Working Triangulization with Hole
This commit is contained in:
932
src/earcut.hpp
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932
src/earcut.hpp
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#pragma once
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#include "godot_cpp/variant/vector2.hpp"
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#include <algorithm>
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#include <cassert>
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#include <cmath>
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#include <cstddef>
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#include <cstdint>
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#include <limits>
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#include <memory>
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#include <utility>
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#include <vector>
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namespace mapbox {
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namespace util {
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template <std::size_t I, typename T> struct nth {
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inline static typename std::tuple_element<I, T>::type get(const T &t) {
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return std::get<I>(t);
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};
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};
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} // namespace util
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namespace detail {
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template <typename N = uint32_t> class Earcut {
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public:
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std::vector<N> indices;
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std::size_t vertices = 0;
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template <typename Polygon> void operator()(const Polygon &points);
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private:
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struct Node {
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Node(N index, double x_, double y_) : x(x_), y(y_), i(index), steiner(0) {}
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Node(const Node &) = delete;
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Node &operator=(const Node &) = delete;
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Node(Node &&) = delete;
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Node &operator=(Node &&) = delete;
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const double x;
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const double y;
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// previous and next vertice nodes in a polygon ring
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Node *prev = nullptr;
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Node *next = nullptr;
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// z-order curve value
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int32_t z = 0;
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// original index in polygon
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const N i : (sizeof(N) * 8 - 1);
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// indicates whether this is a steiner point
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N steiner : 1;
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// previous and next nodes in z-order
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Node *prevZ = nullptr;
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Node *nextZ = nullptr;
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};
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// Cache-optimized Triangle structure for repeated geometric tests
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struct Triangle {
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const double ax, ay;
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const double bx, by;
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const double cx, cy;
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Triangle(const Node *a, const Node *b, const Node *c)
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: ax(a->x), ay(a->y), bx(b->x), by(b->y), cx(c->x), cy(c->y) {}
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inline double area() const {
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return (by - ay) * (cx - bx) - (bx - ax) * (cy - by);
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}
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inline bool containsPoint(double px, double py) const {
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return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
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(ax - px) * (by - py) >= (bx - px) * (ay - py) &&
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(bx - px) * (cy - py) >= (cx - px) * (by - py);
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}
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};
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template <typename Ring>
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Node *linkedList(const Ring &points, const bool clockwise);
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Node *filterPoints(Node *start, Node *end = nullptr);
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void earcutLinked(Node *ear, int pass = 0);
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bool isEar(Node *ear);
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bool isEarHashed(Node *ear);
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Node *cureLocalIntersections(Node *start);
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void splitEarcut(Node *start);
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template <typename Polygon>
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Node *eliminateHoles(const Polygon &points, Node *outerNode);
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Node *eliminateHole(Node *hole, Node *outerNode);
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Node *findHoleBridge(Node *hole, Node *outerNode);
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bool sectorContainsSector(const Node *m, const Node *p);
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void indexCurve(Node *start);
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Node *sortLinked(Node *list);
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int32_t zOrder(const double x_, const double y_);
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Node *getLeftmost(Node *start);
