 ) ;
infi = findInflection ( poly , 0 ) ;
infi1 = infi ;
}
else
{
//couldn't split at this inflection point, move on to the next...
var infi2 = findInflection ( poly , infi ) ;
if ( infi2 ! = infi1 )
{
infi = infi2 ;
}
else
{
infi = - 1 ; //don't get stuck in the loop!
}
}
}
//if (split) continue;
//else
//{ } //poly is already convex..
poly . Index = mergedPolys . Count ;
mergedPolys . Add ( poly ) ;
}
polys = mergedPolys ;
edgeDict = new Dictionary < GenEdgeKey , GenEdge > ( ) ;
buildEdgeDict ( ) ;
newCount = polys . Count ;
UpdateStatus ( "Building YNVs..." ) ;
foreach ( var poly in polys )
{
if ( poly . Vertices = = null ) continue ;
var ypoly = builder . AddPoly ( poly . Vertices ) ;
if ( ypoly = = null )
{ continue ; }
//TODO: add poly edges!
ypoly . B02_IsFootpath = ( poly . Material . Index = = 1 ) ;
ypoly . B18_IsRoad = ( poly . Material . Index = = 4 ) ; //4,5,6
}
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var ynvs = builder . Build ( false ) ; //todo:vehicles!
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UpdateStatus ( "Creating YNV files..." ) ;
var path = ProjectForm . CurrentProjectFile ? . GetFullFilePath ( "navmeshes" ) + "\\" ;
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foreach ( var ynv in ynvs )
{
var bytes = ynv . Save ( ) ;
var fpath = path + ynv . Name + ".ynv" ;
//File.WriteAllBytes(fpath, bytes);
YnvFile nynv = new YnvFile ( ) ;
nynv . RpfFileEntry = new RpfResourceFileEntry ( ) ;
nynv . RpfFileEntry . Name = ynv . Name + ".ynv" ;
nynv . FilePath = fpath ;
nynv . Name = ynv . RpfFileEntry . Name ;
nynv . Load ( bytes ) ;
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ProjectForm . Invoke ( ( MethodInvoker ) delegate
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{
ProjectForm . AddYnvToProject ( nynv ) ;
} ) ;
}
var statf = "{0} hit tests, {1} hits, {2} new polys" ;
var stats = string . Format ( statf , hitTestCount , hitCount , newCount ) ;
UpdateStatus ( "Process complete. " + stats ) ;
GenerateComplete ( ) ;
} ) ;
}
private struct GenVertex
{
public Vector3 Position ;
public Vector3 Normal ;
public BoundsMaterialType Material ;
public ushort PolyFlags ;
public int PrevIDX ;
public int PrevIDY ;
public int NextIDX ;
public int NextIDY ;
public bool CompPrevX ;
public bool CompPrevY ;
public bool CompNextX ;
public bool CompNextY ;
public int PolyID ;
}
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private struct GenEdgeKey
{
public Vector3 V1 ;
public Vector3 V2 ;
public GenEdgeKey ( Vector3 v1 , Vector3 v2 )
{
V1 = v1 ;
V2 = v2 ;
}
//public int V1X;
//public int V1Y;
//public int V1Z;
//public int V2X;
//public int V2Y;
//public int V2Z;
//public GenEdgeKey(Vector3 v1, Vector3 v2)
//{
// V1X = (int)(v1.X * 100);
// V1Y = (int)(v1.Y * 100);
// V1Z = (int)(v1.Z * 100);
// V2X = (int)(v2.X * 100);
// V2Y = (int)(v2.Y * 100);
// V2Z = (int)(v2.Z * 100);
//}
}
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private class GenEdge
{
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public GenPoly Poly1 ;
public GenPoly Poly2 ;
public int EdgeIndex1 ;
public int EdgeIndex2 ;
public GenEdge ( GenPoly p1 , int e1 )
{
Poly1 = p1 ;
EdgeIndex1 = e1 ;
}
public GenEdge ( GenPoly p1 , GenPoly p2 , int e1 , int e2 )
{
Poly1 = p1 ;
Poly2 = p2 ;
EdgeIndex1 = e1 ;
EdgeIndex2 = e2 ;
}
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}
private class GenPoly
{
public int Index ;
public Vector3 Normal ;
public BoundsMaterialType Material ;
public ushort PolyFlags ;
public int [ ] CornerIndices ;
public Vector3 [ ] Vertices ;
//public GenEdge[] Edges;
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public bool Merged = false ;
public GenPoly ( ) { }
public GenPoly ( Vector3 [ ] verts , ref GenVertex vert )
{
Vertices = verts ;
Normal = vert . Normal ;
Material = vert . Material ;
PolyFlags = vert . PolyFlags ;
}
public GenPoly ( Vector3 [ ] verts , GenPoly orig )
{
Vertices = verts ;
Normal = orig . Normal ;
Material = orig . Material ;
PolyFlags = orig . PolyFlags ;
}
public Vector3 GetCenter ( )
{
var c = Vector3 . Zero ;
if ( Vertices ? . Length > 0 )
{
for ( int i = 0 ; i < Vertices . Length ; i + + )
{
c + = Vertices [ i ] ;
}
c / = Vertices . Length ;
}
return c ;
}
public int FindVertex ( Vector3 v )
{
if ( Vertices ! = null )
{
for ( int i = 0 ; i < Vertices . Length ; i + + )
{
