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- /**
- * Copyright (c) 2006-2024 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty. In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- * claim that you wrote the original software. If you use this software
- * in a product, an acknowledgment in the product documentation would be
- * appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- * misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
- // LOVE
- #include "MathModule.h"
- #include "common/Vector.h"
- #include "common/int.h"
- #include "common/StringMap.h"
- #include "BezierCurve.h"
- #include "Transform.h"
- // STL
- #include <cmath>
- #include <list>
- #include <iostream>
- // C
- #include <time.h>
- using std::list;
- using love::Vector2;
- namespace
- {
- // check if an angle is oriented counter clockwise
- inline bool is_oriented_ccw(const Vector2 &a, const Vector2 &b, const Vector2 &c)
- {
- // return det(b-a, c-a) >= 0
- return ((b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x)) >= 0;
- }
- // check if a and b are on the same side of the line c->d
- bool on_same_side(const Vector2 &a, const Vector2 &b, const Vector2 &c, const Vector2 &d)
- {
- float px = d.x - c.x, py = d.y - c.y;
- // return det(p, a-c) * det(p, b-c) >= 0
- float l = px * (a.y - c.y) - py * (a.x - c.x);
- float m = px * (b.y - c.y) - py * (b.x - c.x);
- return l * m >= 0;
- }
- // checks is p is contained in the triangle abc
- inline bool point_in_triangle(const Vector2 &p, const Vector2 &a, const Vector2 &b, const Vector2 &c)
- {
- return on_same_side(p,a, b,c) && on_same_side(p,b, a,c) && on_same_side(p,c, a,b);
- }
- // checks if any vertex in `vertices' is in the triangle abc.
- bool any_point_in_triangle(const std::list<const Vector2 *> &vertices, const Vector2 &a, const Vector2 &b, const Vector2 &c)
- {
- for (const Vector2 *p : vertices)
- {
- if ((p != &a) && (p != &b) && (p != &c) && point_in_triangle(*p, a,b,c)) // oh god...
- return true;
- }
- return false;
- }
- inline bool is_ear(const Vector2 &a, const Vector2 &b, const Vector2 &c, const std::list<const Vector2 *> &vertices)
- {
- return is_oriented_ccw(a,b,c) && !any_point_in_triangle(vertices, a,b,c);
- }
- } // anonymous namespace
- namespace love
- {
- namespace math
- {
- std::vector<Triangle> triangulate(const std::vector<love::Vector2> &polygon)
- {
- if (polygon.size() < 3)
- throw love::Exception("Not a polygon");
- else if (polygon.size() == 3)
- return std::vector<Triangle>(1, Triangle(polygon[0], polygon[1], polygon[2]));
- // collect list of connections and record leftmost item to check if the polygon
- // has the expected winding
- std::vector<size_t> next_idx(polygon.size()), prev_idx(polygon.size());
- size_t idx_lm = 0;
- for (size_t i = 0; i < polygon.size(); ++i)
- {
- const love::Vector2 &lm = polygon[idx_lm], &p = polygon[i];
- if (p.x < lm.x || (p.x == lm.x && p.y < lm.y))
- idx_lm = i;
- next_idx[i] = i+1;
- prev_idx[i] = i-1;
- }
- next_idx[next_idx.size()-1] = 0;
- prev_idx[0] = prev_idx.size()-1;
- // check if the polygon has the expected winding and reverse polygon if needed
- if (!is_oriented_ccw(polygon[prev_idx[idx_lm]], polygon[idx_lm], polygon[next_idx[idx_lm]]))
- next_idx.swap(prev_idx);
- // collect list of concave polygons
- std::list<const love::Vector2 *> concave_vertices;
- for (size_t i = 0; i < polygon.size(); ++i)
- {
- if (!is_oriented_ccw(polygon[prev_idx[i]], polygon[i], polygon[next_idx[i]]))
- concave_vertices.push_back(&polygon[i]);
- }
- // triangulation according to kong
- std::vector<Triangle> triangles;
- size_t n_vertices = polygon.size();
- size_t current = 1, skipped = 0, next, prev;
- while (n_vertices > 3)
- {
- next = next_idx[current];
- prev = prev_idx[current];
- const Vector2 &a = polygon[prev], &b = polygon[current], &c = polygon[next];
- if (is_ear(a,b,c, concave_vertices))
- {
- triangles.push_back(Triangle(a,b,c));
- next_idx[prev] = next;
- prev_idx[next] = prev;
- concave_vertices.remove(&b);
- --n_vertices;
- skipped = 0;
- }
- else if (++skipped > n_vertices)
- {
- throw love::Exception("Cannot triangulate polygon.");
- }
- current = next;
- }
- next = next_idx[current];
- prev = prev_idx[current];
- triangles.push_back(Triangle(polygon[prev], polygon[current], polygon[next]));
- return triangles;
- }
- bool isConvex(const std::vector<love::Vector2> &polygon)
- {
- if (polygon.size() < 3)
- return false;
- // a polygon is convex if all corners turn in the same direction
- // turning direction can be determined using the cross-product of
- // the forward difference vectors
- size_t i = polygon.size() - 2, j = polygon.size() - 1, k = 0;
- Vector2 p(polygon[j] - polygon[i]);
- Vector2 q(polygon[k] - polygon[j]);
- float winding = Vector2::cross(p, q);
- while (k+1 < polygon.size())
- {
- i = j; j = k; k++;
- p = polygon[j] - polygon[i];
- q = polygon[k] - polygon[j];
- if (Vector2::cross(p, q) * winding < 0)
- return false;
- }
- return true;
- }
- /**
- * http://en.wikipedia.org/wiki/SRGB#The_reverse_transformation
- **/
- float gammaToLinear(float c)
- {
- if (c <= 0.04045f)
- return c / 12.92f;
- else
- return powf((c + 0.055f) / 1.055f, 2.4f);
- }
- /**
- * http://en.wikipedia.org/wiki/SRGB#The_forward_transformation_.28CIE_xyY_or_CIE_XYZ_to_sRGB.29
- **/
- float linearToGamma(float c)
- {
- if (c <= 0.0031308f)
- return c * 12.92f;
- else
- return 1.055f * powf(c, 1.0f / 2.4f) - 0.055f;
- }
- Math::Math()
- : Module(M_MATH, "love.math")
- , rng()
- {
- RandomGenerator::Seed seed;
- seed.b64 = (uint64) time(nullptr);
- rng.setSeed(seed);
- }
- Math::~Math()
- {
- }
- RandomGenerator *Math::newRandomGenerator()
- {
- return new RandomGenerator();
- }
- BezierCurve *Math::newBezierCurve(const std::vector<Vector2> &points)
- {
- return new BezierCurve(points);
- }
- Transform *Math::newTransform()
- {
- return new Transform();
- }
- Transform *Math::newTransform(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky)
- {
- return new Transform(x, y, a, sx, sy, ox, oy, kx, ky);
- }
- } // math
- } // love
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