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bool pointInTriangle(double ax, double ay, double bx, double by, double cx,
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double cy, double px, double py) const;
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bool isValidDiagonal(Node *a, Node *b);
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double area(const Node *p, const Node *q, const Node *r) const;
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bool equals(const Node *p1, const Node *p2);
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bool intersects(const Node *p1, const Node *q1, const Node *p2,
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const Node *q2);
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bool onSegment(const Node *p, const Node *q, const Node *r);
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int sign(double val);
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bool intersectsPolygon(const Node *a, const Node *b);
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bool locallyInside(const Node *a, const Node *b);
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bool middleInside(const Node *a, const Node *b);
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Node *splitPolygon(Node *a, Node *b);
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template <typename Point>
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Node *insertNode(std::size_t i, const Point &p, Node *last);
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void removeNode(Node *p);
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bool hashing;
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double minX, maxX;
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double minY, maxY;
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double inv_size = 0;
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template <typename T, typename Alloc = std::allocator<T>> class ObjectPool {
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public:
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ObjectPool() { allocateNewBlock(256); }
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ObjectPool(std::size_t blockSize_) : baseBlockSize(blockSize_) {
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allocateNewBlock(std::max<std::size_t>(blockSize_, 256));
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}
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~ObjectPool() { clear(); }
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template <typename... Args> T *construct(Args &&...args) {
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// If current block is full, move to next block or allocate new one
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if (currentIndex >= baseBlockSize) {
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currentBlockIndex++;
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if (currentBlockIndex < memoryBlocks.size()) {
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// Reuse existing block
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currentIndex = 0;
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} else {
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// Allocate a new one
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allocateNewBlock(baseBlockSize);
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}
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}
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T *object = memoryBlocks[currentBlockIndex].get() + currentIndex;
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alloc_traits::construct(alloc, object, std::forward<Args>(args)...);
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totalObjects++;
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currentIndex++;
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return object;
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}
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void reset() { clear(); }
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void clear() {
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// Destroy all objects, but keep blocks allocated for reuse
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std::size_t objectsDestroyed = 0;
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for (std::size_t blockIdx = 0;
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blockIdx < memoryBlocks.size() && objectsDestroyed < totalObjects;
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++blockIdx) {
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// check if we are in the last block
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std::size_t objectsInThisBlock =
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std::min(baseBlockSize, totalObjects - objectsDestroyed);
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for (std::size_t i = 0; i < objectsInThisBlock; ++i) {
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T *object = memoryBlocks[blockIdx].get() + i;
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alloc_traits::destroy(alloc, object);
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}
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objectsDestroyed += objectsInThisBlock;
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}
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// Reset to start from first block again
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currentBlockIndex = 0;
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currentIndex = 0;
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totalObjects = 0;
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}
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private:
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Alloc alloc;
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typedef typename std::allocator_traits<Alloc> alloc_traits;
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// Custom deleter that uses the allocator
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struct AllocDeleter {
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Alloc alloc;
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std::size_t capacity;
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void operator()(T *ptr) {
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alloc_traits::deallocate(alloc, ptr, capacity);
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}
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};
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std::vector<std::unique_ptr<T[], AllocDeleter>> memoryBlocks;
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std::vector<std::size_t> blockCapacities;
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std::size_t currentBlockIndex = 0;
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std::size_t currentIndex = 0;