if ( Vertices [ i ] = = v ) return i ;
}
}
return - 1 ;
}
public void RemoveVertex ( Vector3 v )
{
var newverts = new List < Vector3 > ( ) ;
bool removed = false ;
if ( Vertices ! = null )
{
for ( int i = 0 ; i < Vertices . Length ; i + + )
{
if ( Vertices [ i ] = = v )
{
removed = true ;
}
else
{
newverts . Add ( Vertices [ i ] ) ;
}
}
}
if ( removed )
{
Vertices = newverts . ToArray ( ) ;
}
else
{ } //probably shouldn't happen
}
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}
private class VertexGrid
{
public List < GenVertex > VertexList = new List < GenVertex > ( ) ;
public GenVertex [ ] Vertices ;
public int [ , ] VertexOffsets ;
public int [ , ] VertexCounts ;
public int VertexCountX ;
public int VertexCountY ;
public int CurVertexCount ;
private List < int > CornersB = new List < int > ( ) ;
private List < int > CornersT = new List < int > ( ) ;
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private List < Vector3 > VerticesB = new List < Vector3 > ( ) ;
private List < Vector3 > VerticesT = new List < Vector3 > ( ) ;
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public void BeginGrid ( int vertexCountX , int vertexCountY )
{
VertexList . Clear ( ) ;
Vertices = null ;
VertexOffsets = new int [ vertexCountX , vertexCountY ] ;
VertexCounts = new int [ vertexCountX , vertexCountY ] ;
VertexCountX = vertexCountX ;
VertexCountY = vertexCountY ;
}
public void EndGrid ( )
{
Vertices = VertexList . ToArray ( ) ;
}
public void BeginCell ( int x , int y )
{
VertexOffsets [ x , y ] = VertexList . Count ;
CurVertexCount = 0 ;
}
public void EndCell ( int x , int y )
{
VertexCounts [ x , y ] = CurVertexCount ;
}
public void AddVertex ( ref GenVertex v )
{
VertexList . Add ( v ) ;
CurVertexCount + + ;
}
public int FindVertex ( int x , int y , float z , float thresh )
{
//return the index of the closest vertex in the x,y cell that is within the Z threshold
int offset = VertexOffsets [ x , y ] ;
int count = VertexCounts [ x , y ] ;
int lasti = offset + count ;
float minz = float . MaxValue ;
int mini = - 1 ;
for ( int i = offset ; i < lasti ; i + + )
{
float vz = Vertices [ i ] . Position . Z ;
float dz = Math . Abs ( vz - z ) ;
if ( ( dz < thresh ) & & ( dz < minz ) )
{
minz = dz ;
mini = i ;
}
}
return mini ;
}
public bool CompareVertexTypes ( int i1 , int i2 )
{
if ( Vertices [ i1 ] . Material . Index ! = Vertices [ i2 ] . Material . Index ) return false ;
if ( Vertices [ i1 ] . PolyFlags ! = Vertices [ i2 ] . PolyFlags ) return false ;
return true ;
}
public void ConnectVertices ( )
{
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var connectThresh = 0.4f ;
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var density = 0.5f ; //to match vertex density (x/y distance)
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for ( int vx = 0 ; vx < VertexCountX ; vx + + )
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{
int px = vx - 1 ;
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for ( int vy = 0 ; vy < VertexCountY ; vy + + )
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{
int py = vy - 1 ;
int imin = VertexOffsets [ vx , vy ] ;
int imax = VertexCounts [ vx , vy ] + imin ;
for ( int i = imin ; i < imax ; i + + )
{
var vz = Vertices [ i ] . Position . Z ;
var vn = Vertices [ i ] . Normal ;
var vxz = vz + ( vn . X / Math . Max ( vn . Z , 1e-5f ) ) * density ;
var vyz = vz + ( vn . Y / Math . Max ( vn . Z , 1e-5f ) ) * density ;
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var prevIDX = ( px < 0 ) ? - 1 : FindVertex ( px , vy , vxz , connectThresh ) ;
var prevIDY = ( py < 0 ) ? - 1 : FindVertex ( vx , py , vyz , connectThresh ) ;
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var compPrevX = ( prevIDX < 0 ) ? false : CompareVertexTypes ( i , prevIDX ) ;
var compPrevY = ( prevIDY < 0 ) ? false : CompareVertexTypes ( i , prevIDY ) ;
Vertices [ i ] . PrevIDX = prevIDX ;
Vertices [ i ] . PrevIDY = prevIDY ;
Vertices [ i ] . CompPrevX = compPrevX ;
Vertices [ i ] . CompPrevY = compPrevY ;
if ( prevIDX > = 0 )
{
Vertices [ prevIDX ] . NextIDX = i ;
Vertices [ prevIDX ] . CompNextX = compPrevX ;
}
if ( prevIDY > = 0 )
{
Vertices [ prevIDY ] . NextIDY = i ;
Vertices [ prevIDY ] . CompNextY = compPrevY ;
}
}
}
}
}
public List < GenPoly > GenPolys ( )
{
List < GenPoly > polys = new List < GenPoly > ( ) ;
//find new polygon edges and assign grid vertices
