-
-
Notifications
You must be signed in to change notification settings - Fork 228
/
StraightSkeletonGenerator.cs
440 lines (397 loc) · 15.8 KB
/
StraightSkeletonGenerator.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
using System;
using System.Collections.Generic;
using UnityEngine;
namespace ProceduralToolkit.Skeleton
{
/// <summary>
/// A straight skeleton generator, computes a straight skeleton for the input polygon, reusable.
/// The generation algorithm is loosely based on the work of Tom Kelly
/// (2014) "Unwritten procedural modeling with the straight skeleton"
/// http://www.twak.co.uk/2014/02/unwritten-procedural-modeling-with.html
/// </summary>
public class StraightSkeletonGenerator
{
private readonly List<Plan> activePlans = new List<Plan>();
private readonly List<Plan> newPlans = new List<Plan>();
private StraightSkeleton skeleton;
public StraightSkeleton Generate(IReadOnlyList<Vector2> polygon)
{
activePlans.Clear();
newPlans.Clear();
var activePlan = new Plan(polygon);
activePlans.Add(activePlan);
skeleton = new StraightSkeleton(activePlan);
foreach (var p in activePlans)
{
foreach (var vertex in p)
{
CalculateBisector(vertex);
}
}
int count = 0;
while (activePlans.Count > 0)
{
if (count > polygon.Count)
{
Debug.LogError("Too many iterations");
break;
}
bool success = OffsetAndDetectEvents();
if (!success)
{
return skeleton;
}
count++;
}
return skeleton;
}
public List<Plan> GetActivePlans()
{
return activePlans;
}
private bool OffsetAndDetectEvents()
{
ResetInEventFlags();
foreach (var plan in activePlans)
{
float offset = FindSmallestOffset(plan);
if (float.IsPositiveInfinity(offset) || offset <= 0)
{
Debug.LogError("Unable to find offset");
return false;
}
plan.Offset(-offset);
var intersectionEvents = FindIntersectionEvents(plan);
foreach (var intersectionEvent in intersectionEvents)
{
ProcessIntersectionEvent(plan, intersectionEvent);
}
newPlans.AddRange(plan.Split());
}
activePlans.AddRange(newPlans);
newPlans.Clear();
CleanupLoops();
activePlans.RemoveAll(p => p.Count == 0);
skeleton.ValidatePolygons();
return true;
}
private void ResetInEventFlags()
{
foreach (var plan in activePlans)
{
foreach (var vertex in plan)
{
vertex.inEvent = false;
}
}
}
private float FindSmallestOffset(Plan plan)
{
float smallestOffset = float.PositiveInfinity;
foreach (var vertex in plan)
{
if (BisectorBisector(vertex, vertex.next, out float offset))
{
smallestOffset = Mathf.Min(smallestOffset, offset);
}
if (vertex.reflect)
{
foreach (var segmentA in plan)
{
var segmentB = segmentA.next;
if (segmentA == vertex || segmentB == vertex)
{
continue;
}
if (BisectorSegment(vertex, segmentA.position, segmentB.position, out offset))
{
smallestOffset = Mathf.Min(smallestOffset, offset);
}
}
}
}
return smallestOffset;
}
private List<IntersectionEvent> FindIntersectionEvents(Plan plan)
{
var intersectionEvents = new List<IntersectionEvent>();
var vertex = plan.First;
do
{
CreateSplitVertices(plan, vertex);
var intersectionEvent = FindIntersectionEvent(vertex);
if (intersectionEvent != null)
{
intersectionEvents.Add(intersectionEvent);
if (intersectionEvent.chains[0].Count == plan.Count)
{
return intersectionEvents;
}
}
vertex = vertex.next;
} while (vertex != plan.First);
CompressEvents(intersectionEvents);
return intersectionEvents;
}
private void CreateSplitVertices(Plan plan, Plan.Vertex searchVertex)
{
var vertex = searchVertex;
do
{
if (vertex != searchVertex &&
vertex.next != searchVertex &&
PointSegment(searchVertex.position, vertex.position, vertex.next.position))
{
var newVertex = CreateSplitVertex(plan, searchVertex.position, vertex, vertex.next);
