Working Triangulization with Hole

This commit is contained in:
2025-11-01 14:41:43 -04:00
parent e6b7f8989f
commit 41647dda49
50 changed files with 4603 additions and 57 deletions

932
src/earcut.hpp Normal file
View File

@@ -0,0 +1,932 @@
#pragma once
#include "godot_cpp/variant/vector2.hpp"
#include <algorithm>
#include <cassert>
#include <cmath>
#include <cstddef>
#include <cstdint>
#include <limits>
#include <memory>
#include <utility>
#include <vector>
namespace mapbox {
namespace util {
template <std::size_t I, typename T> struct nth {
inline static typename std::tuple_element<I, T>::type get(const T &t) {
return std::get<I>(t);
};
};
} // namespace util
namespace detail {
template <typename N = uint32_t> class Earcut {
public:
std::vector<N> indices;
std::size_t vertices = 0;
template <typename Polygon> void operator()(const Polygon &points);
private:
struct Node {
Node(N index, double x_, double y_) : x(x_), y(y_), i(index), steiner(0) {}
Node(const Node &) = delete;
Node &operator=(const Node &) = delete;
Node(Node &&) = delete;
Node &operator=(Node &&) = delete;
const double x;
const double y;
// previous and next vertice nodes in a polygon ring
Node *prev = nullptr;
Node *next = nullptr;
// z-order curve value
int32_t z = 0;
// original index in polygon
const N i : (sizeof(N) * 8 - 1);
// indicates whether this is a steiner point
N steiner : 1;
// previous and next nodes in z-order
Node *prevZ = nullptr;
Node *nextZ = nullptr;
};
// Cache-optimized Triangle structure for repeated geometric tests
struct Triangle {
const double ax, ay;
const double bx, by;
const double cx, cy;
Triangle(const Node *a, const Node *b, const Node *c)
: ax(a->x), ay(a->y), bx(b->x), by(b->y), cx(c->x), cy(c->y) {}
inline double area() const {
return (by - ay) * (cx - bx) - (bx - ax) * (cy - by);
}
inline bool containsPoint(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);
}
};
template <typename Ring>
Node *linkedList(const Ring &points, const bool clockwise);
Node *filterPoints(Node *start, Node *end = nullptr);
void earcutLinked(Node *ear, int pass = 0);
bool isEar(Node *ear);
bool isEarHashed(Node *ear);
Node *cureLocalIntersections(Node *start);
void splitEarcut(Node *start);
template <typename Polygon>
Node *eliminateHoles(const Polygon &points, Node *outerNode);
Node *eliminateHole(Node *hole, Node *outerNode);
Node *findHoleBridge(Node *hole, Node *outerNode);
bool sectorContainsSector(const Node *m, const Node *p);
void indexCurve(Node *start);
Node *sortLinked(Node *list);
int32_t zOrder(const double x_, const double y_);
Node *getLeftmost(Node *start);
bool pointInTriangle(double ax, double ay, double bx, double by, double cx,
double cy, double px, double py) const;
bool isValidDiagonal(Node *a, Node *b);
double area(const Node *p, const Node *q, const Node *r) const;
bool equals(const Node *p1, const Node *p2);
bool intersects(const Node *p1, const Node *q1, const Node *p2,
const Node *q2);
bool onSegment(const Node *p, const Node *q, const Node *r);
int sign(double val);
bool intersectsPolygon(const Node *a, const Node *b);
bool locallyInside(const Node *a, const Node *b);
bool middleInside(const Node *a, const Node *b);
Node *splitPolygon(Node *a, Node *b);
template <typename Point>
Node *insertNode(std::size_t i, const Point &p, Node *last);
void removeNode(Node *p);
bool hashing;
double minX, maxX;
double minY, maxY;
double inv_size = 0;
template <typename T, typename Alloc = std::allocator<T>> class ObjectPool {
public:
ObjectPool() { allocateNewBlock(256); }
ObjectPool(std::size_t blockSize_) : baseBlockSize(blockSize_) {
allocateNewBlock(std::max<std::size_t>(blockSize_, 256));
}
~ObjectPool() { clear(); }
template <typename... Args> T *construct(Args &&...args) {
// If current block is full, move to next block or allocate new one
if (currentIndex >= baseBlockSize) {
currentBlockIndex++;
if (currentBlockIndex < memoryBlocks.size()) {
// Reuse existing block
currentIndex = 0;
} else {
// Allocate a new one
allocateNewBlock(baseBlockSize);
}
}
T *object = memoryBlocks[currentBlockIndex].get() + currentIndex;
alloc_traits::construct(alloc, object, std::forward<Args>(args)...);
totalObjects++;
currentIndex++;
return object;
}
void reset() { clear(); }
void clear() {
// Destroy all objects, but keep blocks allocated for reuse
std::size_t objectsDestroyed = 0;