for ( int vx = 0 ; vx < VertexCountX ; vx + + )
{
for ( int vy = 0 ; vy < VertexCountY ; vy + + )
{
int imin = VertexOffsets [ vx , vy ] ;
int imax = VertexCounts [ vx , vy ] + imin ;
for ( int i = imin ; i < imax ; i + + )
{
if ( Vertices [ i ] . PolyID > = 0 ) continue ; //already assigned
if ( ( Vertices [ i ] . PrevIDX < 0 ) & & ( Vertices [ i ] . PrevIDY < 0 ) & & ( Vertices [ i ] . NextIDX < 0 ) & & ( Vertices [ i ] . NextIDY < 0 ) ) continue ; //(not connected to anything)
//if (!(Vertices[i].CompPrevX || Vertices[i].CompPrevY || Vertices[i].CompNextX || Vertices[i].CompNextY)) //continue; //all joins are different - discard this vertex
GenPoly poly = new GenPoly ( ) ; //start a new poly
poly . Index = polys . Count ;
poly . Normal = Vertices [ i ] . Normal ;
poly . Material = Vertices [ i ] . Material ;
poly . PolyFlags = Vertices [ i ] . PolyFlags ;
//polys.Add(poly);
//poly.AddGenVert(i);
//Vertices[i].PolyID = poly.Index;
Plane vplane = new Plane ( Vertices [ i ] . Position , Vertices [ i ] . Normal ) ;
float plthresh = 0.25f ; //threshold for plane dist test
int dpx = FindPolyEdgeDist ( ref vplane , plthresh , i , 0 ) ;
int dpy = FindPolyEdgeDist ( ref vplane , plthresh , i , 1 ) ;
int dnx = FindPolyEdgeDist ( ref vplane , plthresh , i , 2 ) ;
int dny = FindPolyEdgeDist ( ref vplane , plthresh , i , 3 ) ;
bool addpoly = true ;
int qnx = 0 , qny = 0 , qpy = 0 , qdir = 0 ;
if ( ( dpx = = 0 ) & & ( dpy = = 0 ) & & ( dnx = = 0 ) & & ( dny = = 0 ) )
{
//single vertex poly... connect to something else? currently remove
addpoly = false ;
}
else if ( ( dpx > = dnx ) & & ( dpx > = dpy ) & & ( dpx > = dny ) )
{
//dpx is largest, move along -X (dpx, dpy, dny, 0)
qnx = dpx ;
qny = dpy ;
qpy = dny ;
qdir = 0 ;
}
else if ( ( dpy > = dnx ) & & ( dpy > = dny ) )
{
//dpy is largest, move along -Y (dpy, dnx, dpx, 1)
qnx = dpy ;
qny = dnx ;
qpy = dpx ;
qdir = 1 ;
}
else if ( ( dnx > = dny ) )
{
//dnx is largest, move along +X (dnx, dny, dpy, 2)
qnx = dnx ;
qny = dny ;
qpy = dpy ;
qdir = 2 ;
}
else
{
//dny is largest, move along +Y (dny, dpx, dnx, 3)
qnx = dny ;
qny = dpx ;
qpy = dnx ;
qdir = 3 ;
}
if ( addpoly )
{
AssignVertices2 ( ref vplane , plthresh , i , qnx , qny , qpy , qdir , poly ) ;
if ( poly . CornerIndices ? . Length > 2 )
{
polys . Add ( poly ) ;
}
}
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{
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//if (dnx > 0) //can move along +X
//{
// AssignVertices(ref vplane, plthresh, i, dnx, dny, dpy, 2, poly);
//}
//else if (dny > 0) //can move along +Y
//{
// AssignVertices(ref vplane, plthresh, i, dny, dpx, dnx, 3, poly);
//}
//else if (dpx > 0) //can move along -X
//{
// AssignVertices(ref vplane, plthresh, i, dpx, dpy, dny, 0, poly);
//}
//else if (dpy > 0) //can move along -Y
//{
// AssignVertices(ref vplane, plthresh, i, dpy, dnx, dpx, 1, poly);
//}
//else //single vertex poly... connected to something else
//{
// addpolys = false;
//}
//if (addpolys)
//{
// polys.Add(poly);
//}
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}
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}
}
}
//create corner vertex vectors and edges for the new polys
foreach ( var poly in polys )
{
if ( poly . CornerIndices = = null ) continue ;
if ( poly . CornerIndices . Length < 3 ) continue ;
var verts = new Vector3 [ poly . CornerIndices . Length ] ;
for ( int i = 0 ; i < poly . CornerIndices . Length ; i + + )
{
int id = poly . CornerIndices [ i ] ;
verts [ i ] = Vertices [ id ] . Position ; //TODO: find actual corners
}
poly . Vertices = verts ;
}
return polys ;
}
private void AssignVertices ( ref Plane vpl , float plt , int i , int dnx , int dny , int dpy , int dir , GenPoly poly )
{
int pid = poly . Index ;
int qi = i ;
int maxdnx = Math . Min ( dnx , 40 ) ;
int maxdpy = 50 ; // dpy;//
int maxdny = 50 ; // dny;//
int cdpy = dpy ;
int cdny = dny ;
int vertexCountP = 0 ;
int vertexCountN = 0 ;
int lastqx = 0 ;
int lastqi = i ;
CornersB . Clear ( ) ;
CornersT . Clear ( ) ;
int dirpy , dirny ;
switch ( dir ) //lookup perpendicular directions
{
default :
case 0 : dirpy = 3 ; dirny = 1 ; break ;
case 1 : dirpy = 0 ; dirny = 2 ; break ;
case 2 : dirpy = 1 ; dirny = 3 ; break ;
case 3 : dirpy = 2 ; dirny = 0 ; break ;
}
for ( int qx = 0 ; qx < = maxdnx ; qx + + ) //go along the row until the next poly is hit...