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std::size_t totalObjects = 0;
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std::size_t baseBlockSize = 256;
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void allocateNewBlock(std::size_t capacity) {
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T *rawMemory = alloc_traits::allocate(alloc, capacity);
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auto newBlock = std::unique_ptr<T[], AllocDeleter>(
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rawMemory, AllocDeleter{alloc, capacity});
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memoryBlocks.push_back(std::move(newBlock));
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blockCapacities.push_back(capacity);
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currentBlockIndex = memoryBlocks.size() - 1;
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currentIndex = 0;
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}
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};
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std::unique_ptr<ObjectPool<Node>> nodes;
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std::vector<Node *> holeQueue;
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};
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template <typename N>
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template <typename Polygon>
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void Earcut<N>::operator()(const Polygon &points) {
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// reset
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indices.clear();
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vertices = 0;
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if (points.empty())
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return;
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double x;
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double y;
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int threshold = 80;
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std::size_t len = 0;
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for (size_t i = 0; threshold >= 0 && i < points.size(); i++) {
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threshold -= static_cast<int>(points[i].size());
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len += points[i].size();
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}
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// estimate size of nodes and indices
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if (!nodes) {
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std::size_t estimatedNodes = len * 3 / 2;
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nodes = std::make_unique<ObjectPool<Node>>(
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std::max<std::size_t>(estimatedNodes, 256));
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}
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indices.reserve(len + points[0].size());
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Node *outerNode = linkedList(points[0], true);
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if (!outerNode || outerNode->prev == outerNode->next)
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return;
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if (points.size() > 1)
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outerNode = eliminateHoles(points, outerNode);
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// if the shape is not too simple, we'll use z-order curve hash later;
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// calculate polygon bbox
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hashing = threshold < 0;
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if (hashing) {
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Node *p = outerNode->next;
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minX = maxX = outerNode->x;
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minY = maxY = outerNode->y;
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do {
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x = p->x;
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y = p->y;
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minX = std::min<double>(minX, x);
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minY = std::min<double>(minY, y);
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maxX = std::max<double>(maxX, x);
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maxY = std::max<double>(maxY, y);
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p = p->next;
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} while (p != outerNode);
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// minX, minY and inv_size are later used to transform coords into integers
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// for z-order calculation
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inv_size = std::max<double>(maxX - minX, maxY - minY);
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inv_size = inv_size != .0 ? (32767. / inv_size) : .0;
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}
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earcutLinked(outerNode);
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nodes->clear();
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holeQueue.clear();
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}
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// create a circular doubly linked list from polygon points in the specified
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// winding order
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template <typename N>
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template <typename Ring>
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typename Earcut<N>::Node *Earcut<N>::linkedList(const Ring &points,
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const bool clockwise) {
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using Point = typename Ring::value_type;
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double sum = 0;
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const std::size_t len = points.size();
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std::size_t i, j;
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Node *last = nullptr;
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// calculate original winding order of a polygon ring
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for (i = 0, j = len > 0 ? len - 1 : 0; i < len; j = i++) {
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const auto &p1 = points[i];
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const auto &p2 = points[j];
