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- -------------------------------------------------------------------------------
- -- 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:decompose(verticesArray, triangles)
- local vertices = verticesArray
- self.convexPolygons = {}
- local convexPolygons = self.convexPolygons;
- self.convexPolygonsIndices = {}
- local convexPolygonsIndices = self.convexPolygonsIndices;
- local polygonIndices = {}
- local polygon = {}
- -- Merge subsequent triangles if they form a triangle fan.
- local fanBaseIndex = -1
- local lastWinding = 0
- local trianglesItems = triangles
- local i = 1
- local n = #triangles
- while i <= n do
- local t1 = (trianglesItems[i] - 1) * 2 + 1
- local t2 = (trianglesItems[i + 1] - 1) * 2 + 1
- local t3 = (trianglesItems[i + 2] - 1) * 2 + 1
- local x1 = vertices[t1]
- local y1 = vertices[t1 + 1]
- local x2 = vertices[t2]
- local y2 = vertices[t2 + 1]
- local x3 = vertices[t3]
- local y3 = vertices[t3 + 1]
- -- If the base of the last triangle is the same as this triangle, check if they form a convex polygon (triangle fan).
- local merged = false;
- if fanBaseIndex == t1 then
- local o = #polygon - 4 + 1;
- local p = polygon;
- local winding1 = self:winding(p[o], p[o + 1], p[o + 2], p[o + 3], x3, y3);
- local winding2 = self:winding(x3, y3, p[1], p[2], p[3], p[4]);
- if winding1 == lastWinding and winding2 == lastWinding then
- table_insert(polygon, x3)
- table_insert(polygon, y3)
- table_insert(polygonIndices, t3)
- merged = true
- end
- end
- -- Otherwise make this triangle the new base.
- if not merged then
- if #polygon > 0 then
- table_insert(convexPolygons, polygon)
- table_insert(convexPolygonsIndices, polygonIndices)
- end
- polygon = {}
- table_insert(polygon, x1)
- table_insert(polygon, y1)
- table_insert(polygon, x2)
- table_insert(polygon, y2)
- table_insert(polygon, x3)
- table_insert(polygon, y3)
- polygonIndices = {}
- table_insert(polygonIndices, t1)
- table_insert(polygonIndices, t2);
- table_insert(polygonIndices, t3);
- lastWinding = self:winding(x1, y1, x2, y2, x3, y3)
- fanBaseIndex = t1
- end
- i = i + 3
- end
- if #polygon > 0 then
- table_insert(convexPolygons, polygon)
- table_insert(convexPolygonsIndices, polygonIndices)
- end
- -- Go through the list of polygons and try to merge the remaining triangles with the found triangle fans.
- i = 1
- n = #convexPolygons
- while i <= n do
- polygonIndices = convexPolygonsIndices[i]
- if (#polygonIndices > 0) then
- local firstIndex = polygonIndices[1]
- local lastIndex = polygonIndices[#polygonIndices]
- polygon = convexPolygons[i]
- local o = #polygon - 4 + 1
- local p = polygon
- local prevPrevX = p[o]
- local prevPrevY = p[o + 1]
- local prevX = p[o + 2]
- local prevY = p[o + 3]
- local firstX = p[1]
- local firstY = p[2]
- local secondX = p[3]
- local secondY = p[4]
- local winding = self:winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY)
- local ii = 1
- while ii <= n do
- if ii ~= i then
- local otherIndices = convexPolygonsIndices[ii]
- if (#otherIndices == 3) then
- local otherFirstIndex = otherIndices[1];
- local otherSecondIndex = otherIndices[2];
- local otherLastIndex = otherIndices[3];
- local otherPoly = convexPolygons[ii];
- local x3 = otherPoly[#otherPoly - 2 + 1]
- local y3 = otherPoly[#otherPoly - 1 + 1]
- if not (otherFirstIndex ~= firstIndex or otherSecondIndex ~= lastIndex) then
- local winding1 = self:winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3)
- local winding2 = self:winding(x3, y3, firstX, firstY, secondX, secondY)
- if winding1 == winding and winding2 == winding then
- convexPolygons[ii] = {}
- convexPolygonsIndices[ii] = {}
- table_insert(polygon, x3)
- table_insert(polygon, y3)
- table_insert(polygonIndices, otherLastIndex)
- prevPrevX = prevX
- prevPrevY = prevY
- prevX = x3
- prevY = y3
- ii = 1
- end
- end
- end
- end
- ii = ii + 1
- end
- end
- i = i + 1
- end
- -- Remove empty polygons that resulted from the merge step above.
- i = #convexPolygons
- while i >= 1 do
- polygon = convexPolygons[i]
- if #polygon == 0 then
- table_remove(convexPolygons, i)
- end
- i = i - 1
- end
- return convexPolygons;
- 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
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