{
lastqi = qi ;
int qipy = qi ; //bottom vertex id for this column
int qiny = qi ; //top vertex id for this column
for ( int qy = 0 ; qy < = cdpy ; qy + + ) //assign this row of verts to the poly
{
Vertices [ qipy ] . PolyID = pid ;
vertexCountP + + ;
if ( qy < cdpy ) qipy = GetNextID ( qipy , dirpy ) ;
}
for ( int qy = 0 ; qy < = cdny ; qy + + )
{
Vertices [ qiny ] . PolyID = pid ;
vertexCountN + + ;
if ( qy < cdny ) qiny = GetNextID ( qiny , dirny ) ;
}
qi = GetNextID ( qi , dir ) ; //move on to the next column...
if ( qx = = dnx ) //last column
{
if ( qipy ! = lastqi ) CornersB . Add ( qipy ) ; //lastqi will be added anyway, don't duplicate it
if ( qiny ! = lastqi ) CornersT . Add ( qiny ) ;
break ;
}
if ( qi < 0 ) //can't go any further.. most likely hit the end
{ break ; } //(shouldn't hit here because of above break)
if ( Vertices [ qi ] . PolyID > = 0 ) //already assigned to a poly.. stop!
{ break ; } //(shouldn't hit here because maxdnx shouldn't go that far!)
int ndpy = FindPolyEdgeDist ( ref vpl , plt , qi , dirpy ) ; //height for the next col..
int ndny = FindPolyEdgeDist ( ref vpl , plt , qi , dirny ) ;
int ddpy = ndpy - cdpy ;
int ddny = ndny - cdny ;
//TODO: step further along to find slope fraction if eg ddpy==0
if ( ddpy > maxdpy /*+1*/ ) ddpy = maxdpy /*+1*/ ; //########### BAD
else if ( ddpy < maxdpy ) //bottom corner vertex
{
maxdpy = ddpy ;
CornersB . Add ( qipy ) ;
}
if ( ddny > maxdny /*+1*/ ) ddny = maxdny /*+1*/ ; //########### BAD
else if ( ddny < maxdny ) //top corner vertex..
{
maxdny = ddny ;
CornersT . Add ( qiny ) ;
}
cdpy = cdpy + ddpy ; //update comparison distances with limits, for next loop
cdny = cdny + ddny ;
if ( ( cdpy < 0 ) | | ( cdny < 0 ) ) //can't go any further.. limit slope hit the axis
{
if ( qipy ! = lastqi ) CornersB . Add ( qipy ) ; //lastqi will be added anyway, don't duplicate it
if ( qiny ! = lastqi ) CornersT . Add ( qiny ) ;
break ;
}
lastqx = qx ;
}
var totverts = vertexCountN + vertexCountP ;
var fracused = ( float ) ( lastqx + 1 ) / dnx ;
CornersB . Add ( lastqi ) ;
int cc = CornersB . Count + CornersT . Count - 1 ;
int [ ] corners = new int [ cc ] ;
int ci = 0 ;
for ( int c = 0 ; c < CornersB . Count ; c + + )
{
corners [ ci ] = CornersB [ c ] ; ci + + ;
}
for ( int c = CornersT . Count - 1 ; c > 0 ; c - - )
{
corners [ ci ] = CornersT [ c ] ; ci + + ;
}
poly . CornerIndices = corners ;
if ( corners . Length < 3 )
{ } //debug
}
private void AssignVertices2 ( ref Plane vpl , float plt , int i , int dnx , int dny , int dpy , int dir , GenPoly poly )
{
int pid = poly . Index ;
int qi = i ;
CornersB . Clear ( ) ;
CornersT . Clear ( ) ;
int dirpy , dirny , dirpx ;
switch ( dir ) //lookup perpendicular directions
{
default :
case 0 : dirpy = 3 ; dirny = 1 ; dirpx = 2 ; break ;
case 1 : dirpy = 0 ; dirny = 2 ; dirpx = 3 ; break ;
case 2 : dirpy = 1 ; dirny = 3 ; dirpx = 0 ; break ;
case 3 : dirpy = 2 ; dirny = 0 ; dirpx = 1 ; break ;
}
int ti = i ;
while ( CanPolyIncludeNext ( ref vpl , plt , ti , dirpx , out ti ) )
{
qi = ti ; //make sure to start at the leftmost point...
}
//loop until top and bottom lines intersect, or moved more than max dist
float slopeb = FindSlope ( ref vpl , plt , qi , dir , dirpy , dirny , 100 ) ;
float slopet = FindSlope ( ref vpl , plt , qi , dir , dirny , dirpy , 100 ) ;
int syb = MaxOffsetFromSlope ( slopeb ) ;
int syt = MaxOffsetFromSlope ( slopet ) ;
int ony = 0 ;
int ldyb = 0 ;
int ldyt = 0 ;
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//int corndxb = 0;
//int corndxt = 0;
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for ( int x = 0 ; x < 50 ; x + + )
{
//fill the column (assign the verts to this poly)
int qib = qi ;
int qit = qi ;
int dyb = 0 ;
int dyt = 0 ;
int nyb = ldyb + syb ;
int nyt = ldyt + syt ;
for ( int yb = 0 ; yb < = nyb ; yb + + )
{
if ( ! CanPolyIncludeNext ( ref vpl , plt , qib , dirpy , out ti ) ) break ;
Vertices [ ti ] . PolyID = pid ;
qib = ti ;
dyb + + ;
}
for ( int yt = 0 ; yt < = nyt ; yt + + )
{
if ( ! CanPolyIncludeNext ( ref vpl , plt , qit , dirny , out ti ) ) break ;
Vertices [ ti ] . PolyID = pid ;
qit = ti ;
dyt + + ;
}
//move on to the next column
//find the start point (and y offset) for the next column
//if none found, can't go further
int nxi = qi ;
bool cgx = CanPolyIncludeNext ( ref vpl , plt , qi , dir , out nxi ) ;
if ( ! cgx )
{
int ybi = qi ;
for ( int yb = 0 ; yb < = dyb ; yb + + )
{
ybi = GetNextID ( ybi , dirpy ) ;
ony - - ;
if ( CanPolyIncludeNext ( ref vpl , plt , ybi , dir , out nxi ) )
{
cgx = true ;
break ;
}
}
}
if ( ! cgx )
{
int yti = qi ;
for ( int yt = 0 ; yt < = dyt ; yt + + )
{
yti = GetNextID ( yti , dirny ) ;
ony + + ;
if ( CanPolyIncludeNext ( ref vpl , plt , yti , dir , out nxi ) )
{
cgx = true ;
break ;
}
}
}
if ( ! cgx )
{
//can't go further... end of the poly
break ;
}
if ( nxi < 0 )
{ break ; } //shouldn't happen?
