/
tensor_polygon_util.go
217 lines (187 loc) · 5.47 KB
/
tensor_polygon_util.go
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package gencitymap
import (
"math"
"math/rand"
"github.com/Flokey82/go_gens/gengeometry"
"github.com/Flokey82/go_gens/vectors"
)
type PolygonUtil struct {
}
// SliceRectangle slices a rectangle by line, returning the smallest polygon.
func (p *PolygonUtil) SliceRectangle(origin, worldDimensions, p1, p2 vectors.Vec2) []vectors.Vec2 {
rectangle := []vectors.Vec2{
{X: origin.X, Y: origin.Y},
{X: origin.X + worldDimensions.X, Y: origin.Y},
{X: origin.X + worldDimensions.X, Y: origin.Y + worldDimensions.Y},
{X: origin.X, Y: origin.Y + worldDimensions.Y},
}
sliced, ok := gengeometry.Slice(rectangle, p1.X, p1.Y, p2.X, p2.Y)
if !ok {
return rectangle
}
minArea := CalcPolygonArea(sliced[0])
if len(sliced) > 1 && CalcPolygonArea(sliced[1]) < minArea {
return sliced[1]
}
return sliced[0]
}
func convPairsToVec2s(pairs []float64) []vectors.Vec2 {
var res []vectors.Vec2
for i := 0; i < len(pairs); i += 2 {
res = append(res, vectors.NewVec2(pairs[i], pairs[i+1]))
}
return res
}
/**
* Used to create sea polygon
*/
/*
func (p *PolygonUtil) LineRectanglePolygonIntersection(origin, worldDimensions, line vectors.Vec2) []vectors.Vec2 {
jstsLine := p.lineToJts(line)
bounds := []vectors.Vec2{
origin,
vectors.NewVec2(origin.X+worldDimensions.X, origin.Y),
vectors.Vec2(origin.X+worldDimensions.X, origin.Y+worldDimensions.Y),
vectors.Vec2(origin.X, origin.Y+worldDimensions.Y),
}
boundingPoly := p.polygonToJts(bounds)
union := boundingPoly.GetExteriorRing().Union(jstsLine)
var polygonizer geom.Polygon
polygonizer.Union(union)
polygons := polygonizer.GetPolygons()
smallestArea := math.Inf(1)
smallestPoly := nil
for i := polygons.Iterator(); i.HasNext(); {
polygon := i.Next()
area := polygon.GetArea()
if area < smallestArea {
smallestArea = area
smallestPoly = polygon
}
}
if smallestPoly == nil {
return []vectors.Vec2{}
}
var res []vectors.Vec2
for _, c := range smallestPoly.GetCoordinates() {
res = append(res, vectors.NewVec2(c.X, c.Y))
}
return res
}*/
func CalcPolygonArea(polygon []vectors.Vec2) float64 {
total := 0.0
for i := 0; i < len(polygon); i++ {
addX := polygon[i].X
addY := polygon[(i+1)%len(polygon)].Y
subX := polygon[(i+1)%len(polygon)].X
subY := polygon[i].Y
total += (addX * addY * 0.5)
total -= (subX * subY * 0.5)
}
return math.Abs(total)
}
// SubdividePolygon divides a polygon into smaller polygons until the minArea is reached.
func SubdividePolygon(poly []vectors.Vec2, minArea float64) [][]vectors.Vec2 {
area := CalcPolygonArea(poly)
if area < 0.5*minArea {
return nil
}
var longestSide vectors.Segment
longestSideLength := 0.0
perimeter := 0.0
for i := 0; i < len(poly); i++ {
if math.IsNaN(poly[i].X) || math.IsNaN(poly[i].Y) {
panic("NaN in polygon")
}
side := vectors.Segment{Start: poly[i], End: poly[(i+1)%len(poly)]}
sideLength := side.Len()
perimeter += sideLength
if sideLength > longestSideLength {
longestSide = side
longestSideLength = sideLength
}
}
// Shape index
// Using rectangle ratio of 1:4 as limit
// if area/perimeter*perimeter < 0.04 {
if area/(perimeter*perimeter) < 0.04 {
return nil
}
if area < 2*minArea {
return [][]vectors.Vec2{poly}
}
var sliced [][]vectors.Vec2
// Attempt to slice polygon.
var ok bool
for i := 0; i < 20; i++ {
// Between 0.4 and 0.6
deviation := (rand.Float64() * 0.2) + 0.4
averagePoint := longestSide.Start.Add(longestSide.End).Mul(deviation)
differenceVector := longestSide.Start.Sub(longestSide.End)
perpVector := vectors.Normalize(vectors.Vec2{
X: differenceVector.Y,
Y: -1 * differenceVector.X,
}).Mul(100)
bisect := vectors.Segment{
Start: averagePoint.Add(perpVector),
End: averagePoint.Sub(perpVector),
}
// Array of polygons
sliced, ok = gengeometry.Slice(poly, bisect.Start.X, bisect.Start.Y, bisect.End.X, bisect.End.Y)
if ok {
break
}
// check if sliced contains nan
for _, p := range sliced {
for _, v := range p {
if math.IsNaN(v.X) || math.IsNaN(v.Y) {
panic("NaN in polygon")
}
}
}
}
if !ok {
return [][]vectors.Vec2{poly}
}
// Recursive call
var divided [][]vectors.Vec2 // Array of polygons
for _, s := range sliced {
divided = append(divided, SubdividePolygon(s, minArea)...)
}
return divided
}
// ResizeGeometry resizes a polygon to a given spacing.
func ResizeGeometry(geometry []vectors.Vec2, spacing float64, isPolygon bool) []vectors.Vec2 {
return gengeometry.StraightSkeleton(geometry, 1, spacing)
}
// AveragePoint returns the average point of a polygon.
func AveragePoint(polygon []vectors.Vec2) vectors.Vec2 {
if len(polygon) == 0 {
return vectors.Vec2{}
}
sum := vectors.Vec2{}
for _, v := range polygon {
sum.Add(v)
}
return sum.Mul(1 / float64(len(polygon)))
}
func (p *PolygonUtil) InsidePolygon(point vectors.Vec2, polygon []vectors.Vec2) bool {
// ray-casting algorithm based on
// http://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html
if len(polygon) == 0 {
return false
}
inside := false
for i, j := 0, len(polygon)-1; i < len(polygon); j = i {
xi, yi := polygon[i].X, polygon[i].Y
xj, yj := polygon[j].X, polygon[j].Y
intersect := (yi > point.Y) != (yj > point.Y) && point.X < (xj-xi)*(point.Y-yi)/(yj-yi)+xi
if intersect {
inside = !inside
}
}
return inside
}
func (p *PolygonUtil) PointInRectangle(point vectors.Vec2, origin vectors.Vec2, dimensions vectors.Vec2) bool {
return point.X >= origin.X && point.Y >= origin.Y && point.X <= dimensions.X && point.Y <= dimensions.Y
}