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const double p20 = util::nth<0, Point>::get(p2);
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const double p10 = util::nth<0, Point>::get(p1);
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const double p11 = util::nth<1, Point>::get(p1);
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const double p21 = util::nth<1, Point>::get(p2);
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sum += (p20 - p10) * (p11 + p21);
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}
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// link points into circular doubly-linked list in the specified winding order
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if (clockwise == (sum > 0)) {
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for (i = 0; i < len; i++)
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last = insertNode(vertices + i, points[i], last);
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} else {
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for (i = len; i-- > 0;)
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last = insertNode(vertices + i, points[i], last);
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}
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if (last && equals(last, last->next)) {
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removeNode(last);
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last = last->next;
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}
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vertices += len;
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return last;
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}
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// eliminate colinear or duplicate points
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template <typename N>
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typename Earcut<N>::Node *Earcut<N>::filterPoints(Node *start, Node *end) {
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if (!end)
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end = start;
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Node *p = start;
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bool again;
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do {
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again = false;
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if (!p->steiner && (equals(p, p->next) || area(p->prev, p, p->next) == 0)) {
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removeNode(p);
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p = end = p->prev;
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if (p == p->next)
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break;
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again = true;
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} else {
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p = p->next;
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}
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} while (again || p != end);
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return end;
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}
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// main ear slicing loop which triangulates a polygon (given as a linked list)
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template <typename N> void Earcut<N>::earcutLinked(Node *ear, int pass) {
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if (!ear)
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return;
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// interlink polygon nodes in z-order
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if (!pass && hashing)
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indexCurve(ear);
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Node *stop = ear;
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Node *prev;
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Node *next;
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// iterate through ears, slicing them one by one
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while (ear->prev != ear->next) {
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prev = ear->prev;
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next = ear->next;
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if (hashing ? isEarHashed(ear) : isEar(ear)) {
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// cut off the triangle
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indices.emplace_back(prev->i);
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indices.emplace_back(ear->i);
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indices.emplace_back(next->i);
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removeNode(ear);
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// skipping the next vertice leads to less sliver triangles
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ear = next->next;
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stop = next->next;
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continue;
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}
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ear = next;
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// if we looped through the whole remaining polygon and can't find any more
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// ears
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if (ear == stop) {
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// try filtering points and slicing again
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if (!pass)
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earcutLinked(filterPoints(ear), 1);
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// if this didn't work, try curing all small self-intersections locally
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else if (pass == 1) {
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ear = cureLocalIntersections(filterPoints(ear));
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earcutLinked(ear, 2);
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// as a last resort, try splitting the remaining polygon into two
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} else if (pass == 2)
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splitEarcut(ear);
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break;
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}
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}
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}
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// check whether a polygon node forms a valid ear with adjacent nodes
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template <typename N> bool Earcut<N>::isEar(Node *ear) {
