ebiten/vector/internal/math/triangulate.go

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// Copyright 2019 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package math
import (
"fmt"
)
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func cross(v0x, v0y, v1x, v1y float32) float32 {
return v0x*v1y - v0y*v1x
}
func triangleCross(pt0, pt1, pt2 Point) float32 {
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return cross(pt1.X-pt0.X, pt1.Y-pt0.Y, pt2.X-pt1.X, pt2.Y-pt1.Y)
}
func adjacentIndices(indices []uint16, idx int) (uint16, uint16, uint16) {
return indices[(idx+len(indices)-1)%len(indices)], indices[idx], indices[(idx+1)%len(indices)]
}
func InTriangle(pt, pt0, pt1, pt2 Point) bool {
if pt.X <= pt0.X && pt.X <= pt1.X && pt.X <= pt2.X {
return false
}
if pt.X >= pt0.X && pt.X >= pt1.X && pt.X >= pt2.X {
return false
}
if pt.Y <= pt0.Y && pt.Y <= pt1.Y && pt.Y <= pt2.Y {
return false
}
if pt.Y >= pt0.Y && pt.Y >= pt1.Y && pt.Y >= pt2.Y {
return false
}
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c0 := cross(pt.X-pt0.X, pt.Y-pt0.Y, pt1.X-pt0.X, pt1.Y-pt0.Y)
c1 := cross(pt.X-pt1.X, pt.Y-pt1.Y, pt2.X-pt1.X, pt2.Y-pt1.Y)
c2 := cross(pt.X-pt2.X, pt.Y-pt2.Y, pt0.X-pt2.X, pt0.Y-pt2.Y)
return (c0 <= 0 && c1 <= 0 && c2 <= 0) || (c0 >= 0 && c1 >= 0 && c2 >= 0)
}
func Triangulate(pts []Point) []uint16 {
if len(pts) < 3 {
return nil
}
var currentIndices []uint16
// Split pts into the two point groups if there are the same points.
for i := range pts {
for j := 0; j < i; j++ {
if pts[i] == pts[j] {
is0 := Triangulate(pts[j:i])
for idx := range is0 {
is0[idx] += uint16(j)
}
is1 := Triangulate(append(pts[i:], pts[:j]...))
for idx := range is1 {
is1[idx] = uint16((int(is1[idx]) + i) % len(pts))
}
return append(is0, is1...)
}
}
currentIndices = append(currentIndices, uint16(i))
}
var indices []uint16
// Triangulation by Ear Clipping.
// https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf
for len(currentIndices) >= 3 {
// Calculate cross-products and remove unneeded vertices.
cs := make([]float32, len(currentIndices))
idxToRemove := -1
// Determine the direction of the polygon from the upper-left point.
var upperLeft int
for i := range currentIndices {
i0, i1, i2 := adjacentIndices(currentIndices, i)
pt0 := pts[i0]
pt1 := pts[i1]
pt2 := pts[i2]
c := triangleCross(pt0, pt1, pt2)
if c == 0 {
idxToRemove = i
break
}
cs[i] = c
if pts[currentIndices[upperLeft]].X > pts[currentIndices[i]].X {
upperLeft = i
} else if pts[currentIndices[upperLeft]].X == pts[currentIndices[i]].X &&
pts[currentIndices[upperLeft]].Y > pts[currentIndices[i]].Y {
upperLeft = i
}
}
if idxToRemove != -1 {
currentIndices = append(currentIndices[:idxToRemove], currentIndices[idxToRemove+1:]...)
continue
}
clockwise := cs[upperLeft] < 0
idx := -1
index:
for i := range currentIndices {
c := cs[i]
if c == 0 {
panic("math: cross value must not be 0")
}
if c < 0 && !clockwise || c > 0 && clockwise {
// The angle is more than 180 degrees. This is not an ear.
continue
}
i0, i1, i2 := adjacentIndices(currentIndices, i)
pt0 := pts[i0]
pt1 := pts[i1]
pt2 := pts[i2]
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for _, j := range currentIndices {
if j == i0 || j == i1 || j == i2 {
continue
}
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if InTriangle(pts[j], pt0, pt1, pt2) {
// If the triangle includes another point, the triangle is not an ear.
continue index
}
}
// The angle is less than 180 degrees. This is an ear.
idx = i
break
}
if idx < 0 {
// TODO: This happens when there is self-crossing.
panic(fmt.Sprintf("math: there is no ear in the polygon: %v", pts))
}
i0, i1, i2 := adjacentIndices(currentIndices, idx)
indices = append(indices, i0, i1, i2)
currentIndices = append(currentIndices[:idx], currentIndices[idx+1:]...)
}
return indices
}