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- /**************************************************************************/
- /* delaunay_2d.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef DELAUNAY_2D_H
- #define DELAUNAY_2D_H
- #include "core/math/rect2.h"
- #include "core/templates/vector.h"
- class Delaunay2D {
- public:
- struct Triangle {
- int points[3];
- Vector2 circum_center;
- real_t circum_radius_squared;
- Triangle() {}
- Triangle(int p_a, int p_b, int p_c) {
- points[0] = p_a;
- points[1] = p_b;
- points[2] = p_c;
- }
- };
- struct Edge {
- int points[2];
- bool bad = false;
- Edge() {}
- Edge(int p_a, int p_b) {
- // Store indices in a sorted manner to avoid having to check both orientations later.
- if (p_a > p_b) {
- points[0] = p_b;
- points[1] = p_a;
- } else {
- points[0] = p_a;
- points[1] = p_b;
- }
- }
- };
- static Triangle create_triangle(const Vector<Vector2> &p_vertices, const int &p_a, const int &p_b, const int &p_c) {
- Triangle triangle = Triangle(p_a, p_b, p_c);
- // Get the values of the circumcircle and store them inside the triangle object.
- Vector2 a = p_vertices[p_b] - p_vertices[p_a];
- Vector2 b = p_vertices[p_c] - p_vertices[p_a];
- Vector2 O = (b * a.length_squared() - a * b.length_squared()).orthogonal() / (a.cross(b) * 2.0f);
- triangle.circum_radius_squared = O.length_squared();
- triangle.circum_center = O + p_vertices[p_a];
- return triangle;
- }
- static Vector<Triangle> triangulate(const Vector<Vector2> &p_points) {
- Vector<Vector2> points = p_points;
- Vector<Triangle> triangles;
- int point_count = p_points.size();
- if (point_count <= 2) {
- return triangles;
- }
- // Get a bounding rectangle.
- Rect2 rect = Rect2(p_points[0], Size2());
- for (int i = 1; i < point_count; i++) {
- rect.expand_to(p_points[i]);
- }
- real_t delta_max = MAX(rect.size.width, rect.size.height);
- Vector2 center = rect.get_center();
- // Construct a bounding triangle around the rectangle.
- points.push_back(Vector2(center.x - delta_max * 16, center.y - delta_max));
- points.push_back(Vector2(center.x, center.y + delta_max * 16));
- points.push_back(Vector2(center.x + delta_max * 16, center.y - delta_max));
- Triangle bounding_triangle = create_triangle(points, point_count + 0, point_count + 1, point_count + 2);
- triangles.push_back(bounding_triangle);
- for (int i = 0; i < point_count; i++) {
- Vector<Edge> polygon;
- // Save the edges of the triangles whose circumcircles contain the i-th vertex. Delete the triangles themselves.
- for (int j = triangles.size() - 1; j >= 0; j--) {
- if (points[i].distance_squared_to(triangles[j].circum_center) < triangles[j].circum_radius_squared) {
- polygon.push_back(Edge(triangles[j].points[0], triangles[j].points[1]));
- polygon.push_back(Edge(triangles[j].points[1], triangles[j].points[2]));
- polygon.push_back(Edge(triangles[j].points[2], triangles[j].points[0]));
- triangles.remove_at(j);
- }
- }
- // Create a triangle for every unique edge.
- for (int j = 0; j < polygon.size(); j++) {
- if (polygon[j].bad) {
- continue;
- }
- for (int k = j + 1; k < polygon.size(); k++) {
- // Compare the edges.
- if (polygon[k].points[0] == polygon[j].points[0] && polygon[k].points[1] == polygon[j].points[1]) {
- polygon.write[j].bad = true;
- polygon.write[k].bad = true;
- break; // Since no more than two triangles can share an edge, no more than two edges can share vertices.
- }
- }
- // Create triangles out of good edges.
- if (!polygon[j].bad) {
- triangles.push_back(create_triangle(points, polygon[j].points[0], polygon[j].points[1], i));
- }
- }
- }
- // Filter out the triangles containing vertices of the bounding triangle.
- int preserved_count = 0;
- Triangle *triangles_ptrw = triangles.ptrw();
- for (int i = 0; i < triangles.size(); i++) {
- if (!(triangles[i].points[0] >= point_count || triangles[i].points[1] >= point_count || triangles[i].points[2] >= point_count)) {
- triangles_ptrw[preserved_count] = triangles[i];
- preserved_count++;
- }
- }
- triangles.resize(preserved_count);
- return triangles;
- }
- };
- #endif // DELAUNAY_2D_H
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