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const Node *a = ear->prev;
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const Node *b = ear;
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const Node *c = ear->next;
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// Create triangle with cached coordinates and bounding box
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const Triangle tri(a, b, c);
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if (tri.area() >= 0)
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return false; // reflex, can't be an ear
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// now make sure we don't have other points inside the potential ear
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Node *p = ear->next->next;
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while (p != ear->prev) {
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if (tri.containsPoint(p->x, p->y) && area(p->prev, p, p->next) >= 0)
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return false;
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p = p->next;
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}
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return true;
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}
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template <typename N> bool Earcut<N>::isEarHashed(Node *ear) {
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const Node *a = ear->prev;
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const Node *b = ear;
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const Node *c = ear->next;
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// Create triangle with cached coordinates and bounding box
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const Triangle tri(a, b, c);
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if (tri.area() >= 0)
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return false; // reflex, can't be an ear
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// triangle bbox; min & max are calculated like this for speed
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const double minTX =
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std::min<double>(tri.ax, std::min<double>(tri.bx, tri.cx));
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const double minTY =
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std::min<double>(tri.ay, std::min<double>(tri.by, tri.cy));
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const double maxTX =
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std::max<double>(tri.ax, std::max<double>(tri.bx, tri.cx));
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const double maxTY =
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std::max<double>(tri.ay, std::max<double>(tri.by, tri.cy));
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// z-order range for the current triangle bbox;
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const int32_t minZ = zOrder(minTX, minTY);
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const int32_t maxZ = zOrder(maxTX, maxTY);
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// first look for points inside the triangle in increasing z-order
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Node *p = ear->nextZ;
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while (p && p->z <= maxZ) {
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if (p != ear->prev && p != ear->next && tri.containsPoint(p->x, p->y) &&
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area(p->prev, p, p->next) >= 0)
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return false;
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p = p->nextZ;
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}
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// then look for points in decreasing z-order
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p = ear->prevZ;
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while (p && p->z >= minZ) {
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if (p != ear->prev && p != ear->next && tri.containsPoint(p->x, p->y) &&
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area(p->prev, p, p->next) >= 0)
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return false;
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p = p->prevZ;
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}
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return true;
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}
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// go through all polygon nodes and cure small local self-intersections
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template <typename N>
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typename Earcut<N>::Node *Earcut<N>::cureLocalIntersections(Node *start) {
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Node *p = start;
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do {
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Node *a = p->prev;
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Node *b = p->next->next;
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// a self-intersection where edge (v[i-1],v[i]) intersects (v[i+1],v[i+2])
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if (!equals(a, b) && intersects(a, p, p->next, b) && locallyInside(a, b) &&
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locallyInside(b, a)) {
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indices.emplace_back(a->i);
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indices.emplace_back(p->i);
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indices.emplace_back(b->i);
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// remove two nodes involved
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removeNode(p);
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removeNode(p->next);
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p = start = b;
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}
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p = p->next;
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} while (p != start);
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return filterPoints(p);
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}
|
||||
|
||||
// try splitting polygon into two and triangulate them independently
|
||||
template <typename N> void Earcut<N>::splitEarcut(Node *start) {
|
||||
// look for a valid diagonal that divides the polygon into two
|
||||
Node *a = start;
|
||||
do {
|
||||
Node *b = a->next->next;
|
||||
while (b != a->prev) {
|
||||
if (a->i != b->i && isValidDiagonal(a, b)) {
|
||||
// split the polygon in two by the diagonal
|
||||
Node *c = splitPolygon(a, b);
