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- /**************************************************************************/
- /* triangulate.cpp */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #include "triangulate.h"
- real_t Triangulate::get_area(const Vector<Vector2> &contour) {
- int n = contour.size();
- const Vector2 *c = &contour[0];
- real_t A = 0.0;
- for (int p = n - 1, q = 0; q < n; p = q++) {
- A += c[p].cross(c[q]);
- }
- return A * 0.5f;
- }
- /* `is_inside_triangle` decides if a point P is inside the triangle
- * defined by A, B, C. */
- bool Triangulate::is_inside_triangle(real_t Ax, real_t Ay,
- real_t Bx, real_t By,
- real_t Cx, real_t Cy,
- real_t Px, real_t Py,
- bool include_edges) {
- real_t ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
- real_t cCROSSap, bCROSScp, aCROSSbp;
- ax = Cx - Bx;
- ay = Cy - By;
- bx = Ax - Cx;
- by = Ay - Cy;
- cx = Bx - Ax;
- cy = By - Ay;
- apx = Px - Ax;
- apy = Py - Ay;
- bpx = Px - Bx;
- bpy = Py - By;
- cpx = Px - Cx;
- cpy = Py - Cy;
- aCROSSbp = ax * bpy - ay * bpx;
- cCROSSap = cx * apy - cy * apx;
- bCROSScp = bx * cpy - by * cpx;
- if (include_edges) {
- return ((aCROSSbp > 0.0f) && (bCROSScp > 0.0f) && (cCROSSap > 0.0f));
- } else {
- return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));
- }
- }
- bool Triangulate::snip(const Vector<Vector2> &p_contour, int u, int v, int w, int n, const Vector<int> &V, bool relaxed) {
- int p;
- real_t Ax, Ay, Bx, By, Cx, Cy, Px, Py;
- const Vector2 *contour = &p_contour[0];
- Ax = contour[V[u]].x;
- Ay = contour[V[u]].y;
- Bx = contour[V[v]].x;
- By = contour[V[v]].y;
- Cx = contour[V[w]].x;
- Cy = contour[V[w]].y;
- // It can happen that the triangulation ends up with three aligned vertices to deal with.
- // In this scenario, making the check below strict may reject the possibility of
- // forming a last triangle with these aligned vertices, preventing the triangulation
- // from completing.
- // To avoid that we allow zero-area triangles if all else failed.
- float threshold = relaxed ? -CMP_EPSILON : CMP_EPSILON;
- if (threshold > (((Bx - Ax) * (Cy - Ay)) - ((By - Ay) * (Cx - Ax)))) {
- return false;
- }
- for (p = 0; p < n; p++) {
- if ((p == u) || (p == v) || (p == w)) {
- continue;
- }
- Px = contour[V[p]].x;
- Py = contour[V[p]].y;
- if (is_inside_triangle(Ax, Ay, Bx, By, Cx, Cy, Px, Py, relaxed)) {
- return false;
- }
- }
- return true;
- }
- bool Triangulate::triangulate(const Vector<Vector2> &contour, Vector<int> &result) {
- /* allocate and initialize list of Vertices in polygon */
- int n = contour.size();
- if (n < 3) {
- return false;
- }
- Vector<int> V;
- V.resize(n);
- /* we want a counter-clockwise polygon in V */
- if (0.0f < get_area(contour)) {
- for (int v = 0; v < n; v++) {
- V.write[v] = v;
- }
- } else {
- for (int v = 0; v < n; v++) {
- V.write[v] = (n - 1) - v;
- }
- }
- bool relaxed = false;
- int nv = n;
- /* remove nv-2 Vertices, creating 1 triangle every time */
- int count = 2 * nv; /* error detection */
- for (int v = nv - 1; nv > 2;) {
- /* if we loop, it is probably a non-simple polygon */
- if (0 >= (count--)) {
- if (relaxed) {
- //** Triangulate: ERROR - probable bad polygon!
- return false;
- } else {
- // There may be aligned vertices that the strict
- // checks prevent from triangulating. In this situation
- // we are better off adding flat triangles than
- // failing, so we relax the checks and try one last
- // round.
- // Only relaxing the constraints as a last resort avoids
- // degenerate triangles when they aren't necessary.
- count = 2 * nv;
- relaxed = true;
- }
- }
- /* three consecutive vertices in current polygon, <u,v,w> */
- int u = v;
- if (nv <= u) {
- u = 0; /* previous */
- }
- v = u + 1;
- if (nv <= v) {
- v = 0; /* new v */
- }
- int w = v + 1;
- if (nv <= w) {
- w = 0; /* next */
- }
- if (snip(contour, u, v, w, nv, V, relaxed)) {
- int a, b, c, s, t;
- /* true names of the vertices */
- a = V[u];
- b = V[v];
- c = V[w];
- /* output Triangle */
- result.push_back(a);
- result.push_back(b);
- result.push_back(c);
- /* remove v from remaining polygon */
- for (s = v, t = v + 1; t < nv; s++, t++) {
- V.write[s] = V[t];
- }
- nv--;
- /* reset error detection counter */
- count = 2 * nv;
- }
- }
- return true;
- }
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