int nextyb ;
int nextyt ;
int nextib = FindPolyEdgeID ( ref vpl , plt , nxi , dirpy , out nextyb ) ;
int nextit = FindPolyEdgeID ( ref vpl , plt , nxi , dirny , out nextyt ) ;
//int remyb = nyb - dyb;
//int remyt = nyt - dyt;
//int compyb = nextyb - ony;
//int compyt = nextyt + ony;
//int predyb = dyb + syb + ony;
//int predyt = dyt + syt - ony;
int nextsyb = nextyb - ony - dyb ;
int nextsyt = nextyt + ony - dyt ;
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//corndxb++;
//corndxt++;
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bool iscornerb = false ;
if ( slopeb > 1 )
{
if ( nextsyb < syb ) iscornerb = true ;
if ( nextsyb > syb ) nextsyb = syb ;
}
else if ( slopeb = = 1 )
{
if ( nextsyb < syb ) iscornerb = true ;
if ( nextsyb > 1 ) nextsyb = 1 ;
}
else if ( slopeb > 0 )
{
}
else if ( slopeb = = 0 )
{
if ( nextsyb < 0 ) iscornerb = true ;
if ( nextsyb > 0 ) nextsyb = 0 ;
}
else if ( slopeb > - 1 )
{
}
else if ( slopeb = = - 1 )
{
}
else // (slopeb < -1)
{
if ( nextsyb < syb ) iscornerb = true ;
if ( nextsyb > syb ) nextsyb = syb ;
}
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if ( iscornerb ) { }
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qi = nxi ;
syb = nextsyb ; // nextyb - dyb;
syt = nextsyt ; // nextyt - dyt;
ldyb = dyb ;
ldyt = dyt ;
//find top/bottom max dists and limit them according to slope
//check if slopes intersect at this column, stop if they do
}
}
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private void AssignVertices3 ( ref Plane vpl , float plt , int i , int dir , GenPoly poly )
{
int pid = poly . Index ;
int qi = i ;
CornersB . Clear ( ) ;
CornersT . Clear ( ) ;
VerticesB . Clear ( ) ;
VerticesT . Clear ( ) ;
int dirpy , dirny , dirpx ;
switch ( dir ) //lookup perpendicular directions
{
default :
case 0 : dirpy = 3 ; dirny = 1 ; dirpx = 2 ; break ;
case 1 : dirpy = 0 ; dirny = 2 ; dirpx = 3 ; break ;
case 2 : dirpy = 1 ; dirny = 3 ; dirpx = 0 ; break ;
case 3 : dirpy = 2 ; dirny = 0 ; dirpx = 1 ; break ;
}
int ti = i ;
while ( CanPolyIncludeNext ( ref vpl , plt , ti , dirpx , out ti ) )
{
qi = ti ; //make sure to start at the leftmost point...
}
//find the bottom and top leftmost points to start the first col, and fill the col
int qib = qi ;
int qit = qi ;
int dyb = 0 ;
int dyt = 0 ;
while ( CanPolyIncludeNext ( ref vpl , plt , qib , dirpy , out ti ) )
{
Vertices [ ti ] . PolyID = pid ;
qib = ti ;
dyb + + ;
}
while ( CanPolyIncludeNext ( ref vpl , plt , qit , dirny , out ti ) )
{
Vertices [ ti ] . PolyID = pid ;
qit = ti ;
dyt + + ;
}
int dy = dyb + dyt ; //total distance between bottom and top
CornersB . Add ( qib ) ;
CornersT . Add ( qit ) ;
//find bottom and top slopes
float slopeb = FindSlope ( ref vpl , plt , qib , dir , dirpy , dirny , dyb > 0 ? dyb : 100 ) ;
float slopet = FindSlope ( ref vpl , plt , qit , dir , dirny , dirpy , dyt > 0 ? dyt : 100 ) ;
int syob = MaxOffsetFromSlope ( slopeb ) ;
int syot = MaxOffsetFromSlope ( slopet ) ;
//find the next bottom and top indexes, step by the max offset
int nqib = qib ;
int nqit = qit ;
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//int ndyb = 0;
//int ndyt = 0;
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}
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public List < GenPoly > GenPolys2 ( )
{
List < GenPoly > polys = new List < GenPoly > ( ) ;
//do marching squares on the grid, assuming each vertex starts a cell
for ( int vx = 0 ; vx < VertexCountX ; vx + + )
{
for ( int vy = 0 ; vy < VertexCountY ; vy + + )
{
int imin = VertexOffsets [ vx , vy ] ;
int imax = VertexCounts [ vx , vy ] + imin ;
for ( int i = imin ; i < imax ; i + + )
{
var nidx = Vertices [ i ] . NextIDX ;
var nidy = Vertices [ i ] . NextIDY ;
var nidxy = - 1 ;
var nidyx = - 1 ;
if ( ( nidx < 0 ) | | ( nidy < 0 ) ) continue ; //(can't form a square... try with less verts?)