vertex = newVertex.next;
}
else
{
vertex = vertex.next;
}
} while (vertex != searchVertex);
}
private Plan.Vertex CreateSplitVertex(Plan plan, Vector2 position, Plan.Vertex segmentA, Plan.Vertex segmentB)
{
var newVertex = new Plan.Vertex(position)
{
previousPolygonIndex = segmentA.nextPolygonIndex,
nextPolygonIndex = segmentB.previousPolygonIndex
};
plan.Insert(newVertex, segmentA, segmentB);
CalculateBisector(newVertex);
return newVertex;
}
private IntersectionEvent FindIntersectionEvent(Plan.Vertex searchVertex)
{
var vertex = searchVertex;
do
{
if (!vertex.inEvent && vertex != searchVertex && IncidentalVertices(searchVertex, vertex))
{
var intersectionEvent = new IntersectionEvent(searchVertex.position);
ExpandEvent(intersectionEvent, searchVertex);
return intersectionEvent;
}
vertex = vertex.next;
} while (vertex != searchVertex);
return null;
}
private void ExpandEvent(IntersectionEvent intersectionEvent, Plan.Vertex startVertex)
{
var vertex = startVertex;
do
{
if (!vertex.inEvent && IncidentalVertices(intersectionEvent.position, vertex.position))
{
var chain = FindCollapsedChain(vertex);
intersectionEvent.chains.Add(chain);
vertex = chain[chain.Count - 1].next;
}
else
{
vertex = vertex.next;
}
} while (vertex != startVertex);
}
private List<Plan.Vertex> FindCollapsedChain(Plan.Vertex startVertex)
{
startVertex.inEvent = true;
var chain = new List<Plan.Vertex> {startVertex};
var vertex = startVertex;
do
{
if (!vertex.next.inEvent && IncidentalVertices(vertex, vertex.next))
{
vertex.next.inEvent = true;
chain.Add(vertex.next);
vertex = vertex.next;
}
else
{
break;
}
} while (vertex != startVertex);
return chain;
}
private void CompressEvents(List<IntersectionEvent> intersectionEvents)
{
foreach (var intersectionEvent in intersectionEvents)
{
var firstChain = intersectionEvent.chains[0];
var lastChain = intersectionEvent.chains[intersectionEvent.chains.Count - 1];
var lastVertex = lastChain[lastChain.Count - 1];
if (lastVertex.next == firstChain[0])
{
lastChain.AddRange(firstChain);
intersectionEvent.chains[0] = lastChain;
firstChain.Clear();
intersectionEvent.chains.RemoveAt(intersectionEvent.chains.Count - 1);
}
}
}
private void ProcessIntersectionEvent(Plan plan, IntersectionEvent intersectionEvent)
{
foreach (var chain in intersectionEvent.chains)
{
SimplifyChain(plan, chain);
}
intersectionEvent.chains.RemoveAll(c => c.Count == 0);
if (intersectionEvent.chains.Count >= 2)
{
for (var i = 0; i < intersectionEvent.chains.Count; i++)
{
var chain = intersectionEvent.chains[i];
var previousChain = intersectionEvent.chains.GetLooped(i - 1);
var vertex = chain[0];
plan.Remove(vertex);
skeleton.AddVertex(vertex);
var newVertex = new Plan.Vertex(intersectionEvent.position)
{
previousPolygonIndex = vertex.previousPolygonIndex,
nextPolygonIndex = previousChain[0].nextPolygonIndex
};
plan.Insert(newVertex, vertex.previous, previousChain[0].next);
CalculateBisector(newVertex);
}
}
}
private void SimplifyChain(Plan plan, List<Plan.Vertex> chain)
{
if (chain.Count == 1) return;
var first = chain[0];
var previous = first.previous;
var last = chain[chain.Count - 1];
var next = last.next;
foreach (var vertex in chain)
{
plan.Remove(vertex);
skeleton.AddVertex(vertex);
}
chain.Clear();
if (next != first)
{
var newVertex = new Plan.Vertex(first.position)
{
previousPolygonIndex = first.previousPolygonIndex,
nextPolygonIndex = last.nextPolygonIndex,
};
plan.Insert(newVertex, previous, next);
chain.Add(newVertex);
CalculateBisector(newVertex);
}
}
private void CleanupLoops()
{
foreach (var plan in activePlans)
{
if (plan.Count == 1)
{
Debug.LogError("Invalid plan: " + plan.First);
}