|
||||
|
||||
// filter colinear points around the cuts
|
||||
a = filterPoints(a, a->next);
|
||||
c = filterPoints(c, c->next);
|
||||
|
||||
// run earcut on each half
|
||||
earcutLinked(a);
|
||||
earcutLinked(c);
|
||||
return;
|
||||
}
|
||||
b = b->next;
|
||||
}
|
||||
a = a->next;
|
||||
} while (a != start);
|
||||
}
|
||||
|
||||
// link every hole into the outer loop, producing a single-ring polygon without
|
||||
// holes
|
||||
template <typename N>
|
||||
template <typename Polygon>
|
||||
typename Earcut<N>::Node *Earcut<N>::eliminateHoles(const Polygon &points,
|
||||
Node *outerNode) {
|
||||
const size_t len = points.size();
|
||||
|
||||
holeQueue.clear();
|
||||
for (size_t i = 1; i < len; i++) {
|
||||
Node *list = linkedList(points[i], false);
|
||||
if (list) {
|
||||
if (list == list->next)
|
||||
list->steiner = true;
|
||||
holeQueue.push_back(getLeftmost(list));
|
||||
}
|
||||
}
|
||||
std::sort(holeQueue.begin(), holeQueue.end(),
|
||||
[](const Node *a, const Node *b) { return a->x < b->x; });
|
||||
|
||||
// process holes from left to right
|
||||
for (size_t i = 0; i < holeQueue.size(); i++) {
|
||||
outerNode = eliminateHole(holeQueue[i], outerNode);
|
||||
}
|
||||
|
||||
return outerNode;
|
||||
}
|
||||
|
||||
// find a bridge between vertices that connects hole with an outer ring and and
|
||||
// link it
|
||||
template <typename N>
|
||||
typename Earcut<N>::Node *Earcut<N>::eliminateHole(Node *hole,
|
||||
Node *outerNode) {
|
||||
Node *bridge = findHoleBridge(hole, outerNode);
|
||||
if (!bridge) {
|
||||
return outerNode;
|
||||
}
|
||||
|
||||
Node *bridgeReverse = splitPolygon(bridge, hole);
|
||||
|
||||
// filter collinear points around the cuts
|
||||
filterPoints(bridgeReverse, bridgeReverse->next);
|
||||
|
||||
// Check if input node was removed by the filtering
|
||||
return filterPoints(bridge, bridge->next);
|
||||
}
|
||||
|
||||
// David Eberly's algorithm for finding a bridge between hole and outer polygon
|
||||
template <typename N>
|
||||
typename Earcut<N>::Node *Earcut<N>::findHoleBridge(Node *hole,
|
||||
Node *outerNode) {
|
||||
Node *p = outerNode;
|
||||
double hx = hole->x;
|
||||
double hy = hole->y;
|
||||
double qx = -std::numeric_limits<double>::infinity();
|
||||
Node *m = nullptr;
|
||||
|
||||
// find a segment intersected by a ray from the hole's leftmost Vertex to the
|
||||
// left; segment's endpoint with lesser x will be potential connection Vertex
|
||||
do {
|
||||
if (hy <= p->y && hy >= p->next->y && p->next->y != p->y) {
|
||||
double x = p->x + (hy - p->y) * (p->next->x - p->x) / (p->next->y - p->y);
|
||||
if (x <= hx && x > qx) {
|
||||
qx = x;
|
||||
m = p->x < p->next->x ? p : p->next;
|
||||
if (x == hx)
|
||||
return m; // hole touches outer segment; pick leftmost endpoint
|
||||
}
|
||||
}
|
||||
p = p->next;
|
||||
} while (p != outerNode);
|
||||
|
||||
if (!m)
|
||||
return 0;
|
||||
|
||||
// look for points inside the triangle of hole Vertex, segment intersection
|
||||
// and endpoint; if there are no points found, we have a valid connection;
|
||||
// otherwise choose the Vertex of the minimum angle with the ray as connection
|
||||
// Vertex
|
||||
|
||||
const Node *stop = m;
|
||||
double tanMin = std::numeric_limits<double>::infinity();
|
||||
double tanCur = 0;
|
||||
|
||||
p = m;
|
||||
double mx = m->x;
|
||||
double my = m->y;
|
||||
|
||||
do {
|
||||
if (hx >= p->x && p->x >= mx && hx != p->x &&
|
||||
pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy,
|
||||
p->x, p->y)) {
|
||||
tanCur = std::abs(hy - p->y) / (hx - p->x); // tangential
|
||||
|
||||
if (locallyInside(p, hole) &&
|
||||
(tanCur < tanMin ||
|
||||
(tanCur == tanMin && (p->x > m->x || sectorContainsSector(m, p))))) {
|
||||
m = p;
|
||||
tanMin = tanCur;
|
||||
}
|
||||
}
|
||||
|
||||
p = p->next;
|
||||
} while (p != stop);
|
||||
|
||||
return m;
|
||||
}
|
||||
|
||||
// whether sector in vertex m contains sector in vertex p in the same
|
||||
// coordinates
|
||||
template <typename N>
|
||||
bool Earcut<N>::sectorContainsSector(const Node *m, const Node *p) {
|
||||
return area(m->prev, m, p->prev) < 0 && area(p->next, m, m->next) < 0;
|
||||
}
|
||||
|
||||
// interlink polygon nodes in z-order
|
||||
template <typename N> void Earcut<N>::indexCurve(Node *start) {
|
||||
assert(start);
|
||||
Node *p = start;
|
||||
|
||||
do {
|
||||
p->z = p->z ? p->z : zOrder(p->x, p->y);
|
||||
p->prevZ = p->prev;
|
||||
p->nextZ = p->next;
|
||||
p = p->next;
|
||||
} while (p != start);
|
||||
|
||||
p->prevZ->nextZ = nullptr;
|
||||
p->prevZ = nullptr;
|
||||
|
||||
sortLinked(p);
|
||||
}
|
||||
|
||||
// Simon Tatham's linked list merge sort algorithm
|
||||
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
|
||||
template <typename N>
|
||||
typename Earcut<N>::Node *Earcut<N>::sortLinked(Node *list) {
|
||||
assert(list);
|
||||
Node *p;
|
||||
Node *q;
|
||||
Node *e;
|
||||
Node *tail;
|
||||
int i, numMerges, pSize, qSize;
|
||||
int inSize = 1;
|
||||
|
||||
for (;;) {
|
||||
p = list;
|
||||
list = nullptr;
|
||||
tail = nullptr;
|
||||
numMerges = 0;
|
||||
|
||||
while (p) {
|
||||
numMerges++;
|
||||
q = p;
|
||||
pSize = 0;
|
||||
for (i = 0; i < inSize; i++) {
|
||||
pSize++;
|
||||
q = q->nextZ;
|
||||
if (!q)
|
||||
break;
|
||||
}
|
||||
|
||||
qSize = inSize;
|
||||
|
||||
while (pSize > 0 || (qSize > 0 && q)) {
|
||||
if (pSize == 0) {
|
||||
e = q;
|
||||
q = q->nextZ;
|
||||
qSize--;
|
||||
} else if (qSize == 0 || !q) {
|
||||
e = p;
|
||||
p = p->nextZ;
|
||||
pSize--;
|
||||
} else if (p->z <= q->z) {
|
||||
e = p;
|
||||
p = p->nextZ;
|
||||
pSize--;
|
||||
} else {
|
||||
e = q;
|
||||
q = q->nextZ;
|
||||
qSize--;
|
||||
}
|
||||
|
||||
if (tail)
|
||||
tail->nextZ = e;
|
||||
else
|
||||
list = e;
|
||||
|
||||
e->prevZ = tail;
|
||||
tail = e;
|
||||
}
|
||||
|
||||
p = q;
|
||||
}
|
||||
|
||||
tail->nextZ = nullptr;
|
||||
|
||||
if (numMerges <= 1)
|
||||
return list;
|
||||
|
||||
inSize *= 2;
|
||||
}
|
||||
}
|
||||
|
||||
// z-order of a Vertex given coords and size of the data bounding box
|
||||
template <typename N>
|
||||
int32_t Earcut<N>::zOrder(const double x_, const double y_) {
|
||||
// coords are transformed into non-negative 15-bit integer range
|
||||
int32_t x = static_cast<int32_t>((x_ - minX) * inv_size);
|
||||
int32_t y = static_cast<int32_t>((y_ - minY) * inv_size);
|
||||
|
||||
x = (x | (x << 8)) & 0x00FF00FF;
|
||||
x = (x | (x << 4)) & 0x0F0F0F0F;
|
||||
x = (x | (x << 2)) & 0x33333333;
|
||||
x = (x | (x << 1)) & 0x55555555;
|
||||
|
||||
y = (y | (y << 8)) & 0x00FF00FF;
|
||||
y = (y | (y << 4)) & 0x0F0F0F0F;
|
||||
y = (y | (y << 2)) & 0x33333333;
|
||||
y = (y | (y << 1)) & 0x55555555;
|
||||
|
||||
return x | (y << 1);
|
||||
}
|
||||
|
||||
// find the leftmost node of a polygon ring
|
||||
template <typename N>
|
||||
