Jelajahi Sumber

[lua] Added triangulator.

badlogic 8 tahun lalu
induk
melakukan
d218cf1544

+ 5 - 0
spine-corona/main.lua

@@ -83,6 +83,11 @@ table.insert(skeletons, loadSkeleton("stretchyman.atlas", "stretchyman.json", 40
 table.insert(skeletons, loadSkeleton("tank.atlas", "tank.json", 400, 300, 0.2, "drive"))
 table.insert(skeletons, loadSkeleton("vine.atlas", "vine.json", 240, 300, 0.3, "animation"))
 
+local triangulator = spine.Triangulator.new()
+local polygon = { 411, 219, 199, 230, 161, 362, 534, 407, 346, 305, 596, 265 }
+local indices = triangulator:triangulate(polygon)
+print(indices)
+
 local bounds = spine.SkeletonBounds.new()
 skeletons[1].skeleton:updateWorldTransform()
 bounds:update(skeletons[1].skeleton, true)

+ 1 - 0
spine-corona/spine-corona/spine.lua

@@ -62,6 +62,7 @@ spine.TextureRegion = require "spine-lua.TextureRegion"
 spine.TextureAtlasRegion = require "spine-lua.TextureAtlasRegion"
 spine.AtlasAttachmentLoader = require "spine-lua.AtlasAttachmentLoader"
 spine.Color = require "spine-lua.Color"
+spine.Triangulator = require "spine-lua.Triangulator"
 
 spine.utils.readFile = function (fileName, base)
 	if not base then base = system.ResourceDirectory end

+ 12 - 0
spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/utils/Triangulator.java

@@ -277,4 +277,16 @@ class Triangulator {
 		float px = p2x - p1x, py = p2y - p1y;
 		return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
 	}
+	
+	public static void main (String[] args) {
+		Triangulator triangulator = new Triangulator();
+		FloatArray polygon = new FloatArray();
+		polygon.addAll(411, 219, 199, 230, 161, 362, 534, 407, 346, 305, 596, 265);
+		ShortArray triangles = triangulator.triangulate(polygon);		
+		System.out.println(triangles);
+		for (short i: triangles.items) System.out.print((i + 1) + ", ");
+		
+		Array<FloatArray> polys = triangulator.decompose(polygon,  triangles);
+		System.out.println(polys);
+	}
 }

