1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195
|
/*************************************************************************/
/* triangulate.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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,
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 > 0.0) && (bCROSScp > 0.0) && (cCROSSap > 0.0));
} else {
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, 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 triangulatiom
// 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 (0.0 < 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;
}
|