typename Earcut<N>::Node *Earcut<N>::getLeftmost(Node *start) {
|
||||
Node *p = start;
|
||||
Node *leftmost = start;
|
||||
do {
|
||||
if (p->x < leftmost->x || (p->x == leftmost->x && p->y < leftmost->y))
|
||||
leftmost = p;
|
||||
p = p->next;
|
||||
} while (p != start);
|
||||
|
||||
return leftmost;
|
||||
}
|
||||
|
||||
// check if a point lies within a convex triangle
|
||||
template <typename N>
|
||||
bool Earcut<N>::pointInTriangle(double ax, double ay, double bx, double by,
|
||||
double cx, double cy, double px,
|
||||
double py) const {
|
||||
return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
|
||||
(ax - px) * (by - py) >= (bx - px) * (ay - py) &&
|
||||
(bx - px) * (cy - py) >= (cx - px) * (by - py);
|
||||
}
|
||||
|
||||
// check if a diagonal between two polygon nodes is valid (lies in polygon
|
||||
// interior)
|
||||
template <typename N> bool Earcut<N>::isValidDiagonal(Node *a, Node *b) {
|
||||
return a->next->i != b->i && a->prev->i != b->i &&
|
||||
!intersectsPolygon(a, b) && // dones't intersect other edges
|
||||
((locallyInside(a, b) && locallyInside(b, a) &&
|
||||
middleInside(a, b) && // locally visible
|
||||
(area(a->prev, a, b->prev) != 0.0 ||
|
||||
area(a, b->prev, b) !=
|
||||
0.0)) || // does not create opposite-facing sectors
|
||||
(equals(a, b) && area(a->prev, a, a->next) > 0 &&
|
||||
area(b->prev, b, b->next) > 0)); // special zero-length case
|
||||
}
|
||||
|
||||
// signed area of a triangle
|
||||
template <typename N>
|
||||
double Earcut<N>::area(const Node *p, const Node *q, const Node *r) const {
|
||||
return (q->y - p->y) * (r->x - q->x) - (q->x - p->x) * (r->y - q->y);
|
||||
}
|
||||
|
||||
// check if two points are equal
|
||||
template <typename N> bool Earcut<N>::equals(const Node *p1, const Node *p2) {
|
||||
return p1->x == p2->x && p1->y == p2->y;
|
||||
}
|
||||
|
||||
// check if two segments intersect
|
||||
template <typename N>
|
||||
bool Earcut<N>::intersects(const Node *p1, const Node *q1, const Node *p2,
|
||||
const Node *q2) {
|
||||
int o1 = sign(area(p1, q1, p2));
|
||||
int o2 = sign(area(p1, q1, q2));
|
||||
int o3 = sign(area(p2, q2, p1));
|
||||
int o4 = sign(area(p2, q2, q1));
|
||||
|
||||
if (o1 != o2 && o3 != o4)
|
||||
return true; // general case
|
||||
|
||||
if (o1 == 0 && onSegment(p1, p2, q1))
|
||||
return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
|
||||
if (o2 == 0 && onSegment(p1, q2, q1))
|
||||
return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
|
||||
if (o3 == 0 && onSegment(p2, p1, q2))
|
||||
return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
|
||||
if (o4 == 0 && onSegment(p2, q1, q2))
|
||||
return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// for collinear points p, q, r, check if point q lies on segment pr
|
||||
template <typename N>
|
||||
bool Earcut<N>::onSegment(const Node *p, const Node *q, const Node *r) {
|
||||
return q->x <= std::max<double>(p->x, r->x) &&
|
||||
q->x >= std::min<double>(p->x, r->x) &&
|
||||
q->y <= std::max<double>(p->y, r->y) &&
|
||||
q->y >= std::min<double>(p->y, r->y);
|
||||
}
|
||||
|
||||
template <typename N> int Earcut<N>::sign(double val) {
|
||||
return (0.0 < val) - (val < 0.0);
|
||||
}
|
||||
|
||||
// check if a polygon diagonal intersects any polygon segments
|
||||
template <typename N>
|
||||
bool Earcut<N>::intersectsPolygon(const Node *a, const Node *b) {
|
||||
const Node *p = a;
|
||||
do {
|
||||
if (p->i != a->i && p->next->i != a->i && p->i != b->i &&
|
||||
p->next->i != b->i && intersects(p, p->next, a, b))
|
||||
return true;
|
||||
p = p->next;
|
||||
} while (p != a);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// check if a polygon diagonal is locally inside the polygon
|
||||
template <typename N>
|
||||
bool Earcut<N>::locallyInside(const Node *a, const Node *b) {
|
||||
return area(a->prev, a, a->next) < 0
|
||||
? area(a, b, a->next) >= 0 && area(a, a->prev, b) >= 0
|
||||
: area(a, b, a->prev) < 0 || area(a, a->next, b) < 0;
|
||||
}
|
||||
|
||||
// check if the middle Vertex of a polygon diagonal is inside the polygon
|
||||
template <typename N>
|
||||
bool Earcut<N>::middleInside(const Node *a, const Node *b) {
|
||||
const Node *p = a;
|
||||
bool inside = false;
|
||||
double px = (a->x + b->x) / 2;
|
||||
double py = (a->y + b->y) / 2;
|
||||
do {
|
||||
if (((p->y > py) != (p->next->y > py)) && p->next->y != p->y &&
|
||||
(px < (p->next->x - p->x) * (py - p->y) / (p->next->y - p->y) + p->x))
|
||||
inside = !inside;
|
||||
p = p->next;
|
||||
} while (p != a);
|
||||
|
||||
return inside;
|
||||
}
|
||||
|
||||
// link two polygon vertices with a bridge; if the vertices belong to the same
|
||||
// ring, it splits polygon into two; if one belongs to the outer ring and
|
||||
// another to a hole, it merges it into a single ring
|
||||
template <typename N>
|
||||
typename Earcut<N>::Node *Earcut<N>::splitPolygon(Node *a, Node *b) {
|
||||
Node *a2 = nodes->construct(a->i, a->x, a->y);
|
||||
Node *b2 = nodes->construct(b->i, b->x, b->y);
|
||||
Node *an = a->next;
|
||||
Node *bp = b->prev;
|
||||
|
||||
a->next = b;
|
||||
b->prev = a;
|
||||
|
||||
a2->next = an;
|
||||
an->prev = a2;
|
||||
|
||||
b2->next = a2;
|
||||
a2->prev = b2;
|
||||
|
||||
bp->next = b2;
|
||||
b2->prev = bp;
|
||||
|
||||
return b2;
|
||||
}
|
||||
|
||||
// create a node and util::optionally link it with previous one (in a circular
|
||||
// doubly linked list)
|
||||
template <typename N>
|
||||
template <typename Point>
|
||||
typename Earcut<N>::Node *Earcut<N>::insertNode(std::size_t i, const Point &pt,
|
||||
Node *last) {
|
||||
Node *p = nodes->construct(static_cast<N>(i), util::nth<0, Point>::get(pt),
|
||||
util::nth<1, Point>::get(pt));
|
||||
|
||||
if (!last) {
|
||||
p->prev = p;
|
||||
p->next = p;
|
||||
|
||||
} else {
|
||||
assert(last);
|
||||
p->next = last->next;
|
||||
p->prev = last;
|
||||
last->next->prev = p;
|
||||
last->next = p;
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
template <typename N> void Earcut<N>::removeNode(Node *p) {
|
||||
p->next->prev = p->prev;
|
||||
p->prev->next = p->next;
|
||||
|
||||
if (p->prevZ)
|
||||
p->prevZ->nextZ = p->nextZ;
|
||||
if (p->nextZ)
|
||||
p->nextZ->prevZ = p->prevZ;
|
||||
}
|
||||
} // namespace detail
|
||||
|
||||
template <typename N = uint32_t, typename Polygon>
|
||||
std::vector<N> earcut(const Polygon &poly) {
|
||||
mapbox::detail::Earcut<N> earcut;
|
||||
earcut(poly);
|
||||
return std::move(earcut.indices);
|
||||
}
|
||||
} // namespace mapbox
|
||||
@@ -1,24 +0,0 @@
|
||||
#include "gdexample.h"
|
||||
#include <godot_cpp/core/class_db.hpp>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
void GDExample::_bind_methods() {}
|
||||
|
||||
GDExample::GDExample() {
|
||||
// Initialize any variables here.
|
||||
time_passed = 0.0;
|
||||
}
|
||||
|
||||
GDExample::~GDExample() {
|
||||
// Add your cleanup here.