//try to find the index of the opposite corner...
//there's 2 possibilities, can only form the square if they are both the same...
//what to do if they're different..? just choose one?
nidxy = Vertices [ nidx ] . NextIDY ;
nidyx = Vertices [ nidy ] . NextIDX ;
if ( nidxy ! = nidyx )
{ }
if ( nidxy = = - 1 )
{
if ( nidyx = = - 1 )
{ continue ; } //can't form a square! could use the 3?
nidxy = nidyx ;
}
bool f0 = CompareVertexTypes ( i , nidx ) ;
bool f1 = CompareVertexTypes ( nidx , nidxy ) ;
bool f2 = CompareVertexTypes ( nidy , nidxy ) ;
bool f3 = CompareVertexTypes ( i , nidy ) ;
//bool f4 = CompareVertexTypes(i, nidxy); //diagonal
//bool f5 = CompareVertexTypes(nidx, nidy); //diagonal
var v0 = Vertices [ i ] ;
var v1 = Vertices [ nidx ] ;
var v2 = Vertices [ nidxy ] ;
var v3 = Vertices [ nidy ] ;
var p0 = v0 . Position ;
var p1 = v1 . Position ;
var p2 = v2 . Position ;
var p3 = v3 . Position ;
var s0 = ( p0 + p1 ) * 0.5f ; //edge splits
var s1 = ( p1 + p2 ) * 0.5f ;
var s2 = ( p2 + p3 ) * 0.5f ;
var s3 = ( p3 + p0 ) * 0.5f ;
var sc = ( s0 + s2 ) * 0.5f ; //square center
var id = ( f0 ? 8 : 0 ) + ( f1 ? 4 : 0 ) + ( f2 ? 2 : 0 ) + ( f3 ? 1 : 0 ) ;
switch ( id )
{
case 15 : //all corners same
polys . Add ( new GenPoly ( new [ ] { p0 , p1 , p2 , p3 } , ref v0 ) ) ;
break ;
case 3 : //single split cases
polys . Add ( new GenPoly ( new [ ] { s0 , p1 , s1 } , ref v1 ) ) ;
polys . Add ( new GenPoly ( new [ ] { s1 , p2 , p3 , p0 , s0 } , ref v2 ) ) ;
break ;
case 5 :
polys . Add ( new GenPoly ( new [ ] { s0 , p1 , p2 , s2 } , ref v1 ) ) ;
polys . Add ( new GenPoly ( new [ ] { s2 , p3 , p0 , s0 } , ref v3 ) ) ;
break ;
case 6 :
polys . Add ( new GenPoly ( new [ ] { s0 , p1 , p2 , p3 , s3 } , ref v1 ) ) ;
polys . Add ( new GenPoly ( new [ ] { s3 , p0 , s0 } , ref v0 ) ) ;
break ;
case 9 :
polys . Add ( new GenPoly ( new [ ] { s1 , p2 , s2 } , ref v2 ) ) ;
polys . Add ( new GenPoly ( new [ ] { s2 , p3 , p0 , p1 , s1 } , ref v3 ) ) ;
break ;
case 10 :
polys . Add ( new GenPoly ( new [ ] { s1 , p2 , p3 , s3 } , ref v2 ) ) ;
polys . Add ( new GenPoly ( new [ ] { s3 , p0 , p1 , s1 } , ref v0 ) ) ;
break ;
case 12 :
polys . Add ( new GenPoly ( new [ ] { s2 , p3 , s3 } , ref v3 ) ) ;
polys . Add ( new GenPoly ( new [ ] { s3 , p0 , p1 , p2 , s2 } , ref v0 ) ) ;
break ;
case 1 : //double split cases
polys . Add ( new GenPoly ( new [ ] { p0 , s0 , sc , s2 , p3 } , ref v0 ) ) ;
polys . Add ( new GenPoly ( new [ ] { p1 , s1 , sc , s0 } , ref v1 ) ) ;
polys . Add ( new GenPoly ( new [ ] { p2 , s2 , sc , s1 } , ref v2 ) ) ;
break ;
case 2 :
polys . Add ( new GenPoly ( new [ ] { p0 , s0 , sc , s3 } , ref v0 ) ) ;
polys . Add ( new GenPoly ( new [ ] { p1 , s1 , sc , s0 } , ref v1 ) ) ;
polys . Add ( new GenPoly ( new [ ] { p2 , p3 , s3 , sc , s1 } , ref v2 ) ) ;
break ;
case 4 :
polys . Add ( new GenPoly ( new [ ] { p0 , s0 , sc , s3 } , ref v0 ) ) ;
polys . Add ( new GenPoly ( new [ ] { p1 , p2 , s2 , sc , s0 } , ref v1 ) ) ;
polys . Add ( new GenPoly ( new [ ] { p3 , s3 , sc , s2 } , ref v3 ) ) ;
break ;
case 8 :
polys . Add ( new GenPoly ( new [ ] { p0 , p1 , s1 , sc , s3 } , ref v0 ) ) ;
polys . Add ( new GenPoly ( new [ ] { p2 , s2 , sc , s1 } , ref v2 ) ) ;
polys . Add ( new GenPoly ( new [ ] { p3 , s3 , sc , s2 } , ref v3 ) ) ;
break ;
case 0 : //all corners different? maybe check diagonals?