for (std::size_t blockIdx = 0;
blockIdx < memoryBlocks.size() && objectsDestroyed < totalObjects;
++blockIdx) {
// check if we are in the last block
std::size_t objectsInThisBlock =
std::min(baseBlockSize, totalObjects - objectsDestroyed);
for (std::size_t i = 0; i < objectsInThisBlock; ++i) {
T *object = memoryBlocks[blockIdx].get() + i;
alloc_traits::destroy(alloc, object);
}
objectsDestroyed += objectsInThisBlock;
}
// Reset to start from first block again
currentBlockIndex = 0;
currentIndex = 0;
totalObjects = 0;
}
private:
Alloc alloc;
typedef typename std::allocator_traits<Alloc> alloc_traits;
// Custom deleter that uses the allocator
struct AllocDeleter {
Alloc alloc;
std::size_t capacity;
void operator()(T *ptr) {
alloc_traits::deallocate(alloc, ptr, capacity);
}
};
std::vector<std::unique_ptr<T[], AllocDeleter>> memoryBlocks;
std::vector<std::size_t> blockCapacities;
std::size_t currentBlockIndex = 0;
std::size_t currentIndex = 0;
std::size_t totalObjects = 0;
std::size_t baseBlockSize = 256;
void allocateNewBlock(std::size_t capacity) {
T *rawMemory = alloc_traits::allocate(alloc, capacity);
auto newBlock = std::unique_ptr<T[], AllocDeleter>(
rawMemory, AllocDeleter{alloc, capacity});
memoryBlocks.push_back(std::move(newBlock));
blockCapacities.push_back(capacity);
currentBlockIndex = memoryBlocks.size() - 1;
currentIndex = 0;
}
};
std::unique_ptr<ObjectPool<Node>> nodes;
std::vector<Node *> holeQueue;
};
template <typename N>
template <typename Polygon>
void Earcut<N>::operator()(const Polygon &points) {
// reset
indices.clear();
vertices = 0;
if (points.empty())
return;
double x;
double y;
int threshold = 80;
std::size_t len = 0;
for (size_t i = 0; threshold >= 0 && i < points.size(); i++) {
threshold -= static_cast<int>(points[i].size());
len += points[i].size();
}
// estimate size of nodes and indices
if (!nodes) {
std::size_t estimatedNodes = len * 3 / 2;
nodes = std::make_unique<ObjectPool<Node>>(
std::max<std::size_t>(estimatedNodes, 256));
}
indices.reserve(len + points[0].size());
Node *outerNode = linkedList(points[0], true);
if (!outerNode || outerNode->prev == outerNode->next)
return;
if (points.size() > 1)
outerNode = eliminateHoles(points, outerNode);
// if the shape is not too simple, we'll use z-order curve hash later;
// calculate polygon bbox
hashing = threshold < 0;
if (hashing) {
Node *p = outerNode->next;
minX = maxX = outerNode->x;
minY = maxY = outerNode->y;
do {
x = p->x;
y = p->y;
minX = std::min<double>(minX, x);
minY = std::min<double>(minY, y);
maxX = std::max<double>(maxX, x);
maxY = std::max<double>(maxY, y);
p = p->next;
} while (p != outerNode);
// minX, minY and inv_size are later used to transform coords into integers
// for z-order calculation
inv_size = std::max<double>(maxX - minX, maxY - minY);
inv_size = inv_size != .0 ? (32767. / inv_size) : .0;
}
earcutLinked(outerNode);
nodes->clear();
holeQueue.clear();
}
// create a circular doubly linked list from polygon points in the specified
// winding order
template <typename N>
template <typename Ring>
typename Earcut<N>::Node *Earcut<N>::linkedList(const Ring &points,
const bool clockwise) {
using Point = typename Ring::value_type;
double sum = 0;
const std::size_t len = points.size();
std::size_t i, j;
Node *last = nullptr;
// calculate original winding order of a polygon ring
for (i = 0, j = len > 0 ? len - 1 : 0; i < len; j = i++) {
const auto &p1 = points[i];
const auto &p2 = points[j];
const double p20 = util::nth<0, Point>::get(p2);
const double p10 = util::nth<0, Point>::get(p1);
const double p11 = util::nth<1, Point>::get(p1);
const double p21 = util::nth<1, Point>::get(p2);
sum += (p20 - p10) * (p11 + p21);
}
// link points into circular doubly-linked list in the specified winding order
if (clockwise == (sum > 0)) {
for (i = 0; i < len; i++)
last = insertNode(vertices + i, points[i], last);
} else {
for (i = len; i-- > 0;)
last = insertNode(vertices + i, points[i], last);
}
if (last && equals(last, last->next)) {
removeNode(last);
last = last->next;
}
vertices += len;
return last;
}
// eliminate colinear or duplicate points
template <typename N>
typename Earcut<N>::Node *Earcut<N>::filterPoints(Node *start, Node *end) {
if (!end)
end = start;
Node *p = start;
bool again;
do {
again = false;
if (!p->steiner && (equals(p, p->next) || area(p->prev, p, p->next) == 0)) {
