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/*
* Copyright (C) 2010 Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "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 APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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.
*/
#ifndef LoopBlinnLocalTriangulator_h
#define LoopBlinnLocalTriangulator_h
#include "FloatPoint.h"
#include "FloatPoint3D.h"
#include "LoopBlinnConstants.h"
#include <wtf/Assertions.h>
#include <wtf/Noncopyable.h>
namespace WebCore {
// Performs a localized triangulation of the triangle mesh
// corresponding to the four control point vertices of a cubic curve
// segment.
class LoopBlinnLocalTriangulator {
WTF_MAKE_NONCOPYABLE(LoopBlinnLocalTriangulator);
public:
// The vertices that the triangulator operates upon, containing both
// the position information as well as the cubic texture
// coordinates.
class Vertex {
WTF_MAKE_NONCOPYABLE(Vertex);
public:
Vertex()
{
resetFlags();
}
const FloatPoint& xyCoordinates() const
{
return m_xyCoordinates;
}
const FloatPoint3D& klmCoordinates() const
{
return m_klmCoordinates;
}
// Sets the position and texture coordinates of the vertex.
void set(float x, float y,
float k, float l, float m)
{
m_xyCoordinates.set(x, y);
m_klmCoordinates.set(k, l, m);
}
// Flags for walking from the start vertex to the end vertex.
bool end()
{
return m_end;
}
void setEnd(bool end)
{
m_end = end;
}
bool marked()
{
return m_marked;
}
void setMarked(bool marked)
{
m_marked = marked;
}
bool interior()
{
return m_interior;
}
void setInterior(bool interior)
{
m_interior = interior;
}
void resetFlags()
{
m_end = false;
m_marked = false;
m_interior = false;
}
private:
// 2D coordinates of the vertex in the plane.
FloatPoint m_xyCoordinates;
// Cubic texture coordinates for rendering the curve.
FloatPoint3D m_klmCoordinates;
// Flags for walking from the start vertex to the end vertex.
bool m_end;
bool m_marked;
bool m_interior;
};
// The triangles the Triangulator produces.
class Triangle {
public:
Triangle()
{
m_vertices[0] = 0;
m_vertices[1] = 0;
m_vertices[2] = 0;
}
// Gets the vertex at the given index, 0 <= index < 3.
Vertex* getVertex(int index)
{
ASSERT(index >= 0 && index < 3);
return m_vertices[index];
}
// Returns true if this triangle contains the given vertex (by
// identity, not geometrically).
bool contains(Vertex* v);
// Returns the vertex following the current one in the specified
// direction, counterclockwise or clockwise.
Vertex* nextVertex(Vertex* current, bool traverseCounterClockwise);
// Sets the vertices of this triangle, potentially reordering them
// to produce a canonical orientation.
void setVertices(Vertex* v0,
Vertex* v1,
Vertex* v2)
{
m_vertices[0] = v0;
m_vertices[1] = v1;
m_vertices[2] = v2;
makeCounterClockwise();
}
private:
// Returns the index [0..2] associated with the given vertex, or
// -1 if not found.
int indexForVertex(Vertex* vertex);
// Reorders the vertices in this triangle to make them
// counterclockwise when viewed in the 2D plane, in order to
// achieve a canonical ordering.
void makeCounterClockwise();
// Note: these are raw pointers because they point to the
// m_vertices contained in the surrounding triangulator.
Vertex* m_vertices[3];
};
LoopBlinnLocalTriangulator();
// Resets the triangulator's state. After each triangulation and
// before the next, call this to re-initialize the internal
// vertices' state.
void reset();
// Returns a mutable vertex stored in the triangulator. Use this to
// set up the vertices before a triangulation.
Vertex* getVertex(int index)
{
ASSERT(index >= 0 && index < 4);
return &m_vertices[index];
}
enum InsideEdgeComputation {
ComputeInsideEdges,
DontComputeInsideEdges
};
// Once the vertices' contents have been set up, call triangulate()
// to recompute the triangles.
//
// If computeInsideEdges is ComputeInsideEdges, then sideToFill
// will be used to determine which side of the cubic curve defined
// by the four control points is to be filled.
//
// The triangulation obeys the following guarantees:
// - If the convex hull is a quadrilateral, then the shortest edge
// will be chosen for the cut into two triangles.
// - If one of the vertices is contained in the triangle spanned
// by the other three, three triangles will be produced.
void triangulate(InsideEdgeComputation computeInsideEdges,
LoopBlinnConstants::FillSide sideToFill);
// Number of triangles computed by triangulate().
int numberOfTriangles() const
{
return m_numberOfTriangles;
}
// Returns the computed triangle at index, 0 <= index < numberOfTriangles().
Triangle* getTriangle(int index)
{
ASSERT(index >= 0 && index < m_numberOfTriangles);
return &m_triangles[index];
}
// Number of vertices facing the inside of the shape, if
// ComputeInsideEdges was passed when triangulate() was called.
int numberOfInteriorVertices() const
{
return m_numberOfInteriorVertices;
}
// Fetches the given interior vertex, 0 <= index < numberOfInteriorVertices().
Vertex* getInteriorVertex(int index)
{
ASSERT(index >= 0 && index < m_numberOfInteriorVertices);
return m_interiorVertices[index];
}
private:
void triangulateHelper(LoopBlinnConstants::FillSide sideToFill);
// Adds a triangle to the triangulation.
void addTriangle(Vertex* v0, Vertex* v1, Vertex* v2);
// Adds a vertex to the list of interior vertices.
void addInteriorVertex(Vertex* v);
// Indicates whether the edge between vertex v0 and v1 is shared
// between two or more triangles.
bool isSharedEdge(Vertex* v0, Vertex* v1);
// The vertices being triangulated.
Vertex m_vertices[4];
// The vertices corresponding to the edges facing the inside of the
// shape, in order from the start vertex to the end vertex. The more
// general triangulation algorithm tessellates this interior region.
Vertex* m_interiorVertices[4];
// The number of interior vertices that are valid for the current
// triangulation.
int m_numberOfInteriorVertices;
// There can be at most three triangles computed by this local
// algorithm, which occurs when one of the vertices is contained in
// the triangle spanned by the other three. Most of the time the
// algorithm computes two triangles.
Triangle m_triangles[3];
int m_numberOfTriangles;
};
} // namespace WebCore
#endif // LoopBlinnLocalTriangulator_h
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