polys . Add ( new GenPoly ( new [ ] { p0 , s0 , sc , s3 } , ref v0 ) ) ;
polys . Add ( new GenPoly ( new [ ] { p1 , s1 , sc , s0 } , ref v1 ) ) ;
polys . Add ( new GenPoly ( new [ ] { p2 , s2 , sc , s1 } , ref v2 ) ) ;
polys . Add ( new GenPoly ( new [ ] { p3 , s3 , sc , s2 } , ref v3 ) ) ;
break ;
default : //shouldn't happen?
break ;
}
}
}
}
return polys ;
}
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private int FindNextID ( ref Plane vpl , float plt , int i , int dirnx , int dirny , int dirpy , float slope , out int dx , out int dy )
{
//find the next vertex along the slope in the given direction
int ti = i ;
int qi = i ;
bool cgx = CanPolyIncludeNext ( ref vpl , plt , i , dirnx , out ti ) ;
dx = 0 ;
dy = 0 ;
return i ;
}
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private int MaxOffsetFromSlope ( float s )
{
if ( s > = 1 ) return ( int ) s ;
if ( s > 0 ) return 1 ;
if ( s > - 1 ) return 0 ;
return - 1 ;
//return ((s>=1)||(s<=-1))?(int)s : (s>0)?1 : (s<0)?-1 : 0;
}
private int GetNextID ( int i , int dir )
{
switch ( dir )
{
default :
case 0 : return Vertices [ i ] . PrevIDX ;
case 1 : return Vertices [ i ] . PrevIDY ;
case 2 : return Vertices [ i ] . NextIDX ;
case 3 : return Vertices [ i ] . NextIDY ;
}
}
private bool CanPolyIncludeNext ( ref Plane vplane , float plthresh , int i , int dir , out int ni )
{
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if ( ( i < 0 ) | | ( i > = Vertices . Length ) )
{
ni = - 1 ;
return false ;
}
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bool ct ;
switch ( dir )
{
default :
case 0 : ni = Vertices [ i ] . PrevIDX ; ct = Vertices [ i ] . CompPrevX ; break ;
case 1 : ni = Vertices [ i ] . PrevIDY ; ct = Vertices [ i ] . CompPrevY ; break ;
case 2 : ni = Vertices [ i ] . NextIDX ; ct = Vertices [ i ] . CompNextX ; break ;
case 3 : ni = Vertices [ i ] . NextIDY ; ct = Vertices [ i ] . CompNextY ; break ;
}
if ( ni < 0 ) return false ; //not connected
if ( ! ct ) return false ; //next one is a different type
if ( Vertices [ ni ] . PolyID > = 0 )
{ return false ; } //already assigned a poly..
var npdist = Math . Abs ( Plane . DotCoordinate ( vplane , Vertices [ ni ] . Position ) ) ;
return ( npdist < = plthresh ) ;
}
private int FindPolyEdgeDist ( ref Plane vplane , float plthresh , int i , int dir )
{
//d: 0=prevX, 1=prevY, 2=nextX, 3=nextY
//find how many cells are between given vertex(id) and the edge of a poly,
//in the specified direction
int dist = 0 ;
int ci = i ;
while ( dist < 100 )
{
int ni ;
if ( ! CanPolyIncludeNext ( ref vplane , plthresh , ci , dir , out ni ) ) break ;
ci = ni ;
dist + + ;
}
return dist ;
}
private int FindPolyEdgeID ( ref Plane vplane , float plthresh , int i , int dir )
{
//d: 0=prevX, 1=prevY, 2=nextX, 3=nextY
//find the last id of a vertex contained in this poly, starting from i,
//in the specified direction
int dist = 0 ;
int ci = i ;
while ( dist < 100 )
{
int ni ;
if ( ! CanPolyIncludeNext ( ref vplane , plthresh , ci , dir , out ni ) ) break ;
ci = ni ;
dist + + ;
}
return ci ;
}
private int FindPolyEdgeID ( ref Plane vplane , float plthresh , int i , int dir , out int dist )
{
//d: 0=prevX, 1=prevY, 2=nextX, 3=nextY
//find how many cells are between given vertex(id) and the edge of a poly,
//in the specified direction
dist = 0 ;
int ci = i ;
while ( dist < 100 )
{
int ni ;
if ( ! CanPolyIncludeNext ( ref vplane , plthresh , ci , dir , out ni ) ) break ;
ci = ni ;
dist + + ;
}
return ci ;
}
private float FindSlope ( ref Plane vpl , float plt , int i , int dirnx , int dirny , int dirpy , float maxslope )
{
//find a slope from the given corner/start point that's less than the max slope
int ti = i ;
int qi = i ;
float slope = maxslope ;
bool cgx = CanPolyIncludeNext ( ref vpl , plt , i , dirnx , out ti ) ;
if ( cgx & & ( slope > = 0 ) ) //new slope should be >=0
{
int dy0 = FindPolyEdgeDist ( ref vpl , plt , qi , dirny ) ;
int dy1 = FindPolyEdgeDist ( ref vpl , plt , ti , dirny ) ;
int dy = dy1 - dy0 ;
if ( dy1 > 1 )
{
if ( dy < 0 ) return Math . Min ( slope , dy1 ) ; //can move up to next max
if ( dy0 > dy ) return Math . Min ( slope , dy0 ) ; //first step was steepest
if ( dy > = 1 ) return Math . Min ( slope , dy ) ; //second step steeper
//only (dy==0)&&(dy0==0) case remaining, shouldn't be possible here
}
if ( dy1 = = 1 ) return Math . Min ( slope , 1 ) ; //can only go +1Y or slope limit
if ( dy1 = = 0 )
{
//step +X until can't go further, or can step +Y
int dx = 1 ;
int xi = ti ; //starting from y1
while ( CanPolyIncludeNext ( ref vpl , plt , xi , dirnx , out ti ) )
{
xi = ti ;
dx + + ;
if ( CanPolyIncludeNext ( ref vpl , plt , xi , dirny , out ti ) )
{
//can move +Y now, calc new slope which is >0, <1
return Math . Min ( slope , 1.0f / dx ) ;
}
}
//couldn't go further +X or +Y...
