CodeWalker/Project/Panels/GenerateNavMeshPanel.cs

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C#
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2018-06-02 00:25:12 +08:00
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
Vector2I imin = space.Grid.GetCellPos(new Vector3(min, 0));
Vector2I imax = space.Grid.GetCellPos(new Vector3(max, 0));
//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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for (int x = imin.X; x <= imax.X; x++) //generate verts for each world cell
{
for (int y = imin.Y; y <= imax.Y; y++)
{
Vector2I gi = new Vector2I(x, y);
var cell = space.Grid.GetCell(gi);
var cellstr = gi.ToString();
var cellmin = space.Grid.GetWorldPos(gi);
var cellmax = cellmin + SpaceGrid.CellSize;
var vertexCountXY = (cellmax - cellmin) / density;
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int vertexCountX = (int)vertexCountXY.X+1;
int vertexCountY = (int)vertexCountXY.Y+1;
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//int vertexCountTot = vertexCountX * vertexCountY;
vgrid.BeginGrid(vertexCountX, vertexCountY);
cellmin.Z = 0.0f;//min probably not needed here
cellmax.Z = 0.0f;
Ray ray = new Ray(Vector3.Zero, new Vector3(0, 0, -1));//for casting with
UpdateStatus("Loading cell " + cellstr + " ...");
//pre-warm the bounds cache for this cell, and find the min/max Z
if (cell.BoundsList != null)
{
foreach (var boundsitem in cell.BoundsList)
{
YbnFile ybn = gameFileCache.GetYbn(boundsitem.Name);
if (ybn == null)
{ continue; } //ybn not found?
if (!ybn.Loaded) //ybn not loaded yet...
{
UpdateStatus("Loading ybn: " + boundsitem.Name.ToString() + " ...");
int waitCount = 0;
while (!ybn.Loaded)
{
waitCount++;
if (waitCount > 10000)
{
UpdateStatus("Timeout waiting for ybn " + boundsitem.Name.ToString() + " to load!");
Thread.Sleep(1000); //just to let the message display for a second...
break;
}
Thread.Sleep(20);//~50fps should be fine
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ybn = gameFileCache.GetYbn(boundsitem.Name); //try queue it again..
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}
}
if (ybn.Loaded && (ybn.Bounds != null))
{
cellmin.Z = Math.Min(cellmin.Z, ybn.Bounds.BoundingBoxMin.Z);
cellmax.Z = Math.Max(cellmax.Z, ybn.Bounds.BoundingBoxMax.Z);
}
}
}
//ray-cast each XY vertex position, and find the height and surface from ybn's
//continue casting down to find more surfaces...
UpdateStatus("Processing cell " + cellstr + " ...");
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 = cellmin + vcoffset;
ray.Position.Z = cellmax.Z + 1.0f;//start the ray at the top of the cell
var intres = space.RayIntersect(ray, float.MaxValue, layers);
hitTestCount++;
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while (intres.Hit)// && (intres.HitDist > 0))
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{
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if (intres.HitDist > 0)
{
hitCount++;
vert.Position = intres.Position;
vert.Normal = intres.Normal;
vert.Material = intres.Material.Type;
vert.PolyFlags = (ushort)intres.Material.Flags;
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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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//continue down until no more hits..... step by 3m
ray.Position.Z = intres.Position.Z - 3.0f;
intres = space.RayIntersect(ray, float.MaxValue, layers);
}
vgrid.EndCell(vx, vy);
}
}
vgrid.EndGrid(); //build vertex array
vgrid.ConnectVertices();
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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 { }
}
}
}