|
||||
}
|
||||
|
||||
void GDExample::_process(double delta) {
|
||||
time_passed += delta;
|
||||
|
||||
Vector2 new_position = Vector2(10.0 + (10.0 * sin(time_passed * 2.0)),
|
||||
10.0 + (10.0 * cos(time_passed * 1.5)));
|
||||
|
||||
set_position(new_position);
|
||||
}
|
||||
@@ -1,23 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <godot_cpp/classes/sprite2d.hpp>
|
||||
|
||||
namespace godot {
|
||||
|
||||
class GDExample : public Sprite2D {
|
||||
GDCLASS(GDExample, Sprite2D)
|
||||
|
||||
private:
|
||||
double time_passed;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
GDExample();
|
||||
~GDExample();
|
||||
|
||||
void _process(double delta) override;
|
||||
};
|
||||
|
||||
} // namespace godot
|
||||
@@ -1,6 +1,6 @@
|
||||
#include "register_types.h"
|
||||
|
||||
#include "gdexample.h"
|
||||
#include "godot_cpp/core/class_db.hpp"
|
||||
#include "triangulization.hpp"
|
||||
|
||||
#include <gdextension_interface.h>
|
||||
#include <godot_cpp/core/defs.hpp>
|
||||
@@ -13,7 +13,7 @@ void initialize_triangulation_module(ModuleInitializationLevel p_level) {
|
||||
return;
|
||||
}
|
||||
|
||||
GDREGISTER_RUNTIME_CLASS(GDExample);
|
||||
GDREGISTER_CLASS(Triangulization)
|
||||
}
|
||||
|
||||
void uninitialize_triangulation_module(ModuleInitializationLevel p_level) {
|
||||
|
||||
Binary file not shown.
61
src/triangulization.cpp
Normal file
61
src/triangulization.cpp
Normal file
@@ -0,0 +1,61 @@
|
||||
#include "triangulization.hpp"
|
||||
#include "earcut.hpp"
|
||||
#include "godot_cpp/classes/polygon2d.hpp"
|
||||
#include "godot_cpp/core/class_db.hpp"
|
||||
#include "godot_cpp/variant/array.hpp"
|
||||
#include "godot_cpp/variant/packed_int32_array.hpp"
|
||||
#include "godot_cpp/variant/packed_vector2_array.hpp"
|
||||
#include "godot_cpp/variant/string.hpp"
|
||||
#include "godot_cpp/variant/utility_functions.hpp"
|
||||
#include "godot_cpp/variant/vector2.hpp"
|
||||
#include <array>
|
||||
#include <cstdint>
|
||||
#include <vector>
|
||||
|
||||
Triangulization::Triangulization() {}
|
||||
|
||||
void Triangulization::_bind_methods() {
|
||||
ClassDB::bind_method(
|
||||
godot::D_METHOD("triangulate_with_holes", "outer", "inner"),
|
||||
&Triangulization::triangulate_with_holes);
|
||||
}
|
||||
|
||||
std::vector<std::array<double, 2>>
|
||||
_convert_to_std_vec(const godot::PackedVector2Array &packed_array) {
|
||||
std::vector<std::array<double, 2>> std_vec;
|
||||
std_vec.reserve(packed_array.size());
|
||||
|
||||
for (int i = 0; i < packed_array.size(); i++) {
|
||||
Vector2 tmp = packed_array[i];
|
||||
std_vec.push_back({tmp.x, tmp.y});
|
||||
}
|
||||
|
||||
return std_vec;
|
||||
}
|
||||
|
||||
PackedInt32Array Triangulization::triangulate_with_holes(Polygon2D *outer,
|
||||
Polygon2D *inner) {
|
||||
std::vector<std::vector<std::array<double, 2>>> p;
|
||||
|
||||
p.push_back(_convert_to_std_vec(outer->get_polygon()));
|
||||
p.push_back(_convert_to_std_vec(inner->get_polygon()));
|
||||
|
||||
// for (int i = 0; i < p.size(); i++) {
|
||||
// for (int j = 0; j < p[i].size(); j++) {
|
||||
// UtilityFunctions::print(String("Value: "),
|
||||
// String::num_uint64(p[i][j][0]),
|
||||
// String(","), String::num_uint64(p[i][j][1]));
|
||||
// }
|
||||
// }
|
||||
|
||||
std::vector<uint32_t> indices = mapbox::earcut<uint32_t>(p);
|
||||
// reverse to counter clockwise creating of triangles
|
||||
std::reverse(indices.begin(), indices.end());
|
||||
|
||||
PackedInt32Array return_values;
|
||||
for (int i = 0; i < indices.size(); i++) {
|
||||
return_values.push_back(indices[i]);
|
||||
}
|
||||
|
||||
return return_values;
|
||||
};
|
||||
21
src/triangulization.hpp
Normal file
21
src/triangulization.hpp
Normal file
@@ -0,0 +1,21 @@
|
||||
#pragma once
|
||||
|
||||
#include "godot_cpp/classes/wrapped.hpp"
|
||||
#include "godot_cpp/variant/packed_int32_array.hpp"
|
||||
#include <godot_cpp/classes/object.hpp>
|
||||
#include <godot_cpp/classes/polygon2d.hpp>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
class Triangulization : public Object {
|
||||
GDCLASS(Triangulization, Object);
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
Triangulization();
|
||||
|
||||
PackedInt32Array triangulate_with_holes(godot::Polygon2D *inner,
|
||||
godot::Polygon2D *outer);
|
||||
};
|
||||
BIN
src/triangulization.os
Normal file
BIN
src/triangulization.os
Normal file
Binary file not shown.
0
src/util.hpp
Normal file
0
src/util.hpp
Normal file
Reference in New Issue
Block a user