//needs a corner at this next point at slope=0
//or could be "trapped" in a corner
return Math . Min ( slope , 0 ) ; //should always return 0..
}
}
else //new slope must be <0
{
if ( ! CanPolyIncludeNext ( ref vpl , plt , i , dirpy , out ti ) )
{
return Math . Min ( slope , 0 ) ; //can't move -Y.. could only happen at the end
}
int dx0 = FindPolyEdgeDist ( ref vpl , plt , qi , dirnx ) ;
int dx1 = FindPolyEdgeDist ( ref vpl , plt , ti , dirnx ) ;
int dx = dx1 - dx0 ;
if ( dx1 > 1 )
{
if ( dx < 0 ) return Math . Min ( slope , 0 ) ; //end corner, next slope is going backwards
if ( dx0 > dx ) return Math . Min ( slope , - 1.0f / dx0 ) ; //first step went furthest
if ( dx > = 1 ) return Math . Min ( slope , - 1.0f / dx ) ; //second step furthest
//only (dx==0)&&(dy0==0) case remaining, shouldn't be possible here
}
if ( dx1 = = 1 ) return Math . Min ( slope , - 1 ) ;
if ( dx1 = = 0 )
{
//step -Y until can't go further, or can step +X
int dy = 1 ;
int yi = ti ;
while ( CanPolyIncludeNext ( ref vpl , plt , yi , dirpy , out ti ) )
{
yi = ti ;
dy + + ;
if ( CanPolyIncludeNext ( ref vpl , plt , yi , dirnx , out ti ) )
{
//can move +X now, calc new slope for <=-1
return Math . Min ( slope , - dy ) ;
}
}
//couldn't go further +Y or +X
//slope should be negative vertical
return Math . Min ( slope , - 100 ) ;
}
}
return slope ;
}
private int FindNextCornerID ( ref Plane vpl , float plt , int i , int dirnx , int dirny , int dirpy , float slope , out int dx , out int dy )
{
dx = 0 ;
dy = 0 ;
//try to step along the slope until can't go further
int ti = i ;
int qi = i ;
int mx = 0 ;
int my = 0 ;
int diry = ( slope > 0 ) ? dirny : dirpy ;
int incy = ( slope > 0 ) ? 1 : - 1 ;
if ( ( slope > = 1 ) | | ( slope < = - 1 ) )
{
int sy = ( int ) Math . Abs ( slope ) ;
while ( my < sy )
{
if ( CanPolyIncludeNext ( ref vpl , plt , qi , diry , out ti ) )
{
qi = ti ;
my + + ;
dy + = incy ;
if ( my = = sy )
{
if ( CanPolyIncludeNext ( ref vpl , plt , qi , dirnx , out ti ) )
{
qi = ti ;
my = 0 ;
mx + + ;
dx + + ;
}
else //can't go further!
{
return qi ;
}
}
}
else if ( ( mx = = 0 ) & & ( CanPolyIncludeNext ( ref vpl , plt , qi , dirnx , out ti ) ) )
{
//second chance to make beginning of the line
qi = ti ;
my = 0 ;
mx + + ;
dx + + ;
}
else //can't go further!
{
return qi ;
}
}
return qi ; //shouldn't get here?
}
else if ( slope ! = 0 )
{
int sx = ( int ) Math . Abs ( 1.0f / slope ) ;
while ( mx < sx )
{
if ( CanPolyIncludeNext ( ref vpl , plt , qi , dirnx , out ti ) )
{
qi = ti ;
mx + + ;
dx + + ;
if ( mx = = sx )
{
if ( CanPolyIncludeNext ( ref vpl , plt , qi , diry , out ti ) )
{
qi = ti ;
mx = 0 ;
my + + ;
dy + = incy ;
}
else //can't go further!
{
return qi ;
}
}
}
else if ( ( my = = 0 ) & & CanPolyIncludeNext ( ref vpl , plt , qi , diry , out ti ) )
{
//second chance to make beginning of the line
qi = ti ;
mx = 0 ;
my + + ;
dy + = incy ;
}
else //can't go further!
{
return qi ;
}
}
return qi ; //shouldn't get here?
}
else //slope==0
{
for ( int x = 0 ; x < 50 ; x + + ) //just try go +X until there's a hit.
{
if ( CanPolyIncludeNext ( ref vpl , plt , qi , dirnx , out ti ) )
{
qi = ti ;
dx + + ;
}
else
{
return qi ;
}
}
return qi ; //could go further, but don't..
}
}
}
private void GenerateComplete ( )
{
try
{
if ( InvokeRequired )
{
Invoke ( new Action ( ( ) = > { GenerateComplete ( ) ; } ) ) ;
}
else
{
GenerateButton . Enabled = true ;
}
}
catch { }
}
private void UpdateStatus ( string text )
{
try
{
if ( InvokeRequired )
{
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BeginInvoke ( new Action ( ( ) = > { UpdateStatus ( text ) ; } ) ) ;
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}
else
{
StatusLabel . Text = text ;
}
}
catch { }
}
}
}