+ 192 - 0
spine-lua/Triangulator.lua

@@ -0,0 +1,192 @@
+-------------------------------------------------------------------------------
+-- Spine Runtimes Software License v2.5
+--
+-- Copyright (c) 2013-2016, Esoteric Software
+-- All rights reserved.
+--
+-- You are granted a perpetual, non-exclusive, non-sublicensable, and
+-- non-transferable license to use, install, execute, and perform the Spine
+-- Runtimes software and derivative works solely for personal or internal
+-- use. Without the written permission of Esoteric Software (see Section 2 of
+-- the Spine Software License Agreement), you may not (a) modify, translate,
+-- adapt, or develop new applications using the Spine Runtimes or otherwise
+-- create derivative works or improvements of the Spine Runtimes or (b) remove,
+-- delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+-- or other intellectual property or proprietary rights notices on or in the
+-- Software, including any copy thereof. Redistributions in binary or source
+-- form must include this license and terms.
+--
+-- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
+-- IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
+-- MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
+-- EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+-- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+-- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
+-- USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
+-- IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+-- ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+-- POSSIBILITY OF SUCH DAMAGE.
+-------------------------------------------------------------------------------
+
+local utils = require "spine-lua.utils"
+
+local setmetatable = setmetatable
+local math_min = math.min
+local math_max = math.max
+local ipairs = ipairs
+local table_insert = table.insert
+local table_remove = table.remove
+
+local Triangulator = {}
+Triangulator.__index = Triangulator
+
+function Triangulator.new ()
+	local self = {
+		convexPolygons = {},
+		convexPolygonsIndices = {},
+		indicesArray = {},
+		isConcaveArray = {},
+		triangles = {}
+	}
+	setmetatable(self, Triangulator)
+
+	return self
+end
+
+function Triangulator:triangulate (verticesArray)
+	local vertices = verticesArray
+	local vertexCount = #verticesArray / 2
+
+	self.indicesArray = {}
+	local indicesArray = self.indicesArray
+	local indices = utils.setArraySize(indicesArray, vertexCount)
+	local i = 0
+	while i < vertexCount do
+		indices[i] = i
+		i = i + 1
+	end
+
+	local isConcaveArray = self.isConcaveArray
+	local isConcave = isConcaveArray
+	i = 0
+	while i < vertexCount do
+		isConcave[i] = self:isConcave(i, vertexCount, vertices, indices)
+		i = i + 1
+	end
+
+	self.triangles = {}
+	local triangles = self.triangles;
+
+	while vertexCount > 3 do
+		-- Find ear tip.
+		local previous = vertexCount - 1
+		local i = 0
+		local _next = 1
+		while true do
+			local goToHead = false
+			local breakLoop = false
+			if not isConcave[i] then
+				local p1 = indices[previous] * 2 + 1
+				local p2 = indices[i] * 2 + 1
+				local p3 = indices[_next] * 2 + 1
+				local p1x = vertices[p1]
+				local p1y = vertices[p1 + 1]
+				local p2x = vertices[p2]
+				local p2y = vertices[p2 + 1]
+				local p3x = vertices[p3]
+				local p3y = vertices[p3 + 1]
+				local ii = ((_next + 1) % vertexCount)
+				while ii ~= previous do
+					if isConcave[ii] then
+						local v = indices[ii] * 2 + 1
+						local vx = vertices[v]
+						local vy = vertices[v + 1]
+						if self:positiveArea(p3x, p3y, p1x, p1y, vx, vy) then
+							if self:positiveArea(p1x, p1y, p2x, p2y, vx, vy) then
+								if self:positiveArea(p2x, p2y, p3x, p3y, vx, vy) then
+									goToHead = true
+									break
+								end
+							end
+						end
+					end
+					ii = (ii + 1) % vertexCount
+				end
+				if (not goToHead) then 
+					breakLoop = true
+					break
+				end
+			end
+			
+			if breakLoop then break end
+
+			if _next == 0 then
+				repeat
+					if not isConcave[i] then
+						break;
+					end
+					i = i - 1
+				until i == 0
+				break
+			end
+
+			previous = i
+			i = _next
+			_next = (_next + 1) % vertexCount
+		end
+
+		-- Cut ear tip.
+		table_insert(triangles, indices[(vertexCount + i - 1) % vertexCount] + 1)
+		table_insert(triangles, indices[i] + 1)
+		table_insert(triangles, indices[(i + 1) % vertexCount] + 1)
+		if i == 0 then
+			local ii = 1
+			while ii <= #indicesArray do
+				indicesArray[ii-1] = indicesArray[ii]
+				isConcaveArray[ii-1] = isConcaveArray[ii]
+				ii = ii + 1
+			end
+		else
+			table_remove(indicesArray, i)
+			table_remove(isConcaveArray, i)
+		end
+		vertexCount = vertexCount - 1
+
+		local previousIndex = (vertexCount + i - 1) % vertexCount
+		local nextIndex = i
+		if i == vertexCount then nextIndex = 0 end
+		isConcave[previousIndex] = self:isConcave(previousIndex, vertexCount, vertices, indices)
+		isConcave[nextIndex] = self:isConcave(nextIndex, vertexCount, vertices, indices)
+	end
+
+	if vertexCount == 3 then
+		table_insert(triangles, indices[2] + 1)
+		table_insert(triangles, indices[0] + 1)
+		table_insert(triangles, indices[1] + 1)
+	end
+
+	return triangles
+end
+
+function Triangulator:isConcave(index, vertexCount, vertices, indices)
+	local previous = indices[(vertexCount + index - 1) % vertexCount] * 2 + 1;
+	local current = indices[index] * 2 + 1;
+	local _next = indices[(index + 1) % vertexCount] * 2 + 1;
+	return not self:positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[_next],vertices[_next + 1]);
+end
+
+function Triangulator:positiveArea(p1x, p1y, p2x, p2y, p3x, p3y)
+	return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0
+end
+
+function Triangulator:winding(p1x, p1y, p2x, p2y, p3x, p3y)
+	local px = p2x - p1x
+	local py = p2y - p1y
+	if p3x * py - p3y * px + px * p1y - p1x * py >= 0 then
+		return 1
+	else
+		return -1;
+	end
+end
+
+return Triangulator