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@commy2
Last active April 18, 2019 19:22
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// get vertices
private _dummies = allUnits;
private _vertices = _dummies apply {
private _pos = getPosWorld _x;
_pos set [2, 0];
_pos set [3, _x];
_pos
};
// sort vertices from left to right (and bottom to top)
_vertices sort true; // ascending
_dummies = _vertices apply {_x select 3};
_vertices = _vertices apply {_x select [0, 3]};
// get half-edges
private _halfEdges = [];
{
private _x0 = _forEachIndex;
private _connections = get3DENConnections _x select {_x param [0] isEqualTo "Sync"} apply {_dummies find (_x select 1)};
{
if (_x0 < _x) then {
private _leftEdge = _vertices select _x0;
private _rightEdge = _vertices select _x;
_halfEdges pushBack [_x0, _x];
_halfEdges pushBack [_x, _x0];
};
} forEach _connections;
} forEach _dummies;
// assign half-edges to vertices
private _vertexHalfEdges = _vertices apply {[]};
{
_x params ["_source", "_target"];
(_vertexHalfEdges select _source) pushBack _target;
} forEach _halfEdges;
// get next half-edge of each half-edge, counter-clockwise
private _halfEdgeNext = [];
{
_x params ["_source", "_target"];
private _nextHalfEdges = _vertexHalfEdges select _target;
private _sourceVertex = _vertices select _source;
private _targetVertex = _vertices select _target;
private _angle = _targetVertex getDir _sourceVertex;
private _sort = _nextHalfEdges apply {
private _delta = (_targetVertex getDir (_vertices select _x)) - _angle + 360;
if (_delta > 360) then { // don't mod, twin half-edge should be 360
_delta = _delta - 360;
};
[_delta, _x]
};
_sort sort true; // ascending
_halfEdgeNext pushBack (_sort select 0);
} forEach _halfEdges;
// find faces by traversing all half-edges
private _faces = [];
private _quene = +_halfEdges;
private _fnc_traverse = {
params ["_source", "_target"];
_halfEdgeNext select (_halfEdges find [_source, _target]) params ["_angle", "_next"];
private _nextHalfEdge = [_target, _next];
_quene deleteAt (_quene find _nextHalfEdge);
_face set [0, (_face select 0) + _angle];
if (_face pushBackUnique _nextHalfEdge != -1) then {
_nextHalfEdge call _fnc_traverse;
};
};
while {count _quene > 0} do {
private _halfEdge = _quene deleteAt 0;
private _face = [0, _halfEdge];
_faces pushBack _face;
_halfEdge call _fnc_traverse;
};
_faces select {
private _angleSum = _x select 0;
private _face = _x select [1, 1e7];
round _angleSum == 180 * (count _face - 2) // filter infinite polygons
} apply {_x select [1, 1e7] apply {_vertices select (_x select 0)}} // return
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