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- /*************************************************************************/
- /* triangulate.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* http://www.godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2017 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*0.5;
- }
- /*
- is_inside_triangle decides if a point P is Inside of 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)
- {
- 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;
- return ((aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0));
- };
- bool Triangulate::snip(const Vector<Vector2> &p_contour,int u,int v,int w,int n,const Vector<int>& V)
- {
- 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;
- if ( CMP_EPSILON > (((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)) 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 ( 0.0 < get_area(contour) )
- for (int v=0; v<n; v++) V[v] = v;
- else
- for(int v=0; v<n; v++) V[v] = (n-1)-v;
- 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--))
- {
- //** Triangulate: ERROR - probable bad polygon!
- return false;
- }
- /* 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) )
- {
- 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[s] = V[t];
- nv--;
- /* resest error detection counter */
- count = 2*nv;
- }
- }
- return true;
- }
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