removeNode(p);
p = end = p->prev;
if (p == p->next)
break;
again = true;
} else {
p = p->next;
}
} while (again || p != end);
return end;
}
// main ear slicing loop which triangulates a polygon (given as a linked list)
template <typename N> void Earcut<N>::earcutLinked(Node *ear, int pass) {
if (!ear)
return;
// interlink polygon nodes in z-order
if (!pass && hashing)
indexCurve(ear);
Node *stop = ear;
Node *prev;
Node *next;
// iterate through ears, slicing them one by one
while (ear->prev != ear->next) {
prev = ear->prev;
next = ear->next;
if (hashing ? isEarHashed(ear) : isEar(ear)) {
// cut off the triangle
indices.emplace_back(prev->i);
indices.emplace_back(ear->i);
indices.emplace_back(next->i);
removeNode(ear);
// skipping the next vertice leads to less sliver triangles
ear = next->next;
stop = next->next;
continue;
}
ear = next;
// if we looped through the whole remaining polygon and can't find any more
// ears
if (ear == stop) {
// try filtering points and slicing again
if (!pass)
earcutLinked(filterPoints(ear), 1);
// if this didn't work, try curing all small self-intersections locally
else if (pass == 1) {
ear = cureLocalIntersections(filterPoints(ear));
earcutLinked(ear, 2);
// as a last resort, try splitting the remaining polygon into two
} else if (pass == 2)
splitEarcut(ear);
break;
}
}
}
// check whether a polygon node forms a valid ear with adjacent nodes
template <typename N> bool Earcut<N>::isEar(Node *ear) {
const Node *a = ear->prev;
const Node *b = ear;
const Node *c = ear->next;
// Create triangle with cached coordinates and bounding box
const Triangle tri(a, b, c);
if (tri.area() >= 0)
return false; // reflex, can't be an ear
// now make sure we don't have other points inside the potential ear
Node *p = ear->next->next;
while (p != ear->prev) {
if (tri.containsPoint(p->x, p->y) && area(p->prev, p, p->next) >= 0)
return false;
p = p->next;
}
return true;
}
template <typename N> bool Earcut<N>::isEarHashed(Node *ear) {
const Node *a = ear->prev;
const Node *b = ear;
const Node *c = ear->next;
// Create triangle with cached coordinates and bounding box
const Triangle tri(a, b, c);
if (tri.area() >= 0)
return false; // reflex, can't be an ear
// triangle bbox; min & max are calculated like this for speed
const double minTX =
std::min<double>(tri.ax, std::min<double>(tri.bx, tri.cx));
const double minTY =
std::min<double>(tri.ay, std::min<double>(tri.by, tri.cy));
const double maxTX =
std::max<double>(tri.ax, std::max<double>(tri.bx, tri.cx));
const double maxTY =
std::max<double>(tri.ay, std::max<double>(tri.by, tri.cy));
// z-order range for the current triangle bbox;
const int32_t minZ = zOrder(minTX, minTY);
const int32_t maxZ = zOrder(maxTX, maxTY);
// first look for points inside the triangle in increasing z-order
Node *p = ear->nextZ;
while (p && p->z <= maxZ) {
if (p != ear->prev && p != ear->next && tri.containsPoint(p->x, p->y) &&
area(p->prev, p, p->next) >= 0)
return false;
p = p->nextZ;
}
// then look for points in decreasing z-order
p = ear->prevZ;
while (p && p->z >= minZ) {
if (p != ear->prev && p != ear->next && tri.containsPoint(p->x, p->y) &&
area(p->prev, p, p->next) >= 0)
return false;
p = p->prevZ;
}
return true;
}
// go through all polygon nodes and cure small local self-intersections
template <typename N>
typename Earcut<N>::Node *Earcut<N>::cureLocalIntersections(Node *start) {
Node *p = start;
do {
Node *a = p->prev;
Node *b = p->next->next;
// a self-intersection where edge (v[i-1],v[i]) intersects (v[i+1],v[i+2])
if (!equals(a, b) && intersects(a, p, p->next, b) && locallyInside(a, b) &&
locallyInside(b, a)) {
indices.emplace_back(a->i);
indices.emplace_back(p->i);
indices.emplace_back(b->i);
// remove two nodes involved
removeNode(p);
removeNode(p->next);
p = start = b;
}
p = p->next;
} while (p != start);
return filterPoints(p);
}
// 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

View File

@@ -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);
}

View File

@@ -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

View File

@@ -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
View 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
View 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

Binary file not shown.

0
src/util.hpp Normal file
View File