else if (plan.Count == 2)
{
var vertex = plan.First;
plan.Remove(vertex);
plan.Remove(vertex.next);
}
}
}
private static void CalculateBisector(Plan.Vertex vertex)
{
Plan.Vertex previous = vertex.previous;
Plan.Vertex next = vertex.next;
Vector2 direction = Geometry.GetAngleBisector(previous.position, vertex.position, next.position, out float angle);
vertex.angle = angle;
vertex.bisector = direction;
}
private static bool PointSegment(Vector2 point, Vector2 segmentA, Vector2 segmentB)
{
if (!IncidentalVertices(point, segmentA) &&
!IncidentalVertices(point, segmentB))
{
return Intersect.PointSegment(point, segmentA, segmentB);
}
return false;
}
private static bool BisectorBisector(Plan.Vertex vertexA, Plan.Vertex vertexB, out float offset)
{
if (Intersect.RayRay(vertexA.position, vertexA.bisector, vertexB.position, vertexB.bisector, out var intersection))
{
if (intersection.type == IntersectionType.Point)
{
float offsetA = GetBisectorBisectorOffset(vertexA, intersection.pointA);
float offsetB = GetBisectorBisectorOffset(vertexB, intersection.pointA);
offset = Mathf.Min(offsetA, offsetB);
return true;
}
if (intersection.type == IntersectionType.Segment)
{
float toIntersection = Vector2.Distance(vertexA.position, vertexB.position);
float offsetA = GetBisectorBisectorOffset(vertexA, toIntersection)/2;
float offsetB = GetBisectorBisectorOffset(vertexB, toIntersection)/2;
offset = Mathf.Min(offsetA, offsetB);
return true;
}
Debug.LogErrorFormat("Invalid bisector intersection\ntype: {0}\npointA: {1} pointB: {2}\nbisectorA: {3} bisectorB:{4}",
intersection.type, intersection.pointA, intersection.pointB, vertexA.bisector, vertexB.bisector);
offset = 0;
return false;
}
offset = 0;
return false;
}
private static float GetBisectorBisectorOffset(Plan.Vertex vertex, Vector2 intersection)
{
float toIntersection = Vector2.Distance(vertex.position, intersection);
return GetBisectorBisectorOffset(vertex, toIntersection);
}
private static float GetBisectorBisectorOffset(Plan.Vertex vertex, float toIntersection)
{
return toIntersection*Geometry.GetAngleBisectorSin(vertex.angle);
}
private static bool BisectorSegment(Plan.Vertex vertex, Vector2 segmentA, Vector2 segmentB, out float offset)
{
if (Intersect.RaySegment(vertex.position, vertex.bisector, segmentA, segmentB, out var intersection))
{
if (intersection.type == IntersectionType.Point)
{
Vector2 segmentDirection = (segmentB - segmentA).normalized;
float toIntersection = Vector2.Distance(vertex.position, intersection.pointA);
float intersectionAngle = Vector2.Angle(vertex.bisector, segmentDirection);
float intersectionSin = Mathf.Sin(intersectionAngle*Mathf.Deg2Rad);
float bisectorSin = Geometry.GetAngleBisectorSin(vertex.angle);
offset = toIntersection/(1/intersectionSin + 1/bisectorSin);
return true;
}
Debug.LogErrorFormat("Invalid bisector intersection\ntype: {0}\npointA: {1} pointB: {2}\nray: {3} segmentA:{4} segmentB:{5}",
intersection.type, intersection.pointA, intersection.pointB, vertex.bisector, segmentA, segmentB);
offset = 0;
return false;
}
offset = 0;
return false;
}
private static bool IncidentalVertices(Plan.Vertex a, Plan.Vertex b)
{
return IncidentalVertices(a.position, b.position);
}
private static bool IncidentalVertices(Vector2 a, Vector2 b)
{
return (a - b).sqrMagnitude < Geometry.Epsilon;
}
private class IntersectionEvent
{
public readonly Vector2 position;
public readonly List<List<Plan.Vertex>> chains = new List<List<Plan.Vertex>>();
public IntersectionEvent(Vector2 position)
{
this.position = position;
}
public override string ToString()
{
return string.Format("{0} Count: {1}", position, chains.Count);
}
}
}
}